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  using an extension method

To use our new custom string method, we'll need to include it in whatever class we want to have access to it.

Open up GameBehavior and update the class with the following code:

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

// 1
using CustomExtensions;

public class GameBehavior : MonoBehaviour, IManager
{
// ... No changes needed ...

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

public void Initialize()
{
_state = "Manager initialized..";

// 2
_state.FancyDebug();

Debug.Log(_state);
}

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

Let's break down the code:

  1. First, it adds the CustomExtensions namespace with a using directive at the top of the file.
  2. Then, it calls FancyDebug on the _state string variable with dot notation inside Initialize() to print out the number...