Tier 1
Series 6
6B: The Message Broadcast
"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.
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."