D20 RPG – Main Menu Flow

In the previous lesson we started implementing the Main Menu. In order to see what you were working on I provided a temporary “DemoFlow” method that connected together the various abilities of the menu into a sequence of tasks. In this lesson we will elaborate on the idea of a “Flow” as a reusable pattern – one which is an alternative to the StateMachine.

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D20 RPG – Main Menu

Controlling a sequence of events over time can be tricky. This is particularly the case when there is a lot of state that can be changed from more than one path through your code. In this lesson we will see how task based asynchronous programming can approach this problem while creating a Main Menu scene.

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Breakout: Game

We’ve come a long ways, but there is still one major thing we’re missing. We don’t have a real game because there is no way to win or lose! In this lesson, we will learn about Unity events, and how to compose them together so that we can have victory and loss conditions.

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