This commit is contained in:
pinthra 2025-01-19 22:16:28 +05:30
commit 68787643e0
132 changed files with 17002 additions and 0 deletions

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Casual Game BGM Pack #5
It is a game sound with a theme of cute casual game.
All music files are made in WAV 441 16bit.
music is a loop.
It is free. It is freely usable.
Do not resell.
--------Contents-----
BGM_01 - WAV/ 441Hz/ 16Bit/ Loop/ 01:09 - A bright and exciting theme park feel.
BGM_02 - WAV/ 441Hz/ 16Bit/ Loop/ 00:14 - A simple song that fits the loading screen.
BGM_03 - WAV/ 441Hz/ 16Bit/ Loop/ 01:15 - A cute song suitable for casual game titles.
BGM_04 - WAV/ 441Hz/ 16Bit/ Loop/ 00:27 - A cute song suitable for casual game titles.
If you have any problems with the product, please contact us by e-mail.
4crain@gmail.com

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using UnityEngine;
public class BackgroundMusic : MonoBehaviour
{
private static BackgroundMusic backgroundMusic;
void Awake()
{
if(backgroundMusic == null)
{
backgroundMusic = this;
DontDestroyOnLoad(backgroundMusic);
}
else
{
Destroy(gameObject);
}
}
// 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()
{
}
}

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using UnityEngine;
public class GameMovement : MonoBehaviour
{
public float cameraSpeed;
// 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()
{
transform.position += new Vector3(cameraSpeed * Time.deltaTime, 0, 0);
}
}

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using UnityEngine;
using UnityEngine.SceneManagement;
public class GameOver : MonoBehaviour
{
public GameObject gameOverPanel;
public GameObject ScorePanel;
// 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(GameObject.FindGameObjectWithTag("Player") == null)
{
gameOverPanel.SetActive(true);
ScorePanel.SetActive(false);
}
}
public void Restart ()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
}

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using UnityEngine;
public class Obstacle : MonoBehaviour
{
private GameObject Player;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
Player = GameObject.FindGameObjectWithTag("Player");
}
// Update is called once per frame
void Update()
{
}
private void OnTriggerEnter2D(Collider2D other)
{
if(other.tag=="Border")
{
Destroy(gameObject);
}
else if(other.tag == "Player")
{
Destroy(Player.gameObject);
}
}
}

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using UnityEngine;
using UnityEngine.UI;
public class ScoreManager : MonoBehaviour
{
public Text scoreText;
public Text scoreTextGameover;
private float score;
// 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(GameObject.FindGameObjectWithTag("Player") != null)
{
score += 1 * Time.deltaTime;
scoreText.text = ((int)score).ToString();
scoreTextGameover.text = scoreText.text;
}
}
}

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using UnityEngine;
public class background_b : MonoBehaviour
{
public float background_bSpeed;
public Renderer backgroundRenderer;
// 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()
{
backgroundRenderer.material.mainTextureOffset += new Vector2(background_bSpeed * Time.deltaTime, 0f);
}
}

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using UnityEngine;
public class corona : MonoBehaviour
{
public GameObject obstacle;
public float maxX;
public float minX;
public float maxY;
public float minY;
public float TimebetweenSpawn;
public float DifficultySpeed;
public float spawnTime;
// 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(Time.time > spawnTime)
{
spawn();
spawnTime = Time.time + TimebetweenSpawn;
}
TimebetweenSpawn -= Time.deltaTime * DifficultySpeed;
}
void spawn()
{
float randomaX = Random.Range(minX, maxX);
float randomaY = Random.Range(minY, maxY);
Instantiate(obstacle, transform.position + new Vector3(randomaX, randomaY, 0), transform.rotation);
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using System.IO;
using UnityEditor.Experimental.GraphView;
using UnityEngine;
public class player : MonoBehaviour
{
public float playerSpeed;
private Rigidbody2D rb;
private Vector2 playerDirection;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
float directionY;
void Update()
{
if(Input.GetKeyDown(KeyCode.UpArrow))
{
OnupButton();
}
if(Input.GetKeyDown(KeyCode.DownArrow))
{
ondownbutton();
}
if(Input.GetKeyUp(KeyCode.UpArrow) || Input.GetKeyUp(KeyCode.DownArrow) )
{
OnbuttonRelease();
}
playerDirection = new Vector2(0, directionY).normalized;
}
void FixedUpdate()
{
rb.linearVelocity = new Vector2(0, playerDirection.y*playerSpeed);
}
public void ondownbutton()
{
directionY = -1;
}
public void OnbuttonRelease()
{
directionY = 0;
}
public void OnupButton()
{
directionY = 1;
}
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using UnityEngine;
public class pause : MonoBehaviour
{
public void play()
{
Time.timeScale = 1;
}
public void Pause()
{
Time.timeScale = 0;
}
// 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()
{
}
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