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)

Generic objects

Creating a generic class works the same as creating a non-generic class but with one important difference: its generic type parameter. Let's take a look at an example of a generic collection class we might want to create to get a clearer picture of how this works:

public class SomeGenericCollection<T> {}

We've declared a generic collection class named SomeGenericCollection and specified that its type parameter will be named T. Now, T will stand in for the element type that the generic list will store and can be used inside the generic class just like any other type.

Whenever we create an instance of SomeGenericCollection, we need to specify the type of values it can store:

SomeGenericCollection<int> highScores = new SomeGenericCollection<int>

In this case, highScores stores integer values and T stands in for the int type, but the SomeGenericCollection class will treat any element type the same. 

You have complete control...