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Events

The codebase uses event-driven patterns for damage, achievements, checkpoints and other cross-module communication. The goal is to avoid hard coupling between distant systems.

  • source system raises an event
  • listeners react without owning the source
  • the consumer project can attach product-specific behavior
  • Screenshot: Event class definitions.
  • Screenshot: Listener or relay component in the Inspector.
  • GIF: An event-triggered UI or achievement popup.
  • Video: How events keep systems decoupled.
  • Diagram: Source system → event → listener systems.