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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

Basic syntax

For now, we're going to set aside how classes and scripts work in Unity and focus on how they are created and used in C#. If you remember the blueprint we previously roughed out, classes are created using the class keyword, as follows:

accessModifier class UniqueName
{
Variables
Constructors
Methods
}

Any variables or methods declared inside a class belong to that class and are accessed through its unique class name. 

To make the examples as cohesive as possible throughout this chapter, we'll be creating and modifying a simple Character class that a typical game would have. We'll also be moving away from code screenshots to get you accustomed to reading and interpreting code as you would see it in the programming wild. However, the first thing we need is a custom class of our own, so let's create one.

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