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
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Index

Breaking down the Command pattern

If you’ve been reading the book sequentially, you’re braver than I am; if not, that’s OK, too! I’m only pausing here because we’re leaving the Creational patterns behind and diving into the Behavioral category with the Command pattern, which is all about communication and connection. The Command pattern lets you create actions as objects, meaning you can customize them during instantiation, execute them immediately, store them for later, and even undo or redo them, which is useful when:

  • You want to create actions as self-contained objects with all the information needed to execute the action.
  • You want interchangeable actions that can work on any receiving object.
  • You want to store or queue sequences of actions to be triggered later.
  • You want to avoid hard-wiring requests to the client making the request.
  • You want to support undo and redo functionality.

Commands shouldn...