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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 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

Breaking down the Visitor pattern

As part of the Behavioral family of design patterns, the Visitor pattern is all about adding new features without changing existing structures or class hierarchies. This approach is ideal when you want to apply new requirements to pre-existing objects or when dealing with legacy code (or systems) that can’t be directly modified for one reason or another. The Visitor pattern is useful when:

  • You need to add new behaviors (i.e., operations or algorithms) to existing objects without changing the object’s class.
  • You want to perform operations on a set of unrelated objects that don’t share the same interfaces or parent classes.
  • You want to group related sets of behaviors or algorithms that can be applied to a set of objects without adding unrelated behaviors to classes that don’t need them.

Sometimes, the party-guest-visiting analogy isn’t concrete enough to visualize, even though the pattern...

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