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Game programming with Unity and C# : a complete beginner's guide /

Designed for beginners with no knowledge or experience in game development or programming, this book teaches the essentials of the Unity game engine, the C# programming language, and the art of object-oriented programming. New concepts are not only explained, but thoroughly demonstrated. Starting wi...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Hardman, Casey
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Berkeley, CA : Apress, 2020.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • Intro
  • Table of Contents
  • About the Author
  • About the Technical Reviewer
  • Introduction
  • Chapter 1: Installation and Setup
  • Installing Unity
  • Installing Our Code Editor
  • Creating a Project
  • Summary
  • Chapter 2: Unity Basics
  • Windows
  • Project Window
  • Scene Window
  • Hierarchy Window
  • Inspector Window
  • Components
  • Adding GameObjects
  • Summary
  • Chapter 3: Manipulating the Scene
  • Transform Tools
  • Positions and Axes
  • Making a Floor
  • Scale and Unit Measurements
  • Summary
  • Chapter 4: Parents and Their Children
  • Child GameObjects
  • World vs. Local Coordinates
  • A Simple Building
  • Pivot Points
  • Summary
  • Chapter 5: Prefabs
  • Making and Placing Prefabs
  • Editing Prefabs
  • Overriding Values
  • Nested Prefabs
  • Prefab Variants
  • Summary
  • Chapter 6: Programming Primer
  • Programming Languages and Syntax
  • What Code Does
  • Strong vs. Weak Typing
  • File-Type Extensions
  • Scripts
  • Summary
  • Chapter 7: Code Blocks and Methods
  • Statements and Semicolons
  • Code Blocks
  • Comments
  • Methods
  • Calling Methods
  • Basic Data Types
  • Returning Values with Methods
  • Declaring Methods
  • Operators
  • Summary
  • Chapter 8: Conditions
  • The "if" Block
  • Overloads
  • Enums
  • The "else" Block
  • The "else if" Block
  • Operators for Conditions
  • Equality Operators
  • Greater Than and Less Than
  • Or
  • And
  • Summary
  • Chapter 9: Working with Objects
  • Classes
  • Variables
  • Accessing Class Members
  • Instance Methods
  • Declaring Constructors
  • Using the Constructor
  • Static Members
  • Summary
  • Chapter 10: Working with Scripts
  • Usings and Namespaces
  • Script Class
  • Rotating a Transform
  • Frames and Seconds
  • Attributes
  • Summary
  • Chapter 11: Inheritance
  • Inheritance in Action: RPG Items
  • Declaring Our Classes
  • Constructor Chaining
  • Subtypes and Casting
  • Number Value Types
  • Type Checking
  • Virtual Methods
  • Summary
  • Chapter 12: Debugging
  • Setting Up the Debugger
  • Breakpoints
  • Using Unity's Documentation
  • Summary
  • Part I: Obstacle Course
  • Chapter 13: Obstacle Course Design and Outline
  • Gameplay Overview
  • Technical Overview
  • Player Controls
  • Death and Respawn
  • Levels
  • Level Selection
  • Obstacles
  • Project Setup
  • Summary
  • Chapter 14: Player Movement
  • Player Setup
  • Materials and Colors
  • Declaring Our Variables
  • Properties
  • Tracking the Velocity
  • Applying the Movement
  • Summary
  • Chapter 15: Death and Respawning
  • Enabling and Disabling
  • Death Method
  • Respawn Method
  • Summary
  • Chapter 16: Basic Hazards
  • Collision Detection
  • Hazard Script
  • Projectile Script
  • Shooting Script
  • Summary
  • Chapter 17: Walls and Goals
  • Walls
  • Goals
  • Build Settings for Scenes
  • Summary
  • Chapter 18: Patrolling Hazards
  • Resembling a Patrol Point
  • Arrays
  • Setting Up Patrol Points
  • Detecting Patrol Points
  • The "for" Loop
  • Sorting Patrol Points