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 a base ally and builder interface

Imagine you’re making a tactical RPG where you can create a team from a variety of support vehicles and allies. You and your team need a system to create each different party member using the same base construction process. Further, you need to be able to build these objects from a central access point. As you go, you’ll want to display each support member’s blueprint and stats in the console, so your players know what components they have to work with! Before we can do any of that work, we’ll need a product class and some kind of common interface that builds our allies in a specified order, which we’ll do next.

Scripting the product class

The first component of the Builder pattern is the product, which in our example is a base support ally. Since each support ally needs to have the same properties and methods, we can create a single class to handle all its functionality. The nice thing here is that...