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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

Handling event subscriptions

Right now, our playerJump event has no subscribers, but changing that is simple and very similar to how we assigned method references to delegate types in the last section:

someClass.eventInstance += EventHandler;

Since events are variables that belong to the class they're declared in, and subscribers will be other classes, a reference to the event-containing class is necessary for subscriptions. The += operator is used to assign a method that will fire when an event executes, just like setting up an out-of-office email. Like assigning delegates, the method signature of the event handler method must match the event's type. In our previous syntax example, that means EventHandler needs to be the following:

public void EventHandler(int param1, string param2) {}

In cases where you need to unsubscribe from an event, you simply do the reverse of the assignment by using the -= operator:

someClass.eventInstance -= EventHandler;
Event subscriptions are generally...
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