Book Image

Learning C# by Developing Games with Unity 2020 - Fifth Edition

By : Harrison Ferrone
Book Image

Learning C# by Developing Games with Unity 2020 - Fifth Edition

By: Harrison Ferrone

Overview of this book

Over the years, the Learning C# by Developing Games with Unity series has established itself as a popular choice for getting up to speed with C#, a powerful and versatile programming language that can be applied in a wide array of application areas. This book presents a clear path for learning C# programming from the ground up without complex jargon or unclear programming logic, all while building a simple game with Unity. This fifth edition has been updated to introduce modern C# features with the latest version of the Unity game engine, and a new chapter has been added on intermediate collection types. Starting with the basics of software programming and the C# language, you’ll learn the core concepts of programming in C#, including variables, classes, and object-oriented programming. Once you’ve got to grips with C# programming, you’ll enter the world of Unity game development and discover how you can create C# scripts for simple game mechanics. Throughout the book, you’ll gain hands-on experience with programming best practices to help you take your Unity and C# skills to the next level. By the end of this book, you’ll be able to leverage the C# language to build your own real-world Unity game development projects.
Table of Contents (16 chapters)

Time for action  tracking player restarts

Let's create a method to update playerDeaths to see the method arguments that are being passed by reference in action.

Open up Utilities and add the following code:

 public static class Utilities 
{
public static int playerDeaths = 0;

// 1
public static string UpdateDeathCount(ref int countReference)
{
// 2
countReference += 1;
return "Next time you'll be at number " + countReference;
}

public static void RestartLevel()
{
SceneManager.LoadScene(0);
Time.timeScale = 1.0f;

// 3
Debug.Log("Player deaths: " + playerDeaths);
string message = UpdateDeathCount(ref playerDeaths);
Debug.Log("Player deaths: " + playerDeaths);
}

public static bool RestartLevel(int sceneIndex)
{
// ... No changes needed ...
}
}

Let's break down the code:

  1. First, it declares a new...