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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 FREE CHAPTER 2. Managing Access with the Singleton Pattern 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

Optimizing your strategies

Our Strategy code is pretty vanilla right now, but we can make the context more efficient and robust by allowing strategies to be swapped out at any time, using a default strategy, and deciding whether to inject or store the information our strategies need to get work done.

Adding interchangeable strategies

I’ve mentioned that strategies get chosen at runtime (and that’s how it was laid out in the original Gang of Four content), but it’s also useful to be able to switch strategies using the same context while the application is running.

Update LeaderboardContext.cs to match the following code, which adds a public method for changing the current strategy to the method parameter. Not only is this approach more flexible (because you’re not limited to runtime strategy decisions) but it’s also handy if your strategies are components attached to GameObjects in the scene and you want to pass them to your context but...

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