////////////////////////////////////////////// public IEnumerator ShotSound() { SecondaryWeaponAudioSource.Stop(); PrimaryWeaponAudioSource.Play(); yield return(new WaitForSeconds(Clip_Shot.length)); SecondaryWeaponAudioSource.Play(); }
} ///// public void Reload() { //if (reserveAmmo > 0 && currentWeaponState == State.Ready && currentAmmo < maxAmmoCapacity) if ((reserveAmmo > 0 && currentAmmo < maxAmmoCapacity) && (currentWeaponState != State.Reloading && currentWeaponState != State.Switching)) { StopAllCoroutines(); currentWeaponState = State.Reloading; SecondaryWeaponAudioSource.Stop(); /////////////////////////////////////////////// StartCoroutine(ReloadCoroutine()); } } /////