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 ScriptableObject monsters

The great part of our monster configuration scenario is that we can have fun with the inheritance; some values can be pulled right from the base type, and others can be combined (like a monster’s color) or added to the existing value (like a monster’s weaknesses). The sky is really the limit with this pattern – you make all the rules.

In the Scripts folder, create a new C# script named SOType and update its code to match the following code. There’s a fair bit going on in this code, but if you look closely, we’re applying what we’ve already learned in a new wrapper. Our type object still has a set of properties we want to inject into another object, and they can either be set in the Editor or optionally inherited from a base object of our choice.

I know Pokemon might not be monsters in the strictest sense, but I love them and this design pattern makes it so much fun to mix and match traits to...