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using UnityEngine;
public class BirdInBoundaryGame : MonoBehaviour
{
[SerializeField] private Bird _bird;
[SerializeField] private float _upperYLimit;
[SerializeField] private float _lowerYLimit;
[SerializeField] private float _rightXLimit;
[SerializeField] private float _leftXLimit;
using UnityEngine;
public class Bird : MonoBehaviour
{
[SerializeField] private Vector3 _jumpForse;
[SerializeField] private Vector3 _shiftForse;
[SerializeField] private int _shiftScoreMultiplication;
[SerializeField] private int _baseAward;
private Rigidbody _rigidbody;
using System;
using System.Collections.Generic;
namespace HW_03
{
class Player
{
private Wallet _wallet = new Wallet();
public void PutCoinToWallet(Coin coin)
using System;
namespace HW_03_2
{
class Boss
{
public int Health { get;private set; }
public bool IsLive { get; private set; }
private int _minHealth = 10;
using System;
using System.Collections.Generic;
namespace HW_03
{
class Player
{
private Wallet _wallet = new Wallet();
public void PutCoinToWallet(Coin coin)
using System;
namespace HW_02
{
internal class Program
{
static void Main(string[] args)
{
int widhtField = 3;
int hightField = 3;
using System;
namespace HW_02
{
internal class Program
{
static void Main(string[] args)
{
const string commandExit = "q";
using System;
namespace HW_02
{
internal class Program
{
static void Main(string[] args)
{
int minLines = 10;
int maxLines = 20;
using System;
namespace HW_02
{
internal class Program
{
static void Main(string[] args)
{
int randomSizeArray = new Random().Next(1, 101);
Random randomNumber = new Random();
using System;
namespace HW_02
{
internal class Program
{
static void Main(string[] args)
{
const string commandToExit = "q";
const string commandToReset = "r";