Index
A
B
C
D
- Debug / Setup the State Machine and add a Player GameObject
- dots
- Dot Syntax
- dot syntax
- Dot Syntax, in script
- variables, accessing of components / Accessing a Component's own variables and methods, Time for action – accessing a variable in the current Component, What just happened?
- methods, accessing of components / Accessing a Component's own variables and methods
- component, accessing on current GameObject / Accessing another Component on the current GameObject, Time for action – communicating with another Component on the Main Camera, What just happened?
- code analysis / What just happened?, What just happened?, On LearningScript:
- GameObjects, accessing / Accessing other GameObjects and their Components
- drag-and-drop
E
- EnergyPulse Prefab
- EnergyPulses
F
G
I
K
L
M
- method definition
- method names / Begin method names with an uppercase letter
- methods
- about / Using the term method instead of function
- using, in script / Using a method in a script
- working / Time for action – learning how a method works
- in script file / What's in this script file?
- substitute / Method names are substitutes too, What just happened?
- naming / Naming methods properly
- begin method names / Begin method names with an uppercase letter
- multi-word names, using / Using multi-word names for a method
- parenthesis, using / Parentheses are part of the method name
- defining / Defining a method properly
- declaring / Defining a method properly
- defining, minimum requirements / The minimum requirements for defining a method, Understanding parentheses – why are they there?, Time for action – adding code between the parentheses, What just happened?
- calling / Calling a method
- arguments, using in parenthesis / Using arguments in the parentheses of a method
- value, returning / Returning a value from a method
- MonoBehaviour class / Following the State Machine logic flow
- MonoBehaviour method / Using Unity's Update and Start methods
- MonoDevelop code editor / Introducing the MonoDevelop code editor
N
O
P
R
S
- Scene
- Scene1 play State
- Scene1, Player
- Scenes
- Scenes and States diagram / Setup the State Machine and add a Player GameObject
- screenDuration variable / What just happened?
- script
- variable, actions / Understanding what a variable does in a script
- variable, naming / Naming a variable
- variable name, as value substitute / A variable name is just a substitute for a value
- creating variable, working / Time for action – creating a variable and seeing how it works, What just happened?
- number, modifying to different number / Time for action – changing the number 9 to a different number, What just happened?
- methods, using / Using methods in a script
- about / Working with objects is a class act
- Dot Syntax, using in / Using Dot Syntax in a script
- creating / Time for action – creating a script and a class, What just happened?
- scripting documentation, Unity
- Scripting Reference / Maneuvering around Unity's documentation, Introducing the C# interface
- scripting reference documentation, transform component
- scriptphobia
- scripts, attaching to cameras
- SetPlayer() method / Initializing the scoring system
- SetupState class / Setup the State Machine and add a Player GameObject
- ShowIt() method / What just happened?
- single-shoot EnergyPulse
- Start() method / The Start method is called one time
- state
- State classes
- StateFixedUpdate() method / Have a go hero – adding another method to the interface
- State Machine
- coding skills, applying to / Applying your new coding skills to a State Machine
- about / Understanding the concepts of a State Machine
- benefits / Benefits of by using a State Machine
- Unity project, controlling / Benefits of by using a State Machine
- interface guarantee / The State Machine and the interface guarantee
- interface, implementing / Time for action – implementing an interface, What just happened?
- setting up / Setup the State Machine and add a Player GameObject
- setting up, in Unity / In Unity
- setting up, in MonoDevelop / In MonoDevelop, What just happened?
- game data, storing / Storing game data in its own script
- GameData script, creating / Time for action – creating a GameData script
- used, for game controlling / Controlling the game with a State Machine
- using, at GameObject level / Using the State Machine at the GameObject level
- State Machine logic flow
- StateManager
- StateManager class / Verifying the code of your classes
- StateManager controller
- StateManager script
- States and Scenes diagram / What just happened?
- StateUpdate() method / Delegating game control to a State, Time for action – modifying BeginState and add three more States
- string.Format() method / What just happened?
- Switch() method / What just happened?
- SwitchState() method / What just happened?
T
- testing conditions, if statement
U
V
- value, returning from methods
- variables
W
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