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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 FREE CHAPTER 2. Managing Access with the Singleton Pattern 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

Breaking down the Adapter pattern

As part of the Structural family of design patterns, the Adapter pattern is all about compatibility, turning classes that don’t naturally work together because of incompatible interfaces into coworkers that your client code can handle. Think of the charging plug for your phone – if you tried to use a cord with the wrong plug, you couldn’t get the phone to connect and charge. But with an adapter acting as a middleman, you could get the electricity running and your phone charged without having to buy a whole new device (or redo the entire electrical system in your home, which is always a plus).

The Adapter pattern is useful when:

  • You want to use an existing class with an interface that doesn’t match the one your client uses.
  • You need to create reusable classes that can work with unrelated (and future) classes that may not have compatible interfaces.
  • You have existing subclass hierarchies that would...
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