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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 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

Summary

We’ve reached the end of our short-and-sweet dive into the Façade pattern, but let’s review a few key points before wrapping up. First, the Façade pattern is best when you need a simple interface for a subsystem or set of subsystems that work together on complex operations. This structure creates an easy access point for your client to make complicated requests without knowing how the work is done and decouples any dependencies between your client and those subsystems.

Because the Façade pattern structure is relatively uncomplicated, you only need to be aware of the Façade class and your subsystems.

The Façade class stores object instances of each subsystem and delegates any client requests straight to the subsystem in question, often calling multiple subsystem operations in sequence to stack pieces of functionality into complex features (like we did with our auto-save feature). Keep in mind that you can make your Façade...

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