C# Game Programming Cookbook for Unity 3D presents a highly flexible core framework to create just about any type of game by plugging in different script components. Most scripts function within the game framework or in your own structures. The techniques and concepts discussed in the book give you
C# Game Programming Cookbook for Unity 3D
β Scribed by Jeff W. Murray
- Tongue
- English
- Leaves
- 316
- Edition
- 2
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Table of Contents
Cover
Half Title
Title Page
Copyright Page
Dedication
Table of Contents
Acknowledgments
Introduction
Prerequisites
Chapter 1: Making Games in a Modular Way
1.1 Important Programming Concepts
1.1.1 Manager and Controller Scripts
1.1.1.1 Managers
1.1.1.2 Controllers
1.1.1.3 Communication between Classes
1.1.1.4 Public Static
1.1.1.5 Private Static
1.1.2 The Singleton
1.1.2.1 Using the Singleton in Unity
1.1.3 Inheritance
1.1.4 Coroutines
1.1.5 Namespaces
1.1.6 Finite State Machines (FSM)
1.2 Naming Conventions
1.3 Where to Now?
Chapter 2: Making a 2D Infinite Runner Game
2.1 Anatomy of a Unity Project
2.2 Open Unity, Then the Example Project for This Chapter
2.2.1 A Few Notes on the Example Project
2.2.2 Sprites
2.2.3 Animation
2 .3 Open the Main Game Scene
2. 4 The Game Manager
2. 5 Making Platforms to Run On
2.6 Building the Player, RunMan
2.6.1 Adding the RunMan Sprite
2.6.2 Adding Physics and Collisions to RunMan
2.6.3 Player Scripts
2.6.4 RunMan Sounds
2.6.5 Animating RunMan
2.6.6 Scoring
2.7 The Game Loop and the Game Manager
2.7.1 Game States
2.7.2 The Main Loop of RunMan_GameManager.cs
2.7.3 Setting Up the RunMan_GameManager Component in the Editor
2.8 The Demise of RunMan
2.9 Adding the User Interface
2.9.1 Main Menu Setup
Chapter 3: Building the Core Game Framework
3. 1 Controllers and Managers
3.1.1 Managers
3.1.2 Controllers
3.2 Core Framework Scripts
3.2.1 BaseGameManager
3.2.2 ExtendedCustomMonoBehaviour
3.2.3 BaseCameraController
Chapter 4: Player Structure
4. 1 A Player Controller
4 .2 Dealing with Input
4.3 User Data
4.3.1 The UserData Class
4.3.2 The BaseUserManager Class
4.4 The BasePlayerStatsController Class
4.5 Managing Players
Chapter 5: Recipes Common Components
5.1 Introduction
5.2 AI
5.3 Camera
5.3.1 Third-Person Camera
5.3.2 Top-Down Camera
5.4 Game Control
5.4.1 GlobalRaceManager
5.4.2 RaceController
5.5 Input
5.5.1 Mouse Input
5.6 Level Loading
5.7 ScriptableObjects
5.7.1 ProfileScriptableObject
5.8 Spawning
5.8.1 A Spawner Component
5.8.2 Trigger Spawning
5.8.3 Timed Spawning
5.9 User Interface
5.9.1 CanvasManager
5.9.2 ScreenAndAudioFader
5.9.3 MenuWithProfiles
5.10 Utility
5.10.1 AlignToGround
5.10.2 AutomaticDestroyObject
5.10.3 AutoSpinObject
5.10.4 FaceCamera
5.10.5 LookAtCamera
5.10.6 PretendFriction
5.10.7 TimerClass
5.10.7.1 Modifying the Timer to Update Automatically
5.10.8 WaypointsController
5.11 Weapons
Chapter 6: Player Movement Controllers
6.1 Humanoid Character
6.2 Wheeled Vehicle
6.3 Wheel Alignment
6.4 2D Platform Character Controller
Chapter 7: Weapon Systems
7.1 Building the Scripts
7.1.1 The BaseWeaponController Class
7.1.2 BaseWeaponScript
7.1.3 Switching between Weapons
Chapter 8: Waypoints Manager
8.1 Waypoint System
Chapter 9: Recipe Sound and Audio
9.1 AudioMixers and Mixing Audio in Unity
9.1.1 Mixing Audio
9.1.2 Exposing Mixer Properties to Modify Them with Scripts
9.1.3 Audio Effects
9.2 The BaseSoundManager Class
9.3 Ad ding Sound to Weapons
Chapter 10: AI Manager
10.1 AI States
10.2 The BaseAIController Class β Base AI Control
10.3 Enemy Stats
10.4 The AIBotController Class β Making an Enemy Bot Controller
10.5 The AISteeringController Class β An AI Steering Controller
10.6 Adding Weapon Control to the AI Controller
10.6.1 Attack States
10.6.2 BaseEnemyWeaponController
Chapter 11: Menus and User Interface
11.1 CanvasManager Class/Canvas Management
11.2 The Main Menu
11.2.1 Designing the Main Menu
11.2.2 The BaseMainMenuManager Script
11.2.3 Combining BaseMainMenuManager to Use the ProfileManager Script for Saving and Loading Audio Settings
11.3 In-game User Interface
Chapter 12: Saving and Loading Profiles
12.1 The Save Profile ScriptableObject
12.2 The BaseProfileManager Class
Chapter 13: Loading Level Scenes
13.1 A Script for Loading Levels: LevelLoader.cs
13.2 Multiple Level Loading
13.3 Building a Multi-Scene Level Loader in Unity
Chapter 14: Racing Game
14. 1 Ingredients
14 .2 Main Menu Scene Overview
14.3 Level Select Scene Overview
14.4 The Core Scene Overview
14.4.1 Game Manager β The RaceGameManager Class
14.4.2 Race Control β The GlobalRaceManager Class
14.4.3 Race Control β The RaceController Class
14.4.4 Race Control β RacePlayerController Class
14.4.5 Audio
14.4.5.1 Vehicle Audio
14.4.5.2 Incidental Sounds
14.4.6 User Interface
Chapter 15: Blaster Game Example
15 .1 Ingredients
15.2 Main Menu Scene Overview
15.3 The Core Scene Overview
15.3.1 The BlasterGameManager Class
15.3.2 The BlasterPlayer Class
15.3.3 Enemy Bots and the BlasterEnemyBot Class
15.3.4 Weapons and Projectiles
15.3.5 User Interface
15. 4 Level Scenes
15.4.1 Spawning Enemies
Index
A
B
C
D
E
F
G
H
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J
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X
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π SIMILAR VOLUMES
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