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 related but independent products

Imagine you’re building an action platformer with two main crafting systems, one for regular items, armor, and weapons, and another for special fusion products. Each crafting system needs to have the same basic capabilities for buying, selling, crafting, and disassembling items. On top of that, your team needs to be able to interact with each crafting system through a common set of interfaces but be able to switch them out at any time without breaking existing code (whenever new DLC comes out, I’m guessing).

Scripting product interfaces

The first component of the Abstract Factory pattern is the abstract product interfaces. In our example, we not only have two different sets of capabilities – buying/selling and crafting/disassembling, which leads to a nice (and sensible) separation of interfaces for our factories – we’ll let the merchant products handle buying and selling, and the blacksmith products...