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Game Development Patterns with Unity 2021 - Second Edition

You're reading from  Game Development Patterns with Unity 2021 - Second Edition

Product type Book
Published in Jul 2021
Publisher Packt
ISBN-13 9781800200814
Pages 246 pages
Edition 2nd Edition
Languages
Author (1):
David Baron David Baron
Profile icon David Baron

Table of Contents (22) Chapters

Preface 1. Sections 1: Fundamentals
2. Before We Begin 3. The Game Design Document 4. A Short Primer to Programming in Unity 5. Section 2: Core Patterns
6. Implementing a Game Manager with the Singleton 7. Managing Character States with the State Pattern 8. Managing Game Events with the Event Bus 9. Implement a Replay System with the Command Pattern 10. Optimizing with the Object Pool Pattern 11. Decoupling Components with the Observer Pattern 12. Implementing Power-Ups with the Visitor Pattern 13. Implementing a Drone with the Strategy Pattern 14. Using the Decorator to Implement a Weapon System 15. Implementing a Level Editor with Spatial Partition 16. Section 3: Alternative Patterns
17. Adapting Systems with an Adapter 18. Concealing Complexity with a Facade Pattern 19. Managing Dependencies with the Service Locator Pattern 20. About Packt 21. Other Books You May Enjoy

Implementing the power-up system

Let's look at the steps for implementation: 

  1. We'll start by writing a core element of the pattern, the Visitor interface:
namespace Pattern.Visitor
{
public interface IVisitor
{
void Visit(BikeShield bikeShield);
void Visit(BikeEngine bikeEngine);
void Visit(BikeWeapon bikeWeapon);
}
}
  1. Next up, we are going to code an interface that each visitable element will have to implement:
namespace Pattern.Visitor
{
public interface IBikeElement
{
void Accept(IVisitor visitor);
}
}
  1. Now that we have our primary interfaces, let's implement the main class that makes our power-up mechanism work; because of its length, we will review it in two parts:
using UnityEngine;

namespace Pattern.Visitor
{
[CreateAssetMenu(fileName = "PowerUp", menuName = "PowerUp")]
public class PowerUp : ScriptableObject, IVisitor
{
public string powerupName;
public GameObject powerupPrefab...
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