Learning C# by Developing Games with Unity 3D Beginner's Guide
Terry Norton更新时间:2021-08-04 10:04:31
最新章节:Index封面
版权信息
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Chapter 1. Discovering Your Hidden Scripting Skills
Prerequisite knowledge for using this book
Dealing with scriptphobia
Choosing to use C# instead of UnityScript
Maneuvering around Unity's documentation
Time for action – opening the Reference Manual documentation for the transform Component
Time for action – opening the scripting reference documentation for the transform component
Working with C# script files
Time for action – create a C# script file
Time for action – opening LearningScript in MonoDevelop
Summary
Chapter 2. Introducing the Building Blocks for Unity Scripts
Using the term method instead of function
Understanding what a variable does in a script
Time for action – creating a variable and seeing how it works
Time for action – changing the number 9 to a different number
Using a method in a script
Time for action – learning how a method works
Introducing the class
By using a little Unity magic a script becomes a Component
Components communicating using the Dot Syntax
Summary
Chapter 3. Getting into the Details of Variables
Writing C# statements properly
Understanding Component properties in Unity's Inspector
Displaying public variables in the Inspector panel
Time for action – making a variable private
Naming your variables properly
Declaring a variable and its type
Time for action – assigning values while declaring the variable
Summary
Chapter 4. Getting into the Details of Methods
Ending a method definition using curly braces
Using methods in a script
Naming methods properly
Defining a method properly
Time for action – adding code between the parentheses
Calling a method
Returning a value from a method
Time for action – returning a value from AddTwoNumbers()
Using Unity's Update and Start methods
Summary
Chapter 5. Making Decisions in Code
Testing conditions with an if statement
Time for action – create a couple of if statements
Time for action – create if statements with more than one condition to check
Using an if-else statement to execute alternate code
Time for action – add "else" to the if statement
Making decisions based on user input
Storing data in an array a List or a Dictionary
Time for action – create a List of pony names
Time for action – create a dictionary of pony names and keys
Time for action – adding ponies using a Collection Initializer
Looping though lists to make decisions
Time for action – using foreach loops to retrieve data
Time for action – selecting a pony from a List using a for loop
Time for action – finding data and breakout of the while loop
Summary
Chapter 6. Using Dot Syntax for Object Communication
Using Dot Syntax is like addressing a letter
Working with objects is a class act
Using Dot Syntax in a script
Time for action – accessing a variable in the current Component
Time for action – communicating with another Component on the Main Camera
Time for action – creating two GameObjects and a new script
Accessing GameObjects using drag-and-drop versus writing code
Time for action – trying drag-and-drop to assign a GameObject
Summary
Chapter 7. Creating the Gameplay is Just a Part of the Game
Applying your new coding skills to a State Machine
Understanding the concepts of a State Machine
Following the State Machine logic flow
Creating Components objects and C# objects
Time for action – creating a script and a class
Time for action – instantiating the BeginState class
Introducing the C# interface
Time for action – implementing an interface
Summary
Chapter 8. Developing the State Machine
Creating four State classes
Time for action – modifying BeginState and add three more States
Setting up the StateManager controller
Time for action – modify StateManager
Time for action – modifying PlayState to add another State
Time for action – adding OnGUI to StateManager
Changing the active State and controlling the Scene
Time for action – adding GameObjects and a button to the Scene
Time for action – adding code to pause the game Scene
Time for action – creating a timer in BeginState
Changing Scenes
Time for action – setting up another Scene
Time for action – adding the Awake method to StateManager
Time for action – adding the code to change the Scenes
Summary
Chapter 9. Start Building a Game and Get the Basic Structure Running
Easing into Unity's scripting documentation
Setup the State Machine and add a Player GameObject
Time for action – setting up nine States and three Scenes
Time for action - adding a Player GameObject
Time for action – creating a GameData script
Controlling the Player GameObject
Time for action – rotating Player in SetupState
Time for action – changing the color using GUI buttons
Time for action – setting the Lives for Player
Summary
Chapter 10. Moving Around Collisions and Keeping Score
Visualizing the completed game
Switching to the first play State and playable scene
Adding cameras for different viewing options
Time for action – setting up two additional cameras in the scene
Time for actioning – attach the LookAtPlayer camera script
Time for action – attaching the FollowingPlayer camera script
Moving the Player using Rigidbody physics
Time for action – adding a Rigidbody to the Player
Keeping score during the game
Time for action – creating a good and bad prefab
Shooting projectiles at the orbs
Time for action – creating the EnergyPulse prefab
Summary
Chapter 11. Summarizing Your New Coding Skills
Coding a Unity Project
Scratching the surface of C# programming
Controlling the game with a State Machine
Learning more after this book
Summary
Appendix A. Initial State Machine files
BeginState
SetupState
PlayStateScene1_1: (1 of 2 available States in Scene1)
PlayStateScene1_2: (2 of 2 available States in Scene1)
WonStateScene1
LostStateScene1
PlayStateScene2
WonStateScene2
LostStateScene2
StateManager
IStateBase
Appendix B. Completed code files for Chapters 9 and 10
BeginState
SetupState
PlayStateScene1_1: (1 of 2 available States in Scene1)
PlayStateScene1_2: (2 of 2 available States in Scene1)
WonStateScene1
LostStateScene1
PlayStateScene2
WonStateScene2
LostStateScene2
StateManager
PlayerControl
GameData
LookAtPlayer
FollowingPlayer
EnergyPulsePower
IStateBase
Appendix C. Pop Quiz Answers
Chapter 1 Discovering Your Hidden Scripting Skills
Chapter 2 Introducing the Building Blocks for Unity Scripts
Chapter 3 Getting into the Details of Variables
Chapter 4 Getting into the Details of Methods
Chapter 5 Making Decisions in Code
Chapter 6 Using Dot Syntax for Object Communication
Chapter 7 Creating the Gameplay is Just a Part of the Game
Chapter 8 Developing the State Machine
Chapter 9 Start Building a Game and Get the Basic Structure Running
Chapter 10 Moving Around Collisions and Keeping Score
Index
更新时间:2021-08-04 10:04:31