dc.contributor.author |
Ferrone Harrison |
|
dc.date.accessioned |
2024-01-26T21:39:18Z |
|
dc.date.available |
2024-01-26T21:39:18Z |
|
dc.date.issued |
2020 |
|
dc.identifier.citation |
Ferrone. Learning C# by developing games with Unity 2020: an enjoyable and intuitive approach to getting started with C# programming and Unity: Fifth edition. - 1 online resource : - URL: https://libweb.kpfu.ru/ebsco/pdf/2579511.pdf |
|
dc.identifier.isbn |
9781800204447 |
|
dc.identifier.isbn |
1800204442 |
|
dc.identifier.uri |
https://dspace.kpfu.ru/xmlui/handle/net/178596 |
|
dc.description |
Table of ContentsGetting to Know Your EnvironmentThe Building Blocks of ProgrammingDiving into Variables,Types, and MethodsControl Flow and Collection TypesWorking with Classes, Structs, and OOPGetting Your Hands Dirty with UnityMovement, Camera Controls, and CollisionsScripting Game MechanicsBasic AI and Enemy BehaviorRevisiting Types, Methods, and ClassesIntroducing Stacks, Queues and HashSetsExploring Generics, Delegates, and BeyondThe Journey Continues. |
|
dc.description |
Includes bibliographical references. |
|
dc.description.abstract |
This fifth edition of the popular C# guide helps you learn the building blocks of C# language, right from variables to classes and exception handling. After getting to grips with the basics of C# programming, it takes you through the world of Unity game development and how you can apply C# knowledge using game development examples. |
|
dc.description.tableofcontents |
Cover -- Title Page -- Copyright and Credits -- Dedication -- About Packt -- Contributors -- Table of Contents -- Preface -- Chapter 1: Getting to Know Your Environment -- Technical requirements -- Getting started with Unity 2020 -- Using macOS -- Creating a new project -- Navigating the editor -- Using C# with Unity -- Working with C# scripts -- Introducing the Visual Studio editor -- Time for action - opening a C# file -- Beware of naming mismatches -- Syncing C# files -- Exploring the documentation -- Accessing Unity's documentation -- Time for action - opening the Reference Manual |
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dc.description.tableofcontents |
Time for action - using the Scripting Reference -- Locating C# resources -- Time for action - looking up a C# class -- Summary -- Pop quiz -- dealing with scripts -- Chapter 2: The Building Blocks of Programming -- Defining variables -- Names are important -- Variables act as placeholders -- Time for action -- creating a variable -- Time for action -- changing a variable's value -- Understanding methods -- Methods drive actions -- Methods are placeholders too -- Time for action -- creating a simple method -- Introducing classes -- A common Unity class -- Classes are blueprints |
|
dc.description.tableofcontents |
Working with comments -- Practical backslashes -- Multi-line comments -- Time for action -- adding comments -- Putting the building blocks together -- Scripts become components -- A helping hand from MonoBehavior -- Hero's trial -- MonoBehavior in the Scripting API -- Communication among classes -- Summary -- Pop quiz -- C# building blocks -- Chapter 3: Diving into Variables, Types, and Methods -- Writing proper C# -- Debugging your code -- Declaring variables -- Type and value declarations -- Type-only declarations -- Using access modifiers -- Choosing a security level |
|
dc.description.tableofcontents |
Time for action - making a variable private -- Working with types -- Common built-in types -- Time for action -- playing with different types -- Time for action -- creating interpolated strings -- Type conversions -- Inferred declarations -- Custom types -- Types roundup -- Naming variables -- Best practices -- Understanding variable scope -- Introducing operators -- Arithmetic and assignments -- Time for action -- executing incorrect type operations -- Defining methods -- Basic syntax -- Modifiers and parameters -- Time for action -- defining a simple method -- Naming conventions |
|
dc.description.tableofcontents |
Methods are logic detours -- Specifying parameters -- Time for action -- adding method parameters -- Specifying return values -- Time for action -- adding a return type -- Using return values -- Time for action -- capturing return values -- Hero's trial -- methods as arguments -- Dissecting common Unity methods -- The Start method -- The Update method -- Summary -- Pop quiz -- variables and methods -- Chapter 4: Control Flow and Collection Types -- Selection statements -- The if-else statement -- Basic syntax -- Time for action - thieving prospects -- Using the NOT operator -- Nesting statements |
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dc.language |
English |
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dc.language.iso |
en |
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dc.subject.other |
Computer games -- Programming. |
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dc.subject.other |
Three-dimensional display systems. |
|
dc.subject.other |
C# (Computer program language) |
|
dc.subject.other |
C# (Computer program language) |
|
dc.subject.other |
Computer games -- Programming. |
|
dc.subject.other |
Three-dimensional display systems. |
|
dc.subject.other |
Electronic books. |
|
dc.title |
Learning C# by developing games with Unity 2020: an enjoyable and intuitive approach to getting started with C# programming and Unity/ Harrison Ferrone. |
|
dc.type |
Book |
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dc.description.pages |
1 online resource : |
|
dc.collection |
Электронно-библиотечные системы |
|
dc.source.id |
EN05CEBSCO05C1692 |
|