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)

Common game patterns

While there are over 35 documented design patterns broken up over four subdomains of functionality, only a few of them are uniquely suited to game development. We'll spend a little time here briefly introducing them so that you get the hang of what we've been talking about so far:

  • The Singleton pattern ensures that a given class only has one instance in a program, paired with one global access point (very useful for game manager classes). 
  • The Observer pattern lays out a blueprint for notification systems, alerting subscribers to changes in behavior through events. We've seen this in action on a small scale with our delegate/event examples, but it can be expanded to cover much more ground.
  • The State pattern allows an object to change its behavior based on what state it's in. This is extremely useful in creating smart enemies who appear to change tactics based on player actions or environmental conditions.
  • The Object Pool pattern recycles...