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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

Writing an Object Pool class

Imagine you’re building a turret defense game where players fire projectiles from a tower at oncoming enemies, like a 3D version of Asteroids (super fun). The current system creates a new Bullet Prefab every time the player pushes the Spacebar, but the bullets stay alive in the scene (not super fun), as shown in Figure 7.5. You need a system for improving performance when instantiating projectile objects and limiting the number of projectiles that can be created.

If your players exceed the number of projectiles they’re allowed to shoot, they’ll need to wait until a new projectile becomes available instead of creating new projectiles indefinitely.

Figure 7.5: In-game scene showing the player turret creating bullets every time the player fires

Even if you added a timed delay for each bullet to destroy itself, the core problem and cost of instantiating and destroying bullets each time the player fires still exists...

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