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LupiNexMedia
2026-06-04 03:42:31 +02:00
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# ---> Unity
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.unitypackage.meta
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*
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{
"version": "1.0",
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<!-- UNITY CODE ASSIST INSTRUCTIONS START -->
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<!-- UNITY CODE ASSIST INSTRUCTIONS END -->
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using UnityEngine;
using UnityEngine.SceneManagement;
public class GameManagerX : MonoBehaviour
{
public bool gameOver = false;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.R) && gameOver)
{
Debug.Log("Restarting Game...");
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveLeftX : MonoBehaviour
{
public float speed;
private GameManagerX playerControllerScript;
private float leftBound = -10;
// Start is called before the first frame update
void Start()
{
playerControllerScript = GameObject.Find("GameManager").GetComponent<GameManagerX>();
}
// Update is called once per frame
void Update()
{
// If game is not over, move to the left
if (playerControllerScript.gameOver == false)
{
transform.Translate(Vector3.left * speed * Time.deltaTime, Space.World);
}
// If object goes off screen that is NOT the background, destroy it
if (transform.position.x < leftBound && !gameObject.CompareTag("Background"))
{
Destroy(gameObject);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class PlayerControllerX : MonoBehaviour
{
private float floatForce = 0.6f;
private float gravityModifier = 1f;
private float upperBound = 13.5f;
private Rigidbody playerRb;
private GameManagerX playerControllerScript;
public ParticleSystem explosionParticle;
public ParticleSystem fireworksParticle;
private AudioSource playerAudio;
public AudioClip moneySound;
public AudioClip explodeSound;
// Start is called before the first frame update
void Start()
{
playerControllerScript = GameObject.Find("GameManager").GetComponent<GameManagerX>();
Physics.gravity *= gravityModifier;
playerAudio = GetComponent<AudioSource>();
playerRb = GetComponent<Rigidbody>();
// Apply a small upward force at the start of the game
playerRb.AddForce(Vector3.up * 5, ForceMode.Impulse);
}
// Update is called once per frame
void Update()
{
// While space is pressed and player is low enough, float up
if (Input.GetKey(KeyCode.Space) && !playerControllerScript.gameOver)
{
playerRb.AddForce(Vector3.up * floatForce, ForceMode.Impulse);
}
if (transform.position.y >= upperBound)
{
transform.position = new Vector3(transform.position.x, upperBound, transform.position.z);
playerRb.linearVelocity = Vector3.zero;
}
}
private void OnCollisionEnter(Collision other)
{
// if player collides with bomb, explode and set gameOver to true
if (other.gameObject.CompareTag("Bomb"))
{
explosionParticle.Play();
playerAudio.PlayOneShot(explodeSound, 1.0f);
playerControllerScript.gameOver = true;
Debug.Log("Game Over!");
Destroy(other.gameObject);
Destroy(gameObject, 0.5f);
}
// if player collides with money, fireworks
else if (other.gameObject.CompareTag("Money"))
{
fireworksParticle.Play();
playerAudio.PlayOneShot(moneySound, 1.0f);
Destroy(other.gameObject);
}
// Prevent player from going below the lower bound
if (other.gameObject.CompareTag("Ground"))
{
playerRb.AddForce(Vector3.up * 5, ForceMode.Impulse);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RepeatBackgroundX : MonoBehaviour
{
private Vector3 startPos;
private float repeatWidth;
private void Start()
{
startPos = transform.position; // Establish the default starting position
repeatWidth = GetComponent<BoxCollider>().size.x / 2; // Set repeat width to half of the background
}
private void Update()
{
// If background moves left by its repeat width, move it back to start position
if (transform.position.x < startPos.x - repeatWidth)
{
transform.position = startPos;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpawnManagerX : MonoBehaviour
{
public GameObject[] objectPrefabs;
private float spawnDelay = 2;
private float spawnInterval = 1.5f;
private GameManagerX playerControllerScript;
// Start is called before the first frame update
void Start()
{
InvokeRepeating("SpawnObjects", spawnDelay, spawnInterval);
playerControllerScript = GameObject.Find("GameManager").GetComponent<GameManagerX>();
}
// Spawn obstacles
void SpawnObjects()
{
// Set random spawn location and random object index
Vector3 spawnLocation = new Vector3(30, Random.Range(5, 15), 0);
int index = Random.Range(0, objectPrefabs.Length);
// If game is still active, spawn new object
if (!playerControllerScript.gameOver)
{
Instantiate(objectPrefabs[index], spawnLocation, objectPrefabs[index].transform.rotation);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpinObjectsX : MonoBehaviour
{
public float spinSpeed;
// Update is called once per frame
void Update()
{
transform.Rotate(Vector3.up, spinSpeed * Time.deltaTime);
}
}
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