Rechargeable Magazine
The RechargeableMagazine is an energy-style magazine that regenerates ammo over time instead of using manual reload input. It’s ideal for energy guns, plasma rifles, or futuristic beam weapons.
Summary
This component:
- Regenerates ammo passively
 - Triggers reload start and complete events
 - Works well with weapons that overheat or recharge between bursts
 
Fields
| Field | Type | Description | 
|---|---|---|
_rechargeRate | float | How many clip units are restored per second. | 
clip | float (inherited) | Current amount of ammo. | 
clipSize | float (inherited) | Maximum ammo capacity. | 
Public Methods
| Method | Description | 
|---|---|
override void Reload() | Begins the recharge coroutine. | 
void CompleteReload() | Manually calls OnReloadComplete if needed. | 
Private Methods
| Method | Description | 
|---|---|
void CheckReload() | Triggers OnStartReload if the clip isn’t full. | 
IEnumerator ReloadRoutine() | Regenerates ammo over time until full or disabled. | 
Behavior
- The script listens for 
barrel._OnEndShootingto check if a recharge should be triggered. - Ammo restores at a fixed rate using 
WaitForSeconds. - When the clip is full, 
OnReloadCompleteis invoked. - Works only when the weapon is in a 
Restingstate. 
Events
| Event | Trigger | 
|---|---|
OnStartReload | When recharge begins (clip < full) | 
OnReloadComplete | When clip becomes full | 
OnDepleted | When clip reaches zero | 
Use Case Example
- Plasma rifle with steady regen
 - Beam cannon with slow, continuous energy return
 - Weapons without a reload key but require downtime
 
Note
This component does not require player input and works automatically.
Tip
You can customize recharge VFX using OnStartReload and OnReloadComplete.