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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 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

Summary

The Visitor design pattern is one of my all-time favorites because it provides an elegant, practical solution to a pervasive problem – how do we update existing classes without changing the class itself or needlessly creating messy class hierarchies? Not only that, but the way concrete visitors seem to naturally help you think about what behaviors should be grouped together and what concrete elements need to be involved is a great boost when thinking through new features.

Remember, the Visitor pattern is ideal for applying new behavior to objects without changing the objects themselves. Concrete elements you want to visit don’t have to be related or in the same hierarchy and concrete visitors naturally group sets of related behaviors (or operations) together instead of adding them into unrelated classes. Composite elements (elements with sub-elements) are responsible for applying a visitor to their children, which means you can choose to visit every element...

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