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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

An overview of the State pattern

We use the State design pattern to implement a system that will permit an object to change its behavior based on its internal state. Thus, a change of context will bring on a change of behavior.

The State pattern has three core participants in its structure:

  • The Context class defines an interface that permits a client to request a change in the internal state of an object. It also holds a pointer to the current state.
  • The IState interface establishes an implementation contract for the concrete state classes.
  • The ConcreteState classes implement the IState interface and expose a public method named handle() that the Context object can call to trigger the state's behavior.

Let's now review a diagram of this pattern definition, but in the context of an actual implementation:

Figure 5.1 – UML diagram of the State pattern

To update an object's state, the client can set the expected state through the Context...

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