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)

Classes are blueprints

For our last example, let's think about a local post office. It's a separate, self-contained environment that has properties, such as a physical address (a variable), and the ability to execute actions, such as sending in your secret decoder ring voucher (methods). 

This makes a post office a great example of a potential class that we can outline in the following block of pseudocode:

PostOffice
{
// Variables
Address = "1234 Letter Opener Dr."

// Methods
DeliverMail()
SendMail()
}

The main takeaway here is that when information and behaviors follow a predefined blueprint, complex actions and inter-class communication becomes possible.

For instance, if we had another class that wanted to send a letter through our PostOffice class, it wouldn't have to wonder where to go to fire this action. It could simply call the SendMail function from the PostOffice class, as follows:

PostOffice.SendMail()

Alternatively, you could use it to look up the address of the Post Office so you know where to post your letters:

PostOffice.Address
If you're wondering about the use of periods (called dot notation) between words, we'll be diving into that at the end of the chapter – hold tight.

Your basic programming toolkit is now complete (well, the theory drawer, at least). We'll spend the rest of this section taking you deeper into the syntax and practical uses of variables, methods, and classes.