title: How to get my shot delay to work
body: <p>I was trying to learn how to do this with gamesplusjames on youtube but it's not working out too well. I'm pretty sure it's something minor but I can't figure out what it is. Basically my character aims her bow and arrow and shoots when I release the C key. But i need a delay so she doesn't shot faster than her animations can move. Can anyone tell me where I dropped the ball? I simplified my code to get rid of all the other junk that doesn't have to do with the shooting or aiming. Thanks.</p>
  
  <pre><code>using UnityEngine;
  using System.Collections;
  using UnityEngine.UI;
  
  public class tulMove : MonoBehaviour {
  
  public Transform arrowSpawn;
  public GameObject arrowPrefab;
  
  private bool aim = false;
  private bool shot = false;
  
  public float shotDelay;
  private float shotDelayCounter;
  
  private Rigidbody2D rb;
  private Animator anim;
  
  void Start ()
  {
  
      anim = GetComponent&lt;Animator&gt;();
      rb = GetComponent&lt;Rigidbody2D&gt;();
  
  }
  
  void Update(){
  
      if (!aim &amp;&amp; Input.GetKeyDown (KeyCode.C))
      {
          aim = true;
          anim.SetTrigger ("aim");
      }
  
      if (aim &amp;&amp; !shot &amp;&amp; Input.GetKeyUp (KeyCode.C)) 
      {
  
          shot = true;
          aim = false;
          anim.SetTrigger ("shot");
          Instantiate (arrowPrefab, arrowSpawn.position, arrowSpawn.rotation);
          shotDelayCounter = shotDelay;
      }
  
      if (aim &amp;&amp; !shot &amp;&amp; Input.GetKeyUp (KeyCode.C)) 
      {
          shotDelayCounter -= Time.deltaTime;
  
          if (shotDelayCounter &lt;= 0) 
          {
              shotDelayCounter = shotDelay;
              shot = true;
              aim = false;
              anim.SetTrigger ("shot");
              Instantiate (arrowPrefab, arrowSpawn.position, arrowSpawn.rotation);
               }
          }
      }
  }
  </code></pre>