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using System.Text;
class Program
{
static void Main(string[] args)
{
Order order = new Order(2312342, 10);
PaymentSystem1 system1 = new PaymentSystem1();
Console.WriteLine(system1.GetPayingLink(order));
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
namespace Lesson
{
class Program
{
static void Main(string[] args)
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
namespace Lesson
{
class Program
{
static void Main(string[] args)
using System;
using System.Collections.Generic;
namespace ConsoleApp1
{
internal class Program
{
static void Main(string[] args)
{
Product iPhone12 = new Product("IPhone 12");
using System;
using System.Collections.Generic;
namespace ConsoleApp1
{
internal class Program
{
static void Main(string[] args)
{
Good iPhone12 = new Good("IPhone 12");
using System;
class Weapon
{
private const int ShotPrice = 1;
private int _damage = 1;
private int _bullets = 100;
public int Damage => _damage;
class Weapon
{
public int Damage { get; private set; }
public int Bullets { get; private set; }
public void Fire(Player player)
{
player.TakeDamage(Damage);
Bullets -= 1;
}
public class PlayerInputReader : MonoBehaviour
{
private InputSystem_Actions _inputSystem;
public Vector2 MoveDirection { get; private set; }
private void Update()
{
MoveDirection = _inputSystem.Player.Move.ReadValue<Vector2>();
}
}
using UnityEngine;
public class PlayerInputReader : MonoBehaviour
{
private InputSystem_Actions _inputSystem;
private PlayerMover _playerMover;
private void Update()
{
using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))]
public class PlayerMover : MonoBehaviour
{
[SerializeField] private PlayerInput _input;
[SerializeField] private GroundChecker _groundChecker;
[Header("Settings")]
[SerializeField] private float _speed;