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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

Cloning prefabs

Now that we’ve tackled a game with regular C# enemies, let’s imagine we want to upgrade our game to an open world where enemies are procedurally generated at random positions on a map. You’ve already created an abstract enemy class to store basic enemy data, which you’ve subclassed as MonoBehaviours for each enemy type and attached to their respective prefabs. Your job is to create an enemy spawning system that can take in multiple prefabs, assign them to a prototype factory, and clone them whenever necessary.

Our first task in our new scenario is to declare a public interface in the BaseEnemy.cs file with a method for copying prefabs, as shown in the following code. We’ll also have the abstract BaseEnemy class implement the new interface and add custom cloning logic, with each enemy Prefab randomly placed in the scene and parented to the Enemy Spawner object that already exists in the Hierarchy:

using System.Collections...
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