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
Section 1: Programming Foundations and C#
Section 2: Scripting Game Mechanics in Unity
Section 3: Leveling Up Your C# Code

Adding jumps

One great thing about using aRigidbodycomponent to control player movement is that we can easily add in different mechanics that rely on applied force, such as jumping. In this section, we'll get our player jumping, work with a new data type called enumerations, and write our first utility function.

A utility function is a class method that performs some kind of grunt work so we don't clutter up gameplay code. For instance, wanting to check whether the player capsule is touching the ground in order to jump (hint).

Enter enumerations

By definition, an enumeration type is a set, or collection, of named constants that belong to the same variable. These are useful when you want a collection of different values, but with the added benefit of them all being of the same parent type.

It's easier to show rather than tell with enumerations, so let's take a look at their syntax:

enum PlayerAction { Attack, Defend,...