Book Image

Learning Design Patterns with Unity

By : Harrison Ferrone
Book Image

Learning Design Patterns with Unity

By: Harrison Ferrone

Overview of this book

Struggling to write maintainable and clean code for your Unity games? Look no further! Learning Design Patterns with Unity empowers you to harness the fullest potential of popular design patterns while building exciting Unity projects. Through hands-on game development, you'll master creational patterns like Prototype to efficiently spawn enemies and delve into behavioral patterns like Observer to create reactive game mechanics. 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 2023 book, the way you develop Unity games will change. You'll emerge not just as a more skilled Unity developer, but as a well-rounded software engineer equipped with industry-leading design patterns.
Table of Contents (23 chapters)
21
Other Books You May Enjoy
22
Index

Using a hierarchical state machine

Now that our FSM is working, it’s only natural to start thinking about sharing behavior across states. Luckily, OOP already provides the answer: just use the existing class hierarchy!

Since all our battle states inherit from BaseBattleState, we can add the logic we want every subclass to have access to without duplicating it in each state script. Then, we can call the base class from each state whenever we want to defer the action. In our example, imagine we want to be able to pause and unpause the game at any time, but also prevent the player state from listening for key presses when the game is paused.

Open BaseBattleState and update it to match the following code block, which overrides the HandleInput method, listens for the spacebar key press, and toggles the pause state using the Manager script.

public class BaseBattleState : State
{
    protected BattleSM _stateMachine;
    public BaseBattleState(BattleSM sm)
    {
  ...