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Learning C# by Developing Games with Unity 5.x - Second Edition

You're reading from  Learning C# by Developing Games with Unity 5.x - Second Edition

Product type Book
Published in Mar 2016
Publisher Packt
ISBN-13 9781785287596
Pages 230 pages
Edition 2nd Edition
Languages

Table of Contents (20) Chapters

Learning C# by Developing Games with Unity 5.x Second Edition
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
1. Discovering Your Hidden Scripting Skills and Getting Your Environment Ready 2. Introducing the Building Blocks for Unity Scripts 3. Getting into the Details of Variables 4. Getting into the Details of Methods 5. Lists, Arrays, and Dictionaries 6. Loops 7. Object, a Container with Variables and Methods 8. Let's Make a Game! – From Idea to Development 9. Starting Your First Game 10. Writing GameManager 11. The Game Level 12. The User Interface 13. Collectables — What Next? Index

Starting the game


At the moment, our gameplay starts automatically after pressing the Play button in Unity. This was convenient for testing running and jumping. If you look into the Start method in GameManager, you will notice we are calling the start game there. Let's remove that line and keep the Start method empty for now.

Further in the development of this game, we will have a nice Graphic User Interface (GUI) to control the game states by pressing buttons like Start Game, Restart, and so on. For now, we should focus on functionality only and leave the GUI for later. However, we do need an easy way to call the events at runtime. Why not use the keyboard for now? You probably remember using Input.GetKeyDown. If you don't remember much, dive into Unity Scripting Reference again and search for Input.GetKeyDown.

Let's say when each time user presses S on the keyboard, we will fire up the StartGame method on GameManager. Before we start adding code, we need to make sure that currentGameState...

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