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

Working with different factory class variations

There are three variations of factory classes in the Factory pattern:

  • The common Abstract/Concrete parallel factory structure
  • The Concrete-only factory structure
  • The Parameterized factory

We’ll cover each one in the following subsections, but we’re going to start with the classic implementation, which declares a factory for each product (or item). We’ve already noted that a parallel class hierarchy between products and factories doesn’t necessarily scale well, but it’s effective when you have a preset number of products in your game that aren’t likely to change.

Adding an abstract factory class

Open the Scripts folder, create a new C# script named AbstractCreator, and update its code to match the following code. The abstract creator is only responsible for declaring a factory method that all factory subclasses will implement on their own, in this case...