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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

The get and set properties

We've got our manager script and private variables set up, but how do we access them from other classes if they're private? While we could write separate public methods in GameBehavior to handle passing new values to the private variables, let's see whether there is a better way of doing things.

In this case, C# provides all variables with get and set properties, which are perfectly suited to our task. Think of these as methods that are automatically fired by the C# compiler whether we explicitly call them or not, similar to how Start() and Update() are executed by Unity when a scene starts. 

get and set properties can be added to any variable, with or without an initial value, as illustrated in the following code snippet: 

public string firstName { get; set; };

OR

public string lastName { get; set; } = "Smith";

However, using them like this doesn't add any additional benefits; for that, you need to include a code block...

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