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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

Breaking down the State pattern

As part of the behavioral family of design patterns, the State pattern allows an object to change its internal behavior based on an internally tracked state. The internal state can be switched to any other concrete state object, which are self-contained classes that implement a common set of rules and customized logic. This means the State pattern is most useful when:

  • You want an object’s behavior to change (either at runtime or at every frame) based on an internal state.
  • You want to refactor an object’s long conditional statements into separate classes so it can be treated independently.
  • You want to add new behavior to an object without changing or breaking existing code.

Going back to the analogy a few pages ago, think of yourself as a state machine. You (as a person) have specific needs that change and depend on various internal and external factors. If you’re hungry, you eat; if you’re...

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