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)

Basic syntax

switch statements require the following elements:

  • The switch keyword followed by a pair of parentheses holding its condition
  • A pair of curly brackets
  • A case statement for each possible path ending with a colon:
    • Individual lines of code or methods, followed by the break keyword and a semicolon
  • A default case statement ending with a colon:
    • Individual lines of code or methods, followed by the break keyword and a semicolon

In blueprint form, it looks like this:

switch(matchExpression)
{
case matchValue1:
Executing code block
break;
case matchValue2:
Executing code block
break;
default:
Executing code block
break;
}

The highlighted keywords in the preceding blueprint are the important bits. When a case statement is defined, anything between its colon and break keyword acts like the code block of an if-else statement. The break keyword just tells the program to exit the switch statement entirely after the selected...