In this chapter, we will cover:
Creating a basic material with Standard Shader(Specular setup)
Adapting a basic material from Specular setup to Metallic
Applying Normal maps to a Material
Adding Transparency and Emission maps to a material
Highlighting materials at mouse-over
Adding Detail maps to a material
Fading the transparency of a material

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In this chapter, we will develop AI algorithms for movement by covering the following recipes:
Creating the behaviors template
Pursuing and evading
Adjusting the agent for physics
Arriving and leaving
Facing objects
Wandering around
Following a path
Avoiding agents
Avoiding walls
Blending behaviors by weight
Blending behaviors by priority
Shooting a projectile
Predicting a projectile's landing spot
Targeting a projectile
Creating a jump system

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A delegate is an object that knows how to call a method.
A delegate type defines the method’s return type and its parameter types.

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In this chapter, we cover advanced C# topics that build on concepts explored in Chapters 2 and 3.
You should read the first four sections sequentially; you can read the remaining sections in any order.

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Generics
C# has two separate mechanisms for writing code that is reusable across different types: inheritance and generics.

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Nested Types
A nested type is declared within the scope of another type.

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Enums
An enum is a special value type that lets you specify a group of named numeric constants.

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Interfaces
An interface is similar to a class, but it provides a specification rather than an implementation for its members.

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A struct is similar to a class, with the following key differences:
A struct is a value type, whereas a class is a reference type.

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The object Type
object(System.Object) is the ultimate base class for all types.

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Inheritance
A class can inherit from another class or extend or customize the original class.

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A First C# Program
Here is a program that multiplies 12 by 30 and prints the result, 360, to the screen.

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