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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

Adding concrete builders

Our next task is to create the concrete assembly instructions for each of the support ally objects we’ll be building (again, tanks and drones are presumably going to be doing all the real work in this game). Both objects have the same component categories, such as a frame, a motor, and a weapon system, but each individual component is different. We don’t want heavy tank treads on a fiberglass drone hull, right?

Add the following code to the bottom of the Builder.cs script but outside the IBuilder interface declaration. Here, we specify the component parts we want to be assembled into a tank and return the SupportAlly object whenever GetAlly()is queried:

You can create separate scripts for the concrete classes and the IBuilder interface if you like; I’m including them together for easier reference.

// 1
public class TankBuilder : IBuilder    
{
    private SupportAlly _ally;    
    // 2
    public TankBuilder...
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