Delegates, Events, Actions and Funcs - The Observer Pattern (Unity & C#)

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One Wheel Studio

One Wheel Studio

Күн бұрын

Пікірлер: 191
@pablo199014
@pablo199014 4 жыл бұрын
This is the most underrated channel I've seen due its clean explanation and video quality.👌 👏
@OneWheelStudio
@OneWheelStudio 4 жыл бұрын
Your kind words are much appreciated. Go tell 100k of your closest friends and lets get the channel rolling ;) I do feel like I've found a decent format with this series of videos. No nonsense. No fluff. No fumbling (or not much). No extraneanous information. Just an idea and examples boiled down to the minimum needed to understand.
@Quein922
@Quein922 3 жыл бұрын
Simply amazing. I've struggled to understand delegates for hours (watching lots of tutorials), but this just made everything a whole lot easier. Thank you so much.
@m.guiliano6128
@m.guiliano6128 3 жыл бұрын
I like the way you break design patters down into crisp and clear examples. I think your lucid explanations will be a watershed moment for many. Bravo!
@BanelingAspect
@BanelingAspect 3 жыл бұрын
I've been struggling to understand the Observer pattern and its implementation for weeks now, but this video finally made it click for me! Thank you so much!
@minxs33
@minxs33 24 күн бұрын
Thank you so much for explaining this, I've been using Events for so long but never really understand what it does. After watching this video, all my codes are now very visible
@Dahxelb
@Dahxelb 7 ай бұрын
3:11 This is the best explanation of Delegates that I've heard so far and was what helped to make it finally click with me. And as you immediately follow up with, it's not just any kind of variable, but an Array[] or List type of variable, allowing multiple functions to be assigned to that one delegate.
@MojodoLPs
@MojodoLPs 4 жыл бұрын
When thinking about tightly coupled code i always get flashbacks of one of my first big unity projects. I had so many errors just because of code running to late/to soon. Objects not being ready yet, and so on. I think learning to decouple systems is a really important step in becoming a better programmer. And delegates/events are pretty confusing when starting out, at least they were for me. So great job with that video :)
@OneWheelStudio
@OneWheelStudio 4 жыл бұрын
Thanks! When I "discovered" this pattern it changed my code forever, but I definitely didn't understand all of what I was typing. And I 100% agree decoupling code is huge!
@sandsalamand3763
@sandsalamand3763 2 жыл бұрын
If you're referring to the Awake and Start order of scripts, you can customize that in the Project Settings.
@hardworkingslacker7233
@hardworkingslacker7233 10 ай бұрын
This is extremely sleek and beautiful to look at. I love simple solutions to complicated problems!
@Kudoshi
@Kudoshi 3 жыл бұрын
Wow that is really useful. I was so confused with the many different types of events there are. Glad to see this video where it explains all of it.
@ImBoyCryWolf
@ImBoyCryWolf Жыл бұрын
Dude you totally saved me with this one. I was really struggling to find clear explanations.
@MUSHIN_888
@MUSHIN_888 Ай бұрын
I'm a programming student looking to get into game dev. I've been looking to learn the basics of data movement in Unity and this is soooooo good. Thank you! Edit: also my head was spinning the whole time watching this video but I took notes and it's actually super easy once it clicks. Thanks again dude! Subbed
@iiropeltonen
@iiropeltonen 2 жыл бұрын
I've seen several of your videos but this one got me to subscribe. I'm a beginner so I need this simple explanation style and throwing a shout-out to Sebastian Laque was most respectful. Good Job .
@OneWheelStudio
@OneWheelStudio 2 жыл бұрын
Thanks for the sun! I think Sebastian is easily one of the best Unity tutorial creators out there!
@Tercurnich
@Tercurnich 2 жыл бұрын
FINALLY! A video that explains it in an understandable way and a reasonable amount of time without pouring unnecessary code into the examples. You've got a new deserved subscriber!
@OneWheelStudio
@OneWheelStudio 2 жыл бұрын
That's the style we go for around here. ;) Glad it was useful.
@jugibur2117
@jugibur2117 3 жыл бұрын
Wow, finally I understand the intricacies to "delegate" because you started slowly at the base. You have a real talent for explaining complex things (as I have seen in your other videos), thanks for your effort!
@OneWheelStudio
@OneWheelStudio 3 жыл бұрын
Thanks for the kind words! 15 years or so in a classroom builds at least a few skills ;)
@hamzablueblood8bp847
@hamzablueblood8bp847 2 жыл бұрын
Seen almost 10+ videos. But not even understand a what the heck is Delegate, events or Action. This one video made my day.
@allanl5511
@allanl5511 3 жыл бұрын
Unity beginner here, I was confused and looking for explanation everywhere until I found this video. Instant subscribe and thanks for your good work.
@OneWheelStudio
@OneWheelStudio 3 жыл бұрын
So glad it was helpful. Events are definitely not an easy concept to wrap your head around!
@allanl5511
@allanl5511 3 жыл бұрын
@@OneWheelStudio you made it plain and simple :)
@ftjnbunym4057
@ftjnbunym4057 Жыл бұрын
You are the best. Thank you for the good lessons.
@lhorbrum1818
@lhorbrum1818 3 жыл бұрын
Great video and well explained. But as i'm an idiot, i will need to watch it at least ten times! So, for the rest of the day, i shall be doing just that, as well as attempting mock ups. Wish me luck! Update: I finally get it! After all these years! How i lived without them is beyond me. Can't thank you enough! Thank you for this.
@hello.4693
@hello.4693 Жыл бұрын
Thank you so much, this is actually the first video that is clear and helpful for me.
@thelazyguy3735
@thelazyguy3735 2 жыл бұрын
I came here from Sebastian Lague video to expand on the knowledge and it was nice to see you recommend it
@_Secession
@_Secession 2 жыл бұрын
Was able to get something to work correctly due to this video... Awesome!
@ProtoSimTechnologies
@ProtoSimTechnologies 3 жыл бұрын
Ya know, I had to watch this a few times to really understand it, but this absolutely blew my mind on just how simple and effective it is. Outstanding explanation ;-)
@AndyLaneOlson
@AndyLaneOlson 3 жыл бұрын
Thank you so much! I have watched around ten other videos trying to wrap my head around this. You just made everything click. Subscribed and liked!
@JansenJaspion
@JansenJaspion 3 жыл бұрын
Dude! I've been trying to make an Action work for like, 30 minutes, and 5 minutes of your video solved my problem!!! Thanks a lot! Keep up the good work! Liked and subscribed!
@MrDnBsound
@MrDnBsound 2 жыл бұрын
Such a good, clear and easy to understand explanation with amazing examples! I can't wait to check out the rest of the channel.
@Philosufur
@Philosufur 8 ай бұрын
Watched a ton on videos on the topic(for the past few days!), this is the video that ultimately gave me clarity!
@sqdtnz
@sqdtnz Жыл бұрын
This is better than many paid udemy courses. I would like a video about assembly definitions, especially how to use these in a complex project. I keep getting stuck with cross referencing..
@OneWheelStudio
@OneWheelStudio Жыл бұрын
That's a great idea! I'll add to my (long) list ;)
@Kudoshi
@Kudoshi 3 жыл бұрын
5 months later I am here again. This time i am even more clearer than I was last time. Amazing video indeed.
@d1a9n8a8
@d1a9n8a8 4 жыл бұрын
so glad I found this video it makes things so much easier... thank you !!!!
@Landon_Hughes
@Landon_Hughes 3 жыл бұрын
Very good explanations! Honestly, it's probably the best one I've seen 😁
@Gregasaurus
@Gregasaurus Жыл бұрын
OMG. The best ever explanation on delegates. Such a clear, progression and explanation of the subject of Delegates. Subscribed. So good.
@brianwilson7497
@brianwilson7497 7 ай бұрын
This was so good, thank you so much. It finally clicked with me here - thank you for the simple examples, visuals and explanations.
@kruth6663
@kruth6663 3 жыл бұрын
"Delegates can be thought as a variable that can be assigned a function as a value." That's the conclusion I finally figured out after watching a bunch of other tutorials on youtube. I wish I watched this video earlier and didn't have to figure this out myself! But I think that statement could be put a little bit more precisely: A delegate is *the class* of a variable that can be assigned a function as a value, while an event is the actual variable of that class (though it's not just a regular variable, but a collection of that class).
@OneWheelStudio
@OneWheelStudio 3 жыл бұрын
I'd be a bit careful with that definition... as long as you can use them that's way more important than the definition... but "event" is a keyword that puts restrictions on the delegate.
@kruth6663
@kruth6663 3 жыл бұрын
@@OneWheelStudio Oh, you're right, what I meant to say is that the individual event you define is the variable (collection), not the keyword event :)
@seanc6193
@seanc6193 5 ай бұрын
Ive been learning to Code with AI and this video cuts straight to the heart of what I've been tip toeing around. Amazing video, this has changed everything. Subbed
@guille_sanchez
@guille_sanchez 2 жыл бұрын
@One Wheel Studio Excellent video, keep it up!!
@giampaolo004
@giampaolo004 3 жыл бұрын
excellent explanation, thanks! I had to run it multiple time at half speed to have a chance to grasp all of it (...I'm a little slow :-) but I managed to get a better idea about the the concept in the end.
@OneWheelStudio
@OneWheelStudio 3 жыл бұрын
This is no easy topic! Something about it makes it hard to wrap your head around. I learned a ton by making the video. ;)
@hasanklc5721
@hasanklc5721 Жыл бұрын
that is the most effective and simple explanation of the delegates and events! Thank you so much
@griseus8879
@griseus8879 3 жыл бұрын
You are an angel sent from the heavens to cast upon us mortals your infinite wisdom. Thank you!
@dibaterman
@dibaterman Жыл бұрын
I'll be honest as a person who already understands this, I know the very recent me who didn't understand would not have understood based on this video - I can't say what made me understand delegates, actions, func and so on but things just got very clear. I'll try to reiterate what was said here in a way that I feel I would have understood: Delegates, func and so on use subscribers. Think of it like subscribing on YT and hitting the alert icon. When you do this you are an observer, when the subscribed channel posts something you are alerted and take actions or not based on that alert. With that said you C# class that will be observing a particular thing needs to subscribe first. Generally the easiest way to do this with maximum decoupling of the code is to make a public STATIC class. In that class you write out all of your invoke situations so: onCritterDied or onPlayerJumped and so on. They should look like this: public static event Action onCritterDied; Inside the you can put variables and classes which can help identify or carry over data. So: or , the overloads goes on for a while so is all possible. Using a Func allows for the same stuff but you can also add a return type which is always the last overload variable. So say you had: var item = StaticClass.SpawnBullet(bulletPrefab); The static class would have: public static event Func onSpawnBulletRequest; public static void SpawnBullet(GameObject bullet) { onBulletSpawnRequest.Invoke(bullet); } This is a good way to communicate with a pooler that you don't want to reference from any other script. On the pooler you just OnEnable or Start or Awake put: StaticClass.onSpawnBulletRequest += DoSpawnStuff; Be sure to unsubscribe also, hope that translated things for someone.
@Dev-gp5hn
@Dev-gp5hn 3 жыл бұрын
is very helpful. i watch so many video but your video is good explanation at all.
@briana3186
@briana3186 2 жыл бұрын
MAN! It's finally sinking in. Thank you so much! Best channel ever.
@AudioBoi1
@AudioBoi1 2 жыл бұрын
This was, finally, the video that did explained this to me well. All other vids and tutors were too hard to understand. Thank u
@OldHeadTrivia
@OldHeadTrivia 10 ай бұрын
Thank you so much for this video. So clear and concise!
@unityvictor787
@unityvictor787 3 жыл бұрын
Thanks for Tutorial Video, very easy to understand !!
@sharat.achary
@sharat.achary 2 жыл бұрын
Simple, clear and clean explanation. 👍
@omyb
@omyb Жыл бұрын
Even if I was using it, I was doing it without a proper understanding. I really like how you explain things, it's really crystal clear with great pedagogy! My new best game dev channel!
@thomashaug5086
@thomashaug5086 3 жыл бұрын
This is such a phenomenal channel. Keep it up. Seriously helped me with my game dev project... though I need to do some refactoring haha
@OneWheelStudio
@OneWheelStudio 3 жыл бұрын
Thanks for the kind words. I'm glad it's helpful!
@homemacai
@homemacai 3 жыл бұрын
Thanks! this one got some time to enter in my head, but after this video, Sebastian's one and a few others also, finally think I got the delegates stuff.
@ronaldrozema8346
@ronaldrozema8346 2 жыл бұрын
Thanks. Really clear explanation of what happens under the hood! Keep it up this is really useful!!
@victor1102
@victor1102 3 жыл бұрын
Just 4 words for you: You are the best! Cheers!
@Giorgos_Efthymiou
@Giorgos_Efthymiou 2 жыл бұрын
Fundamental explanation about delegates, events, actions and funcs! Great video!
@jsn4591
@jsn4591 3 жыл бұрын
Awesome explaination. Super clear and helped me understand the differences between delegates, events, actions and funcs. Thanks for the great video :)
@DiegoTube85
@DiegoTube85 3 жыл бұрын
congrats, very useful, very well explained!
@etistyle96
@etistyle96 4 ай бұрын
incredible video thx a lot ! So much things make so more sens now.
@Math429
@Math429 3 жыл бұрын
You explain very well and clearly. Thank you for the video!
@OneWheelStudio
@OneWheelStudio 4 жыл бұрын
For those who like written tutorials - Observer Pattern Blog Post: onewheelstudio.com/blog/2020/7/24/observer-pattern-c-events
@jopastudio
@jopastudio 3 жыл бұрын
Clear explanation, complete, great video, thank you!
@PixelDough
@PixelDough 4 жыл бұрын
I’ve tried using delegated before but struggled to figure out the proper way to use them. This gave me a whole new perspective on how to use them! Thanks! This will help a ton!
@OneWheelStudio
@OneWheelStudio 4 жыл бұрын
I'm making these partially to learn more myself! I'm glad it helped you too.
@IndieDX
@IndieDX 2 жыл бұрын
Wow! Such a clear explanation!
@DocBloom
@DocBloom 2 жыл бұрын
Great video and explanation!
@3isr3g3n
@3isr3g3n 2 жыл бұрын
THANKS! Great explanation and presentation, subscribed! This video really helped me with my studies.
@CosbyKong
@CosbyKong 3 жыл бұрын
Really clear explanation for this, extremely, going to try this out asap and stop only using singletons in larger projects!
@OneWheelStudio
@OneWheelStudio 3 жыл бұрын
Events are amazing and game changing once you start to use them. One thing to watch out for is events invoking events. Meaning if one script is listening to an event and then calls a function that itself invokes an event you can end up with crazy loops - to the point of locking up the game. Also if multiple systems are listening to a given event you can potentially end up with "race conditions" where one system is responding before another - I've seen inconsistencies between the editor and a standalone build in this regard. Those aren't reasons to not use events - they aren't perfect - but in general definitely better than singletons. ;)
@yousefahmed1336
@yousefahmed1336 3 жыл бұрын
Thank you so much Other videos are mad confusing
@VADIM-SOLOV
@VADIM-SOLOV 3 жыл бұрын
Вау! Это действительно очень простое и понятное видео. Спасибо Вам за это :)
@ShakerFS
@ShakerFS 2 жыл бұрын
If not for this video I still wouldn't be able to understand delegates haha xD Simply amazing, thank you so much!
@rkpixeldesign
@rkpixeldesign 3 жыл бұрын
Thanks man i really understand it now
@PauloSamurai
@PauloSamurai 3 жыл бұрын
Awesome explanation! Thanks
@LucasZaranza
@LucasZaranza 3 жыл бұрын
Wow, thanks a lot for this video! The best explanation about event system with C# I've heard. Keep going, dude. ;)
@kulpajj
@kulpajj 3 жыл бұрын
wow this was great. You are a great teacher and use great examples! It's very cool you explain WHY this pattern is used and what it protects against. Sometimes it's the "why" that is missing in tutorials. The "why" makes the pattern stick! Also, thanks for the words of encouragement throughout the tutorial. =-))
@kulpajj
@kulpajj 3 жыл бұрын
Hmmm, I have one further question about the Events system (sorry if it's been answered below). Say I have a prefab, e.g. a Wave gameobject, and at runtime I instantiate 10 Wave's, each with its own ID. In my system, other gameobjects are only supposed to observe one of the 10 Waves at a time. Is this only possible with GameObject.Find("Wave" + ID).GetComponent(), etc, etc? Or would such a thing be possible with delegates and the events system? Thank you in advance!
@山下真史-k8j
@山下真史-k8j 3 жыл бұрын
Very good video. Thank you.
@MahanRezaei
@MahanRezaei Жыл бұрын
The Best Video about Event . TNX
@chrischains9947
@chrischains9947 3 жыл бұрын
made my first delegate :D thanks one wheel studio!
@OneWheelStudio
@OneWheelStudio 3 жыл бұрын
Glad the video was useful!
@zamidare9038
@zamidare9038 3 жыл бұрын
This is what I've been looking for! I've been wondering how to create a weapon system and don't know which path to take with the ammo count and circle ammo ui bar communication since anything is possible but with a messy approach. I want to grasp delegate and events. Just listening to the first parts make me think the video is so friendly to beginners.
@OneWheelStudio
@OneWheelStudio 3 жыл бұрын
Delegates are definitely the way to go! I'm glad the video was useful!
@zamidare9038
@zamidare9038 3 жыл бұрын
@@OneWheelStudio Thank you very much for a great video! I would like to see a summary of topics in unity scripting video like a lesson plan but that is impossible because there is a lot to talk about! Again, thanks for the tutorial!
@OneWheelStudio
@OneWheelStudio 3 жыл бұрын
Do you mean something like an outline at the start of the video?
@zamidare9038
@zamidare9038 3 жыл бұрын
@@OneWheelStudio It is like a list of intermediate concepts in unity scripting but abstract and is just a general road map on what to learn next. Because it might be easy for someone to have an idea to learn singletons first before comand pattern then next is x, y, z... topics. Just a what to learn next approach.
@wowgingermobile2123
@wowgingermobile2123 3 жыл бұрын
Woohoo this is super precise and informative! Through your video I'd attained 90% clarity, with the remaining 10% that is still puzzling me is the "Eventhandler" and the "Eventargs", much appreciated if you can explain their usage within the Event System context.
@OneWheelStudio
@OneWheelStudio 3 жыл бұрын
Hmm. I honestly didn't dive that deep. But could be a good follow up video!
@wowgingermobile2123
@wowgingermobile2123 3 жыл бұрын
@@OneWheelStudio Thank you and appreciate your reply!
@UltramarineAfterglow
@UltramarineAfterglow 3 жыл бұрын
this is a great tutorial, thanks
@walkwithsharif3341
@walkwithsharif3341 3 жыл бұрын
so amazing to understand observer pattern thanks
@AraragiAriel
@AraragiAriel 2 жыл бұрын
Great video!
@1AnimalKingdom10
@1AnimalKingdom10 5 ай бұрын
Such a good video. You are amazing!!
@luccabollani377
@luccabollani377 4 жыл бұрын
Awesome explanation
@drorriov8833
@drorriov8833 2 жыл бұрын
Good video, thanks.
@gamedevbaiyi936
@gamedevbaiyi936 2 жыл бұрын
Thanks for your nice video. It help me a lot .
@riteshkhokhani
@riteshkhokhani 2 жыл бұрын
well explained
@JohnnyThousand605
@JohnnyThousand605 3 жыл бұрын
It was indeed interesting and useful, thank you =)
@Renegen1
@Renegen1 3 жыл бұрын
well said
@jackwithers5041
@jackwithers5041 Жыл бұрын
Amazing video!!!!!!
@lln6123
@lln6123 Жыл бұрын
Very good Video
@beng758
@beng758 Жыл бұрын
Using UnityEngine and Using System can lead to ambiguous references. I.e. if you are using Random.Range you will get the VS error "'Random is is ambiguous reference between 'Unity.Random' and 'System.Random'". To fix this, declare which method to use, i.e. "using Random = UnityEngine.Random;"
@eslammagdy2358
@eslammagdy2358 2 жыл бұрын
Really we should watch you then Sebastian thanks :D
@richardrothkugel8131
@richardrothkugel8131 Жыл бұрын
I've been working on a game for a year and the coupling has gone out of hand. I've been trying to understand the observer pattern for a few months and I think the critical issue for me was public static variables. I have a CS degree and they drilled into us never to use public or static variables. My project references every other class directly, which has turned into a nightmare for super classes like the game controller or UI. Your video really helped me understand actions and events. I'm going to rewrite my project with this pattern.
@ApexArtistX
@ApexArtistX 3 жыл бұрын
Good tutorial sub
@doublew8815
@doublew8815 3 жыл бұрын
i think i have only one remaining cell but the thing im sure of that this cell have finally understood delegates and events
@redgamingspecial
@redgamingspecial 3 жыл бұрын
Congrats! u have won a subscribe :P
@gustorvo
@gustorvo 3 жыл бұрын
Great explanation, I've been using observer pattern quite often now...but I still suffer from understanding one simple thing: what is the actual difference between writing "public static event Action OnThisThingHappen;" and "public static Action OnThisThingHappen;" The last one is without "event" keyword. I use both and cannot se the difference... What's the practical benefit of using "event" in this specific case? (given that there is already an "Action" which does the same thing as for me)
@OneWheelStudio
@OneWheelStudio 3 жыл бұрын
The keyword "event" puts restrictions on what other classes can do with the action. Without the event keyword other classes could invoke the action - which I generally don't like. Also other classes can assign a function, not just add/subscribe a function, to the delegate this would effectively unsubscribe all other functions. Again, not something I want to have happen.
@gustorvo
@gustorvo 3 жыл бұрын
@@OneWheelStudio Great explanation which certainly makes sense!
@JohnK68
@JohnK68 2 жыл бұрын
Sebastian Lague's has it's entertaining strengths, but explaining code is not one of them. At this point i have seen my fair share of KZbin tutorials about events and what comes arround it but this one from One Wheel Studio is one of the best in explaining it clearly, only do i wan't to give the advice to wave your hands less while explaining. I hope you find a monetizing way to develop yourself further in this area!!! The other youtuber which does a decent job about events is Infallible Code.
@CCV334
@CCV334 2 жыл бұрын
is this the observer pattern or the publisher-subscriber pattern? You mention broadcasting which made it sound more like the latter.
@dissonance650
@dissonance650 3 жыл бұрын
I somewhat get the concept but still can't understand the implementation so in the CritterDisable class you use Ondisable function to invoke whenever the object is disabled but are you disabling the Scoredisplay to unsub as well? I mean I get it almost every single example has OnDisabled and On Enabled function but what are we really disabling in order to unsubscribe is it just convention? that part confuses me. Second part that I don't understand Is all the functions subscribed to event called at the same time, or is there one main function that gets triggered when subbed functions called by their own? if so...(brain melts) anyway I give up :) I think this is one of those limits that I have but thanks your video was the clearest explanation among the tuts I've seen.
@OneWheelStudio
@OneWheelStudio 3 жыл бұрын
This is definitely not an easy pattern to grasp and the notation and implementation is about as clear as mud until it clicks - I found it really helpful to make a video about it ;) In all seriousness, the unsubscribing in an disable function is to prevent errors from being thrown. If you don't do that and the object is destroyed an error will be thrown when the delegate/event/action is invoked because the object that is subscribed is null (i.e. destroyed). Using the OnEnable and OnDisable to subscribe and unsubscribe is a way to ensure that when the object is on it's subscribed and vice versa. If you have multiobjects (functions actually) subscribed to an event they get called in the order that they subscribed. It is very hard or nearly impossible to control the order that they are subscribed and thus called. I think of a delegate as a list of functions. When an function is subscribed it gets added to the list. When the delegate is invoked it simply goes down the list and calls each function in the list - I envision a for or foreach loop iterating through the list of functions. Lastly, on the critter script the reason the "critter kill" action is invoked in the OnDisable is because when the critter is killed it's turned off. So invoking the action there is the "safest" way to ensure that it gets called when the critter dies. It could also be called by the object doing the killing, but for me that's not a super clean implementation. This way no matter how the critter "dies" or is turned off the action is invoked. Hope that helps a bit :)
@dissonance650
@dissonance650 3 жыл бұрын
@@OneWheelStudio Thanks a lot definitely helps a lot it cleared out lots of questions I had, still confused about subscribing and who is doing the listening but that's on me :). also one last question for the last part of the video you declare the critter kill action in critterdisable class, wouldn't it be better approach to declare it from the showscore class (since its managing the UI related stuff) and subscribe to that event from the critter because lets say we have other type of enemies to kill wouldn't it create more separate actions to subscribe for Showscore class?
@RaYVen1337
@RaYVen1337 2 жыл бұрын
Thanks a lot for this Tutorial. I tried implementing the Observer Pattern in my Project and an error was driving me nuts: Argument Type "void" is not assignable to parameter type "System.action". Turns out I forgot that you have to omit the parentheses () when subscribing the method to the delegate, haha😁 Just putting this here in case someone else is having this problem.
@Maskedmous
@Maskedmous 2 жыл бұрын
With a delegate you're replacing the reference of a component with a static class reference. If you were to delete the class, all those that subscribed to any delegate in there will throw up compiler errors. It hinders refactoring, this is not much better than before. That's where UnityEvent comes in. When a critter is killed, a UnityEvent is raised. the "coupling" is in the scene instead of code. Then there's also the Scriptable Object event pattern. A talk given by Ryan Hipple explains this. I'd prefer UnityEvent over the use of delegates. Scriptable objects takes it a step further but that could be messy for the project files. Which is why I personally use a combination of both. ScriptableObject if it are many objects (or dynamically instanced), UnityEvent if it is only a few (non dynamically instanced).
@seanlynch4354
@seanlynch4354 2 жыл бұрын
This makes perfect sense but I have one question. Should you only use events if the event has more than one function subscribed to it? As in, if the event is raised and is only calling one function when doing so would you not be better off just calling that function seperately in another class through a reference or static call? Please answer because I'm working on a team with a few others and I'm using events to call single functions. The only explanation I can give to them why I'm doing so is because of tidyness and so that I don't run into spaghetti code. However, they disagree and think using events in this way just over complicates things.
@OneWheelStudio
@OneWheelStudio 2 жыл бұрын
Hey there. Maybe this will help? At the end of the day events are all about de-coupling code which is huge if a project grows beyond a small prototype. I'd argue even a small game jam prototype is big enough to benefit from events. Sure, if only one function is currently subscribed that might feel like extra work to add events. But is it? If you call a function on another object it needs to be public. It can be static but that doesn't always work for a given situation. It can often require many variables to be static or janky hacks. Having too many public functions is NOT awesome and can cause headaches and more work down the road. Things should only be public only if they NEED to be public. If the function isn't static then you have to get and often cache a reference to the object that has the function. Yuck! I avoid this whenever possible. Notice above I said functions "currently" subscribed. Events are amazing time savers when you have a new idea or create a new system and discover it needs to have a connection to an older system. Adding features is SOOO much easier if you are using events. Simply subscribe to what events matter and you are done. You've add a new mechanice or system and none of the old systems care. No changes to old code needed. That is unless you don't have events in which case you have to go edit old code and find the right place to call the public function on the new system. Are you really telling me no one is going to try to add a new idea. I call BS. Same idea in reverse if you rip out a system. If you are calling public functions on that system you now have errors to clean up. If you were using events - it's generally way less of an issue. Events and other programming patterns aren't always about what you NEED right NOW but are about future proofing your code and making tomorrow's programming easier even if that means today's programming might be a tad slower. 100% folks can over engineer code, but using events is not one of those instances. All that said, events can go to the dark side. If you have events that call functions that also invoke events than call functions that invoke the original event. Yikes! I've been there. Death loop!!! The other potential issue is you can't realistically control the order that functions subscribe and thus get called. Both of these issues, in my experience, can be engineered around or avoided with well thought out structure. Hope that helps. If it doesn't... Call them big dummies and tell them your dad can beat up their dads. I guess I'm feeling sarcastic?
@seanlynch4354
@seanlynch4354 2 жыл бұрын
@@OneWheelStudio thanks so much for your answer, it has really helped a lot!:) Basically I have a singleton class that contains all my events. I then have subscriber classes that add their functions to these events. Finally, I have additional classes which actually call the functions from the main singleton class which raise the said events. My team doesn’t like the fact that they have to jump between different scripts to figure out how everything works. So I’m wondering if that’s expected when working with events or if I’m using too many classes and just following the observer pattern incorrectly. Any feedback is much appreciated by the way:) I am relatively new to using events and do like them as I have ran into spaghetti code before and they really seem to prevent it from forming.
@OneWheelStudio
@OneWheelStudio 2 жыл бұрын
Okay, that does sound a bit complicated and I think misses out on the de-coupling that is possible. In my opinion the events should be in the classes that would invoke them. For example, if there is an EnemyDies event it should be in an enemy class. Subscribers to this event (UI or SFX for example) then directly subscribe to the static event of EnemyDies in the Enemy class. No singleton. No functions to invoke. The Enemy class is fully 100% in charge of when that event gets invoked. This is a key reason to use the event keyword - only the class with the delegate can invoke it. Wrapping an "event" in a public function defeats some of that purpose. It can also be a good practice to send a reference to the invoking class with the delegate. This way when EnemyDies is invoked all the subscribers can check which enemy or what type of enemy died (if necessary).
@seanlynch4354
@seanlynch4354 2 жыл бұрын
@@OneWheelStudio Thankyou so much for your feedback! This makes a lot of sense. From now on I’ll definitely use them in this way instead:)
@Berndr
@Berndr 3 жыл бұрын
great video, I have a silly question though, why would you want an Action or Event to be static if they already broadcast and any subscriber can subscribe to it without them being static? I am not getting that
@OneWheelStudio
@OneWheelStudio 3 жыл бұрын
Being static means there is only one action/event of that name. It also makes them easier to access as you don’t have to get a reference to a particular object. There are cases where I have made actions not static. That was when I wanted a particular object to broadcast or I wanted to subscribe to a particular object. For example I had a bunch of spaceship chunks and I wanted to know when A particular one was damaged.
@Berndr
@Berndr 3 жыл бұрын
@@OneWheelStudio Thank you for your reply, I can't wrap my mind around it, why would you want to access the Action? I thought the whole idea of using an Action or Event is they broadcast to subscribers so subscribers don't have to access it! no ? I apologise I am new to this , can you give an example when you would want to access an Action ... thanks a lot
@OneWheelStudio
@OneWheelStudio 3 жыл бұрын
@@Berndr I should have said "subscribe" instead of "access."To be clear, making an action non-static is something I very rarely do and coming up with a decent example isn't easy. A key piece here (I think) is understanding what the keyword "static" does. If an enemy script has a static variable for health, then all the enemies share that variable or in other words have the same health. If the variable isn't static (which would be the normal way) then each enemy would have it's own health. It's similar with actions. Let's imagine you have a game where you wonder around and "make friends" and you want to stay up to date with what's going on with your friends. So when you meet a new friend you subscribe to some of their actions for example "ateGoodMeal" or "madeNewFriend." Also imagine that the function that is subscribed simplify prints out a message or provides some notification. If this action was static then whenever ANY possible friend, even if you haven't met them, in the entire game ate a good meal the message would print out. You know someone had a good meal, but not who or even if they are your friend. Not the best, potentially confusing and maybe almost useless. Now if that action isn't static, then you're subscribed to the action from YOUR friend. Which means you will only get notifications or messages when YOUR friends have a good meal. Much more useful! This concept is not easy. Hope that helps a little. :) If not or you just have more questions come on by the OWS discord (link in the description).
@Berndr
@Berndr 3 жыл бұрын
@@OneWheelStudio Thank you so much, that makes much more sense!
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