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problem with bullet instantiation

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I have a mechanic in my game that allows the player to slow down time but whenever I use it, my bullet spawner starts spitting out bullets at a higher rate. What do I do? Here's my bullet spawner script: #pragma strict var projectile : GameObject; var timeUntilDestroyed : float; var timeBetweenBulletsCurrent : float; var timeBetweenBullets1 : float; var timeBetweenBullets2 : float; var patternChangeTime : float; var patternChangeTime2 : float; var isFiring : boolean; var isChanging : boolean; function ChangeSpeedEvery() { isChanging = true; timeBetweenBulletsCurrent = timeBetweenBullets1; yield WaitForSeconds(patternChangeTime); timeBetweenBulletsCurrent = timeBetweenBullets2; yield WaitForSeconds(patternChangeTime2); isChanging = false; } function FireBullet() { var clone = Instantiate(projectile, transform.position, Quaternion.identity); Destroy(clone, timeUntilDestroyed); } function FireBulletRepeatedly() { isFiring = true; FireBullet(); yield WaitForSeconds(timeBetweenBulletsCurrent); isFiring = false; } function FixedUpdate() { if(isFiring == false) { FireBulletRepeatedly(); } if(isChanging == false) { ChangeSpeedEvery(); } }

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