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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

Defining a method the right way


Just as with variables, we have to let Unity know about a method before we can use it. Depending on who you talk to, some will say "We have to declare a method," others will say "We have to define a method," or even "We have to implement a method." Which is correct? In C#, it doesn't make any difference. Use whichever term helps you learn more easily. I like to say I'm defining a method's code block, nothing like declaring a simple variable on a one-line statement.

The minimum requirements for defining a method

There are three minimum requirements for defining a method:

  • The type of information, or data, that a method will return to the place from where it was called

  • The name of the method should be followed by a pair of parentheses

  • A pair of curly braces should be present to contain the code block:

    returnDataType  NameOfTheMethod ( )
    {
    
    }

Looking at LearningScript once again, or any Unity-generated script, you can see that the Start() method has the three minimum...

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