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Game Development Patterns with Unity 2021

You're reading from   Game Development Patterns with Unity 2021 Explore practical game development using software design patterns and best practices in Unity and C#

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Product type Paperback
Published in Jul 2021
Publisher Packt
ISBN-13 9781800200814
Length 246 pages
Edition 2nd Edition
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Author (1):
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David Baron David Baron
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David Baron
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Table of Contents (22) Chapters Close

Preface 1. Sections 1: Fundamentals
2. Before We Begin FREE CHAPTER 3. The Game Design Document 4. A Short Primer to Programming in Unity 5. Section 2: Core Patterns
6. Implementing a Game Manager with the Singleton 7. Managing Character States with the State Pattern 8. Managing Game Events with the Event Bus 9. Implement a Replay System with the Command Pattern 10. Optimizing with the Object Pool Pattern 11. Decoupling Components with the Observer Pattern 12. Implementing Power-Ups with the Visitor Pattern 13. Implementing a Drone with the Strategy Pattern 14. Using the Decorator to Implement a Weapon System 15. Implementing a Level Editor with Spatial Partition 16. Section 3: Alternative Patterns
17. Adapting Systems with an Adapter 18. Concealing Complexity with a Facade Pattern 19. Managing Dependencies with the Service Locator Pattern 20. About Packt 21. Other Books You May Enjoy

Designing a Game Manager

A standard class we often see in Unity projects is the Game Manager. It's usually implemented as a Singleton by developers, but its responsibility varies from one code base to another. Some programmers use it to manage top-level game states or as a globally accessible front-facing interface to core game systems.

In the context of this chapter, we will give it the singular responsibility of managing a game session. Similar to the concept of a game master in board gaming, it will be responsible for setting up the game for the player. It can also take on additional responsibilities, such as communicating with backend services, initializing global settings, logging, and saving the player's progress.

The critical thing to keep in mind is that Game Manager will be alive for the entire lifespan of the game. Therefore, there will be a singular but persistent instance of it in memory at all times.

The following diagram illustrates the overall concept:

Figure...
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