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@vjgrayman
Last active July 23, 2019 14:12
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[CSharpSurviver_4] #CSharp
// vim: syntax=CSharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player: MonoBehaviour
{
void Start()
{
Debug.Log("Start to Call");
myMethod();
Debug.Log("Complete Calling");
}
// Update is called once per frame
void Update()
{
}
private void myMethod()
{
Debug.Log("myMethod()");
}
}
// vim: syntax=CSharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player: MonoBehaviour
{
// Script added to Cube(player Game Object)
public int health;
public void Damage(int damageAmount)
{
health -= damageAmount;
if (health < 1)
{
health = 0;
Destroy(this.gameObject);
}
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
Damage(5);
}
}
}
// vim: syntax=CSharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
public GameObject playerCube;
private void Start()
{
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
ChangeColor(playerCube, Color.blue);
}
}
private void ChangeColor(GameObject obj, Color colorToAssign)
{
obj.GetComponent<MeshRenderer>().material.color = colorToAssign;
}
}
// vim: syntax=CSharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
/*
public int total;
private void Start()
{
Sum(5, 2);
}
private void Update()
{
}
private void Sum(int a, int b)
{
total = a + b;
}
*/
// Using Return Type
public int total;
public int total2;
private void Start()
{
total= Sum(5, 2);
total2 = Sum(10, 3);
}
private void Update()
{
}
private int Sum(int a, int b)
{
return a + b;
}
// return 값을 사용할 경우 함수의 데이터 타입을 정해주어야 함
}
// vim: syntax=CSharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player: MonoBehaviour
{
// Script added to Cube(player Game Object)
private void Start()
{
transform.position = GetPosition(0, 0, 0);
}
private void Update()
{
}
public Vector3 GetPosition(float x, float y, float z)
{
Vector3 pos = new Vector3(x, y, z);
return pos;
}
}
// vim: syntax=CSharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
public GameObject[] players;
private void Start()
{
players = GetAllPlayers();
}
private void Update()
{
}
GameObject[] GetAllPlayers()
{
GameObject[] allPlayers = GameObject.FindGameObjectsWithTag("Player");
foreach(var p in allPlayers)
{
p.GetComponent<MeshRenderer>().material.color = new Color(Random.value, Random.value, Random.value);
}
return allPlayers;
}
}
// vim: syntax=CSharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player: MonoBehaviour
{
public int health;
private void Start()
{
health = 100;
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
if (CheckDeath() == true)
{
Damage(Random.Range(5, 20));
}
if (CheckDeath() == false)
{
health = 0;
Debug.Log("the Player is died!");
}
}
}
private void Damage(int damageAmount)
{
health -= damageAmount;
}
public bool CheckDeath()
{
return health > 0;
}
}
// vim: syntax=CSharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
public Vector3[] fivePositions;
public int randomIndex;
private void Start()
{
randomIndex = GetRandom();
transform.position = GetPosition(randomIndex);
}
private void Update()
{
}
int GetRandom()
{
return Random.Range(0, fivePositions.Length);
}
Vector3 GetPosition(int Index)
{
return fivePositions[Index];
}
}
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