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Learning C# 7 By Developing Games with Unity 2017

You're reading from   Learning C# 7 By Developing Games with Unity 2017 Learn C# Programming by building fun and interactive games with Unity

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Product type Paperback
Published in Dec 2017
Publisher Packt
ISBN-13 9781788478922
Length 290 pages
Edition 3rd Edition
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Author (1):
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Micael DaGraça Micael DaGraça
Author Profile Icon Micael DaGraça
Micael DaGraça
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Table of Contents (16) Chapters Close

Preface 1. Discovering Your Hidden Scripting Skills and Getting Your Environment Ready FREE CHAPTER 2. Introducing the Building Blocks for Unity Scripts 3. Getting into the Details of Variables 4. Getting into the Details of Methods 5. Lists, Arrays, and Dictionaries 6. Loops 7. Object, a Container with Variables and Methods 8. Let's Make a Game! – from Idea to Development 9. Starting Your First Game 10. Writing GameManager 11. The Game Level 12. The User Interface 13. Collectables 14. Enemies 15. Audio, 3D Games, and Export

Defining a method the right way


Just as with variables, we have to let Unity know about a method before we can use it. Depending on who you talk to, some will say, "We have to declare a method," others will say, "We have to define a method," or even, "We have to implement a method." Which is correct? In C#, it doesn't make any difference. Use whichever term helps you learn more easily. I like to say I'm defining a method's code block, nothing like declaring a simple variable on a one-line statement.

The minimum requirements for defining a method

There are three minimum requirements for defining a method:

  • The type of information, or data, that a method will return to the place from where it was called
  • The name of the method should be followed by a pair of parentheses
  • A pair of curly braces should be present to contain the code block:

 

returnDataType  NameOfTheMethod ( ) 
{ 
 
} 

At this point, we already know that when we create a new script, there are two methods that always appear by default,...

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