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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

Creating a save system

Imagine you’re coming into a game project as a new developer and your first assignment is to create a system for saving user data, which includes the player’s stats, weapon, and weapon modifications (if they’ve collected any). Development is already pretty far along, so you’re not allowed to mess with any of the existing classes that manage all the fun stuff, but you have access to the player and, therefore, indirect access to its stats, weapon, and mods.

Since the Player object has a set structure, you know exactly what needs to be done – implement the Visitor pattern and create a data-saving visitor that can be applied to each of the player component elements without changing the underlying objects.

We’ll do this with a combination of interfaces, concrete elements, and, of course, a Visitor class, all of which are covered in the following subsections.

Structuring the interfaces

One of the things I...

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