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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 FREE CHAPTER 2. Managing Access with the Singleton Pattern 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

Simplifying Subsystems with the Façade Pattern

In the last chapter, we used the Adapter pattern to convert incompatible classes into shared interfaces that a client can use interchangeably. In this chapter, we’ll stay on the topic of client simplification by using the Façade pattern to build a… well, a façade or decorative wall between the client and your more complex, interdependent systems. Think of unlocking your phone using thumbprint recognition – when you (the client) touch your fingertip to the phone you get a nice interface that tells you the security check is processing (the façade), but underneath, the phone’s software is cranking away at the complicated process of verifying that you’re a living, breathing human!

The Façade pattern comes in handy quite a bit because all but the simplest of programs have underlying subsystems. You can use it to provide a unified, high-level interface for virtually any block...

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