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Learning C# by Developing Games with Unity 2019

Learning C# by Developing Games with Unity 2019

By : Harrison Ferrone
4 (23)
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Learning C# by Developing Games with Unity 2019

Learning C# by Developing Games with Unity 2019

4 (23)
By: Harrison Ferrone

Overview of this book

Learning to program in today’s technical landscape can be a daunting task, especially when faced with the sheer number of languages you have to choose from. Luckily, Learning C# with Unity 2019 removes the guesswork and starts you off on the path to becoming a confident, and competent, programmer using game development with Unity. You’ll start off small by learning the building blocks of programming, from variables, methods, and conditional statements to classes and object-oriented systems. After you have the basics under your belt you’ll explore the Unity interface, creating C# scripts, and translating your newfound knowledge into simple game mechanics. Throughout this journey, you’ll get hands-on experience with programming best practices and macro-level topics such as manager classes and flexible application architecture. By the end of the book, you’ll be familiar with intermediate C# topics like generics, delegates, and events, setting you up to take on projects of your own.
Table of Contents (20 chapters)
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Section 1: Programming Foundations and C#
7
Section 2: Scripting Game Mechanics in Unity
12
Section 3: Leveling Up Your C# Code

The game manager

A common misconception when learning to program is that all variables should automatically be made public, but in general, this is not a good idea. In my experience, variables should be thought of as protected and private from the start, and only made public if necessary. One way you'll see experienced programmers protect their data is through manager classes, and since we want to build good habits, we'll be following suit. Think of manager classes as a funnel where important variables and methods can be accessed safely.

When I say safely, I mean just that, which might seem unfamiliar in a programming context. However, when you have different classes communicating and updating data with each other, things can get messy. That's why having a single contact point, such as a manager class, can keep this to a minimum.

Tracking player properties

Hero Born is a simple game, so the only two data points we need to keep track of are...

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