A Perfectly Decoupled System
In the previous chapter, we learned about interfaces and event delegates and how they can be used as tools to remove the need for unnecessary object references within our program structures. This was the concept of decoupling.
In this chapter, we will take the concept of decoupling and extrapolate it throughout our system design. We will look at a structure that should provide a robust framework for any system and the standard method for planning it.
In this chapter, we’ll cover the following main topics:
- Using UML to plan a sample hierarchy
- Decoupling the reference train
By the end of this chapter, you will be able to architect complex game communication hierarchies in a fully decoupled and modular way. This will allow you to build more maintainable and expandable systems that enable development team cohesion.