Al Heck

Actions are the same as delegates and events combined — makes the actual writing far simpler.

Let’s pretend I wanted to create a damage system but I wanted my UI manager to subscribe to the event changes on my health system. If I want an action to occur, I need to access the System library and implement the action this way depending on if it passes in a parameter or now.

Now let’s create a typical damage system.

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Al Heck

Al Heck

Unity Developer and Software Engineer who loves making games with GameDevHQ