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  extending the string class

Let's take a look at extensions in practice by adding a custom method to the String class.

Create a new C# script in the Scripts folder, name it CustomExtensions, and add the following code:

 using System.Collections;
using System.Collections.Generic;
using UnityEngine;

// 1
namespace CustomExtensions
{
// 2
public static class StringExtensions
{
// 3
public static void FancyDebug(this string str)
{
// 4
Debug.LogFormat("This string contains {0} characters.",
str.Length);
}
}
}

Let's break down the code:

  1. First, it declares a namespace named CustomExtensions to hold all the extension classes and methods.
  2. Then, it declares a static class named StringExtensions for organizational purposes; each group of class extensions should follow this setup.
  1. Next, it adds a static method named FancyDebug to the StringExtensions...