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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

Creating an object adapter class

An object adapter is almost exactly the same as a class adapter, but with the added wrapper around a concrete adaptee reference instead of subclassing – in our case, a private TeleportController object instead of inheriting from TeleportController. To see this in action, create a new C# script in the Scripts folder, name it TeleportObjectAdapter, and update its code to match the following snippet, which uses the wrapped adaptee object to execute the underlying adaptee logic:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// 1
public class TeleportObjectAdapter : MonoBehaviour, IController
{
    public float hoverHeight = 3;
    private bool _isLevitating;
    // 2
    private TeleportController _adaptee;
    // 3
    void Start()
    {
        _adaptee = this.GetComponent<TeleportController>();
    }
    void Update()
    {
        _isLevitating = Input.GetKey(KeyCode.Space);
    }
    public void Move...
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