CS2335
Master 1.0.0
Master 1.0.0
  • Introduction
  • Introduction
    • Introduction
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Unity Manual, Scripting API
  • Unity Basics
    • Unity Editor Windows
    • Behavior Components
    • 2D Project, Scenes
      • Create 2D Sprite GameObject
      • Create UI-Text GameObject
    • MonoBehavior - Base-Class
    • Create a Custom C# Script
  • Game Coding Structures
    • Games Overview
    • Unity Engine - Event Functions
    • Finite State Machines
    • UML Class Diagram
  • Animation
    • Animator Controller
    • Animation Steps
      • Optional: Dead Animation
    • PlayerController.cs V0
  • Project 1 - Player
    • Player GameObject v1
      • C# Generics, Statics
    • Player GameObject - Jump
    • PlayerController.cs V2-Jump
    • PickUp PreFabs
      • Sorting Layers
    • PlayerController.cs V3-Collide
    • GameData Version1
    • GameData Version2
    • PlayerController V4-Score
  • Project 1 Details
    • Project1 GameObjects
    • PlayerStats Version1
      • UI-Canvas
    • Utility Class
    • Simple Spawner
    • MiniGameManager
      • Logic Diagrams
      • StartButton
      • ResultsPanel
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
      • Inspiration
        • Branching Story Structures
        • Branching Structures
        • Hero's Journey
        • Visual Novel in Unity-Links
    • Project 2 - Starter Assets
    • State Machine Framework
    • StateManager - Singleton Design Pattern
    • Interface IStateBase
    • Create SceneXState.cs
    • OptionPanel Prefab
      • UI Images: Sprite Sheets
      • Button Image-Transitions
    • Project 2 - List of Steps
    • Project 2 - Starter Code
  • Project 2 -Dialogue
    • Hide_Show_Panel Script
    • Edit OptionPanel
    • Simple DialogPrefab
    • Conversation Entry
    • SimpleDialog.cs
    • ScriptableObjects
      • Scriptable Object Factory
    • Conversation Scriptable Objects
    • DialogManager_ConvList
      • DialogManager V2
      • Coroutines: Dynamic Text
      • DialogPrefab wImage
  • Overview: Branching Logic
    • DialogTrigger
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • GameData Version3
    • Dictionary: choiceData
      • SaveChoice, ChoicePanel
        • choiceData - examples
          • Dictionary Value to Disable Options
    • Configure UI-Button Listeners
      • NPC Animation
      • NPC Activation
    • UI-Triggered Animations
    • Simple Inventory
    • EndState Conditions
    • Script ExecutionOrder
    • Custom UnityEvents
    • PlayerStats v2
      • ModifyPlayerData
      • BuyItem
    • Text Input
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
  • Proj4: Inventory System
    • Inventory-System
      • GameData version4
      • Install and Configure
      • Diagrams, Resources
        • Item, Gem, Potion Classes
        • Inventory Class
      • InventoryDisplay, Slot UI
        • InventoryDisplay Class
        • Slot Class
        • Hazard Class
        • Layout Groups
      • Customization Steps
        • Configure Animation
        • AddItem Button
        • Concrete Class: Food
        • MiniGame Mods
          • PlayerController Mods
      • Code: InventorySystem
        • GameData, PickUp Mods
      • Resources: Data Structures
  • Custom Unity Events
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj4: Mini-Game
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
    • MiniGame-Overview-Proj4
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 4 - Code Mods
    • Project 4 - Steps
    • Project 4 - Code
      • Code: Final Versions
        • PlayerController Mods
          • PlayerController_v2 Mods
        • GameData - Final
        • LevelManager
        • PlayerStats - Final
        • PickUp, Hazard, ScorePickUp
        • Spawner - Final
        • CameraFollow
        • ScreenFader
        • MiniGameState
        • Example: EndState
      • MiniGameWin Logic
  • Optional, Supplemental Content
    • Optional Content
      • Particle Systems
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
    • XR - Extended Reality
  • Computing Concepts
    • Programming Patterns
      • State - FSM
      • Singleton Pattern
    • C# Language
      • Variables
      • Delegates
      • Dictionary
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Generics < T >
      • Inheritance
      • Interface
      • List< T >
      • Polymorphism
      • Queue< T >
      • Switch-Case
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Tools
    • Glossary
    • References and Resources
    • Random Thoughts
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  1. Project 1 - Player
  2. Player GameObject v1

C# Generics, Statics

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Last updated 4 years ago

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C# Generics provide a way to write code that can be used with a variety of different data-types, you'll recognize code that uses Generics when you see this type of code< T >. The T represents a place-holder for a data-type that is specified when you write the code, depending on the type of data used in your code.

UnityEngine: Example: GetComponent< T > All script components we write inherit from MonoBehaviour, and MonoBehaviour inherits from the Component Class. This allows us to use methods from the Component class without specifying an object to execute the method. See

Unity Example: GetComponent Method returns an object of the specified placeholder datatypes T tvariableName = GetComponent< T >( ); Animator animator = GetComponent< Animator >( ); MyComponent mc = GetComponent< MyComponent >( ); //custom component

C# Data-structures are classes defined in the C# language. C# provides many Data-Structures that use Generics: We'll work with the following Data-structures that implement C# Generics in this course, in all cases, our code will specify the datatype that replaces the type placeholder T C# Examples: List< T >, Dictionary< Tkey, Tvalue > , Queue< T > List< GameObject > list = new List< GameObject >( ); //list of GameObjects

UnityEngine Foundational Classes: Script API When we write code, we'll primarily work with code from the UnityEngine Library, where 3 of the main base classes we'll use are listed below with links to the Scripting API Base class for all objects Unity can reference. Base class for all entities in Unity Scenes. : Base class for everything attached to

C# Static Methods, Variables

When a method or variable is specified as static, it means that there's no need to create an object instance of that class in order to use the method. Instead, a method can be executed using the ClassName and dot notation to execute a method. If a class is specified as static, then all variables and methods within the class must be specified as static. When variables, methods, or classes are specified as static, the access modifier is usually specified as public. The example below shows that the Mathf library has a static method: Abs( float x ) We can see that to call the Abs( ) method, we can use the name of the class itself. Example: bool isWalking = Mathf.Abs( inputX ); //static method Normally, to call a method, you must have initialized a object, then the object executes the method. Example: Zombie myZombie = new Zombie( ); //initialize an object using constructor myZombie.dance( "samba"); //object uses dot notation to execute method We can see this used in Unity with the GameObject class static methods shown below. A static variable is associated with the class itself. It is not associated with an object instance of the class. This means that there is only one of instance of a static variable in existence when a program is executing, the variable is associated with the class rather than an object instance. Static variables will be used when creating a Singleton gameObjects. Unity Example: Static Method: GameObject.Find( ); GameObject.Find( "someGameObjectName" ) GameObject.FindWithTag( "SomeTag" ) GameObject.FindGameObjectsWithTags( "SomeTag" )

Generics: Unity Manual
Object:
GameObject:
Component
GameObjects.
Static GameObject Methods: