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

Applying OOP in Unity

If you're around OOP languages enough you'll eventually hear the phrase everything is an object whispered like a secret prayer between developers. Following OOP principles, everything in a program should be an object, but GameObjects in Unity can literal represent your classes and structs. However, that's not to say all objects in Unity have to be in the physical scene, so we can still use our new-found programmed classes behind the scenes.

Objects are a class act

Back in Chapter 2, The Building Blocks of Programming, we discussed how a script is transformed into a component when it's added to a GameObject in Unity. Think of this in terms of the OOP principle of composition—GameObjects are the parent containers, and can be made up of multiple components. This might sound contradictory to the idea of one C# class per script, but, in truth, that's more of a guideline for better readability...