Tier 1 Series 6

6B: The Message Broadcast

Pilot Record
Student Profile
"An air traffic controller doesn't call every single pilot individually to say "Runway Closed." They broadcast a signal on a frequency. Anyone listening reacts. If your Player script is manually calling .EndGame() on ten different managers, you've created a Daisy Chain."

The Concept: The Observer Pattern

The Observer Pattern allows an object to "Announce" that something happened without caring who is listening. In Unity, we use UnityEvents for this.

Decoupling: The Player script screams "I Died!" and the Game Manager, Sound Manager, and UI Manager all hear it.
Inspector Linking: UnityEvents allow designers to drag-and-drop responses in the Inspector.
Flexibility: You can add new listeners (like an Analytics Manager) without touching the Player code.
Red Flag Detected

The AI Trap: "The Daisy Chain"

You ask the AI: "When the player dies, notify the Game Manager, Sound Manager, and UI Manager."

// AI-Generated Code: Dependency Explosion
void Die() {
    gameManager.GameOver();
    soundManager.PlayScream();
    uiManager.FadeOut();
    animationManager.PlayDeathAnim();
    // Audit Fail: The Player knows too much!
}

This is "Dependency Explosion." The Player script acts like a micro-manager. If you change the Sound Manager, you break the Player.

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 Mechanic's Correction

Corrective Protocol
// Corrected: The Player just "Broadcasts"
[SerializeField] private UnityEvent onDeath;

void Die() {
    onDeath.Invoke();
}
Your Pilot Command
> A skilled Mechanic directs the AI to use a UnityEvent. You command: "Use a UnityEvent so the Player script doesn't need to know who is listening."
Next Mission
The Delegate Dispatch