Learning C# Programming with Unity 3D
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Learning C# Programming with Unity 3D

Learning C# Programming with Unity 3D


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About the Book

Designed 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

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


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Product Details
  • ISBN-13: 9781466586536
  • Publisher: Taylor & Francis Inc
  • Publisher Imprint: CRC Press Inc
  • Language: English
  • No of Pages: 690
  • ISBN-10: 1466586532
  • Publisher Date: 01 Aug 2014
  • Binding: Digital (delivered electronically)
  • No of Pages: 690


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