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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

Common game patterns

While there are over 35 documented design patterns broken up over four subdomains of functionality, only a few of them are uniquely suited to game development. We'll spend a little time here briefly introducing them so that you get the hang of what we've been talking about so far:

  • The Singleton pattern ensures that a given class only has one instance in a program, paired with one global access point (very useful for game manager classes). 
  • The Observer pattern lays out a blueprint for notification systems, alerting subscribers to changes in behavior through events. We've seen this in action on a small scale with our delegate/event examples, but it can be expanded to cover much more ground.
  • The State pattern allows an object to change its behavior based on what state it's in. This is extremely useful in creating smart enemies who appear to change tactics based on player actions or environmental conditions.
  • The Object Pool pattern recycles...
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