更新时间:2021-08-04 10:04:31
封面
版权信息
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
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
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
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
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
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
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