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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 a base ally and builder interface

Imagine you’re making a tactical RPG where you can create a team from a variety of support vehicles and allies. You and your team need a system to create each different party member using the same base construction process. Further, you need to be able to build these objects from a central access point. As you go, you’ll want to display each support member’s blueprint and stats in the console, so your players know what components they have to work with! Before we can do any of that work, we’ll need a product class and some kind of common interface that builds our allies in a specified order, which we’ll do next.

Scripting the product class

The first component of the Builder pattern is the product, which in our example is a base support ally. Since each support ally needs to have the same properties and methods, we can create a single class to handle all its functionality. The nice thing here is that...

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