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Gamification with Unity 5.x

You're reading from  Gamification with Unity 5.x

Product type Book
Published in Nov 2016
Publisher Packt
ISBN-13 9781786463487
Pages 328 pages
Edition 1st Edition
Languages
Concepts

Table of Contents (16) Chapters

Gamification with Unity 5.x
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
1. The Anatomy of Games 2. Who or What Am I? Understanding the Player 3. An Engaged Player is a Happy Player 4. Organized Chaos - Getting Ideas Out of Your Head and on to Paper 5. Sculpting the Conceptual Beast 6. Breathing Life into Your First Creation - Creating and Importing Assets for Your Application 7. Get Your Motor Running 8. Break, Destroy, and Rebuild - the Art of Playtesting and Iteration 9. Graduating Your Project to Completion 10. Being the Best That You Can Be!

Defining tasks


As we have already mentioned, tasks have a major role in our application. Hence, we need to define what a task is in the context of our application. When we have done this, we will be able to use them like any other class in our scripts, and this will make our life much easier.

Object-oriented

We are programming in C#, which is an object-oriented language. Even though it is not necessary to know exactly how an object-oriented language works to create games in Unity, it is useful. Therefore, I suggest you take a look at any programming book about C# to learn more about the topic.

Note

You should check out one from Packt's library: C# Programming Cookbook by Dirk Strauss, at https://www.packtpub.com/application-development/c-programming-cookbook.

In the next section, we are going to define an object. It has different properties and functions that can be called on it.

An example of an object that we are going to use is DateTime. It is a class that stores information about a specific...

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