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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 a lot to cover, but we made it through the Command pattern with flying colors! This one takes a little while to digest, especially if you’ve come across examples in the wild that didn’t distinguish between reusable and coupled commands (i.e., commands with and without state information). However, knowing how to implement the pattern correctly for different scenarios is key not just to the Command pattern, but to all design patterns (as we progress through the book, you’ll hear me bang on that over and over).

Remember, the Command pattern is useful when you want to create actions that are treated like objects. There are two types of commands, reusable and coupled: reusable commands are interchangeable actions that can work on any receiving object while coupled commands are unique actions that store state information and are bound to their receiving object. Commands can be stored or queued to be triggered later or in sequence and are perfectly...

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