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  subscribing to an event

Now that our event is firing every time the player jumps, we need a way to capture that action:

  1. Go back to GameBehavior and update the following code:
public class GameBehavior : MonoBehaviour, IManager
{
// ... No changes needed ...

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

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

debug(_state);
LogWithDelegate(debug);

// 1
GameObject player = GameObject.Find("Player");

// 2
PlayerBehavior playerBehavior =
player.GetComponent<PlayerBehavior>();


// 3
playerBehavior.playerJump += HandlePlayerJump;
}

// 4
public void HandlePlayerJump()
{
debug("Player has jumped...");
}

// ... No changes in Print,
LogWithDelegate, or
OnGUI ...

}
...