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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

Controlling Behavior with the State Pattern

In the last chapter, we built a decoupled notification system using the Observer pattern. In this chapter, we’ll jump into more game mechanic territory with the State pattern to create an object that can change its behavior based on an internal state value. While the State pattern is a mainstay of AI programming, you’re intimately familiar with state in everyday life – when you’re tired, you sleep; when you’re hungry, you eat; and when you’re happy, you smile. Each internal state triggers a different behavior in the same underlying object, you. Likewise, when you do a load of laundry, the machine goes through different states before finishing the cycle – rinse, wash, spin dry, and drain; same old washing machine, different states. Applied in code, the object appears to change its class when its behavior changes, when it’s really the underlying state that’s updated!

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