Creating an Event Driven UI | TDD in Unity [8]

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  • Опубликовано: 16 янв 2025

Комментарии • 21

  • @InfallibleCode
    @InfallibleCode  5 лет назад

    ❤️ Consider supporting this channel by becoming a Patron: www.patreon.com/infalliblecode

  • @cyclicyttrium4318
    @cyclicyttrium4318 7 лет назад +1

    i discovred your channel from the comment on Brackeys video, while i was searching for almost 8 months about TDD in Unity and apparently this is the series that will help me sharpen my skills, Thank you so much for this content ! Subscribed :)

    • @InfallibleCode
      @InfallibleCode  7 лет назад +1

      Awesome! Good luck, feel free to reach out if you have any questions about TDD

  • @lechu2a
    @lechu2a 7 лет назад

    Great series! I followed it from the beginning, while typing along to better understand everything. I think TDD just clicked with me, its amazing how easier it is to refactor things while always being sure that everything still runs as planned. Thank you so much for this! I hope you plan to do more series such as this one on other topics like UniRx and Zenject. Cheers!

  • @MichaelBryne
    @MichaelBryne 5 лет назад

    Belated like and thanks for this whole series, it’s a game changer! Your efforts are very much appreciated.

  • @danielrousseau6541
    @danielrousseau6541 7 лет назад +2

    im excited to start this

  • @moeenkamali1288
    @moeenkamali1288 3 года назад

    thanks for the great series. can you introduce more resources about tdd any playmode testing on unity as there are not lots of references?

  • @nafurachan9061
    @nafurachan9061 5 лет назад

    Love the series so far! While I understand how to test modules by themselves, I'm still having a hard time figuring out how to test inter-module features. Like say, in game like super mario. How to test whether if mario step on the mushroom, they'll respond accordingly.
    I hope you'd make something like "Make a full game in TDD" series. It doesn't have to be something complex, a simple game like Unity's tanks or first level of Mario is sufficient I believe.

  • @thiagogustavo4712
    @thiagogustavo4712 6 лет назад

    ITS FUCKING AWESOME BOI

  • @goldenimper503
    @goldenimper503 4 года назад +1

    Just a simple question! Is it necessary to use the EventHandler? Isn't it easier to just use Action or Func? What is the difference? Thanks!

    • @gordorodo
      @gordorodo 4 года назад

      Came to the comments section to ask the same thing! Besides this, awesome series!

  • @zeejenkins
    @zeejenkins 3 года назад

    What happens when someone accesses the CurrentHealth from inside the Event Handling method... The CurrentHealth will be incorrect because you are updating it AFTER invoking the event.

  • @recursion27
    @recursion27 6 лет назад +1

    Any particular reason you used the event keyword as opposed to Action?

    • @gordorodo
      @gordorodo 4 года назад

      Came to the comments section to ask the same thing! Besides this, awesome series!

  • @davidruiz6089
    @davidruiz6089 7 лет назад

    Great tutorial, I might try TDD in some of my future projects.
    One offtopic question though; what's the visual studio plugin you're using that draws an icon left to the line number when you define a class or method? (i.e. it draws the unity logo when you define Start() or Update()). Thank you!

    • @InfallibleCode
      @InfallibleCode  7 лет назад +1

      It's a Unity extension for a plugin called ReSharper. You can check it out here: github.com/JetBrains/resharper-unity

    • @davidruiz6089
      @davidruiz6089 7 лет назад

      Thank you sir!

  • @Angry-Lynx
    @Angry-Lynx 5 лет назад +1

    heh if only games would be so simple as with all online 'examples' and tutorials, there would be no problems of patterns and anti pattens :)
    My point is - syntetic and isolated cases have not much to do with realisty, especially games, that are extremely complex software.

  • @zagmodell
    @zagmodell 7 лет назад

    events, bleh