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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

Optimization, inheritance, and behavior

The Type Object pattern focuses on reusing shared data between objects so we can do away with complicated class hierarchies and adapt for situations when we don’t know all the different objects we want down the line. With that in mind, let’s try and level up our design pattern implementation by:

  • Making things safer for ourselves and our team (by controlling access to the type and Typed Object classes)
  • Adding optional inheritance (still without class hierarchies)
  • Understanding our options for sharing behavior

Controlling allocation and initialization

There may come a time when an object’s allocation and initialization are big players in your performance and player experience. For those occasions, it’s ideal for there to be a single point of access where your monsters are being created. Not only is this safer (because it keeps your AudioManager from creating zombie hedgehogs by accident...

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