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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

Declaring our inventory products

Imagine you are building an open-world RPG with a long list of in-game items, like health items, weapons, and armor. You and your team need a system for creating items from a central access point but don’t want the actual instantiation logic in the client code. You also need to be able to change what types of items are created using subclassing. As you go, you’ll want to display all available items in a UI list of buttons and execute actions when each button is pressed.

Adding a product interface

The first component of the Factory Method pattern is a product interface, which in our scenario needs to be implemented by all in-game items. This is going to let us create any number of concrete products, or items, as we go along.

Open the Scripts folder and create a new C# script named Item, then update the code to match the following code. The IItem interface is pretty sparse since we only need an Equip method for every item to...

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