|
![]() |
|||
|
||||
OverviewDesigned to give you enough familiarity in a programming language to be immediately productive, Learning C# Programming with Unity 3D provides the basics of programming and brings you quickly up to speed. Organized into easy-to-follow lessons, the book covers how C# is used to make a game in Unity3D. After reading this book, you will be armed with the knowledge required to feel confident in learning more. You’ll have what it takes to at least look at code without your head spinning. Writing a massive multiplayer online role-playing game is quite hard, of course, but learning how to write a simple behavior isn’t. Like drawing, you start off with the basics such as spheres and cubes. After plenty of practice, you’ll be able to create a real work of art. This applies to writing code—you start off with basic calculations, then move on to the logic that drives a complex game. By the end of this book, you will have the skills to be a capable programmer, or at least know what is involved with how to read and write code. Although you could go online and find videos and tutorials, there is a distinct advantage when it comes to learning things in order and in one place. Most online tutorials for C# are scattered, disordered, and incohesive. It’s difficult to find a good starting point, and even more difficult to find a continuous list of tutorials to bring you to any clear understanding of the C# programming language. This book not only gives you a strong foundation, but puts you on the path to game development. Full Product DetailsAuthor: Alex Okita (Float Hybrid Entertainment, San Francisco, California, USA)Publisher: Taylor & Francis Inc Imprint: A K Peters Dimensions: Width: 17.80cm , Height: 3.60cm , Length: 25.40cm Weight: 1.225kg ISBN: 9781466586529ISBN 10: 1466586524 Pages: 690 Publication Date: 03 August 2014 Audience: Professional and scholarly , Professional and scholarly , Professional & Vocational , Postgraduate, Research & Scholarly Replaced By: 9781138336810 Format: Paperback Publisher's Status: Active Availability: In Print ![]() This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us. Table of Contents"Introduction Why read a book Do I need to know math? Programming as a form of expression Games as a stage with lights Personal Information A Brief History of Computer Programming Mechanical Computers Logic Computer Science Software Modern Computer Language The Future of Computer Languages What is C#? C# Paradigm What is Unity3D? Why Use Unity3D to Learn? How does Unity3D use C#? What Is Programming What Does C# Look Like Learning to copy and paste Compiling What We've Learned Leveling Up Before You Begin What Will Be Covered in This Chapter Getting Started: Downloading and Installing Getting Started: Unity3D Overview The Main Window Creating a New Project A New Unity Project Summary Getting Started: Sample Code Code Fragments Are errors bad? Following along Summary Getting Started: Working with C# Getting Project Files Creating and Assigning a New C# File Naming Your New File Getting Started: Using Your New File Unity Tools Running Live Code Saving a Scene Opening a Scene Summary What We’ve Learned Leveling Up First Steps What will be covered in this chapter Review First Steps: Tokens Tokens Separator Tokens Operator Tokens Other Operator Tokens Literals Transitive and Non-Transitive Operations Putting It All Together What We’ve Learned First Steps: Statements and Expressions Expressions How Code is Executed Thinking in Algorithms What We’ve Learned First Steps: Keywords Class What we’ve learned First Steps: Whitespace Pick a Flavor What We’ve Learned First Steps: Code Blocks What We’ve Learned First Steps: Classes Objects What We’ve Learned First Steps: Variables Identifiers Data Noun: Collected Facts and Statistics Collected for Analysis Declaring a Variable Dynamic Initialization What We’ve Learned First Steps: Variable Names Variable Assignment Putting It Together What We’ve Learned First Steps: Types, a first look Value and Reference Types What We’ve Learned First Steps: Strong Typing Dynamic Typing What We’ve Learned First Steps: Type Casting, Numbers Explicit vs. Implicit Casting A Basic Example What We’ve Learned First Steps: Comments Line Numbers Code folding Summary Comments Navigating in Code What We’ve learned Leveling Up Basics What Will Be Covered in This Chapter Review Basics: Building Up a Game Idea Design from Experience Primary Activity Moment to Moment Actions to Functions Compromise Starting with Controls What We’ve Learned Basics: Creating a Class Class Declaration Adding Data Fields Access Modifiers and the Dot Operator Class Scope Class Members What We’ve Learned Basics: Directives Libraries Ambiguous NameSpaces What We’ve Learned Basics: Functions What are Functions Unity Entry Points Writing a Function More on White Space, Tabs What We’ve Learned Basics: Order of Operation What we've learned Basics: Scope, a First Look Class Scope Function Scope What We’ve Learned Basics: This A Basic Example When This is Necessary Awkward Names What We’ve Learned Basics: Turning Ideas into Code Part 1 Mouse Input GameObject What we’ve learned Basics: Logic and Operators Booleans Equality Operators If and Branching Flow Charts Relational Operators Rearranging Logic Another look at Scope What we’ve learned Basics: Loops Unary Operators While For Do While Postfix and Prefix Notation Using Loops Loops within Loops Runaway Loops Breakpoints, a First Look What We’ve Learned Basics: Scope, Again Visibility or Accessibility A Basic Example Global Scope What We’ve Learned Basics: Warnings vs Errors Warnings Errors Understanding the debugger What we’ve learned Leveling Up Style Guides Fundamentals What Will Be Covered in This Chapter Review Fundamentals: Inheritance, A First Look Class members Instancing Parent and Child Object ! = null What We’ve Learned Fundamentals: Instancing Class Initialization New Constructors What We’ve Learned Fundamentals: Static Static Variables Static Functions Putting it all together What we’ve learned Fundamentals: Turning Ideas into Code Part 2 Input Manager What We’ve Learned Fundamentals: Jump Statements: Fundamentals: Jump Statements: Return 440 A Basic Example Returning Objects A Class is a Type Null is Not Void What We’ve Learned Fundamentals: Operators, conditions Conditional Operators && and || What We’ve Learned Fundamentals: Arrays, a First Look Fixed size Arrays Foreach Dynamically Initialization While with Arrays What we’ve learned Fundamentals: Jump Statements: Break and Continue A Basic Example ZombieData Foreach, again What We’ve Learned Fundamentals: Multi Dimensional Arrays Colums and Rows A Basic Example A Puzzle Board Checking Range What We’ve Learned Fundamentals: Array List A basic example ArrayList Contains Remove Sort and Reverse What We’ve Learned Fundamentals: Strings Declaring a String Escape Sequences Verbatim Strings @ String Format What We’ve Learned Fundamentals: Combining what we’ve learned Timers Adding in Classes What We’ve Learned Fundamentals: Source Version Control Modern Version Control The Repository Github What We’ve Learned Project Files Setting up a Repository Push Gitignore Pull Contributors What we’ve learned Leveling Up Intermediate What Will Be Covered in This Chapter Review Intermediate: Pseudo Code Thinking It Through Class Members Functions Return Arguments aka ""Args"" (Not related to pirates) Assignment Operators What We’ve Learned Intermediate: Class Constructors A Basic Example What We Learned What We’ve Learned Intermediate: Arrays, revisited Using Arrays in Unity Instancing with AddComponent(); Type Casting Unity Objects What We’ve Learned Intermediate: Enums Using Enums Combining what we’ve learned What we’ve learned Intermediate: Switch A basic example Default: What We’ve Learned Fall Through Goto Case Limitations What We’ve Learned Intermediate: Structs a.k.a. Structures Structs 636 Struct vs. Class Without Structs Handling Structs Accessing Structs Global Access What We’ve Learned Intermediate: Class data Character base class Const Readonly What We’ve Learned Intermediate: Namespaces A Basic Example Directives in Namespaces Ambiguous References Alias Directives Putting Namespaces to Work Extending Namespaces What We’ve Learned Intermediate: Functions again Parameter Lists Side Effects Multiple Arguments Useful Parameters Foreach vs For What We’ve Learned Intermediate: Unity Execution order A Basic Example Component Execution Order What We’ve Learned Intermediate: Inheritance, Again Function Overrides A Basic Example Class Inheritance Object What We’ve Learned Intermediate: Type Casting, again (≤Type≥) versus `as’ User-Defined Type Conversion Implicit versus Explicit Type Conversion Break; What We’ve Learned Intermediate: Working with Vectors Vectors are Objects Stepping through Monster Generator Gizmos A Basic Example Using Gizmos Optimizing What We’ve Learned Intermediate: Goto Labels A Basic example Zombie State Machine This as a Reference to Yourself HumanState based on ZombieState The Is keyword What have we learned Intermediate: More on Arrays Length and Count Foreach, a Reminder Discovery Putting It Together What We’ve Learned Intermediate: Out Parameter A Basic Example Simple Sort (Bubble Sort) Simple Sort Proof What We’ve Learned Intermediate: Ref Parameter A Basic Example Code portability Side Effects What we’ve learned Intermediate: Type Casting Numbers Number Types Integers Floating Point What We’ve Learned Intermediate: Types and Operators GetType() More typecasting Type Aliasing Boxing and Unboxing Intermediate: Operator Overloading A Basic Example Overloading * Overloading ≤ What we’ve learned Intermediate: Controlling Inheritance Sealed 838 A Basic Example Abstract A Basic Example Abstract : Abstract Putting this to use What we’ve learned Leveling Up Advanced What Will Be Covered in This Chapter Review Moving forward Advanced: Mono Develop Find in Files Word processors Mono History Advanced: Function Overloading A closer look at functions Function Signature Different Signatures Putting It Together Not Quite Recursion Drawword What We’ve Learned Advanced: Accessors a.k.a. Properties value A Basic Example Set Event Read Only Accessor Simplification What We’ve Learned Advanced: Base Classes Another Look Generalization – Base Classes Specialization Base Partial Protected Private and Public What We’ve Learned Advanced: Optional parameters Using Optionals Optional Arguments Named Parameters Combining What We’ve Learned What We’ve Learned Advanced: Delegate Functions Delegates Delegate Signatures Stacking Delegates Using Delegates What We’ve Learned Advanced: Interface Early Planning Interface Methods Multiple Interfaces IComparer Using IComparer What We’ve Learned Advanced: Class Constructors Revisited A Basic Example When to Create a New Class Static Functions What We’ve Learned Advanced: Preprocessor Directives A Basic Example UNITY_EDITOR Warning Organizing What We’ve Learned Advanced: Exceptions A Basic Example Exception Messages Custom Exceptions Finally Try Catch Finally in Use What We’ve Learned Advanced: IEnumerator IEnumerator Implementing IEnumerator What We’ve Learned Advanced: Generics Generic Functions Making Use of Generic Functions Generic Types Var Multiple Generic Values What We’ve Learned Advanced: Events A Basic Example A proper event EventArgs Update() to Event Generic EventArg What We’ve Learned Advanced: Unity Friendly Classes Extensions A Basic Example Inheriting from Object OnUpdate What We’ve learned Advanced: Destructors A Basic example Clearing out objects What we’ve learned Advanced: Concurrency or Co-Routines Yield 1088 A Basic Example Setting Up Timers Random Decisions with Logic Stopping a Coroutine What We’ve Learned Advanced: Dictionary Stacks and Queues A Basic Example ContainsKey Stacks A Basic Example Queues What We’ve Learned Advanced: Callbacks A Basic Example Dynamic Callback Assignment WWW What We’ve Learned Advanced: Lambda Expressions Anonymous Expressions A Lambda Expressions A Basic Example When lambdas are Useful Lambda Statements What We’ve Learned Leveling up Extended Extended: What we’ll be covering in this chapter Extended: Review Extended: Readability Optimizations and Idioms ?: if Smell What We’ve Learned Extended: Source Control Revisited Diff and Merge KDiff3 Avoiding Conflicts What We’ve Learned Extended: Debugging Debugging Accessors Locals Call Stack Watching List What We’ve Learned Extended: Recursion A Basic Example Understanding Recursion In practice Recursion Types What We’ve Learned Extended: Reflection A Basic Example Reflection MethodInfo What We’ve Learned Extended: LINQ Lambdas and Arrays 1205 var LINQ from Strange behaviors in LINQ Greedy Operator What we’ve learned Extended: Bitwise Operators Big endian and Little Endian Signed or Unsigned Bitwise or | Enums and Numbers Bitwise and & Bitwise Exclusive or ^ (xor) Setting Bitwise Flags Bitwise Shortcuts | = and ^ = Bits in Numbers Bit Shifting ≥≥ and ≤≤ What We’ve Learned Extended: Bitwise Math Twos Complement Unary Operator ~ Bitwise Addition and Subtraction Bitwise Multiplication Bitwise Tricks What We’ve Learned Extended: Attributes A Basic Example Custom Attributes Finding Custom Attributes Attribute Constructor Multiple Attributes Putting Attributes to Work Attribute flags What We’ve Learned Extended: Architectures and Organization Planning Structure Fixing Namespaces Namespace and Directory Structure Using Partial Refactoring What We’ve Learned Extended: Design Patterns Creational Design Patterns Structural Design Patterns Behavioral Design Patterns What We’ve Learned Extended: Continuing on Your Own Stuff We Couldn’t Cover Extern and unsafe Dynamic Dynamic vs Var"ReviewsAuthor InformationTab Content 6Author Website:Countries AvailableAll regions |