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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

Introducing classes

We’ve seen how variables store information and how methods perform actions, but our programming toolkit is still somewhat limited. We need a way of creating a sort of super container, containing variables and methods that can be referenced from within the container itself. Enter classes:

  • Conceptually, a class holds related information, actions, and behaviors inside a single container. They can even communicate with each other.
  • Technically, classes are data structures. They can contain variables, methods, and other programmatic information, all of which can be referenced when an object of the class is created.
  • Practically, a class is a blueprint. It sets out the rules and regulations for any object (called an instance) created using the class blueprint.

You’ve probably realized that classes surround us not only in Unity but in the real world as well. Next, we’ll take a look at the most common Unity class and how...

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