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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

Breaking down the Observer pattern

As part of the behavioral family of design patterns, the Observer pattern is all about communication between objects while keeping the objects sending information decoupled from the receiving objects. The Observer pattern lets you notify any listeners of specific state changes (changing values) or events (the player enters a battle) without tightly coupled references between those objects. I’m sure you can think of at least five situations where this would be an awesome boost to your code, but the Observer pattern is most useful when:

  • You have an object that needs to broadcast information or changes to a variety of other objects.
  • You have an object with a changing state and don’t know how many other objects need to stay up to date.
  • You want to avoid tight coupling between objects that share a dependency.

I like to think of this as a downstream operation, with the start of a river branching off into multiple...

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