private IEnumerator Shoot() { canShoot = false; if (ammoSlot.GetCurrentAmmo(ammoType) > 0) { ammoSlot.DecreaseCurrentAmmo(ammoType); PlayMuzzleFlash(); ProcessRaycast(); UIcanvas.UpdateAmmoDisplay(ammoSlot.GetCurrentAmmo(ammoType)); } yield return(new WaitForSeconds(timeBetweenShots)); canShoot = true; }