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CSharp · Script

/Program.cs

using System;
using System.Collections;
using System.Collections.Generic;
using System.Numerics;
using UnityEngine;
using UnityEngine.UI;
using Vector3 = UnityEngine.Vector3;
using UnityEngine.SceneManagement;

public class PacmanHareket : MonoBehaviour
{
    public ZeminCogaltma zemincoklamascripti;
    Vector3 yon;
    public float hiz;
    public static bool dustu_mu;
    public float artan_hiz;
    public bool oyun_baslat = false;
    public GameObject Baslat;
    public GameObject Restart;
    
    void Start()
    {
        Restart = GameObject.Find("Restart");
        Restart.SetActive(false);

    }

    void Update()
    {
	
        if (transform.position.y <= 0.5f)
        {
            dustu_mu = true;
            Restart.SetActive(true);
            oyun_baslat = false;
        }
        
        if (dustu_mu == true)
        {
            return;
        }

        if (oyun_baslat==true)
        {
            if (Input.GetMouseButtonDown(0))
            {
                Debug.Log("tıklandı");
                yon = yon.x == 0 ? Vector3.left : Vector3.forward;
            }
        }
        
    }
    private void FixedUpdate()
    {
        Vector3 hareket = yon * Time.deltaTime * hiz;
        transform.position += hareket;
    }

    public void OnCollisionExit(Collision collision)
    {
        if (collision.gameObject.tag == "zemin")
        {
            Skor.skor++;
            collision.gameObject.AddComponent<Rigidbody>();
            zemincoklamascripti.zemin_olustur();
            hiz += artan_hiz * Time.deltaTime;
            StartCoroutine(ZeminSil(collision.gameObject));
        }
        
    }
    IEnumerator ZeminSil(GameObject SilinecekZemin)
    {
        yield return new WaitForSeconds(2f);
        Destroy(SilinecekZemin);

    }
    
    public void OyunBaslat()
    {
        oyun_baslat = true;
		yon = Vector3.forward;
        dustu_mu = false;
        Baslat = GameObject.Find("Baslat");
        Baslat.SetActive(false);
    }
    
    public void RestartEt()
    {
        Skor.skor = 0;
        SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);

    }
}
;