using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class disparo : MonoBehaviour {
    public Transform player;
  //  public float range = 1f;
    //public float range = 4f;
 // MANIPULAR PARA CAMBIAR LAS VELOCIDADES DE DISPARO
    public float range = 0.04f;
    public float bulletImpulse = 0.1f;
    private bool onRange = false;
    public Rigidbody projectile;
    void Start()
    {
 
       // float rand = Random.Range(1.0f, 2.0f);/////ORIGINAL
        //float rand = Random.Range(0.04f, 2.0f);/////tambien funciona
        //float rand = Random.Range(0.04f, 0.5f);/////tambien funciona
//ATENCION A ESTAS LINEAS DE ARRIBA, MANIPULANDOLAS SE CAMBIAS LOS TIEMPOS
DE DISPAROS A MAS LENTOS A MAS RAPIDOS Y SEGUIDOS
// float rand = Random.Range(1.0f, 2.0f);/////ORIGINAL DISPARA LENTAMENTE
        float rand = Random.Range(0.04f, 0.08f);
/////tambien funcionaDISPARA RAPIDAMENTE
        InvokeRepeating("Shoot", 2, rand);//////ORIGINAL
    
    }
    void Shoot()
    {
        if (onRange)
        {
            Rigidbody bullet = (Rigidbody)Instantiate(projectile, transform.position + transform.forward, transform.rotation);
            bullet.AddForce(transform.forward * bulletImpulse, ForceMode.Impulse);
            Destroy(bullet.gameObject, 2);
        }
    }
    void Update()
    {
        onRange = Vector3.Distance(transform.position, player.position) < range;
        if (onRange)
            transform.LookAt(player);
    }
}
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 using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class disparo : MonoBehaviour {
    public Transform player;
  //  public float range = 1f;
    //public float range = 4f;
    public float range = 0.04f;
    public float bulletImpulse = 0.1f;
    private bool onRange = false;
    public Rigidbody projectile;
    void Start()
    {
       // float rand = Random.Range(1.0f, 2.0f);/////ORIGINAL
        //float rand = Random.Range(0.04f, 2.0f);/////tambien funciona
        //float rand = Random.Range(0.04f, 0.5f);/////tambien funciona
        float rand = Random.Range(0.04f, 0.08f);/////tambien funciona
        InvokeRepeating("Shoot", 2, rand);//////ORIGINAL
    }
    void Shoot()
    {
        if (onRange)
        {
            Rigidbody bullet = (Rigidbody)Instantiate(projectile, transform.position + transform.forward, transform.rotation);
            bullet.AddForce(transform.forward * bulletImpulse, ForceMode.Impulse);
            Destroy(bullet.gameObject, 2);
        }
    }
    void Update()
    {
        onRange = Vector3.Distance(transform.position, player.position) < range;
        if (onRange)
            transform.LookAt(player);
    }
}
 
 
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