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 – creating a new character

We declared the Character class as public, which means that a Character instance can be created in any other class. Since we have LearningCurve working already, let's declare a new character in the Start() method.

Declare a new Character type variable, called hero, in the Start() method of LearningCurve:

Character hero = new Character(); 

Let's break this down one step at a time:

  • The variable type is specified as Character, meaning that the variable is an instance of that class.
  • The variable is named hero, and it is created using the new keyword, followed by the Character class name and two parentheses. This is where the actual instance is created in the program's memory, even if the class is empty right now. 

We can use the hero variable just like any other object we've worked with so far. When the Character class gets variables and methods of its own, we can access them from hero using...