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

Creating monsters

Imagine your game has a wide and varied array of enemy monsters it can throw at your players – trolls, zombies, dragons, accountants – anything that wants to do damage. You could approach this the OOP way by creating a base monster class and adding new subclasses to the hierarchy for every type of monster. But you’ll quickly realize that adding a new monster subclass every time a designer decides that demonic squirrels aren’t challenging enough is time consuming (demonic rabbits are in fact necessary) and can have ramifications up and down the monster class hierarchy.

Another way to come at this problem is to think about what properties every monster has, rather than what each monster subclass is (we’ll be using this solution in our example code). This approach ends up showing us what categories of monsters we have and what they all have in common. When we start thinking of demonic squirrels and demonic rabbits as the same...