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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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Author (1):
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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

Summary

If you’re reading this, then you’ve made it through the Strategy pattern, which should really be called the delegation pattern! We have a working prototype that can do similar work (sorting and behavior actions) in different ways while also allowing us to dynamically switch how the work is done at any time. Our system also lets us work with ScriptableObject assets instead of hardcoding our concrete strategies, and everything is nicely decoupled using interfaces (not bad for an afternoon of code)!

When using the Strategy pattern, remember that each family or grouping of strategies will need their own strategy interface, concrete strategies, and context. It also pays to think about how your project gets each concrete strategy the data it needs – it can be passed in from the context, stored in the strategy interface, or a mix of both. The only potential coupling downside with this pattern is that the client needs to know about all the available concrete...

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