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)

Methods are logic detours

We've seen that lines of code execute sequentially in the order they're written, but bringing methods into the picture introduces a unique situation. Calling a method tells the program to take a detour into the method instructions, run them one by one, and then resume sequential execution where the method was called. 

Take a look at the following screenshot and see whether you can figure out in what order the debug logs will be printed out to the console:

These are the steps that occur:

  1. Choose a character prints out first because it's the first line of code.
  2. When GenerateCharacter() is called, the program jumps to line 23, prints out Character: Spike, then resumes execution at line 17.
  3. A fine choice prints out last, after all the lines in GenerateCharacter() have finished running:

Now, methods in themselves wouldn't be very useful beyond simple examples like these if we couldn't add parameter...