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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 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

Creating and restoring data snapshots

Imagine your game has a complex character-creation process where players can choose every detail of their avatars – hair color, eyebrow thickness, nostril flare (if you’re into that). Now imagine that your players aren’t happy with the results, and they want to start over, or worse yet, they want to go back to the twenty-third configuration they put together an hour ago. What do you do?

The core solution we’re going to build is a data snapshot system where the game (or player) can save and restore their avatar details to default or past states. If you’ve ever used version control, you’ll know how crucial this functionality can be. It’s no different in games or applications with modifiable data – users should have the option of saving their work, level checkpoints, or whatever incremental information they want and restore or undo their changes at any time.

Adding the memento class

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