To manage an object's behavior using the State pattern architecture, perform the following steps:
- Create a new C# script class called GameState:
public class GameState { public enum EventType { ButtonWinGame, ButtonLoseGame } protected MyGameManager gameManager; public GameState(MyGameManager manager) { gameManager = manager; } public virtual void OnMyStateEntered() {} public virtual void OnMyStateExit() {} public virtual void StateUpdate() {} public virtual void OnEventReceived(EventType eventType) {} }
- Create a new C# script class called StateGamePlaying:
using UnityEngine; public class StateGamePlaying : GameState { public StateGamePlaying(MyGameManager manager) : base(manager) { } public override void OnMyStateEntered() ...