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)

Remembering your object-oriented programming

Object-oriented programming is a vast field of expertise, and its mastery requires not only study but the time spent applying its principles to real-life software development. With all the foundational information you learned in this book, it might seem like a mountain you're just better off not even attempting to climb. However, when you feel that way, take a step back and revisit these concepts:

  • Classes are blueprints for objects you want to create in code:
    • Classes can contain properties, methods, and events.
    • Classes use constructors to define how they are instantiated.
    • Instantiating objects from a class blueprint creates a unique instance of that class.
  • Classes are reference types, while structs are value types.
  • Classes can use inheritance to share common behavior and data with subclasses.
  • Classes use access modifiers to encapsulate their data and behaviors.
  • Classes can be composed of other class or struct types.
  • Polymorphism...