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A sample project designed to demonstrate advanced C# coding practices and architectural expertise in Unity. This showcase serves as a practical example of my ability to build scalable and maintainable gameplay systems using SOLID principles and key design patterns.

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ATHellboy/SampleProject-FightingGame

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Overview

This project is a comprehensive showcase of software architecture, clean coding practices, and advanced design patterns applied to game development in Unity. It is designed to demonstrate a clean, scalable, and event-driven approach to building complex character behaviours. It leverages powerful libraries such as VContainer for Dependency Injection (migrated from Extenject/Zenject) and MessagePipe for its high-performance, decoupled event system.

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Key Features

  • Combat System: A robust combat system designed for extensibility. It supports complex, character-specific attacks.
  • Character Controller: A responsive character controller built on Unity's Rigidbody and physics engine, including reliable support for sloped surfaces.
  • Object Pooling: An object pooling system for managing projectiles and effects, optimizing memory allocation and performance.
  • State Machine: A clean and scalable character State Machine for managing player states.
  • Custom Editor Attributes: Custom editor attributes like ScriptableObjectDropdown to create a more efficient, designer-friendly workflow in the Unity Inspector.

Controls

Control Player One Player Two
Movement WASD Arrow Keys
Jump Space 0
Attack B 1
Powerup N 2
Switch Character M 3
  • Bunny Complex Attack: Attack Button (In Air)
  • Kitty Complex Attack: Attack Button (After Double Jump)

MIT License

Copyright (c) 2019 Alireza Tarahomi

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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A sample project designed to demonstrate advanced C# coding practices and architectural expertise in Unity. This showcase serves as a practical example of my ability to build scalable and maintainable gameplay systems using SOLID principles and key design patterns.

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