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C# Game Programming Cookbook for Unity 3D
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An Accessible, Modular Style of Game Building-Easily Start Making Games with Unity 3D 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 a solid foundation in game development. The first ten chapters set up the flexible, reusable framework based in C# and suitable for all game types. The book also explains scripting of generic, reusable, and common functionality. The remainder of the text adds game-specific code to the framework to create four example games: a top-down arena shooter, a futuristic racing combat game, a tank arena deathmatch game, and a classic arcade-style vertical scrolling shoot 'em up. The games encompass artificial intelligence (path following, target chasing, and line-of-sight patrolling behaviors), game state control, wheel colliders, and weapon inventory management. The example files are available for download on the book's CRC Press web page. Reducing your recoding, repurposing, or adaptation time, this book provides script-based components that you can use to jump start your own projects. The book's modular components can be mixed and matched to build various kinds of video games for the Unity game engine.
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Table of Contents

Making Games the Modular Way Important Programming Concepts Building the Core Game Framework Controllers and Managers Building the Core Framework Scripts Player Structure Game-Specific Player Controller Dealing with Input Player Manager User Data Manager Recipes: Common Components Introduction The Timer Class Spawn Scripts Set Gravity Pretend Friction-Friction Simulation to Prevent Slipping Around Cameras Input Scripts Automatic Self-Destruction Script Automatic Object Spinner Scene Manager Building Player Movement Controllers Shoot 'Em Up Spaceship Humanoid Character Wheeled Vehicle Weapon Systems Building the Scripts Recipe: Waypoints Manager Waypoint System Recipe: Sound Manager The Sound Controller The Music Player Adding Sound to the Weapons AI Manager The AI State Control Script The Base AI Control Script Adding Weapon Control to the AI Controller Menus and User Interface The Main Menu In-Game User Interface Dish: Lazer Blast Survival Main Menu Scene Main Game Scene Prefabs Ingredients Game Controller Player Controller Enemies Wave Spawning and Control Wave Properties Weapons and Projectiles User Interface Dish: Metal Vehicle Doom Main Menu Scene Main Game Scene Ingredients Dish: Making the Game Tank Battle Main Game Scene Prefabs Ingredients Game Controller Battle Controller Global Battle Manager Players AI Chasing with SetAIChaseTargetBasedOnTag.cs Dish: Making the Game Interstellar Paranoids Main Menu Game Scenes Prefabs Final Note Index

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