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)
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Index

Optimizing your strategies

Our Strategy code is pretty vanilla right now, but we can make the context more efficient and robust by allowing strategies to be swapped out at any time, using a default strategy, and deciding whether to inject or store the information our strategies need to get work done.

Adding interchangeable strategies

I’ve mentioned that strategies get chosen at runtime (and that’s how it was laid out in the original Gang of Four content), but it’s also useful to be able to switch strategies using the same context while the application is running.

Update LeaderboardContext.cs to match the following code, which adds a public method for changing the current strategy to the method parameter. Not only is this approach more flexible (because you’re not limited to runtime strategy decisions) but it’s also handy if your strategies are components attached to GameObjects in the scene and you want to pass them to your context but...