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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

When to use the Adapter pattern

A potential use case for the Adapter in Unity is when you have a third-party library that you downloaded from the Unity Asset Store, and you need to modify some of its core classes and interfaces to add new features. But when changing third-party code, you risk having merge issues every time you pull an update from the library owners.

Hence, you find yourself in a situation where you choose to wait for the third-party library owners to integrate the changes you need or modify their code and add the missing features. Both choices have their risks versus rewards. But the Adapter pattern gives us a solution to this dilemma by letting us place an adapter between existing classes so they can work together without modifying them directly.

Let's imagine we are working on the code base of a project that uses an inventory system package downloaded from the Unity Asset Store. The system is excellent; it saves the player's purchased or gifted inventory items...

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