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 – specifying starting properties

Now, the Character class is starting to behave more like a real object, but we can make this even better by adding a second constructor to take in a name at initialization and set it to the name field:

  1. Add another constructor to Character that takes in a string parameter, called name.
  2. Assign the parameter to the class's name variable using the this keyword. This is called constructor overloading:
      public Character(string name)
{ = name;
For convenience, constructors will often have parameters that share a name with a class variable. In these cases, use the this keyword to specify which variable belongs to the class. In the example here, refers to the class's name variable, while name is the parameter; without the this keyword, the compiler will throw a warning because it won't be able to tell them apart. 
  1. Create a new Character instance in LearningCurve...