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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

Building a controller adapter

Imagine you’re building an old-school top-down adventure game where players can run around an arena collecting items and jump over obstacles, using the traditional WASD and arrow keys. Nothing new in the mechanics department.

But now, suppose you wanted to spice things up and give players the ability to upgrade their movement controls, and you found the perfect mouse-follow and teleport script in a third-party library. Ideally, you’d like your existing game code to work with both the standard and mouse-follow movement controls, but you can’t modify the third-party script in any way. How would you make this scenario work?

Defining a target

The first step in our Adapter journey is creating a target interface, which holds all the responsibilities our adapter and adaptee classes are going to share. In the starter project, MovementController.cs and TeleportController.cs both have a way of moving the player, although the methods...

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