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MyScripts

A collection of Unity C# scripts pulled from various game and app prototypes I've worked on. These are reference snippets, not a compiling standalone project — several scripts depend on types from the original projects (health, Player, GameMgr, NetworkWeaponManager, etc.) that aren't included here.

[HIRE ME]

Hello, I'm Yima Philemon, a Unity 3D game developer, Flutter developer, level designer, c#, and dart programmer with over 7 years of expertise in mobile VR, Unity 3D, Photon multiplayer, and Flutter. I am passionate about joining your team and contributing to the success of your projects.

You can connect to me via:

yimaphilemon56@gmail.com

https://yimaphilemon.github.io/

+2349120925909

https://www.linkedin.com/in/yima-philemon-b07b161b9

Contents

Generic, drop-in-anywhere helpers.

  • Singleton.cs — generic persistent MonoBehaviour singleton base class.
  • SaveSystem.cs — JSON file save/load helper (Application.persistentDataPath).
  • AudioManager.cs — named SFX/music library with a pooled one-shot AudioSource.
  • SceneLoader.cs — async scene loading with 0-1 progress reporting.
  • ActivateVFX.cs — toggles a VFX object on trigger enter/exit.
  • CoinManager.cs — persistent coin balance synced to a UI label.
  • DamageToPlayer.cs — deals fixed damage to the player on trigger contact.
  • EnemyDamage.cs — projectile-style randomized damage + impact spark.
  • ItemDrop.cs — spawns loot once a tracked health component dies.
  • PlayerManager.cs — character select/unlock flow backed by CoinManager.
  • PoolSystem.cs — tag-based object pool that grows on demand.
  • PowerUp.cs — periodically rolls an active power-up state.
  • RandomSpawnInCircle.cs — spawns a prefab at a random point in a circle.
  • Rotator.cs — continuous Y-axis spin.
  • EnemyAI.cs — NavMesh chase-and-attack base class with health and pooled despawn.
  • RatAI.cs — weaker enemy variant overriding EnemyAI's virtual hooks.
  • CameraDistance.cs — switches a Cinemachine framing distance in/out.
  • CameraShake.cs — shake impulse + vignette pulse + zoom, bundled hit feedback.
  • ScrollSelect.cs — lets a TMP_InputField live inside a ScrollRect without eating drags.
  • ScreenOrientationToggle.cs — toggles portrait/landscape.
  • AdsManager.cs — Google Mobile Ads banner + rewarded-ad flow.
  • NotificationManager.cs — schedules a local push notification (Android/iOS).
  • DayAndNight.cs — looping day/night cycle driving sun/moon, fog, and ambient light.
  • AlarmData.cs — serializable alarm entry + JSON save-file wrapper.
  • AlarmManager.cs — set/list/trigger/snooze alarms, persisted via SaveSystem.
  • AlarmListItem.cs — per-row toggle/delete controller for a saved alarm.
  • WatchManager.cs — combined stopwatch (with laps) and countdown timer.

Photon PUN2 multiplayer.

  • NetworkPooling.cs — master-client-owned pool of networked prefabs.
  • NetworkObservable.cs — syncs a networked weapon's state across clients.
  • PhotonLobby.cs — quick-match: connect, join lobby, find/create a random room.
  • PhotonLobbyCustomMatch.cs — custom match: live room list, create a named room.

About

A collection of Unity C# scripts pulled from various game and app prototypes I've worked on. These are reference snippets, not a compiling standalone project — several scripts depend on types from the original projects (health, Player, GameMgr, NetworkWeaponManager, etc.) that aren't included here.

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