Book Image

Learning C# by Developing Games with Unity 2019 - Fourth Edition

By : Harrison Ferrone
Book Image

Learning C# by Developing Games with Unity 2019 - Fourth Edition

By: Harrison Ferrone

Overview of this book

Learning to program in today’s technical landscape can be a daunting task, especially when faced with the sheer number of languages you have to choose from. Luckily, Learning C# with Unity 2019 removes the guesswork and starts you off on the path to becoming a confident, and competent, programmer using game development with Unity. You’ll start off small by learning the building blocks of programming, from variables, methods, and conditional statements to classes and object-oriented systems. After you have the basics under your belt you’ll explore the Unity interface, creating C# scripts, and translating your newfound knowledge into simple game mechanics. Throughout this journey, you’ll get hands-on experience with programming best practices and macro-level topics such as manager classes and flexible application architecture. By the end of the book, you’ll be familiar with intermediate C# topics like generics, delegates, and events, setting you up to take on projects of your own.
Table of Contents (20 chapters)
Free Chapter
1
Section 1: Programming Foundations and C#
7
Section 2: Scripting Game Mechanics in Unity
12
Section 3: Leveling Up Your C# Code

OOP redux

An object-oriented mindset is crucial to creating meaningful applications and understanding how the C# language works behind the scenes. The tricky part is that classes and structs by themselves aren't the end of the line when it comes to OOP and designing your own objects. They'll always be the building blocks of your code, but classes are limited to single inheritance, meaning they can only ever have one parent or superclass, and structs can't inherit at all. So the question you should be asking yourself right about now is simple: "How can I create objects from the same blueprint but with different implementations?"

Interfaces

One of the ways to gather groups of functionality together is through interfaces. Like classes, interfaces are blueprints for data and behaviors, but with one important difference: they can't have any actual implementation logic or stored values. Instead, it's up to the adopting class or struct...