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Scope

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.

Goal

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

Structure

  • 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.

Notes

  • Written for learning purposes
  • Not optimized
  • Not production-ready

Next Steps

  • Improve separation between systems
  • Add more complex use cases
  • Integrate patterns together in a single gameplay loop