Tier 4
Series 302
302F: The Event Bus
"In a large fleet, if the Flagship has to manually call the radio of every fighter jet to say "Attack," the code becomes a spiderweb. An Event Bus allows the Flagship to shout "Attack" once, and anyone tuned to that channel reacts."
The Concept: The Event Bus Pattern
An **Event Bus** is a central highway for messages. Publishers send messages, Subscribers listen.
* **Decoupling:** The Sender doesn't know who is listening. The Listener doesn't know who sent it.
* **Channels:** Specific event types (`PlayerDiedEvent`, `LevelStartEvent`).
* **Decoupling:** The Sender doesn't know who is listening. The Listener doesn't know who sent it.
* **Channels:** Specific event types (`PlayerDiedEvent`, `LevelStartEvent`).
Red Flag Detected
The AI Trap: "The Reference Web"
You ask the AI: "Update the UI, play a sound, and spawn particles when the enemy dies."
// AI-Generated Code: Spaghetti References
public class Enemy : MonoBehaviour {
public UIManager ui; // Dependency
public AudioManager aud; // Dependency
public VFXManager vfx; // Dependency
void Die() {
ui.UpdateScore();
aud.PlayBoom();
vfx.SpawnFire();
}
}
This is "Coupling Overload." The Enemy script is now bloated with references to systems it shouldn't care about.
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: Fire and Forget
void Die() {
// The Enemy just shouts into the void.
EventBus.Publish(new EnemyDeathEvent(this.scoreValue));
}
// The UI listens elsewhere: EventBus.Subscribe<EnemyDeathEvent>(OnScore);
Your Pilot Command
> A skilled Navigator directs the AI to use an Event Bus.