AI Command Lab // Flight Simulator
6C: The Delegate Dispatch
Initial AI Output (Fragile)
// AI-Generated Code: Performance Overhead
public UnityEvent<int> onScoreChange;
void AddScore(int amount) {
score += amount;
// Audit Fail: UnityEvents create garbage when invoked frequently.
onScoreChange.Invoke(score);
}
Initial AI Prompt
"You ask the AI: "Create a system to update the score UI every time the score changes.""
Pilot Comm Link
Mission Objective: A skilled Mechanic directs the AI to use a static C# Action. You command: "Use a static C# Action for high-speed, code-only communication."
Optimized Protocol
// Corrected: High-speed fiber optics
public static Action<int> OnScoreChange;
void AddScore(int amt) {
score += amt;
// The "?" checks if anyone is listening before sending
OnScoreChange?.Invoke(score);
}