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ECS189L Programming Exercise 3: The Observer Pattern


   Description

The goals for this project are:
* To gain experience using the Watcher variant of the Observer design pattern.
* To implement and use the Publisher/Subscriber pattern.
* Implement functionality within the given project that adheres to the patterns presented in this assignment.

To learn more about the Observer design pattern, read the following:
* [Observer chapter](http://gameprogrammingpatterns.com/observer.html) from [Game Programming Patterns](http://gameprogrammingpatterns.com/) by Robert Nystrom
* [3. Observer Pattern](https://www.habrador.com/tutorials/programming-patterns/3-observer-pattern/) by Eric Nodreus

Here is a video from Microsoft's Visual Studio team about the pattern:  
* [Design Patterns: Observer and Publish-Subscribe](https://www.youtube.com/watch?v=72bdaDl4KLM)  

However, as discussed in the lecture, the watcher variant implemented in this homework will be more in line with the polling version.

This project will have a barebones implementation of a Real-Time Strategy (RTS) game that will resemble the Pikmin games that Nintendo developed.

If you are unfamiliar with either RTS or Pikmin, here are some resources:

https://en.wikipedia.org/wiki/Real-time_strategy

https://en.wikipedia.org/wiki/Pikmin

This project uses various C  capabilities for handling first-class functions and functional programming. The constructs used are:
* [Delegates](https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/delegates/)
* [`Action<T>` Delegates](https://docs.microsoft.com/en-us/dotnet/api/system.action-1?view=netframework-4.8)
* [`Func<TResult>` Delegates](https://docs.microsoft.com/en-us/dotnet/api/system.func-1?view=netframework-4.8)

    Grading

The points distribution for the stages totals 70 points and can be found in the table below. The remaining 30 points are for your peer review of another student's submission.

| Stage | Points |
|:-----:|:------:|
|  1.1  |   10   |
|  1.2  |   10   |
|  2.1  |   15   |
|  2.2  |   10   |
|  2.3  |   10   |
|  3.0  |   15   |

    Due Date and Submission Information

The exercise due date is listed on the syllabus. The master branch will be evaluated on your individual exercise repository.

   Description of Provided Unity Project

    Scene and Game Objects in the Hierarchy

This project consists of a single scene called `PikminiPlayground` in the Assets/Scenes directory. The following are descriptions of the game objects in the scene that you will be interacting with for this exercise:  

* **ScriptHome** is an empty `GameObject` container for scripts that reason over the scene but do not have a home in a specific `GameObject`.  
* **Canvas** holds the user interface elements used to select shapes, colors, and send commands to the Pikminis.  
* **Circle Destination, Cube Destination, and Cylinder Destination** are the locations that the Pikminis can be sent to.  
* **Spawn** serves as the initial spawn point for the Pikminis and is where the `GenerateMinis.cs` script resides.  
* **NavMesh** is the overlay mesh used for path planning.
* **Level** contains the basic prefabs instances (e.g., `Tree`s) and geometry of the level, including the `Water`, which features procedural shader-based water texturing. See [PikminiKEY/Assets/Materials/CartoonWater.shadergraph](Pikmini/Assets/Materials/CartoonWater.shadergraph).

    Assets and Scripts

* **Prefabs/AniMini** is the prefab that will be used to instantiate Pikminis. There is an alternate meeple-themed prefab named **Mini** that you can explore as well.  

The following are the scripts involved in this project:  
* **ButtonManager.cs** is a utility script that holds properties and methods that are used for responding to buttons pressed in the user interface. **This script initiates the messages for publishers to send to subscribers in Stage 2.**
* **ColorBind.cs** holds the unique colors for *Group1*, *Group2*, and *Group3* of Pikminis. It also contains methods to retrieve the color of a group (which is critical for the watchers in Stage 1!). 
* **ColorBindings** is not a script but an instantiation of an asset created via the [CreateAssetMenu](https://docs.unity3d.com/ScriptReference/CreateAssetMenuAttribute.html) attribute of `ColorBind`. You will not have to deal with the details of this attribute in the project. However, it is a handy trick to have in your bag.
* **ColorWatcher.cs** is a partial implementation of the Watcher variant of the Observer pattern that you will complete it in this exercise.
* **GenerateMinis.cs** is the script that generates randomly parameterized Pikminis. In the stock exercise project, it is a component of the `Spawn` game object.
* **MiniController.cs** contains information about and controls individual Pikminis. Each generated Pikmini contains a `MiniController` component. You will be heavily modifying this file throughout the exercise.
* **PublisherManager.cs** contains an instance of the PubSub pattern for each of the three groups of Pikminis. You will be writing most of this script.
* **IPublisher.cs** is the interface declaration for publishers in this exercise and manages `Subscribe`, `Unsubscribe`, and `Notify` methods.
* **IWatcher.cs** is the interface declaration for watchers and mandates the `Watch` method.

   Stage 1: Watcher Pattern
In this stage, you will create a script that will watch the ColorBind script.
You will use the polling watcher variant of the observer pattern to watch one of the three colors.
If one of the three colors in the ColorBind asset change (through manipulation within the editor), then the Game Object, one of the Minis, should change its color. 

    1.1: The Pikmini. Always watching, always changing.

This portion of the stage requires modification to the `ColorWatcher.cs` and `MiniController.cs` scripts.

To have the Pikmini change `Color`, the Pikmini must be watching the `ColorBinding` asset.

Here is a diagram that shows the relationship an instance of `ColorWatcher` has with the other scripts:

![Simplified ColorWatcher flow diagram](Watcher.svg)

In order to do this, you must:

* Instantiate new `ColorWatcher` objects within the `Awake` function that passes in the correct delegates for the assigned `GroupID`. The first argument can be tricky to decipher. You should look at the `GetGroupXColor` methods in `ColorBind.cs`.


* Create an `Update` function within `MiniController.cs` that executes with the `ColorWatcher`'s `Watch` method. You will implement this method next.

To properly get the Pikmini to `Watch`, `ColorWatcher` needs a more fleshed-out `Watch` method. This method should:

* Store the return value of `GetColorValue` to a variable. This variable should be named `PolledValue`.

* Compare the `PolledValue` to the current `Value`. 

* If the values differ, invoke the `Callback` with the proper arguments.

If implemented correctly, the Pikminis should be updating their color to whatever group they have been randomly assigned. 

By altering the `Color` in the `ColorBinding` asset within the Editor, the Pikminis should update their `Color` accordingly.

    1.2: Pikmini Peeping Periodically

Constantly polling a value to check for changes is computationally expensive and taxing on the flighty Pikminis. The `Watch` function should be called less often to address this problem. We will use the `Throttle` field within the `MiniController.cs` script to "throttle" how often a Pikmini should `Watch`:

* In `Update`, check to see if `TimeSinceChecked` is greater than `Throttle`.

* If it is, let the Pikmini `Watch` and reset `TimeSinceChecked` to `0.0f`.

* If it is not, add `Time.deltaTime` to `TimeSinceChecked`.

If implemented correctly, the Pikminis should have a controllable delay before their `Color` changes.

   Stage 2: PubSub Pattern
In this stage, This stage will focus on the Publisher/Subscriber variant of the Observer pattern.  

    2.1: Publish, Subscribe, Notify, Profit

The Pikmini have decided it is time to create the first of their publishers.

In this stage, create a new `Publisher.cs` that implements the `IPublisher.cs` interface.

At this point, create the appropriate methods from the `IPublisher`. 

You should create `Subscribe`, `Unsubscribe`, and `Notify` methods within your own `Publisher.cs` file.

`Subscribe` should `Add` the `Action<Vector3>` `notifier` to a `collection`.

`Unsubscribe` should `Remove` the `Action<Vector3>` `notifier` from the `collection`

`Notify` should invoke all of the `Notifiers` with the correct argument.

    2.2: Purveying Publishers

With this newly created `Publisher` class, make three instances of the publisher class within `PublisherManager.cs`.

However, the `PublisherManager.cs` file needs its own `Subscribe` and `Unsubscribe` methods. `SendMessageWithPublisher` will be discussed in a later stage.

`SubscribeToGroup` should check to see which `GroupID` has been passed in and `Subscribe` the `callback` with the correct `Publisher`.

`UnsubscribeFromGroup` should check which `GroupID` has been passed in and `Unsubscribe` the `callback` with the correct `Publisher`.

    2.3: Amassing Messages

Now the Pikminis can subscribe to a new publisher or drop that publisher like a hat. Unfortunately, the Pikminis are not able to get a message yet!

To do this, the `SendMessageWithPublisher` within the `PublisherManager.cs` file must be implemented for our small Pikminis to move around! 

`SendMessageWithPublisher` should `Notify` the correct `Publisher` with a new `Destination`.

By using the UIButtons, you should be able to click on a color button and a destination button to set which group should go where. The correctly colored Pikminis should move to the chosen destination.

   3: A Mini Tale of Life and Death
In this virtual world, Pikminis exist on the physical plane. Much like their fictional counterparts, Pikmin, Pikminis have a finite existence. 

Pikmini might love changing their color and moving to three different destinations. However, their life spans range roughly around 10 to 40 seconds. 

Luckily, Pikminis can reproduce asexually.

All that they need is a `Fire2` command.

When the player enters a `Fire2` command, a Pikmini should spawn on the ancestral home of the Pikmini, also known in the common tongue as `Spawn`.

To do this, you should create a script called `PikminiSpawner.cs` and attach it to the `Spawn` `GameObject`.

In this script, when the `Fire2` input is detected, a new Pikmini should be made through the `Instantiate` method based on the `AniMini` prefab.

After you instantiate a new Pikmini, add sound with the following line of code (already found in GenerateMinis.cs):  
```C 
FindObjectOfType<SoundManager>().PlaySoundEffect("NewMini");
```  

In summary:
* Create a script called `PikminiSpawner.cs` and attach it to `Spawn`.
* The script should react `Fire2` input by spawning a new instance of the `AniMini` prefab.
* The `MiniController.cs` script should be augmented to destroy the `AniMini` instance it is attached to 10 to 40 seconds after the instance was created. When the instance is created, set its lifespan to fall randomly within that 10 to 40 seconds range.

It is your choice to spawn Pikmini instances [`Input.GetButton`](https://docs.unity3d.com/ScriptReference/Input.GetButton.html) or [`Input.GetButtonDown`](https://docs.unity3d.com/ScriptReference/Input.GetButtonDown.html)   

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