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Game Development Patterns with Unity 2021

You're reading from   Game Development Patterns with Unity 2021 Explore practical game development using software design patterns and best practices in Unity and C#

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Product type Paperback
Published in Jul 2021
Publisher Packt
ISBN-13 9781800200814
Length 246 pages
Edition 2nd Edition
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Author (1):
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David Baron David Baron
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David Baron
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Table of Contents (22) Chapters Close

Preface 1. Sections 1: Fundamentals
2. Before We Begin FREE CHAPTER 3. The Game Design Document 4. A Short Primer to Programming in Unity 5. Section 2: Core Patterns
6. Implementing a Game Manager with the Singleton 7. Managing Character States with the State Pattern 8. Managing Game Events with the Event Bus 9. Implement a Replay System with the Command Pattern 10. Optimizing with the Object Pool Pattern 11. Decoupling Components with the Observer Pattern 12. Implementing Power-Ups with the Visitor Pattern 13. Implementing a Drone with the Strategy Pattern 14. Using the Decorator to Implement a Weapon System 15. Implementing a Level Editor with Spatial Partition 16. Section 3: Alternative Patterns
17. Adapting Systems with an Adapter 18. Concealing Complexity with a Facade Pattern 19. Managing Dependencies with the Service Locator Pattern 20. About Packt 21. Other Books You May Enjoy

Reviewing alternative solutions

There's one glaring issue with the code examples presented in this chapter. We encapsulated attack maneuver behaviors into distinct strategy classes, but each maneuver is nothing more than a single animation running on a loop. So, in an actual game project that's been built by a production team that includes animators, I would not have animated the enemy drones in code by using coroutines or even a Tween animation engine. Instead, I would ask an animator to author some detailed attack maneuver animations in an external authoring tool and then import them into Unity as animation clips. I would then have used Unity's native animation system and its state machine feature to assign attack maneuver animations to a drone dynamically.

Using this approach, I would have gained quality in the animations and the flexibility of transitioning smoothly from one attack behavior to another, if I decide that the drones can switch attacks when an internal...

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