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

Refactoring and keeping it DRY

The Don't Repeat Yourself (DRY) acronym is the software developer's conscience: it tells you when you're in danger of making a bad or questionable decision, and gives you a feeling of satisfaction after a job well done.

In practice, repeated code is part of programming life. Trying to avoid it by constantly thinking ahead will put up so many roadblocks in your project that it won't seem worthwhile carrying on. A more efficient—and sane—approach to dealing with repeating code is to quickly identify it when and where it occurs and then look for the best way to remove it. This task is called refactoring, and our GameBehavior class could use a little of its magic right now.

You may have noticed that we set the progress text and timescale in two separate places, but we could easily make ourselves a utility method to do this for us in a single place.

To refactor the existing code, you'll need to update GameBehavior...