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Mastering Unity Scripting
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MasteringUnityScriptingisanadvancedbookintendedforstudents,educators,andprofessionalsfamiliarwiththeUnitybasicsaswellasthebasicsofscripting.Whetheryou'vebeenusingUnityforashorttimeorareanexperienceduser,thisbookhassomethingimportantandvaluabletooffertohelpyouimproveyourgamedevelopmentworkflow.
目錄(114章)
倒序
- coverpage
- Mastering Unity Scripting
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Chapter 1. Unity C# Refresher
- Why C#?
- Creating script files
- Instantiating scripts
- Variables
- Conditional statements
- Arrays
- Loops
- Functions
- Events
- Classes and object-oriented programming
- Classes and inheritance
- Classes and polymorphism
- C# properties
- Commenting
- Variable visibility
- The ? operator
- SendMessage and BroadcastMessage
- Summary
- Chapter 2. Debugging
- Compilation errors and the console
- Debugging with Debug.Log – custom messages
- Overriding the ToString method
- Visual debugging
- Error logging
- Editor debugging
- Using the profiler
- Debugging with MonoDevelop – getting started
- Debugging with MonoDevelop – the Watch window
- Debugging with MonoDevelop – continue and stepping
- Debugging with MonoDevelop – call stack
- Debugging with MonoDevelop – the Immediate window
- Debugging with MonoDevelop – conditional breakpoints
- Debugging with MonoDevelop – tracepoints
- Summary
- Chapter 3. Singletons Statics GameObjects and the World
- The GameObject
- Component interactions
- GameObjects and the world
- The world time and updates
- Immortal objects
- Understanding singleton objects and statics
- Summary
- Chapter 4. Event-driven Programming
- Events
- Event management
- Code folding in MonoDevelop with #region and #endregion
- Summary
- Chapter 5. Cameras Rendering and Scenes
- Camera gizmos
- Being seen
- Orthographic cameras
- Camera rendering and postprocessing
- Camera shake
- Cameras and animation
- Cameras and curves
- Summary
- Chapter 6. Working with Mono
- Lists and collections
- IEnumerable and IEnumerator
- Strings and regular expressions
- Infinite arguments
- Language Integrated Query
- Linq and regular expressions
- Working with Text Data Assets
- Text Assets – loading from the local files
- Summary
- Chapter 7. Artificial Intelligence
- Artificial Intelligence in games
- Starting the project
- Baking a navigation mesh
- Starting an NPC agent
- Finite State Machines in Mecanim
- Finite State Machines in C# – getting started
- Creating the Idle state
- Creating the Patrol state
- Creating the Chase state
- Creating the Attack state
- Creating the Seek-Health (or flee) state
- Summary
- Chapter 8. Customizing the Unity Editor
- Batch renaming
- C# attributes and reflection
- Color blending
- Property exposing
- Localization
- Summary
- Chapter 9. Working with Textures Models and 2D
- Skybox
- Procedural meshes
- Animating UVs – scrolling textures
- Texture painting
- Summary
- Chapter 10. Source Control and Other Tips
- Git – source control
- Resources folder and external files
- AssetBundles and external files
- Persistent data and saved games
- Summary
- Index 更新時(shí)間:2021-08-06 19:18:31
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