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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 services and contracts

Imagine you’re building a 3D adventure game where your player explores a given area looking for loot. Since your game has several systems that need to be efficiently accessible from different parts of your project, you think singletons may be the right solution. However, you already know that too many singletons running around your code may be problematic, so you look for a way to keep track of the different systems under a common umbrella using a Service Locator!

If you’ve ever run into a service locator structure in the wild, you might have had trouble seeing through the elaborate setups, builders, lazy loading, bootstrapping, and general over-architected fluff that surrounds the core of what the pattern actually does. To avoid getting lost in the forest without seeing any beautiful trees, we’re going to lay out a statically accessible service locator class to get the hang of what makes this pattern so simple and usable (and...

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