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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

Generating Terrains with the Flyweight Pattern

In the last chapter, we used the Façade pattern to create a one-wall barrier between our client code and numerous interconnected subsystems doing complex tasks. In this chapter, we’ll take a step back from worrying about how our clients communicate with our larger project structures and dive back into the topic of efficiency. This won’t be a completely alien topic if you’ve been working through the previous chapters, but if you haven’t, I’d really encourage you to at least take a peek at Chapter 3, Spawning Enemies with the Prototype Pattern, Chapter 7, Managing Performance and Memory with Object Pooling, and Chapter 13, Making Monsters with the Type Object Pattern, before getting started here. It’s important to understand the intent behind patterns that are closely related in how they approach similar problems – intent is everything!

Like the Prototype, Object Pool, and Type Object...

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