Open MainScene.scene and press 'Play'. Game was optimized for mobile portait mode so it will look best with a landscape aspect ratio.
A simple game to demonstraite a clean and robust architecture for the match-3 game which can be easily extended with any extra functionality. Uses a hybrid architecture - as foundation I use MVC-like architecture based on Zenject with Command pattern, but for match3 mechanics I used Unity DOTS Entity Component System as it works very well with this kind of logic.
Built with Unity 2020.1.13f
Has base match-3 mechanics and different levels. All levels and settings could be setup as Scriptable Objects.
- Uses very simple MVC/MVP architecture and Command pattern for main application logic
- Uses Unity DOTS Entity Component System for match-3 gameplay mechanics.
- Uses Zenject of inversion of control and dependencies injections
- Uses SignalBus from Zenject to decouple communication between different classes
- Implemented a custom State Machine to switch between global states (Boot -> LevelMap -> GameBoard) with a support of more complex State Charts
- Same State Chart is used to flow through match-3 states with a State pattern (PlyaerTurn -> Swap -> MatchesDestuction -> etc)
- Implemented a simple Pooling class for optimizing board gems usage
- Scripts/Core folder holds all core funtionality (Main state machine, Main Context installer)
- Scripts/Features folder holds feature related logic
- Is Plain C# class
- Holds application state
- Injectable into Presenters, Commands and Services (in case of adding backend). Not injectable to other models.
- Usually doesn't have injected dependencies
- Is Subclass of MonoBehaviour
- Can have references to a group of View Elements and child Views that share the same purpose
- Listens to user input on the view elements and forwards them to the Presenter
- Not injectable
- Doesn't have injected dependencies
Has references to Views
- Listens to changes in Models and updates the Views it is responsible for
- Has injected dependencies to Models, SignalBus, and Services.
- Is a ScriptableObject assets
- Gets serialized
- Holds static information of the objects which doesn't change such as levels, how much score points for different matches to give, etc
- Is Plain C# class
- Used to notify other parts of the system of models updates or to execute a command
- Is Plain C# class
- Micro controller responsible to execute one action and update all necessary models based on result of this action
- Data container for ECS systems
- Base on archetype of entity will execute some data changes to components and can notify about them via signals.