public IEnumerator Start() { animator = character.GetComponent <Animator>(); audioSource = character.GetComponent <AudioSource>(); ammoCount = Mathf.Clamp(weaponData.GetInitalAmmoCount(), 0, weaponData.GetAmmoClip()); firedLast = 0; yield return(new WaitForSeconds(0.1f)); if (weaponData.GetInitalAmmoCount() > weaponData.GetAmmoClip()) { Player.Instance.GiveAmmo(weaponData.GetAmmoType(), weaponData.GetInitalAmmoCount() - ammoCount); } }