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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
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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
Implementing a Drone with the Strategy Pattern

In this chapter, we are going to implement enemy drones that fly around the race track and attack the player by shooting laser beams. They are little annoying robotic pests that will test the player's reflexes. Our drones will have a single attack that consists of firing a continuous laser beam at a 45-degree angle. To create the illusion of autonomous intelligence, the drones can be assigned three distinct attack maneuvers at runtime. Each maneuver is a repetitive series of predictable movements. Individually, the drone's behavior may look robotic, but when they are placed in a formation at specific positions on the race track, it could look like they are forming a strategy to outmaneuver the player.

And so, I'm proposing that we use the Strategy pattern to implement the various drone behaviors. The main reason...

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