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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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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

Adding GameObjects to the mix

GameObjects are a fundamental part of any Unity game, which makes them an essential addition to our Factory pattern implementation. For our example, we’re going to add GameObjects to each Creator class variation we’ve already built so the items not only have a code component but also appear in the game scene.

Because the main building block of our item classes is the IItem interface, we’re going to make each of our concrete items a MonoBehaviour so Unity treats them as components. We’ll use the factories to instantiate new GameObjects based on the pre-made models in the starter project and show you how to build up complex objects from scratch. In an ideal world, we would have the item classes own their own GameObjects, but C# doesn’t allow interfaces to have instance fields.

If you’re asking yourself why I don’t just add an instance field to each item class and assign it a GameObject in its...

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