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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

Adding class fields

Adding variables, or fields, to a custom class is no different than what we've already been doing with LearningCurve. The same concepts apply, including access modifiers, variable scope, and value assignments. However, any variables belonging to a class are created with the class instance, meaning that if there are no values assigned, they will default to zero or null. In general, choosing to set initial values comes down to what information they will store:

  • If a variable needs to have the same starting value whenever a class instance is created, setting an initial value is a solid idea.
  • If a variable needs to be customized in every class instance, leave its value unassigned and use a class constructor (a topic that we'll get to later on).

Every character class is going to need a few basic fields; it's your job to add them in the following section.

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