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)

Time for action  adopting an interface

To keep things simple, let's have the game manager adopt our new interface and implement its blueprint.

Update GameBehavior with the following code:

 // 1
public class GameBehavior : MonoBehaviour, IManager
{
// 2
private string _state;

// 3
public string State
{
get { return _state; }
set { _state = value; }
}

// ... No other changes needed ...

// 4
void Start()
{
Initialize();
}

// 5
public void Initialize()
{
_state = "Manager initialized..";
Debug.Log(_state);
}

void OnGUI()
{
// ... No changes needed ...
}
}

Let's break down the code:

  1. First, it declares that GameBehavior adopts the IManager interface using a comma and its name, just like with subclassing.
  2. Then, it adds a private variable that we'll use to back the public State value we have to implement from IManager...