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Game Development Patterns with Unity 2021

You're reading from   Game Development Patterns with Unity 2021 Explore practical game development using software design patterns and best practices in Unity and C#

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Product type Paperback
Published in Jul 2021
Publisher Packt
ISBN-13 9781800200814
Length 246 pages
Edition 2nd Edition
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Author (1):
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David Baron David Baron
Author Profile Icon David Baron
David Baron
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Table of Contents (22) Chapters Close

Preface 1. Sections 1: Fundamentals
2. Before We Begin FREE CHAPTER 3. The Game Design Document 4. A Short Primer to Programming in Unity 5. Section 2: Core Patterns
6. Implementing a Game Manager with the Singleton 7. Managing Character States with the State Pattern 8. Managing Game Events with the Event Bus 9. Implement a Replay System with the Command Pattern 10. Optimizing with the Object Pool Pattern 11. Decoupling Components with the Observer Pattern 12. Implementing Power-Ups with the Visitor Pattern 13. Implementing a Drone with the Strategy Pattern 14. Using the Decorator to Implement a Weapon System 15. Implementing a Level Editor with Spatial Partition 16. Section 3: Alternative Patterns
17. Adapting Systems with an Adapter 18. Concealing Complexity with a Facade Pattern 19. Managing Dependencies with the Service Locator Pattern 20. About Packt 21. Other Books You May Enjoy

Steps to implementing an enemy drone

Let's start by implementing the main ingredients of the Strategy pattern:

  1. Our first element is the Strategy interface; all our concrete strategies will use it:
namespace Chapter.Strategy
{
public interface IManeuverBehaviour
{
void Maneuver(Drone drone);
}
}

Note that we are passing a parameter of the Drone type to the Maneuver() method. This is an important detail we will review later.

  1. Next up is our Drone class; it's going to use our concrete strategies, so in the overall structure of the Strategy pattern, we will consider it to be our Context class:
using UnityEngine;

namespace Chapter.Strategy {
public class Drone : MonoBehaviour {

// Ray parameters
private RaycastHit _hit;
private Vector3 _rayDirection;
private float _rayAngle = -45.0f;
private float _rayDistance = 15.0f;

// Movement parameters
public float speed = 1.0f;
public float maxHeight = 5.0f;
...
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