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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 FREE CHAPTER 2. Managing Access with the Singleton Pattern 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

Strategies the Unity way

When it comes to adapting the Strategy pattern to Unity, your first instinct may very well be to jump right into MonoBehaviours.

While this is perfectly fine for the context class, attaching individual concrete strategies as components on a GameObject and passing them to a context class gets a little messy. That’s not to say you can’t do it that way, but ScriptableObjects shine in this kind of delegation capacity, especially when the strategies need data injected into them from the context and when the strategies have specific data they need to store.

Going the ScriptableObject route also opens possibilities for in-game testing, emergent design, and creating a variety of strategies as assets that you can drag and drop in the Editor. The starter project already has three characters in the scene, which makes it a perfect fit for applying different behavior strategies at runtime.

Upgrading to ScriptableObjects

In the Scripts folder...

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