Learning C♯ by developing games with Unity 3D beginner's guide : learn the fundamentals of C♯ to create scripts for your GameObjects /
Chapter 2: Introducing the Building Blocks for Unity Scripts; Using the term method instead of function; Understanding what a variable does in a script; Naming a variable; A variable name is just a substitute for a value; Time for action - creating a variable and seeing how it works; Time for action...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham :
Packt Publishing,
©2013.
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Temas: | |
Acceso en línea: | Texto completo Texto completo |
MARC
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100 | 1 | |a Norton, Terry |c (Computer programmer) |1 https://id.oclc.org/worldcat/entity/E39PBJh4wjYJFphv4RDJ4rW4bd | |
245 | 1 | 0 | |a Learning C♯ by developing games with Unity 3D beginner's guide : |b learn the fundamentals of C♯ to create scripts for your GameObjects / |c Terry Norton. |
260 | |a Birmingham : |b Packt Publishing, |c ©2013. | ||
300 | |a 1 online resource (292 pages) : |b illustrations | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
505 | 0 | |a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Discovering Your Hidden Scripting Skills; Prerequisite knowledge for using this book; Dealing with scriptphobia; Teaching behaviors to GameObjects; Choosing to use C♯ instead of UnityScript; Reason 1 for choosing C♯ -- vast amount of documentation on the Internet; Reason 2 for choosing C♯ -- flexibility to use Unity scripts and regular C♯ code files; Reason 3 for choosing C♯ -- coding rules are specific; Maneuvering around Unity's documentation. | |
505 | 8 | |a Time for action -- opening the Reference Manual documentation for the transform ComponentTime for action -- opening the scripting reference documentation for the transform component; Are we really supposed to know all that stuff?; What is all that information?; Working with C♯ script files; Time for action -- create a C♯ script file; Introducing the MonoDevelop code editor; Syncing C♯ files between MonoDevelop and Unity; Time for action -- opening LearningScript in MonoDevelop; Watching for a possible ""gotcha"" when creating script files in Unity; Fixing sync if it isn't working properly. | |
520 | |a Chapter 2: Introducing the Building Blocks for Unity Scripts; Using the term method instead of function; Understanding what a variable does in a script; Naming a variable; A variable name is just a substitute for a value; 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; What is a method?; Time for action - learning how a method works; What's in this script file?; Method names are substitutes too; Introducing the class; By using a little Unity magic, a script becomes a Component. | ||
505 | 8 | |a A more technical look at the magicEven more Unity magic; Components communicating using the Dot Syntax; What's with the dots?; Summary; Chapter 3: Getting into the Details of Variables; Writing C♯ statements properly; Understanding Component properties in Unity's Inspector; Variables become Component properties; Unity changes script and variable names slightly; Changing a property's value in the Inspector panel; Displaying public variables in the Inspector panel; Time for action -- making a variable private; Naming your variables properly; Begin variable names with lowercase. | |
505 | 8 | |a Using multi-word variable namesDeclaring a variable and its type; The most common built-in variable types; Time for action -- assigning values while declaring the variable; Where you declare a variable is important; Variable scope -- determining where a variable can be used; Summary; Chapter 4: Getting into the Details of Methods; Ending a method definition using curly braces; Using methods in a script; Naming methods properly; Begin method names with an uppercase letter; Using multi-word names for a method; Parentheses are part of the method name; Defining a method properly. | |
520 | |a This book uses the learning-by-example approach. It takes simple examples from games to introduce all the main concepts of programming in an easy-to-digest and immediately recognizable way. This book is for the total beginner to any type of programming, focusing on the writing of C♯ code and scripts only. There are many parts that make up the Unity game engine. It is assumed that the reader already knows their way around Unity's user interface. The code editor used in this book is the MonoDevelop editor supplied by Unity. | ||
588 | 0 | |a Print version record. | |
504 | |a Includes bibliographical references and index. | ||
590 | |a O'Reilly |b O'Reilly Online Learning: Academic/Public Library Edition | ||
590 | |a ProQuest Ebook Central |b Ebook Central Academic Complete | ||
590 | |a eBooks on EBSCOhost |b EBSCO eBook Subscription Academic Collection - Worldwide | ||
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650 | 0 | |a C# (Computer program language) | |
650 | 6 | |a Jeux vidéo |x Programmation. | |
650 | 6 | |a C# (Langage de programmation) | |
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650 | 7 | |a Video games |x Programming |2 fast | |
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