Learning C# by developing games with unity 2021 kickstart your C# programming and Unity journey by building 3D games from scratch

This sixth edition of the popular C# guide helps you learn the building blocks of the C# language, right from variables to classes and exception handling. After getting to grips with the basics of C# programming, it takes you through the world of Unity game development and how you can apply C# knowl...

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Detalles Bibliográficos
Otros Autores: Ferrone, Harrison, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham : Packt Publishing, Limited [2021]
Edición:6th ed
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009635720706719
Tabla de Contenidos:
  • Cover
  • Copyright
  • Contributors
  • Table of Contents
  • Preface
  • Chapter 1: Getting to Know Your Environment
  • Technical requirements
  • Getting started with Unity 2021
  • Using macOS
  • Creating a new project
  • Navigating the editor
  • Using C# with Unity
  • Working with C# scripts
  • Introducing the Visual Studio editor
  • Opening a C# file
  • Beware of naming mismatches
  • Syncing C# files
  • Exploring the documentation
  • Accessing Unity's documentation
  • Locating C# resources
  • Summary
  • Pop quiz - dealing with scripts
  • Chapter 2: The Building Blocks of Programming
  • Defining variables
  • Names are important
  • Variables act as placeholders
  • Understanding methods
  • Methods drive actions
  • Methods are placeholders too
  • Introducing classes
  • A common Unity class
  • Classes are blueprints
  • Communication among classes
  • Working with comments
  • Single-line comments
  • Multi-line comments
  • Adding comments
  • Putting the building blocks together
  • Scripts become components
  • A helping hand from MonoBehaviour
  • Hero's trial - MonoBehaviour in the Scripting API
  • Summary
  • Pop quiz - C# building blocks
  • Chapter 3: Diving into Variables, Types, and Methods
  • Writing proper C#
  • Debugging your code
  • Understanding variables
  • Declaring variables
  • Type and value declarations
  • Type-only declarations
  • Using access modifiers
  • Working with types
  • Common built-in types
  • Type conversions
  • Inferred declarations
  • Custom types
  • Naming variables
  • Understanding variable scope
  • Introducing operators
  • Arithmetic and assignments
  • Defining methods
  • Declaring methods
  • Naming conventions
  • Methods as logic detours
  • Specifying parameters
  • Specifying return values
  • Using return values
  • Hero's trial - methods as arguments
  • Dissecting common Unity methods
  • The Start method
  • The Update method.
  • Summary
  • Pop quiz - variables and methods
  • Chapter 4: Control Flow and Collection Types
  • Selection statements
  • The if-else statement
  • Using the NOT operator
  • Nesting statements
  • Evaluating multiple conditions
  • The switch statement
  • Pattern matching
  • Fall-through cases
  • Pop quiz 1 - if, and, or but
  • Collections at a glance
  • Arrays
  • Indexing and subscripts
  • Range exceptions
  • Lists
  • Accessing and modifying lists
  • Dictionaries
  • Working with dictionary pairs
  • Pop quiz 2 - all about collections
  • Iteration statements
  • for loops
  • foreach loops
  • Looping through key-value pairs
  • while loops
  • To infinity and beyond
  • Summary
  • Chapter 5: Working with Classes, Structs, and OOP
  • Introducing OOP
  • Defining classes
  • Instantiating class objects
  • Adding class fields
  • Using constructors
  • Declaring class methods
  • Declaring structs
  • Understanding reference and value types
  • Reference types
  • Value types
  • Integrating the object-oriented mindset
  • Encapsulation
  • Inheritance
  • Base constructors
  • Composition
  • Polymorphism
  • Applying OOP in Unity
  • Objects are a class act
  • Accessing components
  • Accessing components in code
  • Drag and drop
  • Summary
  • Pop quiz - all things OOP
  • Chapter 6: Getting Your Hands Dirty with Unity
  • A game design primer
  • Game design documents
  • The Hero Born one-page
  • Building a level
  • Creating primitives
  • Thinking in 3D
  • Materials
  • White-boxing
  • Editor tools
  • Hero's trial - putting up drywall
  • Keeping the hierarchy clean
  • Working with Prefabs
  • Lighting basics
  • Creating lights
  • Light component properties
  • Animating in Unity
  • Creating animations in code
  • Creating animations in the Unity Animation window
  • Recording keyframes
  • Curves and tangents
  • Summary
  • Pop quiz - basic Unity features.
  • Chapter 7: Movement, Camera Controls, and Collisions
  • Managing player movement
  • Moving the player with the Transform component
  • Understanding vectors
  • Getting player input
  • Moving the player
  • Scripting camera behavior
  • Working with the Unity physics system
  • Rigidbody components in motion
  • Colliders and collisions
  • Picking up an item
  • Using Collider triggers
  • Creating an enemy
  • Hero's trial - all the Prefabs!
  • Physics roundup
  • Summary
  • Pop quiz - player controls and physics
  • Chapter 8: Scripting Game Mechanics
  • Adding jumps
  • Introducing enumerations
  • Underlying types
  • Working with layer masks
  • Shooting projectiles
  • Instantiating objects
  • Adding the shooting mechanic
  • Managing object build-up
  • Creating a game manager
  • Tracking player properties
  • The get and set properties
  • Updating item collection
  • Creating a GUI
  • Displaying player stats
  • Win and loss conditions
  • Pausing and restarting the game with using directives and namespaces
  • Summary
  • Pop quiz - working with mechanics
  • Chapter 9: Basic AI and Enemy Behavior
  • Navigating 3D space in Unity
  • Navigation components
  • Setting up enemy agents
  • Moving enemy agents
  • Procedural programming
  • Referencing the patrol locations
  • Moving the enemy
  • Enemy game mechanics
  • Seek and destroy: changing the agent's destination
  • Lowering player health
  • Detecting bullet collisions
  • Updating the game manager
  • Refactoring and keeping it DRY
  • Summary
  • Pop quiz - AI and navigation
  • Chapter 10: Revisiting Types, Methods, and Classes
  • Access modifiers
  • Constant and read-only properties
  • Using the static keyword
  • Revisiting methods
  • Overloading methods
  • ref parameters
  • out parameters
  • Intermediate OOP
  • Interfaces
  • Abstract classes
  • Class extensions
  • Namespace conflicts and type aliasing
  • Summary.
  • Pop quiz - leveling up
  • Chapter 11: Introducing Stacks, Queues, and HashSets
  • Introducing stacks
  • Popping and peeking
  • Common methods
  • Working with queues
  • Adding, removing, and peeking
  • Common methods
  • Using HashSets
  • Performing operations
  • Intermediate collections roundup
  • Summary
  • Pop quiz - intermediate collections
  • Chapter 12: Saving, Loading, and Serializing Data
  • Introducing data formats
  • Breaking down XML
  • Breaking down JSON
  • Understanding the filesystem
  • Working with asset paths
  • Creating and deleting directories
  • Creating, updating, and deleting files
  • Working with streams
  • Managing your Stream resources
  • Using a StreamWriter and StreamReader
  • Creating an XMLWriter
  • Automatically closing streams
  • Serializing data
  • Serializing and deserializing XML
  • Serializing and deserializing JSON
  • Data roundup
  • Summary
  • Pop quiz - data management
  • Chapter 13: Exploring Generics, Delegates, and Beyond
  • Introducing generics
  • Generic objects
  • Generic methods
  • Constraint type parameters
  • Adding generics to Unity objects
  • Delegating actions
  • Creating a debug delegate
  • Delegates as parameter types
  • Firing events
  • Creating and invoking events
  • Handling event subscriptions
  • Cleaning up event subscriptions
  • Handling exceptions
  • Throwing exceptions
  • Using try-catch
  • Summary
  • Pop quiz - intermediate C#
  • Chapter 14: The Journey Continues
  • Diving deeper
  • Remembering your object-oriented programming
  • Design patterns primer
  • Approaching Unity projects
  • Unity features we didn't cover
  • Next steps
  • C# resources
  • Unity resources
  • Unity certifications
  • Hero's trial - putting something out into the world
  • Summary
  • Pop Quiz Answers
  • Other Books You May Enjoy
  • Index.