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 – the last item collected

Your next task is to grab the last item added to lootStack. In our example, the last element is determined programmatically in the Initialize method, but you can imagine how the elements could be randomized or added based on some parameter. Either way, update PrintLootReport with the following code:

public void PrintLootReport()
{
// 1
var currentItem = lootStack.Pop()

// 2
var nextItem = lootStack.Peek()

// 3
Debug.LogFormat("You got a {0}! You've got a good chance of finding
a {1} next!", currentItem, nextItem);


Debug.LogFormat("There are {0} random loot items waiting for you!",
lootStack.Count);
}

Here's what's going on:

  1. Calls Pop on lootStack, removes the next item on the stack, and stores it.
  2. Calls Peek on lootStack and stores the next item on the stack without removing it.
  1. Adds a new debug log to print out the item that was popped off and the next item on the stack...