무기마다 최대 탄약 다르게

using UnityEngine; 
using System.Collections; 
using UnityEngine.UI; 
 
public class GameManager : MonoBehaviour { 
    //manager 
    public static GameManager manager; 
 
    //player 
    public GameObject player; 
 
    //texts 
    public GameObject scoreText; 
    public GameObject welcome; 
    public GameObject ammotext; 
 
    //bullet 
    public GameObject bullet; 
 
    //ammo 
    public int bullets = 0; 
    public int maxbullets = 0; 
 
    //gun damage 
    public int damage = 0; 
 
    //score 
    public int score; 
 
    //can shoot or not 
    //public bool canShoot = false; 
 
    //is started? or Over? 
    public bool isStart = false; 
    public bool isOver = false; 
 
    //max score 
    public const int MAXSCORE = 100; 
 
    // Before Start()... 
    void OnEnable() 
    { 
        manager = this; 
    } 
 
  // Use this for initialization 
  void Start () { 
        bullets = 0; 
        maxbullets = 0; 
  } 
   
  // Update is called once per frame 
  void Update () { 
      if(!welcome.GetComponent<Text>().enabled && !isStart) 
        { 
            //welcome.GetComponent<Text>().text = "You Win!"; //미리 텍스트 변경 
            //Debug.Log("a"); 
            isStart = true; 
            scoreText.SetActive(true); //스코어 텍스트 켜기 
            ammotext.GetComponent<Text>().enabled = true; 
             
        } 
 
        if(score >= MAXSCORE && !isOver) 
        { 
            welcome.GetComponent<Text>().enabled = true; 
            scoreText.SetActive(false); 
            isOver = true; 
        } 
 
        if(Input.GetButtonDown("Fire1") && bullets > 0) 
        { 
            Debug.Log("Ammo " + bullets + " Max " + maxbullets); 
            Debug.Log("남은 총알" + (--bullets)); 
            ammotext.GetComponent<Text>().text = "ammo:" + bullets; 
            GameObject ins = Instantiate(bullet, player.transform.position, player.transform.rotation) as GameObject; 
            ins.GetComponent<Rigidbody>().AddForce(player.transform.forward * 5000f); 
        } 
  } 
 
}