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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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Toc

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

Generic objects

Creating a generic class works the same as creating a non-generic class but with one important difference: its generic type parameter. Let's take a look at an example of a generic collection class we might want to create to get a clearer picture of how this works:

public class SomeGenericCollection<T> {}

We've declared a generic collection class named SomeGenericCollection and specified that its type parameter will be named T. Now, T will stand in for the element type that the generic list will store and can be used inside the generic class just like any other type.

Whenever we create an instance of SomeGenericCollection, we need to specify the type of values it can store:

SomeGenericCollection<int> highScores = new SomeGenericCollection<int>
();

In this case, highScores stores integer values and T stands in for the int type, but the SomeGenericCollection class will treat any element type the same. 

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