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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
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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

Decoupling core components with the Observer pattern

The core ingredient of our game is the racing bike. It's the entity in our scene that changes states and updates its properties the most often as it's under the player's control while traveling around the world and interacting with other entities. It has several dependencies to manage, such as the main camera that follows it and the HUD that displays its current speed.

The racing bike is the main subject of our game, and many systems must observe it so that they can update themselves when it changes states. For instance, every time the bike collides with an obstacle, the HUD must update the current value of the shield's health, and the camera displays a full screen shader that darkens the edges of the screen to showcase the diminishing endurance.

This type of behavior is easy to implement in Unity. We could have BikeController tell HUDController and CameraController what to do when it takes damage. But for this...

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