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Learning C# by Developing Games with Unity 2020

You're reading from   Learning C# by Developing Games with Unity 2020 An enjoyable and intuitive approach to getting started with C# programming and Unity

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Product type Paperback
Published in Aug 2020
Publisher Packt
ISBN-13 9781800207806
Length 366 pages
Edition 5th 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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Table of Contents (16) Chapters Close

Preface 1. Getting to Know Your Environment 2. The Building Blocks of Programming FREE CHAPTER 3. Diving into Variables, Types, and Methods 4. Control Flow and Collection Types 5. Working with Classes, Structs, and OOP 6. Getting Your Hands Dirty with Unity 7. Movement, Camera Controls, and Collisions 8. Scripting Game Mechanics 9. Basic AI and Enemy Behavior 10. Revisiting Types, Methods, and Classes 11. Introducing Stacks, Queues, and HashSets 12. Exploring Generics, Delegates, and Beyond 13. The Journey Continues 14. Pop Quiz Answers 15. Other Books You May Enjoy

Using try-catch

Now that we've thrown an error, it's our job to safely handle the possible outcomes that calling RestartLevel() might have because at this point, this is not addressed properly. The way to do this is with a new kind of statement, called try-catch:

try
{
// Call a method that might throw an exception
}
catch (ExceptionType localVariable)
{
// Catch all exception cases individually
}

The try-catch statement is made up of consecutive code blocks that are executed on different conditions; it's like a specialized if/else statement. We call any methods that potentially throw exceptions in the try block—if no exceptions are thrown, the code keeps executing without interruption. If an exception is thrown, the code jumps to the catch statement that matches the thrown exception, just like switch statements do with their cases. catch statements need to define what exception they are accounting for and specify a local variable name that will represent it...

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