Book Image

Game Development Patterns with Unity 2021 - Second Edition

By : David Baron
Book Image

Game Development Patterns with Unity 2021 - Second Edition

By: David Baron

Overview of this book

This book is written for every game developer ready to tackle the bigger picture and start working with advanced programming techniques and design patterns in Unity. Game Development Patterns with Unity 2021 is an introduction to the core principles of reusable software patterns and how to employ them to build components efficiently. In this second edition, you'll tackle design patterns with the help of a practical example; a playable racing game prototype where you’ll get to apply all your newfound knowledge. Notable updates also include a game design document (GDD), a Unity programming primer, and the downloadable source code of a complete prototype. Your journey will start by learning about overall design of the core game mechanics and systems. You’ll discover tried-and-tested software patterns to code essential components of a game in a structured manner, and start using classic design patterns to utilize Unity's unique API features. 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 book, the way you develop Unity games will change – you’ll adapt a more structured, scalable, and optimized process that will help you take the next step in your career.
Table of Contents (22 chapters)
1
Sections 1: Fundamentals
5
Section 2: Core Patterns
16
Section 3: Alternative Patterns
20
About Packt

Implementing a bike engine

As we are going to see, the Facade pattern is straightforward, so we will keep the following code example simple and straight to the point. To start, we will write the classes for each of the core components that make up the bike's engine, as follows:

  1. We will start with the fuel pump; the purpose of this component is to simulate the consumption of fuel so that it knows the amount remaining and shuts down the engine when it runs out. Here's the code you'll need:
using UnityEngine;
using System.Collections;

namespace Chapter.Facade
{
public class FuelPump : MonoBehaviour
{
public BikeEngine engine;
public IEnumerator burnFuel;

void Start()
{
burnFuel = BurnFuel();
}

IEnumerator BurnFuel()
{
while (true)
{
yield return new WaitForSeconds(1);
engine.fuelAmount -= engine.burnRate;

if (engine.fuelAmount <=...