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Learning C# by Developing Games with Unity - Seventh Edition

You're reading from  Learning C# by Developing Games with Unity - Seventh Edition

Product type Book
Published in Nov 2022
Publisher Packt
ISBN-13 9781837636877
Pages 466 pages
Edition 7th Edition
Languages
Author (1):
Harrison Ferrone Harrison Ferrone
Profile icon Harrison Ferrone

Table of Contents (18) Chapters

Preface 1. Getting to Know Your Environment 2. The Building Blocks of Programming 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. Specialized Collection Types and LINQ 12. Saving, Loading, and Serializing Data 13. Exploring Generics, Delegates, and Beyond 14. The Journey Continues 15. Pop Quiz Answers
16. Other Books You May Enjoy
17. Index

Defining methods

In the previous chapter, we briefly touched on the role methods play in our programs; namely, that they store and execute instructions, just like variables store values. Now, we need to understand the syntax of method declarations and how they drive action and behaviour in our classes.

As with variables, method declarations have their basic requirements, which are as follows:

  • The type of data that will be returned by the method (methods don’t all have to return anything, so this can be void)
  • A unique name, starting with a capital letter
  • A pair of parentheses following the method name
  • A pair of curly brackets marking the method body (where instructions are stored)

Putting all of these rules together, we get a simple method blueprint:

returnType UniqueName() 
{ 
    method body 
}

Let's break down the default Start() method in LearningCurve as a practical example:

void Start() 
{
}

In the preceding output, we can see the following:

  • The method starts with...
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