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

Declaring our inventory products

Imagine you are building an open-world RPG with a long list of in-game items, like health items, weapons, and armor. You and your team need a system for creating items from a central access point but don’t want the actual instantiation logic in the client code. You also need to be able to change what types of items are created using subclassing. As you go, you’ll want to display all available items in a UI list of buttons and execute actions when each button is pressed.

Adding a product interface

The first component of the Factory Method pattern is a product interface, which in our scenario needs to be implemented by all in-game items. This is going to let us create any number of concrete products, or items, as we go along.

Open the Scripts folder and create a new C# script named Item, then update the code to match the following code. The IItem interface is pretty sparse since we only need an Equip method for every item to...