Book Image

Unity 5.x Cookbook

Book Image

Unity 5.x Cookbook

Overview of this book

Unity 5 is a flexible and intuitive multiplatform game engine that is becoming the industry's de facto standard. Learn to craft your own 2D and 3D computer games by working through core concepts such as animation, audio, shaders, GUI, lights, cameras, and scripting to create your own games with one of the most important and popular engines in the industry. Completely re-written to cover the new features of Unity 5, this book is a great resource for all Unity game developers, from those who have recently started using Unity right up to game development experts. The first half of the book focuses on core concepts of 2D game design while the second half focuses on developing 3D game development skills. In the first half, you will discover the new GUI system, the new Audio Mixer, external files, and animating 2D characters in 2D game development. As you progress further, you will familiarize yourself with the new Standard Shaders, the Mecanim system, Cameras, and the new Lighting features to hone your skills towards building 3D games to perfection. Finally, you will learn non-player character control and explore Unity 5's extra features to enhance your 3D game development skills.
Table of Contents (20 chapters)
Unity 5.x Cookbook
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

State-driven behavior using the State Design pattern


The previous pattern illustrated not only the usefulness of modeling game states, but also how a game manager class can grow in size and become unmanageable. To manage the complexity of many states and complex behaviors of states, the State pattern has been proposed in the software development community. Design patterns are general purpose software component architectures that have been tried and tested and found to be good solutions to commonly occurring software system features. The key features of the State pattern are that each state is modeled by its own class and that all states inherit (are subclassed) from a single parent state class. The states need to know about each other in order to tell the game manager to change the current state. This is a small price to pay for the division of the complexity of the overall game behaviors into separate state classes.

Note

NOTE: Many thanks to the contribution from Bryan Griffiths which has...