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)

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 to fill in the values and methods outlined in the interface. The great part about interfaces is that both classes and structs can use them, and there's no upper limit regarding how many can be adopted by a single object. 

For example, what if we wanted our enemies to be able to shoot back at our player when they're in close range? We could create a parent class that both the player and enemy could derive from, which would base them both on the same blueprint. The problem with that approach, however, is that enemies and players won't necessarily share the same behaviors and data. The more efficient way to handle this would be to define an interface with a...