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)

Methods are placeholders too

Let's take an oversimplified example of adding two numbers together to drive the concept home. When writing a script, you're essentially laying down lines of code for the computer to execute in sequential order. The first time you need to add two numbers together, you could just brute-force it like in the following code block:

someNumber + anotherNumber

But then you conclude that these numbers need to be added together somewhere else. Instead of copying and pasting the same line of code, which results in sloppy or "spaghetti" code and should be avoided at all costs, you can create a named method that will take care of this action:

AddNumbers 
{
someNumber + anotherNumber
}

Now AddNumbers is holding a place in memory, just like a variable; however, instead of a value, it holds a block of instructions. Using the name of the method (or calling it) anywhere in a script puts the stored instructions at your fingertips without having to repeat any code. 

If you find yourself writing the same lines of code over and over, you're likely missing a chance to simplify or condense repeated actions into common methods.

This produces what programmers jokingly call spaghetti code because it can get messy. You'll also hear programmers refer to a solution called the Don't Repeat Yourself (DRY) principle, which is a mantra you should keep in mind.

As before, once we've seen a new concept in pseudocode, it's best if we implement it ourselves, which is what we'll do in the next section to drive it home.