Tier 4
Series 302
302C: The Drone Factory
"Spawning a unit isn't just about `Instantiate`. You have to set its team color, give it ammo, and register it with the radar. If you copy-paste this setup logic into 10 different scripts, you create a maintenance nightmare. A Navigator creates a central Factory."
The Concept: The Factory Pattern
The **Factory Pattern** centralizes object creation. Instead of using `new` or `Instantiate` scattered throughout your code, you ask the Factory to build it for you.
* **Consistency:** Every drone is set up exactly the same way.
* **Scalability:** Add a new drone type in one place, and the whole game supports it.
* **Consistency:** Every drone is set up exactly the same way.
* **Scalability:** Add a new drone type in one place, and the whole game supports it.
Red Flag Detected
The AI Trap: "The Clone Spammer"
You ask the AI: "Spawn a Red Drone and a Blue Drone."
// AI-Generated Code: Scattered Logic
void SpawnRed() {
var d = Instantiate(redPrefab);
d.color = Color.red;
d.ammo = 100;
}
void SpawnBlue() {
var d = Instantiate(bluePrefab);
d.color = Color.blue;
d.ammo = 50;
}
This is "Initialization Drift." If you later decide all drones need a health bar, you have to find and fix every single spawn function in your project.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Navigator's Correction
Corrective Protocol
// Corrected: Centralized Production
public class DroneFactory : MonoBehaviour {
public GameObject Create(DroneType type) {
GameObject drone = Instantiate(prefabs[type]);
// All setup logic happens HERE and ONLY here.
drone.GetComponent<IDrone>().Initialize();
return drone;
}
}
Your Pilot Command
> A skilled Navigator directs the AI to use a Factory.