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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

Mapping properties in separate hierarchies

If you observed the starter project closely, you may have noticed that MovementController.cs and TeleportController.cs both have a property called moveSpeed. However, if we wanted our client to reference this in some way, we couldn’t make that happen as-is because the moveSpeed property isn’t present in their shared interface – which is exactly what we’re going to fix in this section.

I’m using this super-simple contrived scenario to showcase how the Adapter pattern could be used to consolidate incompatible class properties, but it’s important to think about where this could benefit your codebase. Are there built-in classes that you wish shared a parent class? Are there classes that share a parent class but that parent is so far up the class hierarchy that the property you want to access isn’t present? Are there classes for each of these situations that you can’t modify for...

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