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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
Author Profile Icon David Baron
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

Steps for implementing a level editor

  1. To start, we are going to write a ScriptableObject class named Track, as follows:
using UnityEngine;
using System.Collections.Generic;

namespace Chapter.SpatialPartition
{
[CreateAssetMenu(fileName = "New Track", menuName = "Track")]
public class Track : ScriptableObject
{
[Tooltip("The expected length of segments")]
public float segmentLength;

[Tooltip("Add segments in expected loading order")]
public List<GameObject> segments = new List<GameObject>();
}
}

With this ScriptableObject class, our level designers will be able to design new variations of race tracks by adding segments into a list and then sequencing them in a specific order. Each track asset will be fed to the TrackController class, which will spawn each segment automatically and in the order that the designers sequenced them.

For the player, this process is seamless as it runs in the...

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