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

Building a basic Command structure

The first piece of any Command pattern structure is the common interface all our commands need to implement. This can be an interface or abstract class, but I’m going to use abstract classes so we can add default logic later. The base abstract class for all commands is simple – they all need an Execute method. We’ll start with building out commands that can be reused (i.e., don’t have a reference to a specific receiver when concrete subclasses are instantiated), and then move on to coupled commands with internal state information.

Creating reusable commands

In the Scripts folder, create a new C# script named ReusableCommand, and update its code to match the following code. All we’ve done here is declared ReusableCommand as abstract to make sure we’re forced to create concrete commands and added an abstract Execute method that doesn’t return anything. This is the basis for how we encapsulate...