public void Fire() { if (Time.time < firedLast + weaponData.GetFirerate()) { return; } firedLast = Time.time; if (ammoCount <= 0) { Reload(); // Play out of ammo in clip sound effect? return; } // animator.SetTrigger("Shoot"); audioSource.clip = weaponData.GetFireSound(); audioSource.Play(); ammoCount--; UIController.Instance.GetHUD().ChangeAmmo(ammoCount); GameObject bulletObject = ObjectPoolingManager.Instance.GetBullet(); bulletObject.transform.position = shootPos.transform.position + shootPos.transform.forward; bulletObject.transform.forward = shootPos.transform.forward; }