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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

Creating a generic singleton

Imagine you want to make the singleton more flexible, reusable, and maintainable. The previous implementation works, but it’s hardcoded into Manager.cs, which won’t help us if we want different classes to act like singletons. A better solution is to write a generic singleton that other classes can easily subclass.

We’re using a generic approach instead of subclassing the singleton class because we want the same design pattern implementations applied to different types. If we wanted the same functionality implemented in different ways across different singletons, subclass and traditional Object-oriented inheritance would be the way to go.

Figure 2.13 describes a generic singleton script that other manager classes can inherit from. Each subclassed manager has the same underlying Singleton structure, but each one can also add its own unique functionality and variables.

Diagram  Description automatically generated

Figure 2.13: Multiple manager classes...

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