RechargingAmmo MonoBehaviour
Overview
The RechargingAmmo module is a unique ammo for the firearm it is attached to.
Inspector

Properties
| Name | Type | Description |
|---|---|---|
| Start Active | Boolean | Should this module register as the active ammo module immediately on start. |
| Activation Mode | Dropdown | How does module activation work. Options are: Component means the component will be enabled / disabled - use this when you have multiple modules on an object such as the firearm root. GameObject activates / deactivates the object - use this for attachments where you want the geo to appear/disappear. |
| Printable Name | String | The name to show on the HUD. |
| Effect | Dropdown | A dropdown which shows all the AmmoEffect modules on the GameObject. This is the effect the bullets will have on hitting a target. |
| Starting Ammo | Int | The amount of ammo the weapon starts with. |
| Max Ammo | Int | The maximum amount of ammo the weapon can carry. |
| Recharge Delay | Float | The time before reloading starts once a round is fired. |
| Recharge Spacing | Float | The time in seconds between recharge steps. |
| Recharge Amount | Integer | The amount of ammo to add each recharge step. |
| Reset On Change | Boolean | Should the recharge timer reset each time the ammo quantity changes. If not, the recharge timer will start as soon as the ammo dips below max and stop when it is filled to maximum again. |