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 – functional variations

Let's modify Character and Paladin to print out different debug logs using PrintStatsInfo:

  1. Change PrintStatsInfo in the Character class by adding the virtual keyword between public and void
      public virtual void PrintStatsInfo()
{
Debug.LogFormat("Hero: {0} - {1} EXP", name, exp);
}

  1. Declare the PrintStatsInfo method in the Paladin class using the override keyword:
    • Add a debug log to print out the Paladin properties in whatever way you like:
      public override void PrintStatsInfo()
{
Debug.LogFormat("Hail {0} - take up your {1}!", name,
weapon.name);
}

This might look like repeated code, which we already said is bad form, but this is a special case. What we've done by marking PrintStatsInfo as virtual in the Character class is to tell the compiler that this method can have many shapes according to the calling class. When we declared...