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)

Constraining type parameters

One of the great things about generics is that their type parameters can be limited. This might seem counterintuitive to what we've learned about generics so far, but just because a class can contain any type, doesn't mean it should necessarily be allowed to. 

To constrain a generic type parameter, we need a new keyword and a syntax we haven't seen before:

public class SomeGenericCollection<T> where T: ConstraintType {}

The where keyword defines the rules that T must pass before it can be used as a generic type parameter. It essentially says SomeGenericClass can take in any T type as long as it conforms to the constraining type. The constraining rules aren't anything mystical or scary; they're concepts we've already covered:

  • Adding the class keyword would constrain T to types that are classes.
  • Adding the struct keyword would constrain T to types that are structs.
  • Adding an interface, such...