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public class Gun | |
{ | |
public void Shoot() { } | |
} |
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using System.Runtime.Intrinsics.Arm; | |
using System.Security.Cryptography; | |
public class Program | |
{ | |
static void Main(string[] args) | |
{ | |
//Выведите платёжные ссылки для трёх разных систем платежа: | |
//pay.system1.ru/order?amount=12000RUB&hash={MD5 хеш ID заказа} | |
//order.system2.ru/pay?hash={MD5 хеш ID заказа + сумма заказа} |
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public class Program | |
{ | |
private static void Main() | |
{ | |
Good iPhone12 = new Good("IPhone 12"); | |
Good iPhone11 = new Good("IPhone 11"); | |
Warehouse warehouse = new Warehouse(); | |
Shop shop = new Shop(warehouse); |
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using System.Collections; | |
using UnityEngine; | |
[RequireComponent(typeof(Rigidbody))] | |
public class BulletSpawner : MonoBehaviour | |
{ | |
[SerializeField] private Transform _target; | |
[SerializeField] private Bullet _prefab; | |
[SerializeField] private float _speed; | |
[SerializeField] private float _shootCooldown; |
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public void Shoot(Player player) { } | |
public string FindByIndex(int index) { } |
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public void Enable() | |
{ | |
_enable = true; // оставил поле исходя из контекста | |
_effects.StartEnableAnimation(); | |
} | |
public void Disable() | |
{ | |
_enable = false; | |
_pool.Free(this); |
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namespace IMJunior | |
{ | |
class Program | |
{ | |
static void Main() | |
{ | |
PaymentDataSource paymentDataSource = new(); | |
var factories = paymentDataSource.Factories; | |
OrderForm orderForm = new OrderForm(factories.Keys); |
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public class Player | |
{ | |
private readonly PlayerMovement _movement; | |
private readonly PlayerWeapon _weapon; | |
public Player( | |
PlayerMovement movement, | |
PlayerWeapon weapon, | |
string name, | |
int age) |
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public static void CreateObject() | |
{ | |
//Создание объекта на карте | |
} | |
public static void DetermineRandomChance() | |
{ | |
_chance = Random.Range(0, 100); | |
} |
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class PlayerProgress { } | |
// вообще в MVC можно было бы использовать GunController, но если исключить такую возможность, то я бы написал так | |
class Gun { } | |
class Follower { } | |
class UnitsProvider | |
{ | |
public IReadOnlyCollection<Unit> Units { get; private set; } | |
} |
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