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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

Technical requirements

Before you dive in:

  1. Download or clone the GitHub repository at https://github.com/PacktPublishing/C-Design-Patterns-with-Unity-First-Edition
  2. Open the Ch_03_Starter project folder in Unity Hub.
  3. In Assets | Scenes, double-click on SampleScene.

Now that you’re ready to go let’s look at the starter project, which is a single scene with an empty ground plane ready for enemies to be spawned and a set of pre-made scripts to make life easier.

As for the scripts:

  • DataSpawner.cs is attached to an empty GameObject in the scene called Enemy Spawner and right now there’s only one Ogre created with its stats printed out.
  • Enemy.cs is the base class for our future C# objects.
  • BaseEnemy.cs is the base class for when we clone prefabs.
  • AshKnight.cs and Ogre.cs are two concrete enemy types that inherit from BaseEnemy.

We’ll be creating different spawning scripts for prefabs...

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