Book Image

Game Development Patterns with Unity 2021 - Second Edition

By : David Baron
Book Image

Game Development Patterns with Unity 2021 - Second Edition

By: David Baron

Overview of this book

This book is written for every game developer ready to tackle the bigger picture and start working with advanced programming techniques and design patterns in Unity. Game Development Patterns with Unity 2021 is an introduction to the core principles of reusable software patterns and how to employ them to build components efficiently. In this second edition, you'll tackle design patterns with the help of a practical example; a playable racing game prototype where you’ll get to apply all your newfound knowledge. Notable updates also include a game design document (GDD), a Unity programming primer, and the downloadable source code of a complete prototype. Your journey will start by learning about overall design of the core game mechanics and systems. You’ll discover tried-and-tested software patterns to code essential components of a game in a structured manner, and start using classic design patterns to utilize Unity's unique API features. As you progress, you'll also identify the negative impacts of bad architectural decisions and understand how to overcome them with simple but effective practices. By the end of this Unity book, the way you develop Unity games will change – you’ll adapt a more structured, scalable, and optimized process that will help you take the next step in your career.
Table of Contents (22 chapters)
1
Sections 1: Fundamentals
5
Section 2: Core Patterns
16
Section 3: Alternative Patterns
20
About Packt

Implementing the State pattern

We are going to review our code example in several steps:

  1. Let's start by writing down the main interface that each of our concrete state classes will implement:
namespace Chapter.State
{
public interface IBikeState
{
void Handle(BikeController controller);
}
}

We should note that we are passing an instance of BikeController in the Handle() method. This approach permits state classes to access public properties of BikeController. This approach might deviate slightly from tradition as usually, it's the Context object that gets passed to the states.

However, nothing stops us from passing both the Context object and the instance of BikeController to the state classes. Alternatively, we could set an instance reference to BikeController when we initialize each state class.

However, it was just simpler to do, as we are going to do for this use case.

  1. Now that we have our interface, let's implement the context class:
namespace...