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Learning C# by Developing Games with Unity 2020

You're reading from   Learning C# by Developing Games with Unity 2020 An enjoyable and intuitive approach to getting started with C# programming and Unity

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Product type Paperback
Published in Aug 2020
Publisher Packt
ISBN-13 9781800207806
Length 366 pages
Edition 5th Edition
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Author (1):
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Harrison Ferrone Harrison Ferrone
Author Profile Icon Harrison Ferrone
Harrison Ferrone
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Table of Contents (16) Chapters Close

Preface 1. Getting to Know Your Environment 2. The Building Blocks of Programming FREE CHAPTER 3. Diving into Variables, Types, and Methods 4. Control Flow and Collection Types 5. Working with Classes, Structs, and OOP 6. Getting Your Hands Dirty with Unity 7. Movement, Camera Controls, and Collisions 8. Scripting Game Mechanics 9. Basic AI and Enemy Behavior 10. Revisiting Types, Methods, and Classes 11. Introducing Stacks, Queues, and HashSets 12. Exploring Generics, Delegates, and Beyond 13. The Journey Continues 14. Pop Quiz Answers 15. Other Books You May Enjoy

Time for action – copying weapons

Let's create a new weapon object by copying huntingBow into a new variable, and updating its data to see whether the changes affect both structs:

  1. Declare a new Weapon struct in LearningCurve, and assign huntingBow as its initial value:
     Weapon huntingBow = new Weapon("Hunting Bow", 105);
Weapon warBow = huntingBow;
  1. Print out each weapon's data using the debug method:
     huntingBow.PrintWeaponStats();
warBow.PrintWeaponStats();
  1. The way they're set up now, both huntingBow and warBow will have the same debug logs, just like our two characters did before we changed any data:

  1. Change the warBow.name and warBow.damage fields to values of your choice and click on Play again:
     Weapon warBow = huntingBow;

warBow.name = "War Bow";
warBow.damage = 155;

The console will show that only the data relating to warBow was changed, and that huntingBow retains...

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