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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

Summary

Phew, that was a monster chapter, folks! Congratulations on making your way through the ins and outs of the Factory Method pattern, complete with Unity implementations and a little reflection and LINQ syntactic sugar. The Factory Method pattern is one of those patterns that’s sometimes overlooked in favor of just using Prefabs and doing everything in the Editor (that’s one of Unity’s best qualities), but when you want to automate or programmatically control your assembly lines, this pattern is a must.

Remember, the Factory Method pattern is most useful when you want to defer class instantiation to subclasses. There are several Creator class variations in the Factory Method pattern, including an abstract creator, concrete creator, and parameterized creator. Consider which option is best for your project – abstract factory method implementations lead to parallel hierarchies between concrete items and their creator classes, concrete factory classes...

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