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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

Understanding the Event Bus pattern

When an event is raised by an object (publisher), it sends out a signal that other objects (subscribers) can receive. The signal is in the form of a notification that can indicate the occurrence of an action. In an event system, an object broadcasts an event. Only those objects that subscribe to it will be notified and choose how to handle it. So, we can imagine it as having a sudden burst of a radio signal that only those with antennas tuned to a specific frequency can detect.

The Event Bus pattern is a close cousin of the Messaging system and Publish-Subscribe patterns, the latter being the more accurate name for what the Event Bus does. The keyword in the title of this pattern is the term bus. In simple computing terms, a bus is a connection between components. In the context of this chapter, the components will be objects that can be publishers or listeners of events.

Hence, the Event Bus is a way to connect objects through events by using a publish...

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