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  moving the enemy

With a list of patrol locations initialized on Start(), we can grab the enemy NavMeshAgent component and set its first destination.

Update EnemyBehavior with the following code and hit Play:

 // 1
using UnityEngine.AI;

public class EnemyBehavior : MonoBehaviour
{
public Transform patrolRoute;
public List<Transform> locations;

// 2
private int locationIndex = 0;

// 3
private NavMeshAgent agent;

void Start()
{
// 4
agent = GetComponent<NavMeshAgent>();

InitializePatrolRoute();

// 5
MoveToNextPatrolLocation();
}

void InitializePatrolRoute()
{
// ... No changes needed ...
}

void MoveToNextPatrolLocation()
{
// 6
agent.destination = locations[locationIndex].position;
}

void OnTriggerEnter(Collider other)
{
// ... No changes needed ...
}

void OnTriggerExit(Collider other...