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)

Abstract classes

Another approach to separating common blueprints and sharing them between objects is the abstract class. Like interfaces, abstract classes cannot include any implementation logic for their methods; they can, however, store variable values. Any class that subclasses from an abstract class must fully implement all variables and methods marked with the abstract keyword. They can be particularly useful in situations where you want to use class inheritance without having to write out a base class' default implementation. 

For example, let's take the IManager interface functionality we just wrote and turn it into an abstract base class instead:

 // 1
public abstract class BaseManager
{
// 2
protected string _state;
public abstract string state { get; set; }

// 3
public abstract void Initialize();
}

Let's break down the code:

  1. First, it declares a new class named BaseManager using the abstract keyword.
  2. Then, it creates two variables...