A Unity example demonstrating the State Pattern with a game onboarding system.
The State Pattern allows an object to alter its behavior when its internal state changes. In this example, we use it to manage different states of a game onboarding system, where each state represents a different tutorial phase.
IState.cs
: Base interface for all statesStateMachine.cs
: Manages state transitionsOnboardingManager.cs
: Handles onboarding logic- States:
MovementTutorialState.cs
: Teaches basic movementCombatTutorialState.cs
: Teaches combat mechanicsInventoryTutorialState.cs
: Teaches inventory usage
// Setup is automatic - just add to a GameObject
OnboardingManager manager = gameObject.AddComponent<OnboardingManager>();
// States will transition automatically as player completes each tutorial phase
// You can also manually transition if needed:
manager.ChangeState(new CombatTutorialState());
- Clean separation of tutorial phases
- Easy to add new tutorial states
- Clear state transitions
- Centralized tutorial management