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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

The final boss – drag-and-drop system

Back at the 2017 Unite conference, there was a wonderful talk about building out your game architecture using scriptable objects. Unity has come a long way since then, but scriptable objects are still one of the most useful programming tools for encapsulating data in your games. In this last section, we’ll implement the drag-and-drop Observer pattern structure from the Unite conference to give you a starting point for more advanced Unity configurations.

You can find the Unite talk at https://www.youtube.com/watch?v=raQ3iHhE_Kk&t=0s&ab_channel=Unity and a brief write-up by Ryan Hipple at https://unity.com/how-to/architect-game-code-scriptable-objects.

Writing a ScriptableObject event

The strategy behind this implementation is to encapsulate a subject into a ScriptableObject, which should look familiar because it’s almost exactly what we did at the beginning of the chapter with our traditional...

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