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Transform
, SpriteRenderer
, Rigidbody2D
, and custom scripts.using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public float speed = 5f;
private Rigidbody2D rb;
void Start()
{
rb = GetComponent();
}
void Update()
{
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
Vector2 movement = new Vector2(moveHorizontal, moveVertical);
rb.velocity = movement * speed;
}
}
MonoBehaviour
, giving access to Unity's lifecycle methods like Start()
, Update()
, Awake()
, OnEnable()
, etc.Start()
runs once when the script instance is being loaded.Update()
is called every frame, useful for ongoing game logic.IEnumerator WaitAndDoAction()
{
yield return new WaitForSeconds(2);
Debug.Log("Action performed after 2 seconds.");
}
void Start()
{
StartCoroutine(WaitAndDoAction());
}
OnCollisionEnter()
, OnTriggerEnter()
, for handling physics-based interactions.void OnTriggerEnter2D(Collider2D other)
{
if (other.gameObject.CompareTag("Item"))
{
CollectItem(other.gameObject);
}
}
public GameObject enemyPrefab;
public Transform spawnPoint;
void SpawnEnemy()
{
Instantiate(enemyPrefab, spawnPoint.position, spawnPoint.rotation);
}
[CreateAssetMenu(fileName = "New Item", menuName = "Inventory/Item")]
public class Item : ScriptableObject
{
public string itemName = "New Item";
public Sprite icon = null;
public int value = 0;
}
Shader "Custom/ColorShader" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
}
SubShader {
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf Lambert
struct Input {
float2 uv_MainTex;
};
fixed4 _Color;
void surf (Input IN, inout SurfaceOutput o) {
o.Albedo = _Color.rgb;
}
ENDCG
}
FallBack "Diffuse"
}
Rigidbody
, Collider
, and scripts that interact with these.void ApplyForce()
{
Rigidbody rb = GetComponent();
if (rb != null)
{
rb.AddForce(Vector3.forward * 1000);
}
}
public Animator animator;
void Attack()
{
animator.SetTrigger("Attack");
}
public AudioSource jumpSound;
void Jump()
{
jumpSound.Play();
}
public InputAction jumpAction;
void OnEnable()
{
jumpAction.performed += ctx => Jump();
jumpAction.Enable();
}
void OnDisable()
{
jumpAction.Disable();
}
using UnityEngine.SceneManagement;
public void LoadNextLevel()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
}
#if UNITY_ANDROID
Debug.Log("Running on Android");
#elif UNITY_IOS
Debug.Log("Running on iOS");
#else
Debug.Log("Running on other platforms");
#endif
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