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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

Adding customized behaviors

While the Decorator pattern code we’ve been working with is almost exclusively focused on delegation, this design pattern also gives us the option of adding behaviors inside any concrete Decorators – and more importantly, firing off those behaviors whenever we choose!

Looking at this feature from the outside, the possibilities for customized behaviors in game scenarios are almost limitless, so we’ll stick to something extremely simple to avoid confusing game mechanics and Unity best practices with the underlying decorator code – we’re going to change the player’s color (I know, gasp!) when a specific concrete Decorator is applied.

In the Scripts folder, create a new C# script named HolyMail and update its code to match the following code block. Our new concrete Decorator is going to take in a GameObject target reference, so we know what object to apply the color change to, and decorate the Strength stat...

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