Book Image

Learning C# by Developing Games with Unity 2019 - Fourth Edition

By : Harrison Ferrone
Book Image

Learning C# by Developing Games with Unity 2019 - Fourth Edition

By: Harrison Ferrone

Overview of this book

Learning to program in today’s technical landscape can be a daunting task, especially when faced with the sheer number of languages you have to choose from. Luckily, Learning C# with Unity 2019 removes the guesswork and starts you off on the path to becoming a confident, and competent, programmer using game development with Unity. You’ll start off small by learning the building blocks of programming, from variables, methods, and conditional statements to classes and object-oriented systems. After you have the basics under your belt you’ll explore the Unity interface, creating C# scripts, and translating your newfound knowledge into simple game mechanics. Throughout this journey, you’ll get hands-on experience with programming best practices and macro-level topics such as manager classes and flexible application architecture. By the end of the book, you’ll be familiar with intermediate C# topics like generics, delegates, and events, setting you up to take on projects of your own.
Table of Contents (20 chapters)
Free Chapter
1
Section 1: Programming Foundations and C#
7
Section 2: Scripting Game Mechanics in Unity
12
Section 3: Leveling Up Your C# Code

Defining a class

Back in Chapter 2, The Building Blocks of Programming, we briefly talked about how classes are blueprints for objects, and mentioned that they can be treated as custom variable types. We also learned that the LearningCurvescript is a class, but one that Unity recognizes as being attachable to objects in the scene. The main thing to remember with classes is that they are reference types—when they are assigned or passed to another variable, the original object is referenced, not a new copy. We'll get into this after we talk about structs, but before any of that, we need to understand how to create classes.

Basic syntax

For now, we're going to set aside how classes and scripts work in Unity and bring the focus back to the basics of how they are created, and used, strictly in C#. If you remember the blueprint we roughed out, classes are created using the class keyword, as follows:

accessModifier class UniqueName
{
Variables...