In this part of the chapter, we will implement the State pattern with the explicit goal of encapsulating the expected behaviors of each of the vehicle's finite states that we defined in the previous section.
We are going to focus on writing minimalist skeleton classes for reasons of brevity and clarity. This approach will permit us to focus on the pattern's structure without being bogged down by implementation details.
It's also important to note that the version of the State pattern presented in this book might be slightly unorthodox as it deviates somewhat from traditional approaches. Therefore, it should be considered a permutation of the State pattern adapted to the context of a Unity project and for a specific use case.