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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

Decoupling Systems with the Observer Pattern

In the last chapter, we encapsulated actions into objects and implemented an undo/redo system using the Command pattern. In this chapter, we’ll create an event handling system to separate the object sending information from the object, or objects, receiving that information. You’ve likely encountered the Observer pattern without even knowing it, as most languages use event systems under the hood to facilitate communication between objects. You shouldn’t be starting from ground zero for the theory on this one (and even if you are, we’ll get you on track in no time).

At its core, the Observer pattern is a syncing machine – when data changes in one object, you want to keep any objects relying on that information up to date. If you’ve ever wrestled with keeping data in tune with how it’s displayed in a UI, you’ve already figured out the Observer pattern’s most popular use case...

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