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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

Technical requirements

To get started:

  1. Download or clone the GitHub repository at https://github.com/PacktPublishing/C-Design-Patterns-with-Unity-First-Edition.
  2. Open the Ch_02_Starter project folder in Unity Hub.
  3. Navigate to Assets | Scenes, and double-click on SplashScreen.

The starter project for this chapter has two scenes – a splash screen with the title of our little game and a button to start the adventure. When you click Start, the game transitions to a new scene, where you can move a capsule around a small arena and collect spheres.

As for the scripts:

  • Item.cs is attached to each Item prefab that is responsible for destroying itself when there’s a collision.
  • Manager.cs stores our score and loads the next scene.
  • Player.cs is responsible for moving our character around the scene using the WASD or arrow keys.
  • ScoreUI.cs stores a Text object so that we can set an initial score value on our scene canvas...
You have been reading a chapter from
Learning Design Patterns with Unity
Published in: May 2024
Publisher: Packt
ISBN-13: 9781805120285
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