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Learning C# by Developing Games with Unity 3D Beginner's Guide

Learning C# by Developing Games with Unity 3D Beginner's Guide

By : Norton
3.8 (50)
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Learning C# by Developing Games with Unity 3D Beginner's Guide

Learning C# by Developing Games with Unity 3D Beginner's Guide

3.8 (50)
By: Norton

Overview of this book

For the absolute beginner to any concept of programming, writing a script can appear to be an impossible hurdle to overcome. The truth is, there are only three simple concepts to understand: 1) having some type of information; 2) using the information; and 3) communicating the information. Each of these concepts is very simple and extremely important. These three concepts are combined to access the feature set provided by Unity. "Learning C# by Developing Games with Unity 3D Beginner's Guide" assumes that you know nothing about programming concepts. First you will learn the absolute basics of programming using everyday examples that you already know. As you progress through the book, you will find that C# is not a foreign language after all, because you already know the words. With a few keywords and using substitution, before you know it, you'll be thinking in code. The book starts by explaining in simple terms the three concepts you need for writing C# code and scripts: 1) variables to hold information; 2) methods (functions) to use the information; and 3) Dot Syntax to communicate the information where it's needed. The book builds on these concepts to open up the world of C# coding and Unity scripting. You will use this new power to access the features provided in Unity's Scripting Reference. The first half of this book is devoted to the code writing beginner. The concepts of variables, methods, Dot Syntax, and decision processing are fully explained. Since C# is an actual programming language, we take advantage of this to develop a State Machine to help control and organize each phase of a Unity project. Once the basic programming concepts are established and we have some State Machine organization, the features and power of Unity are accessed using the Scripting Reference. If you're looking to learn C# for Unity then this is the book that offers everything you need and more - so discover what C# offers today and see your work come to life as complete games!
Table of Contents (16 chapters)
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15
Index

Setup the State Machine and add a Player GameObject


We're going to use a State Machine to control the game, so let's get some ideas of what we want:

  • The State classes for the State Machine

  • The BeginState class, which is a splash screen displayed when the game starts

  • The SetupState class, which provides game options

  • The PlayState classes, which are two levels of gameplay

  • The WonState classes, which show a graphic and proceed to the next level

  • The LostState classes, which show a graphic, and replay the level or restart the game

  • A Player GameObject

  • A script to hold game data

The following Scenes and States diagram shows three Scenes and nine States that we'll use to control game flow:

As you can see from this diagram, there are five more States and another Scene added to the project. We're almost starting fresh. Much of the code that was added in Chapter 8 has been removed, and some new code has been added for this chapter.

Note

During this initial testing of the State Machine setup, the States will temporarily...

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