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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 – creating a new character

We declared the Character class as public, which means that a Character instance can be created in any other class. Since we have LearningCurve working already, let's declare a new character in the Start() method.

Declare a new Character type variable, called hero, in the Start() method of LearningCurve:

Character hero = new Character(); 

Let's break this down one step at a time:

  • The variable type is specified as Character, meaning that the variable is an instance of that class.
  • The variable is named hero, and it is created using the new keyword, followed by the Character class name and two parentheses. This is where the actual instance is created in the program's memory, even if the class is empty right now. 

We can use the hero variable just like any other object we've worked with so far. When the Character class gets variables and methods of its own, we can access them from hero using...

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