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Learning C# by Developing Games with Unity 2019

You're reading from   Learning C# by Developing Games with Unity 2019 Code in C# and build 3D games with Unity

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Product type Paperback
Published in Mar 2019
Publisher Packt
ISBN-13 9781789532050
Length 342 pages
Edition 4th Edition
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Author (1):
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Harrison Ferrone Harrison Ferrone
Author Profile Icon Harrison Ferrone
Harrison Ferrone
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Toc

Table of Contents (20) Chapters Close

Preface 1. Section 1: Programming Foundations and C# FREE CHAPTER
2. Getting to Know your Environment 3. The Building Blocks of Programming 4. Diving into Variables,Types, and Methods 5. Control Flow and Collection Types 6. Working with Classes, Structs, and OOP 7. Section 2: Scripting Game Mechanics in Unity
8. Getting Your Hands Dirty with Unity 9. Movement, Camera Controls, and Collisions 10. Scripting Game Mechanics 11. Basic AI and Enemy Behavior 12. Section 3: Leveling Up Your C# Code
13. Revisiting Types, Methods, and Classes 14. Exploring Generics, Delegates, and Beyond 15. The Journey Continues 16. Completed Game Files 17. Supplementary Classes 18. Pop Quiz Answers 19. Other Books You May Enjoy

Defining a class

Back in Chapter 2, The Building Blocks of Programming, we briefly talked about how classes are blueprints for objects, and mentioned that they can be treated as custom variable types. We also learned that the LearningCurvescript is a class, but one that Unity recognizes as being attachable to objects in the scene. The main thing to remember with classes is that they are reference types—when they are assigned or passed to another variable, the original object is referenced, not a new copy. We'll get into this after we talk about structs, but before any of that, we need to understand how to create classes.

Basic syntax

For now, we're going to set aside how classes and scripts work in Unity and bring the focus back to the basics of how they are created, and used, strictly in C#. If you remember the blueprint we roughed out, classes are created using the class keyword, as follows:

accessModifier class UniqueName
{
Variables...
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