https://gamedev.ru/unity/forum/?id=262090 (C# в Unity. С чего начать?) Всем доброго времени суток, форумчане. Мне 29 лет, работаю в гос учреждении, не программист от слова совсем. Хочу стать человеком-оркестром и начать делать свои игры на юнити. До этого не кодил вообще, только по урокам из ютуб, но знаний оттуда подчерпнуть не удалось, ибо все подается хаотично или по крупицам. В связи с чем вопрос! С чего начать изучать юнити, если я хочу сам программировать? Книг по С# много, но все ли они подходят конкретно под юнити? не хотелось бы погрязнуть в трясине коддинга, через N-е количество времени поняв, что я изучаю не то направление. То есть как вы изучали/изучаете С# для юнити? Какие книги или курсы изучали? Заранее спасибо за советы, всем здоровья!
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use std::any::Any; | |
use std::borrow::Cow; | |
use std::path::{Path, PathBuf}; | |
use fyrox::asset::loader::{BoxedLoaderFuture, ResourceLoader}; | |
use fyrox::asset::ResourceData; | |
use fyrox::asset::untyped::UntypedResource; | |
use fyrox::core::reflect::prelude::*; | |
use fyrox::core::{io, TypeUuidProvider}; | |
use fyrox::core::uuid::{Uuid, uuid}; | |
use fyrox::core::visitor::prelude::*; |
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use std::cmp::min; | |
use std::f32::consts::PI; | |
use std::ops::{Deref, DerefMut}; | |
use godot::prelude::*; | |
use godot::engine::{CharacterBody3D, CharacterBody3DVirtual, CollisionShape3D, Engine, PhysicsDirectSpaceState3D, PhysicsServer3D, PhysicsShapeQueryParameters3D}; | |
#[derive(GodotClass)] | |
#[class(base = Resource, init)] | |
pub struct UnifiedCharacterConfig { | |
#[init(default = 0.5)] |
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[gd_scene load_steps=2 format=3 uid="uid://c8a3t4556h2rs"] | |
[ext_resource type="Script" path="res://scripts/Trigger.gd" id="1_wttss"] | |
[node name="Town" type="Node3D"] | |
[node name="House_butcher" type="Node3D" parent="."] | |
script = ExtResource("1_wttss") | |
trigger_id = "butcher_001" |
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using Godot; | |
using System.Linq; | |
[Tool] | |
public partial class DictStringInt : Node3D | |
{ | |
private System.Collections.Generic.Dictionary<string, int> _data = new(); | |
private void OneSecTick() | |
{ |
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[gd_scene load_steps=8 format=3 uid="uid://bprhlq75dwna7"] | |
[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_3l6mr"] | |
[sub_resource type="SphereShape3D" id="SphereShape3D_8ni5a"] | |
[sub_resource type="SphereMesh" id="SphereMesh_j5rkg"] | |
[sub_resource type="SphereShape3D" id="SphereShape3D_dtp7p"] |
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use std::alloc::{alloc, dealloc, Layout}; | |
use std::mem; | |
use std::ptr::null_mut; | |
struct Node<T> { | |
value: T, | |
next: *mut Node<T>, | |
} | |
fn create_list<T>(values: Vec<T>) -> *mut Node<T> { |
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Runtime.CompilerServices; | |
using NUnit.Framework; | |
public class LightHashSet<T> : IEnumerable<T> | |
{ | |
private struct Node |
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use std::cell::RefCell; | |
use std::rc::{Rc, Weak}; | |
use extend::ext; | |
struct Node { | |
name: String, | |
} | |
struct Engine { |
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use std::cell::RefCell; | |
use std::rc::{Rc, Weak}; | |
struct Node { | |
name: String, | |
} | |
struct Engine { | |
selected_node: Option<Weak<RefCell<Node>>>, | |
} |
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