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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

Building a simple Decorator

Imagine you’re building a loadout screen for an RPG or FPS where players can configure their character with buffs or items before going into battle. The idea here is to make these modifications dynamic (available when the game is running) so your players can play around with different configurations before committing. For our example, we’ll assume our in-game characters have an Attack stat and a Battle behavior that gets executed when we’re ready to enter the arena.

The flexible part of this scenario is that our players can choose to start the game with the character defaults and applied modifications or reset everything and start all over again! We’ll build this structure with a combination of interfaces, abstract classes, and concrete elements, all of which are covered in the following subsections.

Adding a Component interface

The foundation of the Decorator pattern is the Component interface, which is going to...

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