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Learning Design Patterns with Unity

You're reading from   Learning Design Patterns with Unity Learn the secret of popular design patterns while building fun, efficient games in Unity 2023 and C#

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Product type Paperback
Published in May 2024
Publisher Packt
ISBN-13 9781805120285
Length 676 pages
Edition 1st Edition
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Harrison Ferrone Harrison Ferrone
Author Profile Icon Harrison Ferrone
Harrison Ferrone
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Table of Contents (23) Chapters Close

Preface 1. Priming the System 2. Managing Access with the Singleton Pattern FREE CHAPTER 3. Spawning Enemies with the Prototype Pattern 4. Creating Items with the Factory Method Pattern 5. Building a Crafting System with the Abstract Factory Pattern 6. Assembling Support Characters with the Builder Pattern 7. Managing Performance and Memory with Object Pooling 8. Binding Actions with the Command Pattern 9. Decoupling Systems with the Observer Pattern 10. Controlling Behavior with the State Pattern 11. Adding Features with the Visitor Pattern 12. Swapping Algorithms with the Strategy Pattern 13. Making Monsters with the Type Object Pattern 14. Taking Data Snapshots with the Memento Pattern 15. Dynamic Upgrades with the Decorator Pattern 16. Converting Incompatible Classes with the Adapter Pattern 17. Simplifying Subsystems with the Façade Pattern 18. Generating Terrains with the Flyweight Pattern 19. Global Access with the Service Locator Pattern 20. The Road Ahead 21. Other Books You May Enjoy
22. Index

Binding Actions with the Command Pattern

In the last chapter, we learned how to manage and optimize memory usage when creating massive amounts of objects with the Object Pool design pattern. In this chapter, we’ll dive into creating actionable requests that can be customized, queued, and undone with the Command pattern. When I say actionable requests, what we’re really talking about are commands that come pre-packaged with all the information they need to be executed. This way, when we need the requests to do their work, they already have everything they need to get their job done!

The power behind the Command pattern (other than being encapsulated as its own object) is the ability to deal with abstractions. Like other patterns we’ve covered, the Command pattern uses underlying interfaces, so the client or system doesn’t need to know the exact details of the command or even how it’s supposed to be fired (no how or why, just the when).

Think...

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