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@vjgrayman
Last active July 11, 2019 23:16
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[CSharpSurvival] #CSharp
// vim: syntax=CSharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
public float quiz1, quiz2, quiz3, quiz4, quiz5;
public float average;
// Start is called before the first frame update
void Start()
{
quiz1 = Random.Range(0, 100);
quiz2 = Random.Range(0, 100);
quiz3 = Random.Range(0, 100);
quiz4 = Random.Range(0, 100);
quiz5 = Random.Range(0, 100);
average = (quiz1 + quiz2 + quiz3 + quiz4 + quiz5) / 5;
}
// Update is called once per frame
void Update()
{
if (average >= 90)
{
Debug.Log("Grade is A");
}
else if (average >= 80 && average < 90)
{
Debug.Log("Grade is B");
}
else if (average >= 70 && average < 80)
{
Debug.Log("Grade is C");
}
else if (average >= 60 && average < 70)
{
Debug.Log("Grade is D");
}
else
{
Debug.Log("Grade is F");
}
}
}
// vim: syntax=CSharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
public GameObject Cube;
public int score;
// Start is called before the first frame update
void Start()
{
Cube.GetComponent<Renderer>().material.color = Color.green;
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Space) && score <= 50)
{
score += 10;
}
else if (score > 50)
{
Cube.GetComponent<Renderer>().material.color = Color.red;
}
}
}
// vim: syntax=CSharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
[SerializeField]
private int _points = 0;
private bool _hasMessageBeenSent;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
_points += 10;
}
if (_points >= 50 && _hasMessageBeenSent == false)
{
Debug.Log("You Are Awsome!");
_hasMessageBeenSent = true;
}
}
}
// vim: syntax=CSharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LuckyDraw_Test : MonoBehaviour
{
public float luckyResult;
public int luckyResult2;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
luckyResult = Random.Range(1f, 300f);
luckyResult2 = Mathf.RoundToInt(luckyResult);
Debug.Log("Lucky Number is: " + luckyResult2);
}
if (Input.GetKeyDown(KeyCode.Backspace))
{
luckyResult2 = 0;
Debug.Log("Reset to Zero: " + luckyResult2);
}
}
}
// vim: syntax=CSharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
public int speed;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.S))
{
speed += 5;
}
if (Input.GetKeyDown(KeyCode.A))
{
speed -= 5;
}
if (Input.GetKeyDown(KeyCode.S) && speed > 20)
{
Debug.Log("Slow Down");
speed = 20;
}
if (Input.GetKeyDown(KeyCode.A) && speed <= 0)
{
Debug.Log("Speed Up");
speed = 0;
}
}
}
// vim: syntax=CSharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
public int selectedLevel;
private int _easy = 0;
private int _medium = 1;
private int _hard = 2;
// Start is called before the first frame update
void Start()
{
selectedLevel = Random.Range(0, 3);
}
// Update is called once per frame
void Update()
{
/*
if (selectedLevel == _easy)
{
Debug.Log("You Selected Easy");
}
else if (selectedLevel == _medium)
{
Debug.Log("You Selected Medium");
}
else if (selectedLevel == _hard)
{
Debug.Log("You Selected Hard");
}
else
{
Debug.Log("Invalid Level");
}
*/
switch (selectedLevel)
{
case 0:
Debug.Log("Easy!");
break;
case 1:
Debug.Log("Medium!");
break;
case 2:
Debug.Log("Hard!");
break;
default:
Debug.Log("Invalid Level!");
break;
}
if (Input.GetKeyDown(KeyCode.Space))
{
selectedLevel = Random.Range(0, 3);
}
if (Input.GetKeyDown(KeyCode.Q))
{
selectedLevel = 55;
}
}
}
// vim: syntax=CSharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
public int points;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Q))
{
points = 50;
}
else if (Input.GetKeyDown(KeyCode.W))
{
points = 100;
}
else if (Input.GetKeyDown(KeyCode.E))
{
points = 0;
}
/*
if (points == 50)
{
Debug.Log("Points are 50");
}
else if (points == 100)
{
Debug.Log("Points are 100");
}
else
{
Debug.Log("You need 50 or 100 to get Message");
}
*/
switch (points)
{
case 50:
Debug.Log("Points are 50");
break;
case 100:
Debug.Log("Points are 100");
break;
default:
Debug.Log("You need 50 or 100 to get Message");
break;
}
}
}
// vim: syntax=CSharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
public GameObject Cube;
private int _nextColor;
// Start is called before the first frame update
void Start()
{
_nextColor = 4;
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Alpha1))
{
_nextColor = 0;
}
if (Input.GetKeyDown(KeyCode.Alpha2))
{
_nextColor = 1;
}
if (Input.GetKeyDown(KeyCode.Alpha3))
{
_nextColor = 2;
}
if (Input.GetKeyDown(KeyCode.Alpha4))
{
_nextColor = 3;
}
switch (_nextColor)
{
case 0:
Cube.GetComponent<Renderer>().material.color = Color.blue;
break;
case 1:
Cube.GetComponent<Renderer>().material.color = Color.red;
break;
case 2:
Cube.GetComponent<Renderer>().material.color = Color.green;
break;
case 3:
Cube.GetComponent<Renderer>().material.color = Color.black;
break;
default:
Debug.Log("Invalid Selection");
break;
}
}
}
// vim: syntax=CSharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
public int weaponID;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
switch (weaponID)
{
case 1:
Debug.Log("Gun");
break;
case 2:
Debug.Log("Knife");
break;
case 3:
Debug.Log("Machine Gun");
break;
default:
Debug.Log("Invalid Selection");
break;
}
}
}
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