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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

Technical requirements

Before you start, follow these steps:

  1. Download or clone the GitHub repository at https://github.com/PacktPublishing/C-Design-Patterns-with-Unity-First-Edition.
  2. Open the Ch_08_Starter project folder in Unity Hub.
  3. In Assets | Scenes, double-click on SampleScene.

The sample project for this chapter is a simple strategy RPG game where you control a player and two allies using key presses (bound to reusable commands). These reusable commands are also interchangeable, so we can configure key bindings any way we want and which character they affect. In the latter sections, we’ll add non-reusable movement commands, which can be applied to any of the characters in the scene but can also be undone or redone at any time!

As for the scripts:

  • Client.cs holds a reference to the UIManager and requires InputListener.cs, UnitController.cs, and Invoker.cs components
  • InputListener.cs holds references to the UIManager...
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