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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

Breaking down the pattern

First, it’s important to recognize scenarios where the Singleton pattern is useful and doesn’t just add unnecessary complexity to your code. The original Gang of Four text says you should consider using the Singleton pattern when:

You need to limit a class to a single instance and have that unique instance be accessible to clients through a global access point.

For example, your computer should only have one filesystem, in the same way that your body should only have one heart (for best performance). A global variable can take care of the accessibility, and in the case of C#, a static variable fits the bill nicely. When you put it all together, a singleton class is responsible for initializing, storing, and returning its own unique instance, as well as protecting against duplicate instance requests.

Figure 2.1 describes a game scenario where a manager script stores game state data and maybe some shared functionality.

In this...

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