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)
21
Other Books You May Enjoy
22
Index

Binding Actions with the Command Pattern

In the last chapter, we learned how to manage and optimize memory usage when creating massive amounts of objects with the Object Pool design pattern. In this chapter, we’ll dive into creating actionable requests that can be customized, queued, and undone with the Command pattern. When I say actionable requests, what we’re really talking about are commands that come pre-packaged with all the information they need to be executed. This way, when we need the requests to do their work, they already have everything they need to get their job done!

The power behind the Command pattern (other than being encapsulated as its own object) is the ability to deal with abstractions. Like other patterns we’ve covered, the Command pattern uses underlying interfaces, so the client or system doesn’t need to know the exact details of the command or even how it’s supposed to be fired (no how or why, just the when).

Think...