Book Image

Learning C# 7 By Developing Games with Unity 2017 - Third Edition

Book Image

Learning C# 7 By Developing Games with Unity 2017 - Third Edition

Overview of this book

Do you want to learn C# programming by creating fun and interactive games using the latest Unity 2017 platform? If so, look no further; this is the right book for you. Get started with programming C# so you can create 2D and 3D games in Unity. We will walk you through the basics to get you started with C# 7 and its latest features. Then, explore the use of C# 7 and its latest functional programming capabilities to create amazing games with Unity 2017. You will create your first C# script for Unity, add objects into it, and learn how to create game elements with it. Work with the latest functional programming features of C# and leverage them for great game scripting. Throughout the book, you will learn to use the new Unity 2017 2D tool set and create an interactive 2D game with it. You will make enemies appear to challenge your player, and discover some optimization techniques for great game performance. At the end, you will learn how to transform a 2D game into 3D, and you will be able to skill up to become a pro C# programmer with Unity 2017!
Table of Contents (23 chapters)
Title Page
Credits
About the Authors
About the Authors
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Movement


The first thing on our list that we have chosen to work on is the movement. The lesson that we'll cover on this topic can be used both on enemies and on movable obstacles, so it's very useful.

There are a few ways to make enemies move and, probably like the rest of the lessons that we have learned so far, we'll eventually adapt and find our own way of creating things, so it adjusts perfectly with what we want. In this chapter, we'll take a look at three ways to make the enemies move.

Movement by animation

This is probably the simplest approach to make a character or obstacle move, although it's still very useful and practical if we don't need a complex movement system.

In the previous chapter, we created a sprite animation for the coin where we added a different sprite for each frame of the animation and, at the end, we saw the coin spinning. Well, here we'll be using the same animation tab, where it contains a timeline, but the way we create the animation will be completely different...