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Learning Design Patterns with Unity

You're reading from  Learning Design Patterns with Unity

Product type Book
Published in May 2024
Publisher Packt
ISBN-13 9781805120285
Pages 676 pages
Edition 1st Edition
Languages
Concepts
Author (1):
Harrison Ferrone Harrison Ferrone
Profile icon Harrison Ferrone
Toc

Table of Contents (23) Chapters close

Preface 1. Priming the System 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

Technical requirements

Before you start:

  1. Download or clone the GitHub repository at https://github.com/PacktPublishing/C-Design-Patterns-with-Unity-First-Edition.
  2. Open the Ch_11_Starter project folder in Unity Hub.
  3. In Assets | Scenes, double-click on SampleScene.

The project for this chapter doesn’t have any flashy mechanics, just a playable character that you can move around the scene and the ability to save your progress and eventually collect different upgrades (for now, we can only ineffectively bump into the little red orbs). The power of the Visitor pattern isn’t flashy, but it’s definitely one of the most valuable, and practical, design patterns to have in your toolbox.

As for the scripts:

  • Client.cs stores a Player variable and an empty method hooked up to the Save button in the scene.
  • Movement.cs lets you control the character in the scene.
  • Player.cs has the required component attributes for Movement...
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