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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

Converting Incompatible Classes with the Adapter Pattern

In the last chapter, we used the Decorator pattern to dynamically add new behavior to existing classes without using a traditional subclassing approach. In this chapter, we’ll stick with the idea of adding new behavior without touching an existing class, but this time, we’ll use interfaces to adapt existing incompatible classes to work together using the Adapter pattern (which is perfect when you need to force two unruly systems to play together nicely without overhauling either one).

Now, the Adapter pattern can be used for all kinds of situations, including porting an existing class into an interface your client code already uses, creating reusable classes that work with classes you haven’t even built yet, or bypassing a deep subclass hierarchy by adapting a single parent class. You can even use the pattern to converge properties from classes that don’t share any common class hierarchies! While...

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