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Learning Design Patterns with Unity

You're reading from   Learning Design Patterns with Unity Learn the secret of popular design patterns while building fun, efficient games in Unity 2023 and C#

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Product type Paperback
Published in May 2024
Publisher Packt
ISBN-13 9781805120285
Length 676 pages
Edition 1st Edition
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Harrison Ferrone Harrison Ferrone
Author Profile Icon Harrison Ferrone
Harrison Ferrone
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Table of Contents (23) Chapters Close

Preface 1. Priming the System 2. Managing Access with the Singleton Pattern FREE CHAPTER 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

Accounting for selective visitation

Our concrete PlayerPrefVisitor didn’t store any local data (it doesn’t have to if it’s not necessary), but the Visitor pattern can also account for the context of the visitation; visitors can be set up to apply behaviors and algorithms to specific elements and element combinations. This is a bit of an inversion of how we traditionally think of this pattern, but it’s equally as valid and useful. In this section, we’ll create visiting ScriptableObjects (because we love them) that deliver upgrades and buffs to elements on our Player depending on each concrete visitor’s local state (conditions).

In the Scripts folder, create a new C# script named SOVisitor and update its code to match the following code block. Like PlayerPrefsVisitor, SOVisitor has methods for visiting the Stats, Weapon, and WeaponMod components on our Player, but with added variables to determine when a component needs to be visited. How...

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