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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
Author Profile Icon David Baron
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 the power-up system implementation

We were able to combine the structure of the Visitor pattern and the API features of ScriptableObjects to create a power-up mechanic that permits anyone on our project to author and configure new power-ups without writing a single line of code.

If we need to adjust how power-ups affect various components of our vehicle, we can do so by modifying a single class. So, in conclusion, we achieved a degree of scalability while keeping our code easily maintainable.

The implementations of the standard software design patterns in this book are experimental and adapted in creative ways. We are adapting them to utilize Unity API features and adjusting them for game development use cases. So we should not consider the examples to be academic or standardized references, just interpretations.
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