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Question by leonardherndon · Aug 19, 2015 at 12:45 AM · interfacemanageroop

A Manager Class or an Interface

I am working on a system that changes the color of individual objects in the game. I have space ships that are going to change color...item pickups, asteroids, etc. My question is should I create an interface to allow this functionality as some objects will have different techniques to the actual color change. Or should I use one Color Manager class and have that instanced on each object that needs to have this feature. If you can also state why I should choose one method over the other I would GREATLY appreciate it. Thanks!

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Answer by jmgek · Aug 19, 2015 at 12:54 AM

I would prefer to use the manager, store everything into a list or array and then just manage it from one source. I don't personally like not knowing when unity is going to use it's garbage clean up so having everything in one spot will be better.

 public static Color ReturnRandomColor(GameObject gameObject = null)
     {
         Color randomColor = new Color();
 
         if (gameObject != null)
         {
             Color gameObjectColor = gameObject.GetComponent<Renderer>().material.color;

             randomColor.r = Mathf.Clamp(gameObjectColor.r + ReturnRandomNumber(0, 1), 0, 1);
             randomColor.g = Mathf.Clamp(gameObjectColor.g + ReturnRandomNumber(0, 1), 0, 1);
             randomColor.b = Mathf.Clamp(gameObjectColor.b + ReturnRandomNumber(0, 1), 0, 1);
         }
         else
         {
             randomColor.r = ReturnRandomNumber(0, 1);
             randomColor.g = ReturnRandomNumber(0, 1);
             randomColor.b = ReturnRandomNumber(0, 1);
         }
       
         return randomColor;
     }


I think factories like this is both better at organizing and maintaining future use and helps others understand. Plus look at how robust it is, I can attach it to a game object directly or return if I need to. Yeah it may be a little heavy on a stack but look at how pretty it is!

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