The project focuses on implementing and testing:
- Command Pattern
- Observer Pattern
- State Machine
Each pattern is isolated and tested through simple Unity scenes and scripts.
Understand how patterns behave in a real-time system instead of only reading theory.
Focus areas:
- Decoupling systems
- Event-driven design
- State control in gameplay logic
- Command : Command interfaces and concrete commands
- Observer : Subject / Observer implementations
- StateMachine: State definitions and transitions
Each folder contains minimal examples that demonstrate the core idea.
- Written for learning purposes
- Not optimized
- Not production-ready
- Improve separation between systems
- Add more complex use cases
- Integrate patterns together in a single gameplay loop