IEnumerator WeaponShoot() { if (ammoSlot.GetAmmo(ammoType) > 0) { shotAnim.SetTrigger(FIRE_ANIMATION_TRIGGER); muzzleFlash.Play(); AudioSource.PlayClipAtPoint(audioClip, Camera.main.transform.position, 1f); WeaponRaycast(); ammoSlot.ReduceAmmo(ammoType); yield return(new WaitForSeconds(shotsDelay)); muzzleFlash.Stop(); } }