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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 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

UnityEvents and the Inspector

Now that we’ve exhausted ourselves with native C# types, let’s turn to the UnityEvent type. A UnityEvent works just like a C# event/delegate or action, meaning they subscribe, unsubscribe, and store a reference to a desired response when something happens. The big difference is that they can be configured in the Unity Editor, which opens a whole new world of possibilities, especially if your team has non-programmer members who need to access and test these features.

Adding Unity events

The code that goes with a UnityEvent will look familiar to everything we’ve done previously – namely declaring an event and then invoking it when the time is right. Update Player.cs to match the following code, which declares a new event for when the player is damaged and fires it every time an enemy collides with the player:

// 1
using UnityEngine.Events;    
public class Player : Subject
{
    // 2
    public UnityEvent OnPlayerDamaged...
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