Book Image

Learning C# by Developing Games with Unity 2021 - Sixth Edition

By : Harrison Ferrone
Book Image

Learning C# by Developing Games with Unity 2021 - Sixth Edition

By: Harrison Ferrone

Overview of this book

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 with a wide array of applications in various domains. This bestselling franchise presents a clear path for learning C# programming from the ground up through the world of Unity game development. This sixth edition has been updated to introduce modern C# features with Unity 2021. A new chapter has also been added that covers reading and writing binary data from files, which will help you become proficient in handling errors and asynchronous operations. The book acquaints you with the core concepts of programming in C#, including variables, classes, and object-oriented programming. You will explore the fundamentals of Unity game development, including game design, lighting basics, player movement, camera controls, and collisions. You will write C# scripts for simple game mechanics, perform procedural programming, and add complexity to your games by introducing smart enemies and damage-causing projectiles. By the end of the book, you will have developed the skills to become proficient in C# programming and built a playable game prototype with the Unity game engine.
Table of Contents (18 chapters)
15
Pop Quiz Answers
16
Other Books You May Enjoy
17
Index

Introducing stacks

At its most basic level, a stack is a collection of elements of the same specified type. The length of a stack is variable, meaning it can change depending on how many elements it's holding. The important difference between a stack and a list or array is how the elements are stored. While lists or arrays store elements by index, stacks follow the last-in-first-out (LIFO) model, meaning the last element in the stack is the first accessible element. This is useful when you want to access elements in reverse order. You should note that they can store null and duplicate values. A helpful analogy is a stack of plates—the last plate you put on the stack is the first one you can easily get to. Once it's removed, the next-to-last plate you stacked is accessible, and so on.

All the collection types in this chapter are a part of the System.Collections.Generic namespace, meaning you need to add the following code to the top of any file that you...