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

You're reading from   Learning C# by Developing Games with Unity 3D Beginner's Guide The beauty of this book is that it assumes absolutely no knowledge of coding at all. Starting from very first principles it will end up giving you an excellent grounding in the writing of C# code and scripts.

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Product type Paperback
Published in Sep 2013
Publisher Packt
ISBN-13 9781849696586
Length 292 pages
Edition 1st Edition
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Author (1):
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Terry Norton Terry Norton
Author Profile Icon Terry Norton
Terry Norton
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Table of Contents (16) Chapters Close

Preface 1. Discovering Your Hidden Scripting Skills 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. Making Decisions in Code 6. Using Dot Syntax for Object Communication 7. Creating the Gameplay is Just a Part of the Game 8. Developing the State Machine 9. Start Building a Game and Get the Basic Structure Running 10. Moving Around, Collisions, and Keeping Score 11. Summarizing Your New Coding Skills A. Initial State Machine files B. Completed code files for Chapters 9 and 10 C. Pop Quiz Answers Index

Time for action – creating a GameData script

We could create a regular C# class for this, but we want to be able to assign some values in Unity's Inspector, so we'll create a Unity C# Script instead. There are times when you will want to use the Inspector, and other times, when assigning values in code is better.

To start, we are going to create three variables to store the images used for the three splash screens in BeginState, WonStates, and LostStates.

Note

By now, you should know how to create a C# Script in Unity or in MonoDevelop. From now on, you should simply create the script using whichever is most convenient at the time.

  1. In the Scripts folder, create a new C# Script named GameData, containing the following code:
    using UnityEngine;
    using System.Collections;
    
    public class GameData : MonoBehaviour
    {
      public Texture2D beginStateSplash;
      public Texture2D lostStateSplash;
      public Texture2D wonStateSplash;
        
      void Start ()
      {
      }
      
      void Update ()
      {
      }
    }
  2. Attach...
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