CS2335
Master 1.0.0
Master 1.0.0
  • Introduction
  • Introduction
    • Introduction
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Unity Manual, Scripting API
  • Unity Basics
    • Unity Editor Windows
    • Behavior Components
    • 2D Project, Scenes
      • Create 2D Sprite GameObject
      • Create UI-Text GameObject
    • MonoBehavior - Base-Class
    • Create a Custom C# Script
  • Game Coding Structures
    • Games Overview
    • Unity Engine - Event Functions
    • Finite State Machines
    • UML Class Diagram
  • Animation
    • Animator Controller
    • Animation Steps
      • Optional: Dead Animation
    • PlayerController.cs V0
  • Project 1 - Player
    • Player GameObject v1
      • C# Generics, Statics
    • Player GameObject - Jump
    • PlayerController.cs V2-Jump
    • PickUp PreFabs
      • Sorting Layers
    • PlayerController.cs V3-Collide
    • GameData Version1
    • GameData Version2
    • PlayerController V4-Score
  • Project 1 Details
    • Project1 GameObjects
    • PlayerStats Version1
      • UI-Canvas
    • Utility Class
    • Simple Spawner
    • MiniGameManager
      • Logic Diagrams
      • StartButton
      • ResultsPanel
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
      • Inspiration
        • Branching Story Structures
        • Branching Structures
        • Hero's Journey
        • Visual Novel in Unity-Links
    • Project 2 - Starter Assets
    • State Machine Framework
    • StateManager - Singleton Design Pattern
    • Interface IStateBase
    • Create SceneXState.cs
    • OptionPanel Prefab
      • UI Images: Sprite Sheets
      • Button Image-Transitions
    • Project 2 - List of Steps
    • Project 2 - Starter Code
  • Project 2 -Dialogue
    • Hide_Show_Panel Script
    • Edit OptionPanel
    • Simple DialogPrefab
    • Conversation Entry
    • SimpleDialog.cs
    • ScriptableObjects
      • Scriptable Object Factory
    • Conversation Scriptable Objects
    • DialogManager_ConvList
      • DialogManager V2
      • Coroutines: Dynamic Text
      • DialogPrefab wImage
  • Overview: Branching Logic
    • DialogTrigger
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • GameData Version3
    • Dictionary: choiceData
      • SaveChoice, ChoicePanel
        • choiceData - examples
          • Dictionary Value to Disable Options
    • Configure UI-Button Listeners
      • NPC Animation
      • NPC Activation
    • UI-Triggered Animations
    • Simple Inventory
    • EndState Conditions
    • Script ExecutionOrder
    • Custom UnityEvents
    • PlayerStats v2
      • ModifyPlayerData
      • BuyItem
    • Text Input
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
  • Proj4: Inventory System
    • Inventory-System
      • GameData version4
      • Install and Configure
      • Diagrams, Resources
        • Item, Gem, Potion Classes
        • Inventory Class
      • InventoryDisplay, Slot UI
        • InventoryDisplay Class
        • Slot Class
        • Hazard Class
        • Layout Groups
      • Customization Steps
        • Configure Animation
        • AddItem Button
        • Concrete Class: Food
        • MiniGame Mods
          • PlayerController Mods
      • Code: InventorySystem
        • GameData, PickUp Mods
      • Resources: Data Structures
  • Custom Unity Events
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj4: Mini-Game
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
    • MiniGame-Overview-Proj4
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 4 - Code Mods
    • Project 4 - Steps
    • Project 4 - Code
      • Code: Final Versions
        • PlayerController Mods
          • PlayerController_v2 Mods
        • GameData - Final
        • LevelManager
        • PlayerStats - Final
        • PickUp, Hazard, ScorePickUp
        • Spawner - Final
        • CameraFollow
        • ScreenFader
        • MiniGameState
        • Example: EndState
      • MiniGameWin Logic
  • Optional, Supplemental Content
    • Optional Content
      • Particle Systems
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
    • XR - Extended Reality
  • Computing Concepts
    • Programming Patterns
      • State - FSM
      • Singleton Pattern
    • C# Language
      • Variables
      • Delegates
      • Dictionary
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Generics < T >
      • Inheritance
      • Interface
      • List< T >
      • Polymorphism
      • Queue< T >
      • Switch-Case
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Tools
    • Glossary
    • References and Resources
    • Random Thoughts
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On this page
  • IStateBase - Interface
  • C# Interfaces in Unity
  • Interface Specifications, Requirements:
  • StateManager: IStateBase activeState
  • IStateBase - Why do we need it?
  • Here's how we use it:
  • Code: IStateBase

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  1. Project 2 - StateManager

Interface IStateBase

IStateBase - Interface

IStateBase is a custom interface that we will have all StateX classes implement. This guarantees that all States will implement all Properties and Methods defined in this interface.

C# Interfaces in Unity

Interfaces provide a way to define a set of behaviors that we want to insure are implemented across several classes. C# has single inheritance, which specifies that any C# class can only have 1 parent class. For most of our Unity custom code, MonoBehaviour is that base-class. So, in order to implement related behavior across different classes, we'll use interfaces, since a C# class can implement any number of interfaces.

Interface Specifications, Requirements:

  • A C# interface can specify method signatures and properties

  • Any class that implements an Interface MUST provide code to implement every method and property defined in the interface.

  • All methods defined in an interface are public by default, but the access modifier is only specified in classes that implement the interface.

  • Methods are specified in an interface as signatures: return_Type, Method_Name, Input_Parameters, they do not have any code to provide implementation logic.

  • An Interface data-type can be used when defining variables or data-structures - where the actual object instances can be of any class that implements the interface.

StateManager: IStateBase activeState

StateManager, will use an IStateBase reference-type variable to keep track of the current activeState instance. StateManager will execute the methods defined the interface IStateBase for the currently activeState. StateManager delegates responsibility to the current activeState using these methods.

IStateBase activeState;//the data-type of activeState is IStateBase

IStateBase - Why do we need it?

We'll use the IStateBase activeState variable it to refer to the currently active state within the StateManager class. StateManager's activeState variable is the required: FSM memory of the currently active state. With this reference to the current activeState the StateManager can activate methods (execute functions) on the activeState, even though the states will be changing throughout the course of the game, across different scenes. Although an FSM does not maintain a history of prior stats, we could write code to create a List<IStateBase> to keep track of all of the prior states that the player has visited - we'd want to push some token which represents a state onto an ordered list - then these can be accessed as necessary from other objects.

Here's how we use it:

Code in StateManager.cs to declare reference-type variable: activeState activeState is initialized to refer to an instance of BeginState, a class that implements IStateBase. This code fulfills the FMS requirement to specify the Starting State for an FSM.

// in StateManager.cs

IStateBase activeState;  //

void Start(){
    activeState = new BeginState( );  //reference to first activeState
    curState = activeState.Scene;
}

Code: IStateBase

using UnityEngine;
using System.Collections;

///
///  
/// <summary>
/// I state base.  
/// Interface for all StateX.cs classes  
/// </summary>
public interface IStateBase
{

    /// <summary>
    /// Gets the scene number - enum
    /// </summary>
    /// <value>The scene.</value>
    GameScene Scene { // Inteface Property
        get;
    }

    //all interface methods are public by default!

    /// Similar to Unity Start()  
    /// exectued once, after scene is loaded - called from StateManager
    /// Used to initialize object references - can be used to cache object references
    /// </summary>
    void InitializeObjectRefs ();
}
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Last updated 4 years ago

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