Search icon CANCEL
Subscription
0
Cart icon
Cart
Close icon
You have no products in your basket yet
Save more on your purchases!
Savings automatically calculated. No voucher code required
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletters
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Technical requirements

To get started:

  1. Download or clone the GitHub repository at https://github.com/PacktPublishing/C-Design-Patterns-with-Unity-First-Edition.
  2. Open the Ch_02_Starter project folder in Unity Hub.
  3. Navigate to Assets | Scenes, and double-click on SplashScreen.

The starter project for this chapter has two scenes – a splash screen with the title of our little game and a button to start the adventure. When you click Start, the game transitions to a new scene, where you can move a capsule around a small arena and collect spheres.

As for the scripts:

  • Item.cs is attached to each Item prefab that is responsible for destroying itself when there’s a collision.
  • Manager.cs stores our score and loads the next scene.
  • Player.cs is responsible for moving our character around the scene using the WASD or arrow keys.
  • ScoreUI.cs stores a Text object so that we can set an initial score value on our scene canvas...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $15.99/month. Cancel anytime