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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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Author (1):
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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

Global Access with the Service Locator Pattern

In the last chapter, we used the Flyweight pattern to create a resource-efficient sharing system for objects created in large (sometimes massive) batches. In this chapter, we’ll circle back to the very first topic of this book, global access, but instead of a Singleton solution, we’ll explore what the Service Locator pattern has to offer.

Scenarios where the Service Locator pattern shines are eerily similar to areas where a Singleton would be a potential solution – allowing a very select few services or systems to be accessible anywhere in your project. While this kind of freewheeling access should be extremely limited (for coupling and safety reasons we’ll discuss a little later), there are some use cases where a global service is a necessity (logging and data persistence come to mind). Think of the service locator as a wrapper for classes you would typically consider making into singletons – a...

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