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Learning C# by Developing Games with Unity 3D Beginner's Guide
最新章節:
Index
Thisbookusesthelearning-by-exampleapproach.Ittakessimpleexamplesfromgamestointroduceallthemainconceptsofprogramminginaneasy-to-digestandimmediatelyrecognizableway.Thisbookisforthetotalbeginnertoanytypeofprogramming,focusingonthewritingofC#codeandscriptsonly.TherearemanypartsthatmakeuptheUnitygameengine.ItisassumedthatthereaderalreadyknowstheirwayaroundUnity'suserinterface.ThecodeeditorusedinthisbookistheMonoDevelopeditorsuppliedbyUnity.
最新章節
- Index
- Chapter 10 Moving Around Collisions and Keeping Score
- Chapter 9 Start Building a Game and Get the Basic Structure Running
- Chapter 8 Developing the State Machine
- Chapter 7 Creating the Gameplay is Just a Part of the Game
- Chapter 6 Using Dot Syntax for Object Communication
品牌:中圖公司
上架時間:2021-08-04 09:46:38
出版社:Packt Publishing
本書數字版權由中圖公司提供,并由其授權上海閱文信息技術有限公司制作發行
- Index 更新時間:2021-08-04 10:04:31
- Chapter 10 Moving Around Collisions and Keeping Score
- Chapter 9 Start Building a Game and Get the Basic Structure Running
- Chapter 8 Developing the State Machine
- Chapter 7 Creating the Gameplay is Just a Part of the Game
- Chapter 6 Using Dot Syntax for Object Communication
- Chapter 5 Making Decisions in Code
- Chapter 4 Getting into the Details of Methods
- Chapter 3 Getting into the Details of Variables
- Chapter 2 Introducing the Building Blocks for Unity Scripts
- Chapter 1 Discovering Your Hidden Scripting Skills
- Appendix C. Pop Quiz Answers
- IStateBase
- EnergyPulsePower
- FollowingPlayer
- LookAtPlayer
- GameData
- PlayerControl
- StateManager
- LostStateScene2
- WonStateScene2
- PlayStateScene2
- LostStateScene1
- WonStateScene1
- PlayStateScene1_2: (2 of 2 available States in Scene1)
- PlayStateScene1_1: (1 of 2 available States in Scene1)
- SetupState
- BeginState
- Appendix B. Completed code files for Chapters 9 and 10
- IStateBase
- StateManager
- LostStateScene2
- WonStateScene2
- PlayStateScene2
- LostStateScene1
- WonStateScene1
- PlayStateScene1_2: (2 of 2 available States in Scene1)
- PlayStateScene1_1: (1 of 2 available States in Scene1)
- SetupState
- BeginState
- Appendix A. Initial State Machine files
- Summary
- Learning more after this book
- Controlling the game with a State Machine
- Scratching the surface of C# programming
- Coding a Unity Project
- Chapter 11. Summarizing Your New Coding Skills
- Summary
- Time for action – creating the EnergyPulse prefab
- Shooting projectiles at the orbs
- Time for action – creating a good and bad prefab
- Keeping score during the game
- Time for action – adding a Rigidbody to the Player
- Moving the Player using Rigidbody physics
- Time for action – attaching the FollowingPlayer camera script
- Time for actioning – attach the LookAtPlayer camera script
- Time for action – setting up two additional cameras in the scene
- Adding cameras for different viewing options
- Switching to the first play State and playable scene
- Visualizing the completed game
- Chapter 10. Moving Around Collisions and Keeping Score
- Summary
- Time for action – setting the Lives for Player
- Time for action – changing the color using GUI buttons
- Time for action – rotating Player in SetupState
- Controlling the Player GameObject
- Time for action – creating a GameData script
- Time for action - adding a Player GameObject
- Time for action – setting up nine States and three Scenes
- Setup the State Machine and add a Player GameObject
- Easing into Unity's scripting documentation
- Chapter 9. Start Building a Game and Get the Basic Structure Running
- Summary
- Time for action – adding the code to change the Scenes
- Time for action – adding the Awake method to StateManager
- Time for action – setting up another Scene
- Changing Scenes
- Time for action – creating a timer in BeginState
- Time for action – adding code to pause the game Scene
- Time for action – adding GameObjects and a button to the Scene
- Changing the active State and controlling the Scene
- Time for action – adding OnGUI to StateManager
- Time for action – modifying PlayState to add another State
- Time for action – modify StateManager
- Setting up the StateManager controller
- Time for action – modifying BeginState and add three more States
- Creating four State classes
- Chapter 8. Developing the State Machine
- Summary
- Time for action – implementing an interface
- Introducing the C# interface
- Time for action – instantiating the BeginState class
- Time for action – creating a script and a class
- Creating Components objects and C# objects
- Following the State Machine logic flow
- Understanding the concepts of a State Machine
- Applying your new coding skills to a State Machine
- Chapter 7. Creating the Gameplay is Just a Part of the Game
- Summary
- Time for action – trying drag-and-drop to assign a GameObject
- Accessing GameObjects using drag-and-drop versus writing code
- Time for action – creating two GameObjects and a new script
- Time for action – communicating with another Component on the Main Camera
- Time for action – accessing a variable in the current Component
- Using Dot Syntax in a script
- Working with objects is a class act
- Using Dot Syntax is like addressing a letter
- Chapter 6. Using Dot Syntax for Object Communication
- Summary
- Time for action – finding data and breakout of the while loop
- Time for action – selecting a pony from a List using a for loop
- Time for action – using foreach loops to retrieve data
- Looping though lists to make decisions
- Time for action – adding ponies using a Collection Initializer
- Time for action – create a dictionary of pony names and keys
- Time for action – create a List of pony names
- Storing data in an array a List or a Dictionary
- Making decisions based on user input
- Time for action – add "else" to the if statement
- Using an if-else statement to execute alternate code
- Time for action – create if statements with more than one condition to check
- Time for action – create a couple of if statements
- Testing conditions with an if statement
- Chapter 5. Making Decisions in Code
- Summary
- Using Unity's Update and Start methods
- Time for action – returning a value from AddTwoNumbers()
- Returning a value from a method
- Calling a method
- Time for action – adding code between the parentheses
- Defining a method properly
- Naming methods properly
- Using methods in a script
- Ending a method definition using curly braces
- Chapter 4. Getting into the Details of Methods
- Summary
- Time for action – assigning values while declaring the variable
- Declaring a variable and its type
- Naming your variables properly
- Time for action – making a variable private
- Displaying public variables in the Inspector panel
- Understanding Component properties in Unity's Inspector
- Writing C# statements properly
- Chapter 3. Getting into the Details of Variables
- Summary
- Components communicating using the Dot Syntax
- By using a little Unity magic a script becomes a Component
- Introducing the class
- Time for action – learning how a method works
- Using a method in a script
- Time for action – changing the number 9 to a different number
- Time for action – creating a variable and seeing how it works
- Understanding what a variable does in a script
- Using the term method instead of function
- Chapter 2. Introducing the Building Blocks for Unity Scripts
- Summary
- Time for action – opening LearningScript in MonoDevelop
- Time for action – create a C# script file
- Working with C# script files
- Time for action – opening the scripting reference documentation for the transform component
- Time for action – opening the Reference Manual documentation for the transform Component
- Maneuvering around Unity's documentation
- Choosing to use C# instead of UnityScript
- Dealing with scriptphobia
- Prerequisite knowledge for using this book
- Chapter 1. Discovering Your Hidden Scripting Skills
- Preface
- www.PacktPub.com
- About the Reviewers
- About the Author
- Credits
- 版權信息
- 封面
- 封面
- 版權信息
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Preface
- Chapter 1. Discovering Your Hidden Scripting Skills
- Prerequisite knowledge for using this book
- Dealing with scriptphobia
- Choosing to use C# instead of UnityScript
- Maneuvering around Unity's documentation
- Time for action – opening the Reference Manual documentation for the transform Component
- Time for action – opening the scripting reference documentation for the transform component
- Working with C# script files
- Time for action – create a C# script file
- Time for action – opening LearningScript in MonoDevelop
- Summary
- Chapter 2. Introducing the Building Blocks for Unity Scripts
- Using the term method instead of function
- Understanding what a variable does in a script
- 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
- Time for action – learning how a method works
- Introducing the class
- By using a little Unity magic a script becomes a Component
- Components communicating using the Dot Syntax
- Summary
- Chapter 3. Getting into the Details of Variables
- Writing C# statements properly
- Understanding Component properties in Unity's Inspector
- Displaying public variables in the Inspector panel
- Time for action – making a variable private
- Naming your variables properly
- Declaring a variable and its type
- Time for action – assigning values while declaring the variable
- Summary
- Chapter 4. Getting into the Details of Methods
- Ending a method definition using curly braces
- Using methods in a script
- Naming methods properly
- Defining a method properly
- Time for action – adding code between the parentheses
- Calling a method
- Returning a value from a method
- Time for action – returning a value from AddTwoNumbers()
- Using Unity's Update and Start methods
- Summary
- Chapter 5. Making Decisions in Code
- Testing conditions with an if statement
- Time for action – create a couple of if statements
- Time for action – create if statements with more than one condition to check
- Using an if-else statement to execute alternate code
- Time for action – add "else" to the if statement
- Making decisions based on user input
- Storing data in an array a List or a Dictionary
- Time for action – create a List of pony names
- Time for action – create a dictionary of pony names and keys
- Time for action – adding ponies using a Collection Initializer
- Looping though lists to make decisions
- Time for action – using foreach loops to retrieve data
- Time for action – selecting a pony from a List using a for loop
- Time for action – finding data and breakout of the while loop
- Summary
- Chapter 6. Using Dot Syntax for Object Communication
- Using Dot Syntax is like addressing a letter
- Working with objects is a class act
- Using Dot Syntax in a script
- Time for action – accessing a variable in the current Component
- Time for action – communicating with another Component on the Main Camera
- Time for action – creating two GameObjects and a new script
- Accessing GameObjects using drag-and-drop versus writing code
- Time for action – trying drag-and-drop to assign a GameObject
- Summary
- Chapter 7. Creating the Gameplay is Just a Part of the Game
- Applying your new coding skills to a State Machine
- Understanding the concepts of a State Machine
- Following the State Machine logic flow
- Creating Components objects and C# objects
- Time for action – creating a script and a class
- Time for action – instantiating the BeginState class
- Introducing the C# interface
- Time for action – implementing an interface
- Summary
- Chapter 8. Developing the State Machine
- Creating four State classes
- Time for action – modifying BeginState and add three more States
- Setting up the StateManager controller
- Time for action – modify StateManager
- Time for action – modifying PlayState to add another State
- Time for action – adding OnGUI to StateManager
- Changing the active State and controlling the Scene
- Time for action – adding GameObjects and a button to the Scene
- Time for action – adding code to pause the game Scene
- Time for action – creating a timer in BeginState
- Changing Scenes
- Time for action – setting up another Scene
- Time for action – adding the Awake method to StateManager
- Time for action – adding the code to change the Scenes
- Summary
- Chapter 9. Start Building a Game and Get the Basic Structure Running
- Easing into Unity's scripting documentation
- Setup the State Machine and add a Player GameObject
- Time for action – setting up nine States and three Scenes
- Time for action - adding a Player GameObject
- Time for action – creating a GameData script
- Controlling the Player GameObject
- Time for action – rotating Player in SetupState
- Time for action – changing the color using GUI buttons
- Time for action – setting the Lives for Player
- Summary
- Chapter 10. Moving Around Collisions and Keeping Score
- Visualizing the completed game
- Switching to the first play State and playable scene
- Adding cameras for different viewing options
- Time for action – setting up two additional cameras in the scene
- Time for actioning – attach the LookAtPlayer camera script
- Time for action – attaching the FollowingPlayer camera script
- Moving the Player using Rigidbody physics
- Time for action – adding a Rigidbody to the Player
- Keeping score during the game
- Time for action – creating a good and bad prefab
- Shooting projectiles at the orbs
- Time for action – creating the EnergyPulse prefab
- Summary
- Chapter 11. Summarizing Your New Coding Skills
- Coding a Unity Project
- Scratching the surface of C# programming
- Controlling the game with a State Machine
- Learning more after this book
- Summary
- Appendix A. Initial State Machine files
- BeginState
- SetupState
- PlayStateScene1_1: (1 of 2 available States in Scene1)
- PlayStateScene1_2: (2 of 2 available States in Scene1)
- WonStateScene1
- LostStateScene1
- PlayStateScene2
- WonStateScene2
- LostStateScene2
- StateManager
- IStateBase
- Appendix B. Completed code files for Chapters 9 and 10
- BeginState
- SetupState
- PlayStateScene1_1: (1 of 2 available States in Scene1)
- PlayStateScene1_2: (2 of 2 available States in Scene1)
- WonStateScene1
- LostStateScene1
- PlayStateScene2
- WonStateScene2
- LostStateScene2
- StateManager
- PlayerControl
- GameData
- LookAtPlayer
- FollowingPlayer
- EnergyPulsePower
- IStateBase
- Appendix C. Pop Quiz Answers
- Chapter 1 Discovering Your Hidden Scripting Skills
- Chapter 2 Introducing the Building Blocks for Unity Scripts
- Chapter 3 Getting into the Details of Variables
- Chapter 4 Getting into the Details of Methods
- Chapter 5 Making Decisions in Code
- Chapter 6 Using Dot Syntax for Object Communication
- Chapter 7 Creating the Gameplay is Just a Part of the Game
- Chapter 8 Developing the State Machine
- Chapter 9 Start Building a Game and Get the Basic Structure Running
- Chapter 10 Moving Around Collisions and Keeping Score
- Index 更新時間:2021-08-04 10:04:31