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State Pattern Example

A Unity example demonstrating the State Pattern with a game onboarding system.

Overview

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.

Implementation

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());

Benefits

  • Clean separation of tutorial phases
  • Easy to add new tutorial states
  • Clear state transitions
  • Centralized tutorial management