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)

Handling event subscriptions

Right now, our playerJump event has no subscribers, but changing that is simple and very similar to how we assigned method references to delegate types in the last section:

someClass.eventInstance += EventHandler;

Since events are variables that belong to the class they're declared in, and subscribers will be other classes, a reference to the event-containing class is necessary for subscriptions. The += operator is used to assign a method that will fire when an event executes, just like setting up an out-of-office email. Like assigning delegates, the method signature of the event handler method must match the event's type. In our previous syntax example, that means EventHandler needs to be the following:

public void EventHandler(int param1, string param2) {}

In cases where you need to unsubscribe from an event, you simply do the reverse of the assignment by using the -= operator:

someClass.eventInstance -= EventHandler;
Event subscriptions are generally...