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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

Summary

Phew, that was an involved chapter (because why would performance optimization be easy, right?). But before you start looking for applicable spots to shoehorn the Flyweight pattern into your projects, let’s review some key topics. First, you’ll get the most out of the Flyweight pattern when you’re creating lots and lots of objects with both context-independent and -dependent data, and when those two data categories can be easily partitioned. The pattern will also come in handy when the context-dependent data can be computed rather than stored.

The Flyweight pattern has five components: the Flyweight interface, concrete Flyweights, unshared Flyweights, a Flyweight factory, and, of course, the client using it all. A clean flyweight interface is one that has operations that act on the object’s extrinsic state, acting as an injection point for any context-dependent information. Concrete flyweight objects implement the flyweight interface and store...

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