LEADER 00000cam 2200625Ii 4500 001 ocn862794230 003 OCoLC 005 20160518074923.2 006 m o d 007 cr cnu---unuuu 008 131003s2013 enka o 001 0 eng d 019 865474320|a880598557|a932458706 020 9781849696593|q(electronic bk.) 020 1849696594|q(electronic bk.) 035 (OCoLC)862794230|z(OCoLC)865474320|z(OCoLC)880598557 |z(OCoLC)932458706 040 MEAUC|beng|epn|erda|cMEAUC|dEBLCP|dYDXCP|dN$T|dUMI|dCOO |dE7B|dDEBBG|dDEBSZ|dOCLCQ|dOCLCO|dOCLCF|dOCLCQ|dOCLCO |dOCLCQ|dOCLCO|dVT2|dCCO|dCNNOR|dDXU 049 GTKE 050 4 T385|b.N384 2013eb 082 04 005.76|222 100 1 Norton, Terry|c(Computer programmer) 245 10 Learning C♯ by developing games with Unity 3D beginner's guide :|blearn the fundamentals of C♯ to create scripts for your GameObjects /|cTerry Norton. 264 1 Birmingham :|bPackt Publishing,|c[2013] 264 4 |c©2013 300 1 online resource (292 pages) :|billustrations 336 text|btxt|2rdacontent 337 computer|bc|2rdamedia 338 online resource|bcr|2rdacarrier 500 Includes index. 500 The minimum requirements for defining a method. 504 Includes bibliographical references and index. 505 0 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 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. 505 8 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 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 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. 520 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 Print version record. 630 00 Unity (Electronic resource) 630 07 Unity (Electronic resource)|2blmlsh 630 07 Unity (Electronic resource)|2fast|0(OCoLC)fst01795070 630 07 Unity (Electronic resource)|2blmsh 650 0 Video games|xProgramming. 650 0 C# (Computer program language) 650 0 Three-dimensional display systems. 650 0 Video games|xDesign. 650 7 COMPUTERS|xGeneral.|2bisacsh 650 7 C♯ (Computer program language)|2fast|0(OCoLC)fst00843284 650 7 Computer games|xProgramming.|2fast|0(OCoLC)fst00872114 650 7 Computer games / Programming.|2local 650 7 C♯ (Computer program language)|2local 776 08 |iPrint version:|aNorton, Terry.|tLearning C♯ by Developing Games with Unity 3D.|dBirmingham : Packt Publishing, 2013|z9781849696586 914 ocn862794230 994 93|bGTK
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