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  destroying bullets

For this task, we can take the skills we've already learned and make the bullets responsible for their self-destructive behavior, as follows:

  1. Create a new C# script in the Scripts folder and name it BulletBehavior.
  2. Drag and drop the BulletBehavior script onto the Bullet prefab in the Prefabs folder and add the following code:
public class BulletBehavior : MonoBehaviour 
{
// 1
public float onscreenDelay = 3f;

void Start ()
{
// 2
Destroy(this.gameObject, onscreenDelay);
}
}

Let's break down this code, as follows:

  • We declare a float variable to store how long we want the Bullet prefabs to remain in the scene after they are instantiated.
  • We use the Destroy() method to delete the GameObject.
    • Destroy() always needs an object as a parameter. In this case, we use this keyword to specify the object that the script...