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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

Further reading

  • Abstract classes can’t be created on their own, but they are excellent solutions when you want a consistent base class blueprint that other classes can inherit from. Many of our solutions in this book rely heavily on abstract classes to provide an abstraction layer between class blueprints and their concrete implementations. You can find more information at https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/abstract.
  • Coroutines are a specific type of method in Unity that allows you to spread tasks across several frames instead of running them all at once like a normal C# method. For more information, check out the documentation at https://docs.unity3d.com/Manual/Coroutines.html.
  • Stacks are a last-in first-out collection of objects, which makes them ideal for storing and retrieving the most recent elements in any given set of data. If these are new to you, check out the documentation at https://learn.microsoft.com/en...
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