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Mastering Unity Scripting电子书

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作       者:Alan Thorn

出  版  社:Packt Publishing

出版时间:2015-01-29

字       数:114.0万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Mastering Unity Scripting is an advanced book intended for students, educators, and professionals familiar with the Unity basics as well as the basics of *ing. Whether you've been using Unity for a short time or are an experienced user, this book has something important and valuable to offer to help you improve your game development workflow.
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Mastering Unity Scripting

Table of Contents

Mastering Unity Scripting

Credits

About the Author

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers, and more

Why subscribe?

Free access for Packt account holders

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Downloading the color images of this book

Errata

Piracy

Questions

1. Unity C# Refresher

Why C#?

Creating script files

Instantiating scripts

Variables

Conditional statements

The if statement

The switch statement

Arrays

Loops

The foreach loop

The for loop

The while loop

Infinite 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

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

3. Singletons, Statics, GameObjects, and the World

The GameObject

Component interactions

GetComponent

Getting multiple components

Components and messages

GameObjects and the world

Finding GameObjects

Comparing objects

Getting the nearest object

Finding any object of a specified type

Clearing a path between GameObjects

Accessing object hierarchies

The world, time, and updates

Rule #1 – frames are precious

Rule #2 – motion must be relative to time

Immortal objects

Understanding singleton objects and statics

Summary

4. Event-driven Programming

Events

Event management

Starting event management with interfaces

Creating an EventManager

Code folding in MonoDevelop with #region and #endregion

Using EventManager

Alternative with delegates

MonoBehaviour events

Mouse and tap events

Application focus and pausing

Summary

5. Cameras, Rendering, and Scenes

Camera gizmos

Being seen

Detecting the object visibility

More on the object visibility

Frustum testing – renderers

Frustum testing – points

Frustum testing – occlusion

Camera vision – front and back

Orthographic cameras

Camera rendering and postprocessing

Camera shake

Cameras and animation

Follow cameras

Cameras and curves

Camera paths – iTween

Summary

6. Working with Mono

Lists and collections

The List class

The Dictionary class

The Stack class

IEnumerable and IEnumerator

Iterating through enemies with IEnumerator

Strings and regular expressions

Null, empty strings, and white space

String comparison

String formatting

String looping

Creating strings

Searching strings

Regular expressions

Infinite arguments

Language Integrated Query

Linq and regular expressions

Working with Text Data Assets

Text Assets – static loading

Text Assets – loading from the local files

Text Assets – loading from the INI files

Text Assets – loading from the CSV files

Text Assets – loading from the Web

Summary

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

8. Customizing the Unity Editor

Batch renaming

C# attributes and reflection

Color blending

Property exposing

Localization

Summary

9. Working with Textures, Models, and 2D

Skybox

Procedural meshes

Animating UVs – scrolling textures

Texture painting

Step 1 – creating a texture blending shader

Step 2 – creating a texture painting script

Step 3 – setting up texture painting

Summary

10. Source Control and Other Tips

Git – source control

Step #1 – downloading

Step #2 – building a Unity project

Step #3 – configuring Unity for source control

Step #4 – creating a Git repository

Step #5 – ignoring files

Step #6 – creating the first commit

Step #7 – changing files

Step #8 – getting files from the repo

Step #9 – browsing the repo

Resources folder and external files

AssetBundles and external files

Persistent data and saved games

Summary

Index

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