Events
Overview
Section titled “Overview”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.
Good pattern
Section titled “Good pattern”- source system raises an event
- listeners react without owning the source
- the consumer project can attach product-specific behavior
Media Suggestions
Section titled “Media Suggestions”- 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.