Skip to content

Instantly share code, notes, and snippets.

View GT3000's full-sized avatar

Anthony Delgado GT3000

View GitHub Profile
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//The difficulty levels
enum Difficulty
{
EasyPeasy,
LemonSqueezy,
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
public class Lists : MonoBehaviour
{
[SerializeField] private List<String> robotModels;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerStats
{
public int userLevel;
public string userName;
public int manaLevel;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ChangeColorPlayer : MonoBehaviour
{
void Update()
{
if (Input.GetKeyDown(KeyCode.Alpha1))
{
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//The class is static and doesnt derive form monobehavior
public static class ColorHelper
{
//this changes to a specific color that is passed in to the object passed in
public static void ColorChanger(GameObject obj, Color colorChoice)
{
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ItemDatabase : MonoBehaviour
{
public Item goldBar = new Item();
public Weapon bastardSword = new Weapon();
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//Serializable lets you see it in the inspector
[Serializable]
public class Item
{
//Item variables that all items share
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ItemDatabase : MonoBehaviour
{
public ItemUpdated goldBar = new ItemItemUpdated();
public WeaponUpdated bastardSword = new WeaponUpdated();
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//Serializable lets you see it in the inspector
[Serializable]
public class WeaponUpdated : ItemUpdated
{
//These variables exist in addition to the base Item class that we derive from above, you can also override base class variables/methods here if you wish
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//Serializable lets you see it in the inspector
[Serializable]
public class ItemUpdated
{
//Item variables that all items share