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  • Book Overview & Buying Learning C# by Developing Games with Unity
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Learning C# by Developing Games with Unity

Learning C# by Developing Games with Unity - Seventh Edition

By : Harrison Ferrone
4.4 (46)
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Learning C# by Developing Games with Unity

Learning C# by Developing Games with Unity

4.4 (46)
By: Harrison Ferrone

Overview of this book

It's the ability to write custom C# scripts for behaviors and game mechanics that really takes Unity the extra mile. That's where this book can help you as a new programmer! Harrison Ferrone, in this seventh edition of the bestselling series, will take you through the building blocks of programming and the C# language from scratch while building a fun and playable game prototype in Unity. This book will teach you the fundamentals of OOPs, basic concepts of C#, and Unity engine with lots of code samples, exercises, and tips to go beyond the book with your work. You will write C# scripts for simple game mechanics, perform procedural programming, and add complexity to your games by introducing intelligent enemies and damage-dealing projectiles. You will explore the fundamentals of Unity game development, including game design, lighting basics, player movement, camera controls, collisions, and more with every passing chapter. *Email sign-up and proof of purchase required Note: The screenshots in the book display the Unity editor in full-screen mode for a comprehensive view. Users can easily reference color versions of images by downloading them from the GitHub repository or the graphics bundle linked in the book.
Table of Contents (19 chapters)
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17
Other Books You May Enjoy
18
Index

Delegating actions

There will be times when you need to pass off, or delegate, the execution of a method from one file to another. In C#, this can be accomplished through delegate types, which store references to methods and can be treated like any other variable. The only caveat is that the delegate itself and any assigned method need to have the same signature—just like integer variables can only hold whole numbers and strings can only hold text.

Creating a delegate is a mix between writing a function and declaring a variable:

public delegate returnType DelegateName(int param1, string param2);

You start with an access modifier followed by the delegate keyword, which identifies it to the compiler as a delegate type. A delegate type can have a return type and name as a regular function, as well as parameters if needed. However, this syntax only declares the delegate type itself; to use it, you need to create an instance as we do with classes:

public DelegateName...
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Learning C# by Developing Games with Unity
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