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)

Integrating the object-oriented mindset

If class and struct instances are the blueprints of our programs, then OOP is the architecture that holds everything together. When we refer to OOP as a programming paradigm, we are saying that it has specific principles for how the overall program should work and communicate. Essentially, OOP focuses on objects rather than pure sequential logic—the data they hold, how they drive action, and, most importantly, how they communicate with each other. 

Things in the physical world operate on a similar level; when you want to buy a soft drink, you grab a can of soda, not the liquid itself. The can is an object, grouping related information and actions together in a self-contained package. However, there are rules when dealing with objects, both in programming and the grocery store. For instance, who can access them—different variations and generic actions all play into the objects all around us. In programming terms, these rules are...