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Game Development Patterns with Unity 2021

You're reading from   Game Development Patterns with Unity 2021 Explore practical game development using software design patterns and best practices in Unity and C#

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Product type Paperback
Published in Jul 2021
Publisher Packt
ISBN-13 9781800200814
Length 246 pages
Edition 2nd Edition
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Author (1):
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David Baron David Baron
Author Profile Icon David Baron
David Baron
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Table of Contents (22) Chapters Close

Preface 1. Sections 1: Fundamentals
2. Before We Begin FREE CHAPTER 3. The Game Design Document 4. A Short Primer to Programming in Unity 5. Section 2: Core Patterns
6. Implementing a Game Manager with the Singleton 7. Managing Character States with the State Pattern 8. Managing Game Events with the Event Bus 9. Implement a Replay System with the Command Pattern 10. Optimizing with the Object Pool Pattern 11. Decoupling Components with the Observer Pattern 12. Implementing Power-Ups with the Visitor Pattern 13. Implementing a Drone with the Strategy Pattern 14. Using the Decorator to Implement a Weapon System 15. Implementing a Level Editor with Spatial Partition 16. Section 3: Alternative Patterns
17. Adapting Systems with an Adapter 18. Concealing Complexity with a Facade Pattern 19. Managing Dependencies with the Service Locator Pattern 20. About Packt 21. Other Books You May Enjoy

C# language features

Languages features such as events and delegates might be too advanced for beginners, so if you consider yourself in that category, don't worry; you can still enjoy this book. Just read the beginner-level chapters such as the ones that explain patterns such as Singleton, State, Facade, and Adapter.

The following C# advanced language features are fundamental to the optimal implementation of some design patterns that we will be implementing in the upcoming chapters:

  • Static: Methods and members of a class with the static keyword can be accessed directly with its name and without initializing an instance. Static methods and members are helpful because they are easily accessible from anywhere in your code. The following example showcases a class that uses the keyword to establish a globally accessible event bus:
using UnityEngine.Events;
using System.Collections.Generic;

namespace Chapter.EventBus
{
public class RaceEventBus
{
private static readonly
...
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