Strategy Pattern Implementation with ScriptableObjects
- Generic Strategy Interface (
IStrategy<T>
): A reusable, type-safe interface that defines an Execute(T context)
method, enabling flexible behavior definition across various systems.
- ScriptableObject-Based Strategies: Each strategy is implemented as a
ScriptableObject
, allowing you to create, reuse, and edit behaviors directly in the Unity Editor without modifying code.
MultiStrategy
Composition: Compose multiple strategies into a single MultiStrategySO
, which executes each sub-strategy sequentially, enabling modular and scalable behavior trees or action stacks.
- Plug-and-Play Architecture: Integrate new behaviors at runtime or in the editor simply by creating new
StrategySO
assets and assigning them to MonoBehaviours or systems that consume IStrategy<T>
.
When to Use It
- When designing AI, abilities, event responses, or any modular behavior that benefits from separation of concerns and reuse.
- When you want to empower designers or non-programmers to configure behaviors in the Unity Editor without writing code.
- In projects that require easily testable and swappable logic components following the open/closed principle.
When Not to Use It
- For performance-critical operations where
ScriptableObject
indirection might introduce unnecessary overhead.
- When behavior logic is tightly coupled to runtime data or state that cannot be serialized or injected into a stateless strategy context.