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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

Summary

We’ve covered a lot in this chapter and, at this point, you might be wondering whether the State pattern and FSMs have become too tangled up together to be of any real use. Just know that I used FSMs in this chapter not to confuse you, but to show you that the State pattern can be used in situations where your states are largely static (meaning the transitions don’t play a major part, like a network connection being active or closed) and when your states are dependent on their transitions (like in a character controller or turn-based battle system). Both implementations are correct and useful, especially when combined to fit your project!

Remember, the State pattern is best suited for breaking bloated decision trees into standalone behaviors with each concrete state determining how it behaves when it’s activated, while it’s running, and when it ends. Hierarchical state machines can share common behaviors across different states while concurrent...

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