├── .gitattributes
├── .gitignore
├── Assets
├── Behavioral.meta
├── Behavioral
│ ├── Command.meta
│ ├── Command
│ │ ├── Examples.meta
│ │ ├── Examples
│ │ │ ├── AnimationQueue.meta
│ │ │ ├── AnimationQueue
│ │ │ │ ├── Scene.meta
│ │ │ │ ├── Scene
│ │ │ │ │ ├── AnimationQueue.unity
│ │ │ │ │ └── AnimationQueue.unity.meta
│ │ │ │ ├── Scripts.meta
│ │ │ │ └── Scripts
│ │ │ │ │ ├── Actor.meta
│ │ │ │ │ ├── Actor
│ │ │ │ │ ├── IMotion.cs
│ │ │ │ │ ├── IMotion.cs.meta
│ │ │ │ │ ├── MotionEntity.cs
│ │ │ │ │ └── MotionEntity.cs.meta
│ │ │ │ │ ├── Client.meta
│ │ │ │ │ ├── Client
│ │ │ │ │ ├── AnimationClient.cs
│ │ │ │ │ └── AnimationClient.cs.meta
│ │ │ │ │ ├── Commands.meta
│ │ │ │ │ ├── Commands
│ │ │ │ │ ├── BaseMotionAnimation.cs
│ │ │ │ │ ├── BaseMotionAnimation.cs.meta
│ │ │ │ │ ├── MoveObject.cs
│ │ │ │ │ ├── MoveObject.cs.meta
│ │ │ │ │ ├── RotateObject.cs
│ │ │ │ │ ├── RotateObject.cs.meta
│ │ │ │ │ ├── ScaleObject.cs
│ │ │ │ │ └── ScaleObject.cs.meta
│ │ │ │ │ ├── Invoker.meta
│ │ │ │ │ └── Invoker
│ │ │ │ │ ├── AnimationQueue.cs
│ │ │ │ │ └── AnimationQueue.cs.meta
│ │ │ ├── InputWrapper.meta
│ │ │ ├── InputWrapper
│ │ │ │ ├── Scenes.meta
│ │ │ │ ├── Scenes
│ │ │ │ │ ├── InputWrapper.unity
│ │ │ │ │ └── InputWrapper.unity.meta
│ │ │ │ ├── Scripts.meta
│ │ │ │ └── Scripts
│ │ │ │ │ ├── Actor.meta
│ │ │ │ │ ├── Actor
│ │ │ │ │ ├── IMotion.cs
│ │ │ │ │ ├── IMotion.cs.meta
│ │ │ │ │ ├── MotionEntity.cs
│ │ │ │ │ └── MotionEntity.cs.meta
│ │ │ │ │ ├── Client.meta
│ │ │ │ │ ├── Client
│ │ │ │ │ ├── BaseInput.cs
│ │ │ │ │ ├── BaseInput.cs.meta
│ │ │ │ │ ├── InputA.cs
│ │ │ │ │ ├── InputA.cs.meta
│ │ │ │ │ ├── InputD.cs
│ │ │ │ │ ├── InputD.cs.meta
│ │ │ │ │ ├── InputS.cs
│ │ │ │ │ ├── InputS.cs.meta
│ │ │ │ │ ├── InputW.cs
│ │ │ │ │ └── InputW.cs.meta
│ │ │ │ │ ├── Commands.meta
│ │ │ │ │ ├── Commands
│ │ │ │ │ ├── BaseMotion.cs
│ │ │ │ │ ├── BaseMotion.cs.meta
│ │ │ │ │ ├── MotionDown.cs
│ │ │ │ │ ├── MotionDown.cs.meta
│ │ │ │ │ ├── MotionLeft.cs
│ │ │ │ │ ├── MotionLeft.cs.meta
│ │ │ │ │ ├── MotionRight.cs
│ │ │ │ │ ├── MotionRight.cs.meta
│ │ │ │ │ ├── MotionUp.cs
│ │ │ │ │ └── MotionUp.cs.meta
│ │ │ │ │ ├── Invoker.meta
│ │ │ │ │ └── Invoker
│ │ │ │ │ ├── KeyCommandBinder.cs
│ │ │ │ │ └── KeyCommandBinder.cs.meta
│ │ │ ├── Tools.meta
│ │ │ ├── Tools
│ │ │ │ ├── CommandQueue.cs
│ │ │ │ ├── CommandQueue.cs.meta
│ │ │ │ ├── ICommandQueue.cs
│ │ │ │ ├── ICommandQueue.cs.meta
│ │ │ │ ├── TimeredCommandQueue.cs
│ │ │ │ └── TimeredCommandQueue.cs.meta
│ │ │ ├── UndoableMovement.meta
│ │ │ └── UndoableMovement
│ │ │ │ ├── Scene.meta
│ │ │ │ ├── Scene
│ │ │ │ ├── UndoableMovement.unity
│ │ │ │ └── UndoableMovement.unity.meta
│ │ │ │ ├── Scripts.meta
│ │ │ │ └── Scripts
│ │ │ │ ├── Actor.meta
│ │ │ │ ├── Actor
│ │ │ │ ├── IMotion.cs
│ │ │ │ ├── IMotion.cs.meta
│ │ │ │ ├── MotionEntity.cs
│ │ │ │ └── MotionEntity.cs.meta
│ │ │ │ ├── Client.meta
│ │ │ │ ├── Client
│ │ │ │ ├── AnimationClient.cs
│ │ │ │ └── AnimationClient.cs.meta
│ │ │ │ ├── Commands.meta
│ │ │ │ ├── Commands
│ │ │ │ ├── BaseMotionAnimation.cs
│ │ │ │ ├── BaseMotionAnimation.cs.meta
│ │ │ │ ├── MoveObject.cs
│ │ │ │ └── MoveObject.cs.meta
│ │ │ │ ├── Invoker.meta
│ │ │ │ └── Invoker
│ │ │ │ ├── AnimationQueue.cs
│ │ │ │ └── AnimationQueue.cs.meta
│ │ ├── Readme.md
│ │ ├── Readme.md.meta
│ │ ├── Structure.meta
│ │ └── Structure
│ │ │ ├── Command.cs
│ │ │ └── Command.cs.meta
│ ├── Observer.meta
│ ├── Observer
│ │ ├── Examples.meta
│ │ ├── Examples
│ │ │ ├── GameEventListener.cs
│ │ │ ├── GameEventListener.cs.meta
│ │ │ ├── GameEventListenerCsharp.cs
│ │ │ └── GameEventListenerCsharp.cs.meta
│ │ ├── Readme.md
│ │ ├── Readme.md.meta
│ │ ├── Structure.meta
│ │ └── Structure
│ │ │ ├── Observer.cs
│ │ │ ├── Observer.cs.meta
│ │ │ ├── ObserverCsharpAction.cs
│ │ │ ├── ObserverCsharpAction.cs.meta
│ │ │ ├── ObserverCsharpDelegates.cs
│ │ │ └── ObserverCsharpDelegates.cs.meta
│ ├── StateMachine.meta
│ ├── StateMachine
│ │ ├── Examples.meta
│ │ ├── Examples
│ │ │ ├── CardFsm.meta
│ │ │ ├── CardFsm
│ │ │ │ ├── Scenes.meta
│ │ │ │ ├── Scenes
│ │ │ │ │ ├── Card.unity
│ │ │ │ │ └── Card.unity.meta
│ │ │ │ ├── Scripts.meta
│ │ │ │ └── Scripts
│ │ │ │ │ ├── CardStateMachine.meta
│ │ │ │ │ ├── CardStateMachine
│ │ │ │ │ ├── States.meta
│ │ │ │ │ ├── States
│ │ │ │ │ │ ├── UiBaseCardState.cs
│ │ │ │ │ │ ├── UiBaseCardState.cs.meta
│ │ │ │ │ │ ├── UiCardDisable.cs
│ │ │ │ │ │ ├── UiCardDisable.cs.meta
│ │ │ │ │ │ ├── UiCardDiscard.cs
│ │ │ │ │ │ ├── UiCardDiscard.cs.meta
│ │ │ │ │ │ ├── UiCardDrag.cs
│ │ │ │ │ │ ├── UiCardDrag.cs.meta
│ │ │ │ │ │ ├── UiCardDraw.cs
│ │ │ │ │ │ ├── UiCardDraw.cs.meta
│ │ │ │ │ │ ├── UiCardHover.cs
│ │ │ │ │ │ ├── UiCardHover.cs.meta
│ │ │ │ │ │ ├── UiCardIdle.cs
│ │ │ │ │ │ └── UiCardIdle.cs.meta
│ │ │ │ │ ├── UiCardFsm.cs
│ │ │ │ │ └── UiCardFsm.cs.meta
│ │ │ │ │ ├── UiCardComponent.cs
│ │ │ │ │ └── UiCardComponent.cs.meta
│ │ │ ├── EnemyPatrol.meta
│ │ │ ├── EnemyPatrol
│ │ │ │ ├── Scenes.meta
│ │ │ │ ├── Scenes
│ │ │ │ │ ├── Patrol.unity
│ │ │ │ │ └── Patrol.unity.meta
│ │ │ │ ├── Scripts.meta
│ │ │ │ └── Scripts
│ │ │ │ │ ├── Patrol.cs
│ │ │ │ │ ├── Patrol.cs.meta
│ │ │ │ │ ├── PatrolComponent.cs
│ │ │ │ │ └── PatrolComponent.cs.meta
│ │ │ ├── ScriptableObject.meta
│ │ │ ├── ScriptableObject
│ │ │ │ ├── Editor.meta
│ │ │ │ ├── Editor
│ │ │ │ │ ├── FsmTests.cs
│ │ │ │ │ └── FsmTests.cs.meta
│ │ │ │ ├── State.cs
│ │ │ │ ├── State.cs.meta
│ │ │ │ ├── StateMachine.cs
│ │ │ │ └── StateMachine.cs.meta
│ │ │ ├── TurnBasedFsm.meta
│ │ │ └── TurnBasedFsm
│ │ │ │ ├── Scenes.meta
│ │ │ │ ├── Scenes
│ │ │ │ ├── TurnBased.unity
│ │ │ │ └── TurnBased.unity.meta
│ │ │ │ ├── Scripts.meta
│ │ │ │ └── Scripts
│ │ │ │ ├── AiTurnState.cs
│ │ │ │ ├── AiTurnState.cs.meta
│ │ │ │ ├── EndGameState.cs
│ │ │ │ ├── EndGameState.cs.meta
│ │ │ │ ├── PlayerTurnState.cs
│ │ │ │ ├── PlayerTurnState.cs.meta
│ │ │ │ ├── StartGameState.cs
│ │ │ │ ├── StartGameState.cs.meta
│ │ │ │ ├── TurnBasedController.cs
│ │ │ │ ├── TurnBasedController.cs.meta
│ │ │ │ ├── TurnBasedStateMachine.cs
│ │ │ │ └── TurnBasedStateMachine.cs.meta
│ │ ├── Readme.md
│ │ ├── Readme.md.meta
│ │ ├── Structure.meta
│ │ └── Structure
│ │ │ ├── BaseStateMachine.cs
│ │ │ ├── BaseStateMachine.cs.meta
│ │ │ ├── IState.cs
│ │ │ ├── IState.cs.meta
│ │ │ ├── IStateMachineHandler.cs
│ │ │ └── IStateMachineHandler.cs.meta
│ ├── Strategy.meta
│ └── Strategy
│ │ ├── Examples.meta
│ │ ├── Examples
│ │ ├── AI.meta
│ │ ├── AI
│ │ │ ├── Scenes.meta
│ │ │ ├── Scenes
│ │ │ │ ├── AI.unity
│ │ │ │ └── AI.unity.meta
│ │ │ ├── Scripts.meta
│ │ │ └── Scripts
│ │ │ │ ├── AiClient.cs
│ │ │ │ ├── AiClient.cs.meta
│ │ │ │ ├── AiEasy.cs
│ │ │ │ ├── AiEasy.cs.meta
│ │ │ │ ├── AiHard.cs
│ │ │ │ ├── AiHard.cs.meta
│ │ │ │ ├── AiMedium.cs
│ │ │ │ ├── AiMedium.cs.meta
│ │ │ │ ├── IAiBehaviour.cs
│ │ │ │ ├── IAiBehaviour.cs.meta
│ │ │ │ ├── IGameState.cs
│ │ │ │ └── IGameState.cs.meta
│ │ ├── Sort.meta
│ │ └── Sort
│ │ │ ├── Scenes.meta
│ │ │ ├── Scenes
│ │ │ ├── Sort.unity
│ │ │ └── Sort.unity.meta
│ │ │ ├── Scripts.meta
│ │ │ └── Scripts
│ │ │ ├── BubbleSort.cs
│ │ │ ├── BubbleSort.cs.meta
│ │ │ ├── ISortBehaviour.cs
│ │ │ ├── ISortBehaviour.cs.meta
│ │ │ ├── InsertionSort.cs
│ │ │ ├── InsertionSort.cs.meta
│ │ │ ├── MergeSort.cs
│ │ │ ├── MergeSort.cs.meta
│ │ │ ├── QuickSort.cs
│ │ │ ├── QuickSort.cs.meta
│ │ │ ├── SelectionSort.cs
│ │ │ ├── SelectionSort.cs.meta
│ │ │ ├── ShellSort.cs
│ │ │ ├── ShellSort.cs.meta
│ │ │ ├── SortClient.cs
│ │ │ └── SortClient.cs.meta
│ │ ├── Readme.md
│ │ ├── Readme.md.meta
│ │ ├── Structure.meta
│ │ └── Structure
│ │ ├── Structure.cs
│ │ └── Structure.cs.meta
├── Creational.meta
├── Creational
│ ├── AbstractFactory.meta
│ ├── AbstractFactory
│ │ ├── Readme.md
│ │ ├── Readme.md.meta
│ │ ├── UiSystemPlatformsFactory.meta
│ │ └── UiSystemPlatformsFactory
│ │ │ ├── Scene.meta
│ │ │ ├── Scene
│ │ │ ├── PlatformFactory.unity
│ │ │ └── PlatformFactory.unity.meta
│ │ │ ├── Scripts.meta
│ │ │ └── Scripts
│ │ │ ├── UiSystemPlatformsFactoryUsage.ConcreteFactories.cs
│ │ │ ├── UiSystemPlatformsFactoryUsage.ConcreteFactories.cs.meta
│ │ │ ├── UiSystemPlatformsFactoryUsage.ConcreteProducts.cs
│ │ │ ├── UiSystemPlatformsFactoryUsage.ConcreteProducts.cs.meta
│ │ │ ├── UiSystemPlatformsFactoryUsage.Factories.cs
│ │ │ ├── UiSystemPlatformsFactoryUsage.Factories.cs.meta
│ │ │ ├── UiSystemPlatformsFactoryUsage.Products.cs
│ │ │ ├── UiSystemPlatformsFactoryUsage.Products.cs.meta
│ │ │ ├── UiSystemPlatformsFactoryUsage.UiFactorySystem.cs
│ │ │ ├── UiSystemPlatformsFactoryUsage.UiFactorySystem.cs.meta
│ │ │ ├── UiSystemPlatformsFactoryUsage.cs
│ │ │ └── UiSystemPlatformsFactoryUsage.cs.meta
│ ├── FactoryMethod.meta
│ ├── FactoryMethod
│ │ ├── Example.meta
│ │ ├── Example
│ │ │ ├── AiFactory.meta
│ │ │ ├── AiFactory
│ │ │ │ ├── Scene.meta
│ │ │ │ ├── Scene
│ │ │ │ │ ├── AiFactory.unity
│ │ │ │ │ └── AiFactory.unity.meta
│ │ │ │ ├── Scripts.meta
│ │ │ │ └── Scripts
│ │ │ │ │ ├── AiFactory.cs
│ │ │ │ │ ├── AiFactory.cs.meta
│ │ │ │ │ ├── AiFactoryUsage.cs
│ │ │ │ │ └── AiFactoryUsage.cs.meta
│ │ │ ├── World.meta
│ │ │ └── World
│ │ │ │ ├── Scene.meta
│ │ │ │ ├── Scene
│ │ │ │ ├── WorldFactory.unity
│ │ │ │ └── WorldFactory.unity.meta
│ │ │ │ ├── Scripts.meta
│ │ │ │ └── Scripts
│ │ │ │ ├── World.Areas.cs
│ │ │ │ ├── World.Areas.cs.meta
│ │ │ │ ├── World.Continents.cs
│ │ │ │ ├── World.Continents.cs.meta
│ │ │ │ ├── World.Creatures.cs
│ │ │ │ ├── World.Creatures.cs.meta
│ │ │ │ ├── World.Elements.cs
│ │ │ │ ├── World.Elements.cs.meta
│ │ │ │ ├── World.Factories.cs
│ │ │ │ ├── World.Factories.cs.meta
│ │ │ │ ├── World.cs
│ │ │ │ └── World.cs.meta
│ │ ├── Readme.md
│ │ ├── Readme.md.meta
│ │ ├── Structure.meta
│ │ └── Structure
│ │ │ ├── FactoryMethodStructure.cs
│ │ │ └── FactoryMethodStructure.cs.meta
│ ├── Prototype.meta
│ ├── Prototype
│ │ ├── Example.meta
│ │ ├── Example
│ │ │ ├── DataModeling.meta
│ │ │ ├── DataModeling
│ │ │ │ ├── NoPrototypeModeling.meta
│ │ │ │ ├── NoPrototypeModeling
│ │ │ │ │ ├── ScriptableObjects.meta
│ │ │ │ │ ├── ScriptableObjects
│ │ │ │ │ │ ├── GoblinArcherData.asset
│ │ │ │ │ │ ├── GoblinArcherData.asset.meta
│ │ │ │ │ │ ├── GoblinGruntData.asset
│ │ │ │ │ │ ├── GoblinGruntData.asset.meta
│ │ │ │ │ │ ├── GoblinWizardData.asset
│ │ │ │ │ │ └── GoblinWizardData.asset.meta
│ │ │ │ │ ├── Scripts.meta
│ │ │ │ │ └── Scripts
│ │ │ │ │ │ ├── GoblinData.cs
│ │ │ │ │ │ └── GoblinData.cs.meta
│ │ │ │ ├── PrototypeModeling.meta
│ │ │ │ └── PrototypeModeling
│ │ │ │ │ ├── ScriptableObjects.meta
│ │ │ │ │ ├── ScriptableObjects
│ │ │ │ │ ├── GoblinArcher.asset
│ │ │ │ │ ├── GoblinArcher.asset.meta
│ │ │ │ │ ├── GoblinGrunt.asset
│ │ │ │ │ ├── GoblinGrunt.asset.meta
│ │ │ │ │ ├── GoblinPrototypeData.asset
│ │ │ │ │ ├── GoblinPrototypeData.asset.meta
│ │ │ │ │ ├── GoblinWizard.asset
│ │ │ │ │ └── GoblinWizard.asset.meta
│ │ │ │ │ ├── Scripts.meta
│ │ │ │ │ └── Scripts
│ │ │ │ │ ├── GoblinData.cs
│ │ │ │ │ └── GoblinData.cs.meta
│ │ │ ├── Monsters.meta
│ │ │ └── Monsters
│ │ │ │ ├── Scene.meta
│ │ │ │ ├── Scene
│ │ │ │ ├── Prototype.unity
│ │ │ │ └── Prototype.unity.meta
│ │ │ │ ├── Scripts.meta
│ │ │ │ └── Scripts
│ │ │ │ ├── MonstersPrototype.Demon.cs
│ │ │ │ ├── MonstersPrototype.Demon.cs.meta
│ │ │ │ ├── MonstersPrototype.Ghost.cs
│ │ │ │ ├── MonstersPrototype.Ghost.cs.meta
│ │ │ │ ├── MonstersPrototype.Monster.cs
│ │ │ │ ├── MonstersPrototype.Monster.cs.meta
│ │ │ │ ├── MonstersPrototype.Spawner.cs
│ │ │ │ ├── MonstersPrototype.Spawner.cs.meta
│ │ │ │ ├── MonstersPrototype.cs
│ │ │ │ └── MonstersPrototype.cs.meta
│ │ ├── Readme.md
│ │ ├── Readme.md.meta
│ │ ├── Structure.meta
│ │ └── Structure
│ │ │ ├── PrototypeStructure.cs
│ │ │ └── PrototypeStructure.cs.meta
│ ├── Singleton.meta
│ └── Singleton
│ │ ├── Example.meta
│ │ ├── Example
│ │ ├── Singleton.meta
│ │ ├── Singleton
│ │ │ ├── Scene.meta
│ │ │ ├── Scene
│ │ │ │ ├── Singleton.unity
│ │ │ │ └── Singleton.unity.meta
│ │ │ ├── Scripts.meta
│ │ │ └── Scripts
│ │ │ │ ├── ASingleton.cs
│ │ │ │ ├── ASingleton.cs.meta
│ │ │ │ ├── ASingletonInvoker.cs
│ │ │ │ └── ASingletonInvoker.cs.meta
│ │ ├── SingletonMB.meta
│ │ ├── SingletonMB
│ │ │ ├── Scene.meta
│ │ │ ├── Scene
│ │ │ │ ├── SingletonMB.unity
│ │ │ │ └── SingletonMB.unity.meta
│ │ │ ├── Scripts.meta
│ │ │ └── Scripts
│ │ │ │ ├── ASingletonMB.cs
│ │ │ │ ├── ASingletonMB.cs.meta
│ │ │ │ ├── ASingletonMBInvoker.cs
│ │ │ │ └── ASingletonMBInvoker.cs.meta
│ │ ├── SingletonPersistent.meta
│ │ └── SingletonPersistent
│ │ │ ├── Scene.meta
│ │ │ ├── Scene
│ │ │ ├── SingletonPersistent.unity
│ │ │ └── SingletonPersistent.unity.meta
│ │ │ ├── Scripts.meta
│ │ │ └── Scripts
│ │ │ ├── ASingletonPersistent.cs
│ │ │ ├── ASingletonPersistent.cs.meta
│ │ │ ├── ASingletonPersistentInvoker.cs
│ │ │ └── ASingletonPersistentInvoker.cs.meta
│ │ ├── README.md
│ │ ├── README.md.meta
│ │ ├── Structure.meta
│ │ └── Structure
│ │ ├── Monobehavior.meta
│ │ ├── Monobehavior
│ │ ├── SingletonMB.cs
│ │ └── SingletonMB.cs.meta
│ │ ├── PersistentMonobehavior.meta
│ │ ├── PersistentMonobehavior
│ │ ├── PersistentSingleton.cs
│ │ └── PersistentSingleton.cs.meta
│ │ ├── PureCSharp.meta
│ │ ├── PureCSharp
│ │ ├── Singleton.cs
│ │ └── Singleton.cs.meta
│ │ ├── Tests.meta
│ │ └── Tests
│ │ ├── Editor.meta
│ │ ├── Editor
│ │ ├── TestSingleton.cs
│ │ └── TestSingleton.cs.meta
│ │ ├── Images.meta
│ │ └── Images
│ │ ├── singleton test.GIF
│ │ └── singleton test.GIF.meta
├── GameProgramming.meta
├── GameProgramming
│ ├── ObjectPooler.meta
│ ├── ObjectPooler
│ │ ├── Examples.meta
│ │ ├── Examples
│ │ │ ├── GameObjectPooler.meta
│ │ │ ├── GameObjectPooler
│ │ │ │ ├── Prefabs.meta
│ │ │ │ ├── Prefabs
│ │ │ │ │ ├── APooledGameObject.prefab
│ │ │ │ │ └── APooledGameObject.prefab.meta
│ │ │ │ ├── Scenes.meta
│ │ │ │ ├── Scenes
│ │ │ │ │ ├── GameObjectPooler.unity
│ │ │ │ │ └── GameObjectPooler.unity.meta
│ │ │ │ ├── Scripts.meta
│ │ │ │ └── Scripts
│ │ │ │ │ ├── APooled.cs
│ │ │ │ │ ├── APooled.cs.meta
│ │ │ │ │ ├── APooler.cs
│ │ │ │ │ ├── APooler.cs.meta
│ │ │ │ │ ├── PrefabPoolUsage.cs
│ │ │ │ │ └── PrefabPoolUsage.cs.meta
│ │ │ ├── PureCsharpPooler.meta
│ │ │ └── PureCsharpPooler
│ │ │ │ ├── Scenes.meta
│ │ │ │ ├── Scenes
│ │ │ │ ├── APureCshaperPooler.unity
│ │ │ │ └── APureCshaperPooler.unity.meta
│ │ │ │ ├── Scripts.meta
│ │ │ │ └── Scripts
│ │ │ │ ├── APooledObject.cs
│ │ │ │ ├── APooledObject.cs.meta
│ │ │ │ ├── APoolerObject.cs
│ │ │ │ ├── APoolerObject.cs.meta
│ │ │ │ ├── APoolerUsage.cs
│ │ │ │ └── APoolerUsage.cs.meta
│ │ ├── Readme.md
│ │ ├── Readme.md.meta
│ │ ├── Structure.meta
│ │ └── Structure
│ │ │ ├── GenericPooler.cs
│ │ │ ├── GenericPooler.cs.meta
│ │ │ ├── IPoolableObject.cs
│ │ │ ├── IPoolableObject.cs.meta
│ │ │ ├── PrefabPooler.cs
│ │ │ ├── PrefabPooler.cs.meta
│ │ │ ├── Tests.meta
│ │ │ └── Tests
│ │ │ ├── Editor.meta
│ │ │ ├── Editor
│ │ │ ├── GenericPoolerTest.cs
│ │ │ └── GenericPoolerTest.cs.meta
│ │ │ ├── Images.meta
│ │ │ └── Images
│ │ │ ├── Capture.GIF
│ │ │ ├── Capture.GIF.meta
│ │ │ ├── Capture1.GIF
│ │ │ ├── Capture1.GIF.meta
│ │ │ ├── prefab.gif
│ │ │ ├── prefab.gif.meta
│ │ │ ├── tdd generic pooler.GIF
│ │ │ └── tdd generic pooler.GIF.meta
│ ├── ServiceLocator.meta
│ ├── ServiceLocator
│ │ ├── Readme.md
│ │ ├── Readme.md.meta
│ │ ├── Scenes.meta
│ │ ├── Scenes
│ │ │ ├── ServiceLocator.unity
│ │ │ └── ServiceLocator.unity.meta
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ │ ├── ClientAchievements.cs
│ │ │ ├── ClientAchievements.cs.meta
│ │ │ ├── ClientAudio.cs
│ │ │ ├── ClientAudio.cs.meta
│ │ │ ├── ClientBase.cs
│ │ │ ├── ClientBase.cs.meta
│ │ │ ├── ServiceAchievements.cs
│ │ │ ├── ServiceAchievements.cs.meta
│ │ │ ├── ServiceAudio.cs
│ │ │ ├── ServiceAudio.cs.meta
│ │ │ ├── ServiceLocator.cs
│ │ │ ├── ServiceLocator.cs.meta
│ │ │ ├── ServiceLogger.cs
│ │ │ ├── ServiceLogger.cs.meta
│ │ │ ├── ServicesInitializer.cs
│ │ │ └── ServicesInitializer.cs.meta
│ ├── SubClassSandbox.meta
│ ├── SubClassSandbox
│ │ ├── Example.meta
│ │ ├── Example
│ │ │ ├── Animations.meta
│ │ │ ├── Animations
│ │ │ │ ├── AnimationQueue.meta
│ │ │ │ └── AnimationQueue
│ │ │ │ │ ├── Scene.meta
│ │ │ │ │ ├── Scene
│ │ │ │ │ ├── Animation.unity
│ │ │ │ │ └── Animation.unity.meta
│ │ │ │ │ ├── Scripts.meta
│ │ │ │ │ └── Scripts
│ │ │ │ │ ├── Actor.meta
│ │ │ │ │ ├── Actor
│ │ │ │ │ ├── IMotion.cs
│ │ │ │ │ ├── IMotion.cs.meta
│ │ │ │ │ ├── MotionEntity.cs
│ │ │ │ │ └── MotionEntity.cs.meta
│ │ │ │ │ ├── Client.meta
│ │ │ │ │ ├── Client
│ │ │ │ │ ├── AnimationClient.cs
│ │ │ │ │ └── AnimationClient.cs.meta
│ │ │ │ │ ├── Commands.meta
│ │ │ │ │ ├── Commands
│ │ │ │ │ ├── BaseMotionAnimation.cs
│ │ │ │ │ ├── BaseMotionAnimation.cs.meta
│ │ │ │ │ ├── MoveObject.cs
│ │ │ │ │ ├── MoveObject.cs.meta
│ │ │ │ │ ├── RotateObject.cs
│ │ │ │ │ ├── RotateObject.cs.meta
│ │ │ │ │ ├── ScaleObject.cs
│ │ │ │ │ └── ScaleObject.cs.meta
│ │ │ │ │ ├── Invoker.meta
│ │ │ │ │ └── Invoker
│ │ │ │ │ ├── AnimationQueue.cs
│ │ │ │ │ └── AnimationQueue.cs.meta
│ │ │ ├── Superpowers.meta
│ │ │ ├── Superpowers
│ │ │ │ ├── Scene.meta
│ │ │ │ ├── Scene
│ │ │ │ │ ├── Superpower.unity
│ │ │ │ │ └── Superpower.unity.meta
│ │ │ │ ├── Scripts.meta
│ │ │ │ └── Scripts
│ │ │ │ │ ├── SuperPowerUsage.BaseClass.cs
│ │ │ │ │ ├── SuperPowerUsage.BaseClass.cs.meta
│ │ │ │ │ ├── SuperPowerUsage.Subclasses.cs
│ │ │ │ │ ├── SuperPowerUsage.Subclasses.cs.meta
│ │ │ │ │ ├── SuperPowerUsage.cs
│ │ │ │ │ └── SuperPowerUsage.cs.meta
│ │ │ ├── World.meta
│ │ │ └── World
│ │ │ │ ├── Scene.meta
│ │ │ │ ├── Scene
│ │ │ │ ├── WorldFactory.unity
│ │ │ │ └── WorldFactory.unity.meta
│ │ │ │ ├── Scripts.meta
│ │ │ │ └── Scripts
│ │ │ │ ├── World.AreasSubclasses.cs
│ │ │ │ ├── World.AreasSubclasses.cs.meta
│ │ │ │ ├── World.BaseClasses.cs
│ │ │ │ ├── World.BaseClasses.cs.meta
│ │ │ │ ├── World.ContinentsSubclasses.cs
│ │ │ │ ├── World.ContinentsSubclasses.cs.meta
│ │ │ │ ├── World.CreaturesSubclasses.cs
│ │ │ │ ├── World.CreaturesSubclasses.cs.meta
│ │ │ │ ├── World.ElementsSubclasses.cs
│ │ │ │ ├── World.ElementsSubclasses.cs.meta
│ │ │ │ ├── World.cs
│ │ │ │ └── World.cs.meta
│ │ ├── Readme.md
│ │ ├── Readme.md.meta
│ │ ├── Structure.meta
│ │ └── Structure
│ │ │ ├── SubClassSandboxStructure.cs
│ │ │ └── SubClassSandboxStructure.cs.meta
│ ├── TypeObject.meta
│ └── TypeObject
│ │ ├── Examples.meta
│ │ ├── Examples
│ │ ├── Monster.meta
│ │ ├── Monster
│ │ │ ├── Scenes.meta
│ │ │ ├── Scenes
│ │ │ │ ├── Monster.unity
│ │ │ │ └── Monster.unity.meta
│ │ │ ├── Scripts.meta
│ │ │ └── Scripts
│ │ │ │ ├── Breed.cs
│ │ │ │ ├── Breed.cs.meta
│ │ │ │ ├── Monster.cs
│ │ │ │ ├── Monster.cs.meta
│ │ │ │ ├── MonsterUsage.cs
│ │ │ │ └── MonsterUsage.cs.meta
│ │ ├── MonsterScriptableObject.meta
│ │ ├── MonsterScriptableObject
│ │ │ ├── Scenes.meta
│ │ │ ├── Scenes
│ │ │ │ ├── Monster.unity
│ │ │ │ └── Monster.unity.meta
│ │ │ ├── ScriptableObjects.meta
│ │ │ ├── ScriptableObjects
│ │ │ │ ├── Fire.asset
│ │ │ │ ├── Fire.asset.meta
│ │ │ │ ├── Lava.asset
│ │ │ │ ├── Lava.asset.meta
│ │ │ │ ├── Troll.asset
│ │ │ │ ├── Troll.asset.meta
│ │ │ │ ├── TrollArcher.asset
│ │ │ │ ├── TrollArcher.asset.meta
│ │ │ │ ├── TrollWizard.asset
│ │ │ │ ├── TrollWizard.asset.meta
│ │ │ │ ├── Water.asset
│ │ │ │ └── Water.asset.meta
│ │ │ ├── Scripts.meta
│ │ │ └── Scripts
│ │ │ │ ├── Breed.cs
│ │ │ │ ├── Breed.cs.meta
│ │ │ │ ├── Monster.cs
│ │ │ │ ├── Monster.cs.meta
│ │ │ │ ├── MonsterUsage.cs
│ │ │ │ └── MonsterUsage.cs.meta
│ │ └── Scripts.meta
│ │ ├── Readme.md
│ │ ├── Readme.md.meta
│ │ ├── Structure.meta
│ │ └── Structure
│ │ ├── Structure.cs
│ │ └── Structure.cs.meta
├── Plugins.meta
├── Plugins
│ └── Editor.meta
├── Structural.meta
├── Structural
│ ├── Bridge.meta
│ ├── Bridge
│ │ ├── Examples.meta
│ │ ├── Examples
│ │ │ ├── Renderer.meta
│ │ │ ├── Renderer
│ │ │ │ ├── Scenes.meta
│ │ │ │ ├── Scenes
│ │ │ │ │ ├── Renderer.unity
│ │ │ │ │ └── Renderer.unity.meta
│ │ │ │ ├── Scripts.meta
│ │ │ │ └── Scripts
│ │ │ │ │ ├── Renderer.IRendererImpl.cs
│ │ │ │ │ ├── Renderer.IRendererImpl.cs.meta
│ │ │ │ │ ├── Renderer.RendererDirectX.cs
│ │ │ │ │ ├── Renderer.RendererDirectX.cs.meta
│ │ │ │ │ ├── Renderer.RendererVulcan.cs
│ │ │ │ │ ├── Renderer.RendererVulcan.cs.meta
│ │ │ │ │ ├── Renderer.cs
│ │ │ │ │ ├── Renderer.cs.meta
│ │ │ │ │ ├── RendererClient.cs
│ │ │ │ │ └── RendererClient.cs.meta
│ │ │ ├── Resources.meta
│ │ │ ├── Resources
│ │ │ │ ├── Scenes.meta
│ │ │ │ ├── Scenes
│ │ │ │ │ ├── Resources.unity
│ │ │ │ │ └── Resources.unity.meta
│ │ │ │ ├── Scripts.meta
│ │ │ │ └── Scripts
│ │ │ │ │ ├── BaseView.cs
│ │ │ │ │ ├── BaseView.cs.meta
│ │ │ │ │ ├── IResource.cs
│ │ │ │ │ ├── IResource.cs.meta
│ │ │ │ │ ├── LongFormView.cs
│ │ │ │ │ ├── LongFormView.cs.meta
│ │ │ │ │ ├── ResourceAlbum.cs
│ │ │ │ │ ├── ResourceAlbum.cs.meta
│ │ │ │ │ ├── ResourceArtist.cs
│ │ │ │ │ ├── ResourceArtist.cs.meta
│ │ │ │ │ ├── ResourceBook.cs
│ │ │ │ │ ├── ResourceBook.cs.meta
│ │ │ │ │ ├── ResourceClient.cs
│ │ │ │ │ ├── ResourceClient.cs.meta
│ │ │ │ │ ├── ShortFormView.cs
│ │ │ │ │ └── ShortFormView.cs.meta
│ │ │ ├── TaskScheduler.meta
│ │ │ └── TaskScheduler
│ │ │ │ ├── Scenes.meta
│ │ │ │ ├── Scenes
│ │ │ │ ├── TaskScheduler.unity
│ │ │ │ └── TaskScheduler.unity.meta
│ │ │ │ ├── Scripts.meta
│ │ │ │ └── Scripts
│ │ │ │ ├── BaseScheduler.cs
│ │ │ │ ├── BaseScheduler.cs.meta
│ │ │ │ ├── IScheduler.cs
│ │ │ │ ├── IScheduler.cs.meta
│ │ │ │ ├── Scheduler_FIFO.cs
│ │ │ │ ├── Scheduler_FIFO.cs.meta
│ │ │ │ ├── Scheduler_LIFO.cs
│ │ │ │ ├── Scheduler_LIFO.cs.meta
│ │ │ │ ├── TaskSchedulerAnimations_FIFO.cs
│ │ │ │ ├── TaskSchedulerAnimations_FIFO.cs.meta
│ │ │ │ ├── TaskSchedulerUI_LIFO.cs
│ │ │ │ └── TaskSchedulerUI_LIFO.cs.meta
│ │ ├── Readme.md
│ │ └── Readme.md.meta
│ ├── Composite.meta
│ └── Composite
│ │ ├── Example.meta
│ │ ├── Example
│ │ ├── Game.meta
│ │ └── Game
│ │ │ ├── Scene.meta
│ │ │ ├── Scene
│ │ │ ├── TurnBasedGame.unity
│ │ │ └── TurnBasedGame.unity.meta
│ │ │ ├── Scripts.meta
│ │ │ └── Scripts
│ │ │ ├── Game.Mechanics.cs
│ │ │ ├── Game.Mechanics.cs.meta
│ │ │ ├── TurnBasedGame.Game.cs
│ │ │ ├── TurnBasedGame.Game.cs.meta
│ │ │ ├── TurnBasedGame.IGameMechanic.cs
│ │ │ ├── TurnBasedGame.IGameMechanic.cs.meta
│ │ │ ├── TurnBasedGameMechanics.cs
│ │ │ └── TurnBasedGameMechanics.cs.meta
│ │ ├── Readme.md
│ │ ├── Readme.md.meta
│ │ ├── Structure.meta
│ │ └── Structure
│ │ ├── CompositeStructure.cs
│ │ └── CompositeStructure.cs.meta
├── Utils.meta
└── Utils
│ ├── Attributes.meta
│ └── Attributes
│ ├── ButtonAttribute.cs
│ ├── ButtonAttribute.cs.meta
│ ├── Editor.meta
│ └── Editor
│ ├── ButtonAttributeInspectors.cs
│ └── ButtonAttributeInspectors.cs.meta
├── LICENSE
├── Packages
├── manifest.json
└── packages-lock.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── PackageManagerSettings.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
├── VersionControlSettings.asset
└── XRSettings.asset
├── README.md
└── UserSettings
└── EditorUserSettings.asset
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/Assets/Behavioral/Command/Examples/AnimationQueue/Scripts/Actor/IMotion.cs:
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1 | using UnityEngine;
2 |
3 | namespace Command.AnimationQueue
4 | {
5 | public interface IMotion
6 | {
7 | Transform transform { get; }
8 | void Move(Vector3 amount);
9 | void Scale(Vector3 amount);
10 | void Rotate(Vector3 amount);
11 | }
12 | }
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/Assets/Behavioral/Command/Examples/AnimationQueue/Scripts/Commands/BaseMotionAnimation.cs:
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1 | namespace Command.AnimationQueue
2 | {
3 | ///
4 | /// A motion animation of the game.
5 | ///
6 | public abstract class BaseMotionAnimation : Patterns.Command
7 | {
8 | protected BaseMotionAnimation(IMotion entity) => MotionEntity = entity;
9 |
10 | public IMotion MotionEntity { get; }
11 |
12 | ///
13 | /// Executes the animation.
14 | ///
15 | public override void Execute()
16 | {
17 | }
18 | }
19 | }
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/Assets/Behavioral/Command/Examples/AnimationQueue/Scripts/Commands/MoveObject.cs:
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1 | using UnityEngine;
2 |
3 | namespace Command.AnimationQueue
4 | {
5 | ///
6 | /// A command to move a determined object.
7 | ///
8 | public class MoveObject : BaseMotionAnimation
9 | {
10 | public MoveObject(IMotion entity, Vector3 amount) : base(entity)
11 | {
12 | Start = MotionEntity.transform.position;
13 | Amount = amount;
14 | }
15 |
16 | public Vector3 Start { get; }
17 | public Vector3 Amount { get; }
18 |
19 | public override void Execute() => MotionEntity.Move(Start + Amount);
20 | }
21 | }
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1 | using UnityEngine;
2 |
3 | namespace Command.AnimationQueue
4 | {
5 | ///
6 | /// A command to rotate a determined object.
7 | ///
8 | public class RotateObject : BaseMotionAnimation
9 | {
10 | public RotateObject(IMotion entity, Vector3 amount) : base(entity)
11 | {
12 | Start = MotionEntity.transform.rotation.eulerAngles;
13 | Amount = amount;
14 | }
15 |
16 | public Vector3 Start { get; }
17 | public Vector3 Amount { get; }
18 |
19 | public override void Execute() => MotionEntity.Rotate(Start + Amount);
20 | }
21 | }
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1 | using UnityEngine;
2 |
3 | namespace Command.AnimationQueue
4 | {
5 | ///
6 | /// A command to scale a determined object.
7 | ///
8 | public class ScaleObject : BaseMotionAnimation
9 | {
10 | public ScaleObject(IMotion entity, Vector3 amount) : base(entity)
11 | {
12 | Start = MotionEntity.transform.localScale;
13 | Amount = amount;
14 | }
15 |
16 | public Vector3 Start { get; }
17 | public Vector3 Amount { get; }
18 |
19 | public override void Execute() => MotionEntity.Scale(Amount);
20 | }
21 | }
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/Assets/Behavioral/Command/Examples/InputWrapper/Scripts/Actor/IMotion.cs:
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1 | using UnityEngine;
2 |
3 | namespace Command.InputWrapper
4 | {
5 | public interface IMotion
6 | {
7 | Transform transform { get; }
8 | void Move(Vector3 amount);
9 | }
10 | }
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/Assets/Behavioral/Command/Examples/InputWrapper/Scripts/Actor/MotionEntity.cs:
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1 | using UnityEngine;
2 |
3 | namespace Command.InputWrapper
4 | {
5 | ///
6 | /// Concrete actor class, also called receiver, it is called by the command class.
7 | ///
8 | public class MotionEntity : MonoBehaviour, IMotion
9 | {
10 | ///
11 | /// Moves the entity a certain amount.
12 | ///
13 | ///
14 | public void Move(Vector3 amount) => transform.position += amount;
15 | }
16 | }
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/Assets/Behavioral/Command/Examples/InputWrapper/Scripts/Client/BaseInput.cs:
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1 | using UnityEngine;
2 |
3 | namespace Command.InputWrapper
4 | {
5 | ///
6 | /// Binds the motion entity component to the same game object as the key binder.
7 | ///
8 | [RequireComponent(typeof(MotionEntity))]
9 | public abstract class BaseInput : KeyCommandBinder
10 | {
11 | protected IMotion MotionEntity => gameObject.GetComponent();
12 | }
13 | }
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1 | using UnityEngine;
2 |
3 | namespace Command.InputWrapper
4 | {
5 | ///
6 | /// Class responsible to specify the bond key and the command.
7 | ///
8 | public class InputA : BaseInput
9 | {
10 | protected override KeyCode Key => KeyCode.A;
11 |
12 | protected override BaseMotion GetCommand() => new MotionLeft(MotionEntity);
13 | }
14 | }
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/Assets/Behavioral/Command/Examples/InputWrapper/Scripts/Client/InputD.cs:
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1 | using UnityEngine;
2 |
3 | namespace Command.InputWrapper
4 | {
5 | ///
6 | /// Class responsible to specify the bond key and the command.
7 | ///
8 | public class InputD : BaseInput
9 | {
10 | protected override KeyCode Key => KeyCode.D;
11 |
12 | protected override BaseMotion GetCommand() => new MotionRight(MotionEntity);
13 | }
14 | }
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/Assets/Behavioral/Command/Examples/InputWrapper/Scripts/Client/InputS.cs:
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1 | using UnityEngine;
2 |
3 | namespace Command.InputWrapper
4 | {
5 | ///
6 | /// Class responsible to specify the bond key and the command.
7 | ///
8 | public class InputS : BaseInput
9 | {
10 | protected override KeyCode Key => KeyCode.S;
11 |
12 | protected override BaseMotion GetCommand() => new MotionDown(MotionEntity);
13 | }
14 | }
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/Assets/Behavioral/Command/Examples/InputWrapper/Scripts/Client/InputW.cs:
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1 | using UnityEngine;
2 |
3 | namespace Command.InputWrapper
4 | {
5 | ///
6 | /// Class responsible to specify the bond key and the command.
7 | ///
8 | public class InputW : BaseInput
9 | {
10 | protected override KeyCode Key => KeyCode.W;
11 |
12 | protected override BaseMotion GetCommand() => new MotionUp(MotionEntity);
13 | }
14 | }
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/Assets/Behavioral/Command/Examples/InputWrapper/Scripts/Commands/MotionDown.cs:
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1 | using UnityEngine;
2 |
3 | namespace Command.InputWrapper
4 | {
5 | ///
6 | /// Command responsible to move the entity down.
7 | ///
8 | public class MotionDown : BaseMotion
9 | {
10 | public MotionDown(IMotion entity) : base(entity, Vector3.down)
11 | {
12 | }
13 | }
14 | }
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1 | using UnityEngine;
2 |
3 | namespace Command.InputWrapper
4 | {
5 | ///
6 | /// Command responsible to move the entity left.
7 | ///
8 | public class MotionLeft : BaseMotion
9 | {
10 | public MotionLeft(IMotion entity) : base(entity, Vector3.left)
11 | {
12 | }
13 | }
14 | }
--------------------------------------------------------------------------------
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/Assets/Behavioral/Command/Examples/InputWrapper/Scripts/Commands/MotionRight.cs:
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1 | using UnityEngine;
2 |
3 | namespace Command.InputWrapper
4 | {
5 | ///
6 | /// Command responsible to move the entity right.
7 | ///
8 | public class MotionRight : BaseMotion
9 | {
10 | public MotionRight(IMotion entity) : base(entity, Vector3.right)
11 | {
12 | }
13 | }
14 | }
--------------------------------------------------------------------------------
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1 | using UnityEngine;
2 |
3 | namespace Command.InputWrapper
4 | {
5 | ///
6 | /// Command responsible to move the entity up.
7 | ///
8 | public class MotionUp : BaseMotion
9 | {
10 | public MotionUp(IMotion entity) : base(entity, Vector3.up)
11 | {
12 | }
13 | }
14 | }
--------------------------------------------------------------------------------
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1 | using UnityEngine;
2 |
3 | namespace Command.InputWrapper
4 | {
5 | ///
6 | /// A component that binds a input key to any command.
7 | ///
8 | public abstract class KeyCommandBinder : MonoBehaviour
9 | {
10 | protected abstract KeyCode Key { get; }
11 | BaseMotion Command { get; set; }
12 |
13 | void Start() => Command = GetCommand();
14 |
15 | void Update()
16 | {
17 | if (Input.GetKey(Key))
18 | Command?.Execute();
19 | }
20 |
21 | protected abstract BaseMotion GetCommand();
22 | }
23 | }
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/Assets/Behavioral/Command/Examples/UndoableMovement/Scripts/Actor/IMotion.cs:
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1 | using UnityEngine;
2 |
3 | namespace Command.UndoableMovement
4 | {
5 | public interface IMotion
6 | {
7 | Transform transform { get; }
8 | void Move(Vector3 amount);
9 | }
10 | }
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1 | using UnityEngine;
2 |
3 | namespace Command.UndoableMovement
4 | {
5 | ///
6 | /// Concrete actor class, also called receiver, it is called by the command class.
7 | ///
8 | public class MotionEntity : MonoBehaviour, IMotion
9 | {
10 | ///
11 | /// Moves the entity a certain amount.
12 | ///
13 | ///
14 | public void Move(Vector3 amount) => transform.position += amount;
15 | }
16 | }
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/Assets/Behavioral/Command/Examples/UndoableMovement/Scripts/Commands/BaseMotionAnimation.cs:
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1 | using Patterns;
2 |
3 | namespace Command.UndoableMovement
4 | {
5 | ///
6 | /// A motion animation of the game.
7 | ///
8 | public abstract class BaseMotionAnimation : CommandUndo
9 | {
10 | protected BaseMotionAnimation(IMotion entity) => MotionEntity = entity;
11 |
12 | public IMotion MotionEntity { get; }
13 |
14 | ///
15 | /// Executes the animation.
16 | ///
17 | public override void Execute()
18 | {
19 | }
20 | }
21 | }
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1 | namespace Patterns
2 | {
3 | ///
4 | /// The command base class.
5 | ///
6 | public abstract class Command
7 | {
8 | public abstract void Execute();
9 | }
10 |
11 | ///
12 | /// The undoable command base class.
13 | ///
14 | public abstract class CommandUndo : Command
15 | {
16 | public abstract void Undo();
17 | }
18 | }
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1 | using Patterns.StateMachine;
2 |
3 | namespace CardStateMachine
4 | {
5 | ///
6 | /// This state disables the collider of the card.
7 | ///
8 | public class UiCardDisable : UiBaseCardState
9 | {
10 | public UiCardDisable(BaseStateMachine fsm) : base(fsm)
11 | {
12 | }
13 | }
14 | }
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/Assets/Behavioral/StateMachine/Examples/CardFsm/Scripts/CardStateMachine/States/UiCardDiscard.cs:
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1 | using Patterns.StateMachine;
2 |
3 | namespace CardStateMachine
4 | {
5 | ///
6 | /// State when a cards has been discarded.
7 | ///
8 | public class UiCardDiscard : UiBaseCardState
9 | {
10 | public UiCardDiscard(BaseStateMachine fsm) : base(fsm)
11 | {
12 | }
13 | }
14 | }
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/Assets/Behavioral/StateMachine/Examples/CardFsm/Scripts/CardStateMachine/States/UiCardDrag.cs:
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1 | using Patterns.StateMachine;
2 |
3 | namespace CardStateMachine
4 | {
5 | public class UiCardDrag : UiBaseCardState
6 | {
7 | public UiCardDrag(BaseStateMachine fsm) : base(fsm)
8 | {
9 | }
10 | }
11 | }
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/Assets/Behavioral/StateMachine/Examples/CardFsm/Scripts/CardStateMachine/States/UiCardDraw.cs:
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1 | using Patterns.StateMachine;
2 |
3 | namespace CardStateMachine
4 | {
5 | ///
6 | /// This state draw the collider of the card.
7 | ///
8 | public class UiCardDraw : UiBaseCardState
9 | {
10 | public UiCardDraw(BaseStateMachine fsm) : base(fsm)
11 | {
12 | }
13 | }
14 | }
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/Assets/Behavioral/StateMachine/Examples/CardFsm/Scripts/CardStateMachine/States/UiCardHover.cs:
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1 | using Patterns.StateMachine;
2 |
3 | namespace CardStateMachine
4 | {
5 | public class UiCardHover : UiBaseCardState
6 | {
7 | //--------------------------------------------------------------------------------------------------------------
8 |
9 | public UiCardHover(BaseStateMachine fsm) : base(fsm)
10 | {
11 | }
12 | }
13 | }
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/Assets/Behavioral/StateMachine/Examples/CardFsm/Scripts/CardStateMachine/States/UiCardIdle.cs:
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1 | using Patterns.StateMachine;
2 |
3 | namespace CardStateMachine
4 | {
5 | ///
6 | /// UI Card Idle behavior.
7 | ///
8 | public class UiCardIdle : UiBaseCardState
9 | {
10 | //--------------------------------------------------------------------------------------------------------------
11 |
12 | public UiCardIdle(BaseStateMachine fsm) : base(fsm)
13 | {
14 | }
15 | }
16 | }
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/Assets/Behavioral/StateMachine/Examples/EnemyPatrol/Scripts/PatrolComponent.cs:
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1 | using EnemyPatrol;
2 | using UnityEngine;
3 |
4 | public class PatrolComponent : MonoBehaviour
5 | {
6 | [SerializeField] Transform PointA;
7 | [SerializeField] Transform PointB;
8 |
9 | Patrol Patrol { get; set; }
10 |
11 | void Start()
12 | {
13 | Patrol = new Patrol(PointA.position, PointB.position, this);
14 | Patrol.Initialize();
15 | }
16 | }
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/Assets/Behavioral/StateMachine/Examples/TurnBasedFsm/Scripts/EndGameState.cs:
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1 | using Patterns.StateMachine;
2 | using UnityEngine;
3 |
4 | namespace ExampleStateMachine
5 | {
6 | public class EndGameState : IState
7 | {
8 | public bool IsInitialized { get; }
9 |
10 | public void OnInitialize() => Debug.Log("On Initialize ----> " + GetType());
11 |
12 | public void OnEnterState() => Debug.Log("On Enter ----> " + GetType());
13 |
14 | public void OnExitState() => Debug.Log("On Exit ----> " + GetType());
15 |
16 | public void OnUpdate() => Debug.Log("On Update ----> " + GetType());
17 |
18 | public void OnClear() => Debug.Log("On Clear ----> " + GetType());
19 | }
20 | }
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/Assets/Behavioral/StateMachine/Examples/TurnBasedFsm/Scripts/PlayerTurnState.cs:
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1 | namespace ExampleStateMachine
2 | {
3 | public class PlayerTurnState : AiTurnState
4 | {
5 | public override bool IsPlayer => true;
6 | }
7 | }
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/Assets/Behavioral/StateMachine/Examples/TurnBasedFsm/Scripts/StartGameState.cs:
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1 | using Patterns.StateMachine;
2 | using UnityEngine;
3 |
4 | namespace ExampleStateMachine
5 | {
6 | public class StartGameState : IState
7 | {
8 | public bool IsInitialized { get; }
9 |
10 | public void OnInitialize() => Debug.Log("On Initialize ----> " + GetType());
11 |
12 | public void OnEnterState() => Debug.Log("On Enter ----> " + GetType());
13 |
14 | public void OnExitState() => Debug.Log("On Exit ----> " + GetType());
15 |
16 | public void OnUpdate() => Debug.Log("On Update ----> " + GetType());
17 |
18 | public void OnClear() => Debug.Log("On Clear ----> " + GetType());
19 | }
20 | }
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1 | namespace Patterns.StateMachine
2 | {
3 | public interface IState
4 | {
5 | bool IsInitialized { get; }
6 | void OnInitialize();
7 | void OnEnterState();
8 | void OnExitState();
9 | void OnUpdate();
10 | void OnClear();
11 | }
12 | }
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1 | using UnityEngine;
2 |
3 | namespace Patterns.StateMachine
4 | {
5 | ///
6 | /// Handler for the FSM. Usually the class which holds the FSM.
7 | ///
8 | public interface IStateMachineHandler
9 | {
10 | BaseStateMachine Fsm { get; }
11 | MonoBehaviour MonoBehaviour { get; }
12 | }
13 | }
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/Assets/Behavioral/Strategy/Examples/AI/Scripts/AiEasy.cs:
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1 | using System.Collections.Generic;
2 | using UnityEngine;
3 |
4 | namespace Strategy
5 | {
6 | public class AiEasy : IAiBehaviour
7 | {
8 | public void DestroyPiece(IGameState gameState)
9 | {
10 | Debug.Log("Destroyed piece in the EASY difficulty");
11 | }
12 |
13 | public void MovePiece(IGameState gameState)
14 | {
15 | Debug.Log("Moved piece in the EASY difficulty");
16 | }
17 | }
18 | }
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/Assets/Behavioral/Strategy/Examples/AI/Scripts/AiHard.cs:
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1 | using System.Collections.Generic;
2 | using UnityEngine;
3 |
4 | namespace Strategy
5 | {
6 | public class AiHard : IAiBehaviour
7 | {
8 | public void DestroyPiece(IGameState gameState)
9 | {
10 | Debug.Log("Destroyed piece in the HARD difficulty");
11 | }
12 |
13 | public void MovePiece(IGameState gameState)
14 | {
15 | Debug.Log("Moved piece in the HARD difficulty");
16 | }
17 | }
18 | }
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/Assets/Behavioral/Strategy/Examples/AI/Scripts/AiMedium.cs:
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1 | using System.Collections.Generic;
2 | using System.Linq;
3 | using UnityEngine;
4 |
5 | namespace Strategy
6 | {
7 | public class AiMedium : IAiBehaviour
8 | {
9 | public void DestroyPiece(IGameState gameState)
10 | {
11 | Debug.Log("Destroyed piece in the MEDIUM difficulty");
12 | }
13 |
14 | public void MovePiece(IGameState gameState)
15 | {
16 | Debug.Log("Moved piece in the MEDIUM difficulty");
17 | }
18 | }
19 | }
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1 | using System.Collections.Generic;
2 |
3 | namespace Strategy
4 | {
5 | public interface IAiBehaviour
6 | {
7 | void DestroyPiece(IGameState gameState);
8 | void MovePiece(IGameState gameState);
9 | }
10 | }
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1 | using UnityEngine;
2 |
3 | namespace Strategy
4 | {
5 | public interface IGameState
6 | {
7 | // For illustration purposes.
8 | }
9 |
10 | public class Game : IGameState
11 | {
12 |
13 | }
14 | }
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1 | using System.Collections.Generic;
2 |
3 | namespace Strategy
4 | {
5 | public interface ISortBehaviour
6 | {
7 | void Sort(ref List input);
8 | }
9 | }
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1 | public partial class MonstersPrototype
2 | {
3 | public class Demon : Monster
4 | {
5 | public Demon(int health, int speed, int flySpeed) : base(health, speed) => FlySpeed = flySpeed;
6 |
7 | public int FlySpeed { get; }
8 |
9 | public override Monster Clone() => new Demon(Health, Speed, FlySpeed);
10 | }
11 | }
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1 | public partial class MonstersPrototype
2 | {
3 | public class Ghost : Monster
4 | {
5 | public Ghost(int health, int speed) : base(health, speed)
6 | {
7 | }
8 |
9 | public int Health { get; }
10 | public int Speed { get; }
11 |
12 | public override Monster Clone() => new Ghost(Health, Speed);
13 | }
14 | }
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1 | public partial class MonstersPrototype
2 | {
3 | //The Prototype Class
4 | public abstract class Monster
5 | {
6 | protected Monster(int health, int speed)
7 | {
8 | Health = health;
9 | Speed = speed;
10 | }
11 |
12 | public int Health { get; }
13 | public int Speed { get; }
14 |
15 | public abstract Monster Clone();
16 | }
17 | }
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1 | using Patterns;
2 | using UnityEngine;
3 |
4 | namespace Singleton
5 | {
6 | public class ASingleton : Singleton
7 | {
8 | public ASingleton() => Debug.Log(GetType() + " has been created!");
9 |
10 | public void PrintRandomValue() => Debug.Log("Random: " + Random.Range(0, 1f));
11 | }
12 | }
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1 | using UnityEngine;
2 |
3 | namespace Singleton
4 | {
5 | public class ASingletonInvoker : MonoBehaviour
6 | {
7 | [Button]
8 | void PrintRandomValue() => ASingleton.Instance.PrintRandomValue();
9 | }
10 | }
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1 | using Patterns;
2 | using UnityEngine;
3 |
4 | namespace Singleton
5 | {
6 | public class ASingletonMB : SingletonMB
7 | {
8 | protected override void OnAwake() => Debug.Log(GetType() + " has been created");
9 |
10 | public void PrintRandomValue() => Debug.Log("Random: " + Random.Range(0, 1f));
11 | }
12 | }
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/Assets/Creational/Singleton/Example/SingletonMB/Scripts/ASingletonMBInvoker.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | namespace Singleton
4 | {
5 | public class ASingletonMBInvoker : MonoBehaviour
6 | {
7 | [Button]
8 | void PrintRandomValue() => ASingletonMB.Instance.PrintRandomValue();
9 | }
10 | }
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1 | using Patterns;
2 | using UnityEngine;
3 |
4 | namespace Singleton
5 | {
6 | public class ASingletonPersistent : PersistentSingleton
7 | {
8 | void Awake() => Debug.Log(GetType() + " has been created");
9 |
10 | public void PrintRandomValue() => Debug.Log("Random: " + Random.Range(0, 1f));
11 | }
12 | }
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/Assets/Creational/Singleton/Example/SingletonPersistent/Scripts/ASingletonPersistentInvoker.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | namespace Singleton
4 | {
5 | public class ASingletonPersistentInvoker : MonoBehaviour
6 | {
7 | [Button]
8 | void PrintRandomValue() => ASingletonPersistent.Instance.PrintRandomValue();
9 | }
10 | }
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1 | using UnityEngine;
2 |
3 | namespace PrefabPool
4 | {
5 | public class APooled : MonoBehaviour
6 | {
7 | }
8 | }
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1 | using Patterns;
2 |
3 | namespace PrefabPool
4 | {
5 | public class APooler : PrefabPooler
6 | {
7 | }
8 | }
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1 | using Patterns;
2 | using UnityEngine;
3 |
4 | namespace Pooler
5 | {
6 | public class APooledObject : IPoolableObject
7 | {
8 | public void Restart() => Debug.Log(GetType() + " Pooled Back");
9 | }
10 | }
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1 | using Patterns;
2 |
3 | namespace Pooler
4 | {
5 | public class APoolerObject : GenericPooler
6 | {
7 | public APoolerObject(int startingSize) : base(startingSize)
8 | {
9 | }
10 | }
11 | }
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1 | namespace Patterns
2 | {
3 | public interface IPoolableObject
4 | {
5 | void Restart();
6 | }
7 | }
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1 | using UnityEngine;
2 |
3 | namespace ServiceLocatorExample
4 | {
5 | public abstract class ClientBase : MonoBehaviour
6 | {
7 | protected ILogger Logger;
8 |
9 | protected virtual void Start()
10 | {
11 | Logger = GetService();
12 | Logger?.Log("Initialization", $"{GetType()} is initialized");
13 | }
14 |
15 | protected T GetService() where T : class
16 | {
17 | return ServiceLocator.GetService();
18 | }
19 | }
20 | }
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1 | using UnityEngine;
2 |
3 | namespace SubclassSandbox.Animation
4 | {
5 | public interface IMotion
6 | {
7 | Transform transform { get; }
8 | void Move(Vector3 amount);
9 | void Scale(Vector3 amount);
10 | void Rotate(Vector3 amount);
11 | }
12 | }
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1 | using UnityEngine;
2 |
3 | namespace SubclassSandbox.Animation
4 | {
5 | ///
6 | /// A command to move a determined object.
7 | ///
8 | public class MoveObject : BaseMotionAnimation
9 | {
10 | public MoveObject(IMotion entity, Vector3 amount) : base(entity)
11 | {
12 | Start = MotionEntity.transform.position;
13 | Amount = amount;
14 | }
15 |
16 | public Vector3 Start { get; }
17 | public Vector3 Amount { get; }
18 |
19 | public override void Execute() => MotionEntity.Move(Start + Amount);
20 | }
21 | }
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1 | using UnityEngine;
2 |
3 | namespace SubclassSandbox.Animation
4 | {
5 | ///
6 | /// A command to scale a determined object.
7 | ///
8 | public class ScaleObject : BaseMotionAnimation
9 | {
10 | public ScaleObject(IMotion entity, Vector3 amount) : base(entity)
11 | {
12 | Start = MotionEntity.transform.localScale;
13 | Amount = amount;
14 | }
15 |
16 | public Vector3 Start { get; }
17 | public Vector3 Amount { get; }
18 |
19 | public override void Execute() => MotionEntity.Scale(Amount);
20 | }
21 | }
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1 | using UnityEngine;
2 |
3 | namespace SubclassSandbox.Superpower
4 | {
5 | public partial class SuperPowerUsage : MonoBehaviour
6 | {
7 | readonly Superpower powerDash = new Dash();
8 |
9 | //Super powers
10 | readonly Superpower powerSkylaunch = new SkyLaunch();
11 | readonly Superpower powerStampede = new Stampede();
12 |
13 | [Button]
14 | void ActivatePowers()
15 | {
16 | powerDash.Activate();
17 | powerStampede.Activate();
18 | powerSkylaunch.Activate();
19 | }
20 | }
21 | }
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1 | namespace TypeObject
2 | {
3 | public class Breed
4 | {
5 | public readonly int Health;
6 | public readonly string Attack;
7 |
8 | public Breed(Breed parent, string attack, int health)
9 | {
10 | var isAttackValid = string.IsNullOrEmpty(attack) && parent != null;
11 | Attack = isAttackValid ? parent.Attack : attack;
12 |
13 | var isHealthValid = health < 1 && parent != null;
14 | Health = isHealthValid ? parent.Health : health;
15 | }
16 | }
17 | }
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--------------------------------------------------------------------------------
1 | namespace TypeObject
2 | {
3 | public class Monster
4 | {
5 | private readonly Breed _breed;
6 |
7 | public Monster(Breed breed)
8 | {
9 | _breed = breed;
10 | }
11 |
12 | public string GetAttack()
13 | {
14 | return _breed.Attack;
15 | }
16 |
17 | public int GetHealth()
18 | {
19 | return _breed.Health;
20 | }
21 | }
22 | }
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1 | using UnityEngine;
2 |
3 | namespace TypeObject.SO
4 | {
5 | public class Monster : MonoBehaviour
6 | {
7 | [SerializeField] private Breed breed;
8 |
9 | public string GetAttack()
10 | {
11 | return breed.GetAttack();
12 | }
13 |
14 | public int GetHealth()
15 | {
16 | return breed.GetHealth();
17 | }
18 | }
19 | }
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1 | using UnityEngine;
2 |
3 | namespace Bridge
4 | {
5 | public partial class Renderer
6 | {
7 | public interface IRendererImpl
8 | {
9 | RendererType Type { get; }
10 | void Render(Sprite sprite);
11 | }
12 | }
13 | }
--------------------------------------------------------------------------------
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/Assets/Structural/Bridge/Examples/Renderer/Scripts/Renderer.RendererDirectX.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | namespace Bridge
4 | {
5 |
6 | public partial class Renderer
7 | {
8 | private class RendererDirectX : IRendererImpl
9 | {
10 | public RendererType Type => RendererType.DirectX;
11 |
12 | public void Render(Sprite sprite)
13 | {
14 | Debug.Log("Rendered with DirectX");
15 | }
16 | }
17 | }
18 | }
--------------------------------------------------------------------------------
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/Assets/Structural/Bridge/Examples/Renderer/Scripts/Renderer.RendererVulcan.cs:
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1 | using UnityEngine;
2 |
3 | namespace Bridge
4 | {
5 |
6 | public partial class Renderer
7 | {
8 | private class RendererVulcan: IRendererImpl
9 | {
10 | public RendererType Type => RendererType.Vulcan;
11 |
12 | public void Render(Sprite sprite)
13 | {
14 | Debug.Log("Rendered with Vulcan");
15 | }
16 | }
17 | }
18 | }
--------------------------------------------------------------------------------
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/Assets/Structural/Bridge/Examples/Renderer/Scripts/RendererClient.cs:
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1 | using UnityEngine;
2 |
3 | namespace Bridge
4 | {
5 | public class RendererClient : MonoBehaviour
6 | {
7 | private Renderer DirectX;
8 | private Renderer Vulcan;
9 |
10 | private void Awake()
11 | {
12 | DirectX = new Renderer(RendererType.DirectX);
13 | Vulcan = new Renderer(RendererType.Vulcan);
14 | }
15 |
16 | private void Update()
17 | {
18 | DirectX.Render(null);
19 | Vulcan.Render(null);
20 | }
21 | }
22 | }
--------------------------------------------------------------------------------
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/Assets/Structural/Bridge/Examples/Resources/Scripts/BaseView.cs:
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1 | namespace Bridge
2 | {
3 | public abstract class BaseView
4 | {
5 | protected IResource Resource { get; }
6 |
7 | protected BaseView(IResource resource)
8 | {
9 | Resource = resource;
10 | }
11 |
12 | public abstract void Show();
13 |
14 | public abstract void Hide();
15 | }
16 | }
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/Assets/Structural/Bridge/Examples/Resources/Scripts/IResource.cs:
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1 | namespace Bridge
2 | {
3 | public interface IResource
4 | {
5 | string Snippet { get; }
6 | string Title { get; }
7 | string Image { get; }
8 | string Url { get; }
9 | }
10 | }
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/Assets/Structural/Bridge/Examples/Resources/Scripts/LongFormView.cs:
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1 | using UnityEngine;
2 |
3 | namespace Bridge
4 | {
5 | public class LongFormView : BaseView
6 | {
7 | public LongFormView (IResource resource): base(resource)
8 | {
9 |
10 | }
11 |
12 | public override void Hide()
13 | {
14 |
15 | }
16 |
17 | public override void Show()
18 | {
19 | Debug.Log($"Display Long form view {Resource.Title} {Resource.Image} {Resource.Snippet} {Resource.Url}");
20 | }
21 | }
22 | }
--------------------------------------------------------------------------------
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/Assets/Structural/Bridge/Examples/Resources/Scripts/ResourceAlbum.cs:
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1 | using System;
2 |
3 | namespace Bridge
4 | {
5 |
6 | public class ResourceAlbum : IResource
7 | {
8 | public string Title => "TITLE from Album Resource";
9 | public string Snippet => "SNIPPET from Album Resource";
10 | public string Image => "IMAGE from Album Resource";
11 | public string Url => "URL from Album Resource";
12 | }
13 | }
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/Assets/Structural/Bridge/Examples/Resources/Scripts/ResourceArtist.cs:
--------------------------------------------------------------------------------
1 | namespace Bridge
2 | {
3 | public class ResourceArtist : IResource
4 | {
5 | public string Title => "TITLE from Artist Resource";
6 | public string Snippet => "SNIPPET from Artist Resource";
7 | public string Image => "IMAGE from Artist Resource";
8 | public string Url => "URL from Artist Resource";
9 | }
10 | }
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/Assets/Structural/Bridge/Examples/Resources/Scripts/ResourceBook.cs:
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1 | namespace Bridge
2 | {
3 | public class ResourceBook : IResource
4 | {
5 | public string Title => "TITLE from Book Resource";
6 | public string Snippet => "SNIPPET from Book Resource";
7 | public string Image => "IMAGE from Book Resource";
8 | public string Url => "URL from Book Resource";
9 | }
10 | }
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/Assets/Structural/Bridge/Examples/Resources/Scripts/ShortFormView.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | namespace Bridge
4 | {
5 | public class ShortFormView : BaseView
6 | {
7 | public ShortFormView(IResource resource) : base(resource)
8 | {
9 |
10 | }
11 |
12 | public override void Hide()
13 | {
14 |
15 | }
16 |
17 | public override void Show()
18 | {
19 | Debug.Log($"Display Short form view {Resource.Title} {Resource.Image}");
20 | }
21 | }
22 | }
--------------------------------------------------------------------------------
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1 | using System;
2 |
3 |
4 | namespace Bridge
5 | {
6 | ///
7 | /// An implementation inferface
8 | ///
9 | public interface IScheduler
10 | {
11 | void Schedule(Action task);
12 | void Execute();
13 | }
14 | }
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/Assets/Structural/Bridge/Examples/TaskScheduler/Scripts/TaskSchedulerAnimations_FIFO.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using UnityEngine;
3 |
4 |
5 | namespace Bridge
6 | {
7 | ///
8 | /// A concrete usage of the interface.
9 | ///
10 | public class TaskSchedulerAnimations_FIFO : BaseScheduler
11 | {
12 | protected override IScheduler CreateScheduler()
13 | {
14 | return new Scheduler_FIFO();
15 | }
16 |
17 | private int testId;
18 | [Button]
19 | private void TestTask()
20 | {
21 | testId++;
22 | var text = $"Test task: {testId}";
23 | Schedule(() => Debug.Log(text));
24 | }
25 | }
26 | }
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/Assets/Structural/Bridge/Examples/TaskScheduler/Scripts/TaskSchedulerUI_LIFO.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | namespace Bridge
5 | {
6 | ///
7 | /// A concrete usage of the interface.
8 | ///
9 | public class TaskSchedulerUI_LIFO : BaseScheduler
10 | {
11 | protected override IScheduler CreateScheduler()
12 | {
13 | return new Scheduler_LIFO();
14 | }
15 |
16 | private int testId;
17 | [Button]
18 | private void TestTask()
19 | {
20 | testId++;
21 | var text = $"Test task: {testId}";
22 | Schedule(() => Debug.Log(text));
23 | }
24 | }
25 | }
--------------------------------------------------------------------------------
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1 | public partial class TurnBasedGame
2 | {
3 | public interface IGameMechanic
4 | {
5 | void StartTurn();
6 | void FinishTurn();
7 | void StartGame();
8 | void EndGame();
9 | }
10 | }
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | public partial class TurnBasedGame : MonoBehaviour
4 | {
5 | public Game game = new Game();
6 |
7 | [Button]
8 | public void StartTurn() => game.StartTurn();
9 |
10 | [Button]
11 | public void FinishTurn() => game.FinishTurn();
12 |
13 | [Button]
14 | public void StartGame() => game.StartGame();
15 |
16 | [Button]
17 | public void EndGame() => game.EndGame();
18 | }
--------------------------------------------------------------------------------
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1 | using System;
2 |
3 | ///
4 | /// This attribute tells the Editor to draw a for a Method.
5 | /// Since is using reflection it works for private and protected methods too.
6 | /// Ref: https://github.com/dbrizov/NaughtyAttributes
7 | ///
8 | [AttributeUsage(AttributeTargets.Method)]
9 | public class ButtonAttribute : Attribute
10 | {
11 | public ButtonAttribute(string label) => Label = label;
12 |
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14 | {
15 | }
16 |
17 | public string Label { get; }
18 | }
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