Book Image

Learning C# by Developing Games with Unity 3D Beginner's Guide

By : Terry Norton
Book Image

Learning C# by Developing Games with Unity 3D Beginner's Guide

By: Terry Norton

Overview of this book

For the absolute beginner to any concept of programming, writing a script can appear to be an impossible hurdle to overcome. The truth is, there are only three simple concepts to understand: 1) having some type of information; 2) using the information; and 3) communicating the information. Each of these concepts is very simple and extremely important. These three concepts are combined to access the feature set provided by Unity. "Learning C# by Developing Games with Unity 3D Beginner's Guide" assumes that you know nothing about programming concepts. First you will learn the absolute basics of programming using everyday examples that you already know. As you progress through the book, you will find that C# is not a foreign language after all, because you already know the words. With a few keywords and using substitution, before you know it, you'll be thinking in code. The book starts by explaining in simple terms the three concepts you need for writing C# code and scripts: 1) variables to hold information; 2) methods (functions) to use the information; and 3) Dot Syntax to communicate the information where it's needed. The book builds on these concepts to open up the world of C# coding and Unity scripting. You will use this new power to access the features provided in Unity's Scripting Reference. The first half of this book is devoted to the code writing beginner. The concepts of variables, methods, Dot Syntax, and decision processing are fully explained. Since C# is an actual programming language, we take advantage of this to develop a State Machine to help control and organize each phase of a Unity project. Once the basic programming concepts are established and we have some State Machine organization, the features and power of Unity are accessed using the Scripting Reference. If you're looking to learn C# for Unity then this is the book that offers everything you need and more - so discover what C# offers today and see your work come to life as complete games!
Table of Contents (21 chapters)
Learning C# by Developing Games with Unity 3D Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Time for action – setting the Lives for Player


The Lives remaining for Player will be stored in a variable in GameData. We don't want it in PlayerControl because this information has no bearing on controlling Player.

  1. As shown in the following GameData screenshot, add lines 10 and 11:

  2. As shown in the following SetupState screenshot, insert the section of code in the red box:

What just happened?

Let us analyze the code shown in the preceding screenshots:

In GameData:

Line 11: public int playerLives;

  • The variable playerLives holds the remaining Lives available

  • This value is set using GUI while in SetupState

  • As Lives are lost, this number will decrease toward zero

Line 10: [HideInInspector]

  • The value in playerLives should not be editable in the Inspector

In SetupState:

Line 31: GUI.Box(new Rect(Screen.width - 110,10,100,25), string.Format("Lives left: "+ manager.gameDataRef.playerLives));

  • Lines 31 and 32 are only one line of code

  • A GUI Box is shown on screen with the text Lives left: displayed, along...