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    <title>Forem: Kevin Nox Yuan</title>
    <description>The latest articles on Forem by Kevin Nox Yuan (@sky_noc__16618949385255bd).</description>
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      <title>Forem: Kevin Nox Yuan</title>
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    <item>
      <title>Implementation and Application of the Composite Pattern in Unity</title>
      <dc:creator>Kevin Nox Yuan</dc:creator>
      <pubDate>Tue, 14 Oct 2025 07:39:01 +0000</pubDate>
      <link>https://forem.com/sky_noc__16618949385255bd/implementation-and-application-of-the-composite-pattern-in-unity-2pm0</link>
      <guid>https://forem.com/sky_noc__16618949385255bd/implementation-and-application-of-the-composite-pattern-in-unity-2pm0</guid>
      <description>&lt;h2&gt;
  
  
  Table of Contents
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;What is the Composite Pattern&lt;/li&gt;
&lt;li&gt;Use Cases in Unity&lt;/li&gt;
&lt;li&gt;
Implementation Approaches

&lt;ul&gt;
&lt;li&gt;Approach 1: Classic Composite Implementation&lt;/li&gt;
&lt;li&gt;Approach 2: Unity GameObject-based Implementation&lt;/li&gt;
&lt;li&gt;Approach 3: ScriptableObject-based Implementation&lt;/li&gt;
&lt;li&gt;Approach 4: Lightweight Interface-based Implementation&lt;/li&gt;
&lt;/ul&gt;


&lt;/li&gt;

&lt;li&gt;Performance Optimization Considerations&lt;/li&gt;

&lt;li&gt;Best Practices&lt;/li&gt;

&lt;li&gt;Conclusion&lt;/li&gt;

&lt;/ul&gt;

&lt;h2&gt;
  
  
  What is the Composite Pattern
&lt;/h2&gt;

&lt;p&gt;The Composite Pattern is a structural design pattern that allows you to compose objects into tree structures to represent “part-whole” hierarchies. It lets clients treat individual objects and compositions of objects uniformly.&lt;/p&gt;

&lt;h3&gt;
  
  
  Core Concepts
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;Component: Defines the interface for objects in the tree structure&lt;/li&gt;
&lt;li&gt;Leaf: A leaf node in the tree; it has no children&lt;/li&gt;
&lt;li&gt;Composite: A branch node in the tree; it can contain child nodes&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  UML Class Diagram
&lt;/h3&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;    Component
    ├── Operation()
    ├── Add(Component)
    ├── Remove(Component)
    └── GetChild(int)
         ↑
    ┌────┴────┐
   Leaf    Composite
           ├── children: List&amp;lt;Component&amp;gt;
           ├── Operation()
           ├── Add(Component)
           ├── Remove(Component)
           └── GetChild(int)
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  Use Cases in Unity
&lt;/h2&gt;

&lt;p&gt;In Unity development, the Composite Pattern has several typical use cases:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;UI System: Panels containing multiple UI elements forming a tree&lt;/li&gt;
&lt;li&gt;GameObject Hierarchy: GameObject parent-child relationships naturally fit the pattern&lt;/li&gt;
&lt;li&gt;Skill Systems: Composite skills built from multiple sub-skills&lt;/li&gt;
&lt;li&gt;Equipment Systems: Sets composed of multiple individual items&lt;/li&gt;
&lt;li&gt;AI Behavior Trees: Composition and nesting of behavior nodes&lt;/li&gt;
&lt;li&gt;Scene Management: Areas containing multiple sub-areas or game objects&lt;/li&gt;
&lt;/ol&gt;

&lt;h2&gt;
  
  
  Implementation Approaches
&lt;/h2&gt;

&lt;h3&gt;
  
  
  Approach 1: Classic Composite Implementation
&lt;/h3&gt;

&lt;p&gt;This is the most standard implementation and suits scenarios that require strict adherence to the pattern.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;System.Collections.Generic&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;UnityEngine&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="c1"&gt;// Abstract component&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;abstract&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;GameComponent&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;protected&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;protected&lt;/span&gt; &lt;span class="n"&gt;Transform&lt;/span&gt; &lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="nf"&gt;GameComponent&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;name&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;abstract&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;abstract&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameComponent&lt;/span&gt; &lt;span class="n"&gt;component&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;abstract&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Remove&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameComponent&lt;/span&gt; &lt;span class="n"&gt;component&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;abstract&lt;/span&gt; &lt;span class="n"&gt;GameComponent&lt;/span&gt; &lt;span class="nf"&gt;GetChild&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;abstract&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="nf"&gt;GetChildCount&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Leaf node - single game object&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;GameLeaf&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;GameComponent&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="n"&gt;gameObject&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="nf"&gt;GameLeaf&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="n"&gt;gameObject&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="k"&gt;base&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;gameObject&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;gameObject&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;gameObject&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Executing leaf: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="c1"&gt;// Run specific game logic&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;gameObject&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="c1"&gt;// e.g., play animation, move, attack, etc.&lt;/span&gt;
            &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;animator&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;gameObject&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;GetComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Animator&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;animator&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;animator&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;SetTrigger&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Execute"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// Leaf nodes do not support children&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameComponent&lt;/span&gt; &lt;span class="n"&gt;component&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;throw&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;NotSupportedException&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Cannot add component to a leaf"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Remove&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameComponent&lt;/span&gt; &lt;span class="n"&gt;component&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;throw&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;NotSupportedException&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Cannot remove component from a leaf"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="n"&gt;GameComponent&lt;/span&gt; &lt;span class="nf"&gt;GetChild&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;throw&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;NotSupportedException&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Leaf has no children"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="nf"&gt;GetChildCount&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Composite node - group of game objects&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;GameComposite&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;GameComponent&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;GameComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;GameComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="n"&gt;rootObject&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="nf"&gt;GameComposite&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="n"&gt;rootObject&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="k"&gt;base&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;rootObject&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;rootObject&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;rootObject&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;rootObject&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Executing composite: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="c1"&gt;// Execute its own logic first&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;rootObject&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;animator&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;rootObject&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;GetComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Animator&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;animator&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;animator&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;SetTrigger&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Execute"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="c1"&gt;// Then execute all children&lt;/span&gt;
        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;child&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;child&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameComponent&lt;/span&gt; &lt;span class="n"&gt;component&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;component&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="c1"&gt;// If there is a GameObject, establish parent-child relation&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;component&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;component&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;SetParent&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Remove&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameComponent&lt;/span&gt; &lt;span class="n"&gt;component&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Remove&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;component&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="c1"&gt;// Detach parent-child relation&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;component&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;component&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;SetParent&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="n"&gt;GameComponent&lt;/span&gt; &lt;span class="nf"&gt;GetChild&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;index&lt;/span&gt; &lt;span class="p"&gt;&amp;gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="nf"&gt;GetChildCount&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Usage example&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;CompositeExample&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Start&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// Create root composite&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;army&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;GameComposite&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Army"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="c1"&gt;// Create infantry squad&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;infantrySquad&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;GameComposite&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Infantry Squad"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;infantrySquad&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;GameLeaf&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Soldier1"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nf"&gt;CreateSoldier&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Soldier1"&lt;/span&gt;&lt;span class="p"&gt;)));&lt;/span&gt;
        &lt;span class="n"&gt;infantrySquad&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;GameLeaf&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Soldier2"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nf"&gt;CreateSoldier&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Soldier2"&lt;/span&gt;&lt;span class="p"&gt;)));&lt;/span&gt;
        &lt;span class="n"&gt;infantrySquad&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;GameLeaf&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Soldier3"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nf"&gt;CreateSoldier&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Soldier3"&lt;/span&gt;&lt;span class="p"&gt;)));&lt;/span&gt;

        &lt;span class="c1"&gt;// Create tank squad&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;tankSquad&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;GameComposite&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Tank Squad"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;tankSquad&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;GameLeaf&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Tank1"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nf"&gt;CreateTank&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Tank1"&lt;/span&gt;&lt;span class="p"&gt;)));&lt;/span&gt;
        &lt;span class="n"&gt;tankSquad&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;GameLeaf&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Tank2"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nf"&gt;CreateTank&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Tank2"&lt;/span&gt;&lt;span class="p"&gt;)));&lt;/span&gt;

        &lt;span class="c1"&gt;// Assemble army&lt;/span&gt;
        &lt;span class="n"&gt;army&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;infantrySquad&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;army&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;tankSquad&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="c1"&gt;// Execute the entire army's action&lt;/span&gt;
        &lt;span class="n"&gt;army&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="nf"&gt;CreateSoldier&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;soldier&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;GameObject&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;CreatePrimitive&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;PrimitiveType&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Capsule&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;soldier&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;name&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;soldier&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="nf"&gt;CreateTank&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;tank&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;GameObject&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;CreatePrimitive&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;PrimitiveType&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Cube&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;tank&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;name&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="n"&gt;tank&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;localScale&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Vector3&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;one&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="m"&gt;2f&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;tank&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Pros:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Strictly adheres to Composite design principles&lt;/li&gt;
&lt;li&gt;Type-safe with clear structure&lt;/li&gt;
&lt;li&gt;Supports arbitrary depth of nesting&lt;/li&gt;
&lt;li&gt;Easy to extend with new component types&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Cons:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;More code and complexity&lt;/li&gt;
&lt;li&gt;Might be over-engineered for simple scenarios&lt;/li&gt;
&lt;li&gt;Extra memory overhead to maintain the tree structure&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  Approach 2: Unity GameObject-based Implementation
&lt;/h3&gt;

&lt;p&gt;Leverages Unity’s native GameObject parent-child relationships—this is the most “Unity-ish” approach.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;System.Collections.Generic&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;UnityEngine&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="c1"&gt;// Game component interface&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;interface&lt;/span&gt; &lt;span class="nc"&gt;IGameComponent&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="nf"&gt;GetName&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="n"&gt;Transform&lt;/span&gt; &lt;span class="nf"&gt;GetTransform&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Base component class&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;abstract&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;BaseGameComponent&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;IGameComponent&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;protected&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;componentName&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;protected&lt;/span&gt; &lt;span class="k"&gt;virtual&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Awake&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;string&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;IsNullOrEmpty&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;componentName&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;componentName&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;gameObject&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;abstract&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="nf"&gt;GetName&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;componentName&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;Transform&lt;/span&gt; &lt;span class="nf"&gt;GetTransform&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Leaf component - single unit&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;UnitComponent&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;BaseGameComponent&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;moveSpeed&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;5f&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;Vector3&lt;/span&gt; &lt;span class="n"&gt;targetPosition&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;hasTarget&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Unit &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;componentName&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt; executing action"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;hasTarget&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nf"&gt;MoveToTarget&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;else&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nf"&gt;PerformDefaultAction&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;MoveToTarget&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;position&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Vector3&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;MoveTowards&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
            &lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;position&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; 
            &lt;span class="n"&gt;targetPosition&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; 
            &lt;span class="n"&gt;moveSpeed&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="n"&gt;Time&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;deltaTime&lt;/span&gt;
        &lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Vector3&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Distance&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;position&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;targetPosition&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;0.1f&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;hasTarget&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"&lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;componentName&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt; reached target!"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;PerformDefaultAction&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// Default behavior, e.g., patrol&lt;/span&gt;
        &lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Rotate&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;45&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="n"&gt;Time&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;deltaTime&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;SetTarget&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Vector3&lt;/span&gt; &lt;span class="n"&gt;target&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;targetPosition&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;target&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="n"&gt;hasTarget&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Composite component - group of units&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;GroupComponent&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;BaseGameComponent&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;executeInSequence&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;sequenceDelay&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0.5f&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;IGameComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;childComponents&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;IGameComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;isInitialized&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;protected&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Awake&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;base&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Awake&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="nf"&gt;InitializeChildren&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;InitializeChildren&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;isInitialized&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="n"&gt;childComponents&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Clear&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

        &lt;span class="c1"&gt;// Get components from all direct children&lt;/span&gt;
        &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;childCount&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;++)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;child&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetChild&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;component&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;child&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;GetComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;IGameComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;component&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;childComponents&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;component&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="n"&gt;isInitialized&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Group &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;componentName&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt; executing with &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;childComponents&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt; children"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;executeInSequence&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nf"&gt;StartCoroutine&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;ExecuteSequentially&lt;/span&gt;&lt;span class="p"&gt;());&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;else&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nf"&gt;ExecuteSimultaneously&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;ExecuteSimultaneously&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;child&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;childComponents&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;child&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Collections&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;IEnumerator&lt;/span&gt; &lt;span class="nf"&gt;ExecuteSequentially&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;child&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;childComponents&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;child&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
            &lt;span class="k"&gt;yield&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;WaitForSeconds&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;sequenceDelay&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// Dynamically add a child component&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;AddChild&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="n"&gt;childObject&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;childObject&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;SetParent&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;component&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;childObject&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;GetComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;IGameComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;component&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;!&lt;/span&gt;&lt;span class="n"&gt;childComponents&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Contains&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;component&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;childComponents&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;component&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// Remove a child component&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;RemoveChild&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="n"&gt;childObject&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;component&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;childObject&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;GetComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;IGameComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;component&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;childComponents&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Remove&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;component&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="n"&gt;childObject&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;SetParent&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// Reinitialize the child component list&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;RefreshChildren&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;isInitialized&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="nf"&gt;InitializeChildren&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Advanced group component - supports more complex operations&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;AdvancedGroupComponent&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;GroupComponent&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;GroupFormation&lt;/span&gt; &lt;span class="n"&gt;formation&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;GroupFormation&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Line&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;spacing&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;2f&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;autoArrange&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;enum&lt;/span&gt; &lt;span class="n"&gt;GroupFormation&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Line&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
        &lt;span class="n"&gt;Circle&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
        &lt;span class="n"&gt;Grid&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
        &lt;span class="n"&gt;Wedge&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Start&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;autoArrange&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nf"&gt;ArrangeFormation&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;ArrangeFormation&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Transform&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
        &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;childCount&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;++)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetChild&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="k"&gt;switch&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;formation&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;case&lt;/span&gt; &lt;span class="n"&gt;GroupFormation&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Line&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
                &lt;span class="nf"&gt;ArrangeInLine&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
                &lt;span class="k"&gt;break&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="k"&gt;case&lt;/span&gt; &lt;span class="n"&gt;GroupFormation&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Circle&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
                &lt;span class="nf"&gt;ArrangeInCircle&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
                &lt;span class="k"&gt;break&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="k"&gt;case&lt;/span&gt; &lt;span class="n"&gt;GroupFormation&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Grid&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
                &lt;span class="nf"&gt;ArrangeInGrid&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
                &lt;span class="k"&gt;break&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="k"&gt;case&lt;/span&gt; &lt;span class="n"&gt;GroupFormation&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Wedge&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;
                &lt;span class="nf"&gt;ArrangeInWedge&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
                &lt;span class="k"&gt;break&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;ArrangeInLine&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Transform&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;++)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;].&lt;/span&gt;&lt;span class="n"&gt;localPosition&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;Vector3&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="n"&gt;spacing&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;ArrangeInCircle&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Transform&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;angleStep&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;360f&lt;/span&gt; &lt;span class="p"&gt;/&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;++)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;angle&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="n"&gt;angleStep&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="n"&gt;Mathf&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Deg2Rad&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="n"&gt;Vector3&lt;/span&gt; &lt;span class="n"&gt;position&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;Vector3&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
                &lt;span class="n"&gt;Mathf&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Cos&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;angle&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="n"&gt;spacing&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
                &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
                &lt;span class="n"&gt;Mathf&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Sin&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;angle&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="n"&gt;spacing&lt;/span&gt;
            &lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;].&lt;/span&gt;&lt;span class="n"&gt;localPosition&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;position&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;ArrangeInGrid&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Transform&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;gridSize&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Mathf&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;CeilToInt&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Mathf&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Sqrt&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
        &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;++)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;x&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;%&lt;/span&gt; &lt;span class="n"&gt;gridSize&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;z&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;/&lt;/span&gt; &lt;span class="n"&gt;gridSize&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;].&lt;/span&gt;&lt;span class="n"&gt;localPosition&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;Vector3&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;x&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="n"&gt;spacing&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;z&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="n"&gt;spacing&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;ArrangeInWedge&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Transform&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;++)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;offset&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;-&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt; &lt;span class="p"&gt;/&lt;/span&gt; &lt;span class="m"&gt;2f&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="n"&gt;spacing&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;].&lt;/span&gt;&lt;span class="n"&gt;localPosition&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;Vector3&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;offset&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;-&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="n"&gt;spacing&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="m"&gt;0.5f&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Pros:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Fully leverages Unity’s GameObject system&lt;/li&gt;
&lt;li&gt;Visual editing and easy debugging&lt;/li&gt;
&lt;li&gt;Parent-child relationships handled automatically&lt;/li&gt;
&lt;li&gt;Supports Inspector configuration&lt;/li&gt;
&lt;li&gt;Memory efficient&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Cons:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Dependent on Unity’s MonoBehaviour system&lt;/li&gt;
&lt;li&gt;Not ideal for purely logical composites&lt;/li&gt;
&lt;li&gt;Constrained by GameObject lifecycle&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  Approach 3: ScriptableObject-based Implementation
&lt;/h3&gt;

&lt;p&gt;Ideal for data-driven composites, especially for skills, equipment, and configuration systems.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;System.Collections.Generic&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;UnityEngine&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nf"&gt;CreateAssetMenu&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;fileName&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;"New Skill"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;menuName&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;"Game/Skill"&lt;/span&gt;&lt;span class="p"&gt;)]&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;abstract&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;SkillData&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;ScriptableObject&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;protected&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;skillName&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;protected&lt;/span&gt; &lt;span class="n"&gt;Sprite&lt;/span&gt; &lt;span class="n"&gt;icon&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;protected&lt;/span&gt; &lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;cooldown&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;protected&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;manaCost&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;abstract&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="n"&gt;caster&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="n"&gt;target&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;abstract&lt;/span&gt; &lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="nf"&gt;GetDuration&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;virtual&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="nf"&gt;GetDescription&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;skillName&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nf"&gt;CreateAssetMenu&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;fileName&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;"New Basic Skill"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;menuName&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;"Game/Basic Skill"&lt;/span&gt;&lt;span class="p"&gt;)]&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;BasicSkill&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;SkillData&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;damage&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;range&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="n"&gt;effectPrefab&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="n"&gt;caster&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="n"&gt;target&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Executing basic skill: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;skillName&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;target&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;Vector3&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Distance&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;caster&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;position&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;target&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;position&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;=&lt;/span&gt; &lt;span class="n"&gt;range&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="c1"&gt;// Apply damage&lt;/span&gt;
            &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;health&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;target&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;GetComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Health&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;health&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;health&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;TakeDamage&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;damage&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;

            &lt;span class="c1"&gt;// Play VFX&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;effectPrefab&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="nf"&gt;Instantiate&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;effectPrefab&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;target&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;position&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;Quaternion&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;identity&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="nf"&gt;GetDuration&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="m"&gt;0.5f&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// Instant cast&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nf"&gt;CreateAssetMenu&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;fileName&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;"New Combo Skill"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;menuName&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;"Game/Combo Skill"&lt;/span&gt;&lt;span class="p"&gt;)]&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;ComboSkill&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;SkillData&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;SkillData&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;subSkills&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;SkillData&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;delayBetweenSkills&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0.3f&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;executeSimultaneously&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="n"&gt;caster&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="n"&gt;target&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Executing combo skill: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;skillName&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;executeSimultaneously&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nf"&gt;ExecuteSimultaneously&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;caster&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;target&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;else&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;skillExecutor&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;caster&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;GetComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;SkillExecutor&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;skillExecutor&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;skillExecutor&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;StartCoroutine&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;ExecuteSequentially&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;caster&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;target&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;ExecuteSimultaneously&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="n"&gt;caster&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="n"&gt;target&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;skill&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;subSkills&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;skill&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;caster&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;target&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Collections&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;IEnumerator&lt;/span&gt; &lt;span class="nf"&gt;ExecuteSequentially&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="n"&gt;caster&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="n"&gt;target&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;skill&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;subSkills&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;skill&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;caster&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;target&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
                &lt;span class="k"&gt;yield&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;WaitForSeconds&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;delayBetweenSkills&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="nf"&gt;GetDuration&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;executeSimultaneously&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;maxDuration&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0f&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;skill&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;subSkills&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;skill&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
                &lt;span class="p"&gt;{&lt;/span&gt;
                    &lt;span class="n"&gt;maxDuration&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Mathf&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Max&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;maxDuration&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetDuration&lt;/span&gt;&lt;span class="p"&gt;());&lt;/span&gt;
                &lt;span class="p"&gt;}&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
            &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;maxDuration&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;else&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;totalDuration&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0f&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;skill&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;subSkills&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;skill&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
                &lt;span class="p"&gt;{&lt;/span&gt;
                    &lt;span class="n"&gt;totalDuration&lt;/span&gt; &lt;span class="p"&gt;+=&lt;/span&gt; &lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetDuration&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="n"&gt;delayBetweenSkills&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
                &lt;span class="p"&gt;}&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
            &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;totalDuration&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;AddSkill&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;SkillData&lt;/span&gt; &lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;skill&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;!&lt;/span&gt;&lt;span class="n"&gt;subSkills&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Contains&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;subSkills&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;RemoveSkill&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;SkillData&lt;/span&gt; &lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;subSkills&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Remove&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Skill executor&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;SkillExecutor&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;SkillData&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;availableSkills&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;SkillData&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;SkillData&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;float&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;skillCooldowns&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;SkillData&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;float&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;

    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Update&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// Update cooldowns&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;keys&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;SkillData&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;(&lt;/span&gt;&lt;span class="n"&gt;skillCooldowns&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Keys&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;skill&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;keys&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;skillCooldowns&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;-=&lt;/span&gt; &lt;span class="n"&gt;Time&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;deltaTime&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;skillCooldowns&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;skillCooldowns&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Remove&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;CanUseSkill&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;SkillData&lt;/span&gt; &lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;!&lt;/span&gt;&lt;span class="n"&gt;skillCooldowns&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ContainsKey&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;UseSkill&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;SkillData&lt;/span&gt; &lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="n"&gt;target&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;CanUseSkill&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;gameObject&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;target&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="n"&gt;skillCooldowns&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;cooldown&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Pros:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Separation of data and logic&lt;/li&gt;
&lt;li&gt;Supports dynamic composition at runtime&lt;/li&gt;
&lt;li&gt;Easy serialization and persistence&lt;/li&gt;
&lt;li&gt;Asset references and reuse&lt;/li&gt;
&lt;li&gt;Convenient for designer-driven configuration&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Cons:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Requires an extra executor component&lt;/li&gt;
&lt;li&gt;Less suitable for complex runtime logic&lt;/li&gt;
&lt;li&gt;Harder to debug&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  Approach 4: Lightweight Interface-based Implementation
&lt;/h3&gt;

&lt;p&gt;Suited for performance-sensitive scenarios with minimal memory footprint.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;System.Collections.Generic&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;UnityEngine&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;interface&lt;/span&gt; &lt;span class="nc"&gt;IExecutable&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;interface&lt;/span&gt; &lt;span class="nc"&gt;IComposite&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;IExecutable&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;IExecutable&lt;/span&gt; &lt;span class="n"&gt;executable&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Remove&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;IExecutable&lt;/span&gt; &lt;span class="n"&gt;executable&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="n"&gt;IExecutable&lt;/span&gt; &lt;span class="nf"&gt;GetChild&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="nf"&gt;GetChildCount&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Lightweight leaf implementation&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;struct&lt;/span&gt; &lt;span class="nc"&gt;ActionLeaf&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;IExecutable&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Action&lt;/span&gt; &lt;span class="n"&gt;action&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="nf"&gt;ActionLeaf&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Action&lt;/span&gt; &lt;span class="n"&gt;action&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;action&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;action&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;action&lt;/span&gt;&lt;span class="p"&gt;?.&lt;/span&gt;&lt;span class="nf"&gt;Invoke&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Lightweight composite implementation&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;ActionComposite&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;IComposite&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;IExecutable&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Action&lt;/span&gt; &lt;span class="n"&gt;preAction&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Action&lt;/span&gt; &lt;span class="n"&gt;postAction&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="nf"&gt;ActionComposite&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Action&lt;/span&gt; &lt;span class="n"&gt;preAction&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Action&lt;/span&gt; &lt;span class="n"&gt;postAction&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;children&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;IExecutable&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
        &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;preAction&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;preAction&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;postAction&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;postAction&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;preAction&lt;/span&gt;&lt;span class="p"&gt;?.&lt;/span&gt;&lt;span class="nf"&gt;Invoke&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

        &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;++)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;].&lt;/span&gt;&lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="n"&gt;postAction&lt;/span&gt;&lt;span class="p"&gt;?.&lt;/span&gt;&lt;span class="nf"&gt;Invoke&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;IExecutable&lt;/span&gt; &lt;span class="n"&gt;executable&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;executable&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Remove&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;IExecutable&lt;/span&gt; &lt;span class="n"&gt;executable&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Remove&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;executable&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;IExecutable&lt;/span&gt; &lt;span class="nf"&gt;GetChild&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt; &lt;span class="p"&gt;&amp;gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt; &lt;span class="p"&gt;?&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="nf"&gt;GetChildCount&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Usage example&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;LightweightCompositeExample&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Start&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// Create a composite action&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;moveAndAttack&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;ActionComposite&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
            &lt;span class="n"&gt;preAction&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Starting move and attack sequence"&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
            &lt;span class="n"&gt;postAction&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Completed move and attack sequence"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="c1"&gt;// Add move action&lt;/span&gt;
        &lt;span class="n"&gt;moveAndAttack&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;ActionLeaf&lt;/span&gt;&lt;span class="p"&gt;(()&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Moving forward"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Translate&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Vector3&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;forward&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}));&lt;/span&gt;

        &lt;span class="c1"&gt;// Add attack action&lt;/span&gt;
        &lt;span class="n"&gt;moveAndAttack&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;ActionLeaf&lt;/span&gt;&lt;span class="p"&gt;(()&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Attacking!"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="c1"&gt;// Attack logic&lt;/span&gt;
        &lt;span class="p"&gt;}));&lt;/span&gt;

        &lt;span class="c1"&gt;// Add a sub-composite&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;multiAttack&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;ActionComposite&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="n"&gt;multiAttack&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;ActionLeaf&lt;/span&gt;&lt;span class="p"&gt;(()&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Attack 1"&lt;/span&gt;&lt;span class="p"&gt;)));&lt;/span&gt;
        &lt;span class="n"&gt;multiAttack&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;ActionLeaf&lt;/span&gt;&lt;span class="p"&gt;(()&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Attack 2"&lt;/span&gt;&lt;span class="p"&gt;)));&lt;/span&gt;
        &lt;span class="n"&gt;multiAttack&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;ActionLeaf&lt;/span&gt;&lt;span class="p"&gt;(()&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Attack 3"&lt;/span&gt;&lt;span class="p"&gt;)));&lt;/span&gt;

        &lt;span class="n"&gt;moveAndAttack&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;multiAttack&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="c1"&gt;// Execute the entire sequence&lt;/span&gt;
        &lt;span class="n"&gt;moveAndAttack&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Pros:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Very low memory footprint&lt;/li&gt;
&lt;li&gt;High execution efficiency&lt;/li&gt;
&lt;li&gt;Concise code&lt;/li&gt;
&lt;li&gt;Supports lambda expressions&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Cons:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Limited functionality&lt;/li&gt;
&lt;li&gt;No complex state management&lt;/li&gt;
&lt;li&gt;Harder to debug&lt;/li&gt;
&lt;li&gt;Lower type safety&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Performance Optimization Considerations
&lt;/h2&gt;

&lt;h3&gt;
  
  
  1. Object Pooling
&lt;/h3&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;CompositeObjectPool&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;Queue&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;GameComposite&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;compositePool&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;Queue&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;GameComposite&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;Queue&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;GameLeaf&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;leafPool&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;Queue&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;GameLeaf&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;GameComposite&lt;/span&gt; &lt;span class="nf"&gt;GetComposite&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;compositePool&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt; &lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;composite&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;compositePool&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Dequeue&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
            &lt;span class="n"&gt;composite&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Reset&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;composite&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;GameComposite&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;ReturnComposite&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameComposite&lt;/span&gt; &lt;span class="n"&gt;composite&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;composite&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Clear&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="n"&gt;compositePool&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Enqueue&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;composite&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  2. Lazy Loading
&lt;/h3&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;LazyComposite&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;IComposite&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;IExecutable&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Func&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;IExecutable&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;childrenProvider&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;isLoaded&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="nf"&gt;LazyComposite&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Func&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;IExecutable&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;childrenProvider&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;childrenProvider&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;childrenProvider&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;EnsureLoaded&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(!&lt;/span&gt;&lt;span class="n"&gt;isLoaded&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;children&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;childrenProvider&lt;/span&gt;&lt;span class="p"&gt;?.&lt;/span&gt;&lt;span class="nf"&gt;Invoke&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;??&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;IExecutable&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
            &lt;span class="n"&gt;isLoaded&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="nf"&gt;EnsureLoaded&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;child&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;child&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  3. Caching Optimization
&lt;/h3&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;CachedComposite&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;IComposite&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;IExecutable&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;IExecutable&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;isDirty&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;IExecutable&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;cachedExecutionList&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;isDirty&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nf"&gt;RefreshExecutionCache&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
            &lt;span class="n"&gt;isDirty&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;cachedExecutionList&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;++)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;cachedExecutionList&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;].&lt;/span&gt;&lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;RefreshExecutionCache&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;cachedExecutionList&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;IExecutable&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;(&lt;/span&gt;&lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;IExecutable&lt;/span&gt; &lt;span class="n"&gt;executable&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;executable&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;isDirty&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  Best Practices
&lt;/h2&gt;

&lt;h3&gt;
  
  
  1. Choose the Right Approach
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;UI System: GameObject-based approach&lt;/li&gt;
&lt;li&gt;Skills/Equipment Systems: ScriptableObject-based approach&lt;/li&gt;
&lt;li&gt;AI Behavior: Interface-based approach&lt;/li&gt;
&lt;li&gt;Complex Game Logic: Classic approach&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  2. Avoid Excessive Nesting
&lt;/h3&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="c1"&gt;// Not recommended: excessive nesting&lt;/span&gt;
&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;root&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;GameComposite&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Root"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;level1&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;GameComposite&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Level1"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;level2&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;GameComposite&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Level2"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;level3&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;GameComposite&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Level3"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="c1"&gt;// ... continue nesting&lt;/span&gt;

&lt;span class="c1"&gt;// Recommended: flatter structure&lt;/span&gt;
&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;root&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;GameComposite&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Root"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="n"&gt;root&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;GameLeaf&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Action1"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;gameObject1&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
&lt;span class="n"&gt;root&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;GameLeaf&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Action2"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;gameObject2&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
&lt;span class="n"&gt;root&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;GameLeaf&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Action3"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;gameObject3&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  3. Combine Design Patterns Appropriately
&lt;/h3&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="c1"&gt;// Composite + Command pattern&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;CommandComposite&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;IComposite&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;ICommand&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;commands&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;ICommand&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;command&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;commands&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;command&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;IExecutable&lt;/span&gt; &lt;span class="n"&gt;executable&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;executable&lt;/span&gt; &lt;span class="k"&gt;is&lt;/span&gt; &lt;span class="n"&gt;ICommand&lt;/span&gt; &lt;span class="n"&gt;command&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;commands&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;command&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Composite + Observer pattern&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;ObservableComposite&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;IComposite&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Action&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;IExecutable&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;OnChildExecuted&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;IExecutable&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;IExecutable&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;child&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;child&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
            &lt;span class="n"&gt;OnChildExecuted&lt;/span&gt;&lt;span class="p"&gt;?.&lt;/span&gt;&lt;span class="nf"&gt;Invoke&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;child&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  4. Error Handling and Safety Checks
&lt;/h3&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;SafeComposite&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;IComposite&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;IExecutable&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;IExecutable&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt; &lt;span class="p"&gt;-&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;&amp;gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;--)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;try&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
                &lt;span class="p"&gt;{&lt;/span&gt;
                    &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;].&lt;/span&gt;&lt;span class="nf"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
                &lt;span class="p"&gt;}&lt;/span&gt;
                &lt;span class="k"&gt;else&lt;/span&gt;
                &lt;span class="p"&gt;{&lt;/span&gt;
                    &lt;span class="n"&gt;children&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;RemoveAt&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt; &lt;span class="c1"&gt;// Clean up null references&lt;/span&gt;
                &lt;span class="p"&gt;}&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
            &lt;span class="k"&gt;catch&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Exception&lt;/span&gt; &lt;span class="n"&gt;e&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;LogError&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Error executing child &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;e&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Message&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  Conclusion
&lt;/h2&gt;

&lt;p&gt;The Composite Pattern has multiple implementation strategies in Unity, each suited to different scenarios:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Classic implementation: Best for complex business logic, offers maximum flexibility&lt;/li&gt;
&lt;li&gt;GameObject-based implementation: The most Unity-native approach for scene object management&lt;/li&gt;
&lt;li&gt;ScriptableObject-based implementation: Data-driven, ideal for configuration systems&lt;/li&gt;
&lt;li&gt;Lightweight implementation: Performance-first, suitable for simple composite operations&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;When choosing an approach, consider:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Performance needs: Lightweight &amp;gt; GameObject &amp;gt; ScriptableObject &amp;gt; Classic&lt;/li&gt;
&lt;li&gt;Maintainability: Classic &amp;gt; ScriptableObject &amp;gt; GameObject &amp;gt; Lightweight&lt;/li&gt;
&lt;li&gt;Unity integration: GameObject &amp;gt; ScriptableObject &amp;gt; Classic &amp;gt; Lightweight&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Proper use of the Composite Pattern can make a Unity project’s architecture clearer and easier to maintain and extend. In practice, choose the approach that fits your specific needs, and pay attention to performance optimization and error handling.&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>unity3d</category>
    </item>
    <item>
      <title>Practical Bitwise Operations and Bitmasks in Unity</title>
      <dc:creator>Kevin Nox Yuan</dc:creator>
      <pubDate>Tue, 14 Oct 2025 07:19:44 +0000</pubDate>
      <link>https://forem.com/sky_noc__16618949385255bd/practical-bitwise-operations-and-bitmasks-in-unity-5h6d</link>
      <guid>https://forem.com/sky_noc__16618949385255bd/practical-bitwise-operations-and-bitmasks-in-unity-5h6d</guid>
      <description>&lt;blockquote&gt;
&lt;p&gt;I recently ran into an interviewer who couldn’t understand why skills and buff systems use bitmasks. I tried explaining 2&amp;lt;&amp;lt;1=4 and 4&amp;lt;&amp;lt;1=8, brought up notification dots and Unity’s LayerMask as examples—still didn’t land. I lost my temper and then got told I was “hard to communicate with,” lol. Anyway, here’s a primer to jog memories and spark ideas on practical ways to use bitmasks—consider it both a refresher and an expansion.&lt;/p&gt;
&lt;/blockquote&gt;

&lt;h2&gt;
  
  
  Practical Bitwise Operations and Bitmasks in Unity
&lt;/h2&gt;

&lt;h2&gt;
  
  
  Bitwise basics
&lt;/h2&gt;

&lt;h3&gt;
  
  
  Core bitwise operators
&lt;/h3&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;UnityEngine&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;BitOperationBasics&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Start&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// Basic bitwise operations&lt;/span&gt;
        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;a&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;5&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;  &lt;span class="c1"&gt;// binary: 0101&lt;/span&gt;
        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;b&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;3&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;  &lt;span class="c1"&gt;// binary: 0011&lt;/span&gt;

        &lt;span class="c1"&gt;// Bitwise AND (&amp;amp;) - result bit is 1 only if both bits are 1&lt;/span&gt;
        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="k"&gt;and&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;a&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;b&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;  &lt;span class="c1"&gt;// 0001 = 1&lt;/span&gt;

        &lt;span class="c1"&gt;// Bitwise OR (|) - result bit is 1 if any bit is 1&lt;/span&gt;
        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="k"&gt;or&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;a&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;b&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;   &lt;span class="c1"&gt;// 0111 = 7&lt;/span&gt;

        &lt;span class="c1"&gt;// Bitwise XOR (^) - result bit is 1 if bits differ&lt;/span&gt;
        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;xor&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;a&lt;/span&gt; &lt;span class="p"&gt;^&lt;/span&gt; &lt;span class="n"&gt;b&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;  &lt;span class="c1"&gt;// 0110 = 6&lt;/span&gt;

        &lt;span class="c1"&gt;// Bitwise NOT (~) - flips bits: 0 -&amp;gt; 1, 1 -&amp;gt; 0&lt;/span&gt;
        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="k"&gt;not&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;~&lt;/span&gt;&lt;span class="n"&gt;a&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;     &lt;span class="c1"&gt;// 11111010 = -6 (two's complement)&lt;/span&gt;

        &lt;span class="c1"&gt;// Left shift (&amp;lt;&amp;lt;) - shift left, fill with 0 on the right&lt;/span&gt;
        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;leftShift&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;a&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;2&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;  &lt;span class="c1"&gt;// 010100 = 20&lt;/span&gt;

        &lt;span class="c1"&gt;// Right shift (&amp;gt;&amp;gt;) - shift right, sign-extend on the left&lt;/span&gt;
        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;rightShift&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;a&lt;/span&gt; &lt;span class="p"&gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// 0010 = 2&lt;/span&gt;

        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"AND: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="k"&gt;and&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;, OR: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="k"&gt;or&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;, XOR: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;xor&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"NOT: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="k"&gt;not&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;, LEFT: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;leftShift&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;, RIGHT: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;rightShift&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Handy bit utilities
&lt;/h3&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;BitUtils&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Set bit i to 1.&lt;/span&gt;
    &lt;span class="c1"&gt;/// Use cases: enable a feature, unlock content, set a status.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="nf"&gt;SetBit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="n"&gt;flags&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;|=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Clear bit i to 0.&lt;/span&gt;
    &lt;span class="c1"&gt;/// Use cases: disable a feature, lock content, remove a status.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="nf"&gt;ClearBit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="n"&gt;flags&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;=&lt;/span&gt; &lt;span class="p"&gt;~(&lt;/span&gt;&lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Test if bit i is 1.&lt;/span&gt;
    &lt;span class="c1"&gt;/// Use cases: status checks, permission checks, branching.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;TestBit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="n"&gt;flags&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Toggle bit i.&lt;/span&gt;
    &lt;span class="c1"&gt;/// Use cases: on/off toggles, state inversion, UI interactions.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="nf"&gt;ToggleBit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="n"&gt;flags&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;^=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Clear the lowest set bit (rightmost 1).&lt;/span&gt;
    &lt;span class="c1"&gt;/// Use cases: process active flags one-by-one, priority queues, resource allocation.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="nf"&gt;ClearLowestSetBit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="n"&gt;x&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;x&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;=&lt;/span&gt; &lt;span class="n"&gt;x&lt;/span&gt; &lt;span class="p"&gt;-&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Isolate the lowest set bit (rightmost 1).&lt;/span&gt;
    &lt;span class="c1"&gt;/// Use cases: find the next item to process, bit scan, priority handling.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="nf"&gt;IsolateLowestSetBit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="n"&gt;x&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;x&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;)-(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;x&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Count number of set bits (population count).&lt;/span&gt;
    &lt;span class="c1"&gt;/// Use cases: count actives, resource usage, degree of fulfillment.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="nf"&gt;CountSetBits&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="n"&gt;x&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;count&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;while&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;x&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;x&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;ClearLowestSetBit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;x&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="n"&gt;count&lt;/span&gt;&lt;span class="p"&gt;++;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;count&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Find index of the lowest set bit.&lt;/span&gt;
    &lt;span class="c1"&gt;/// Use cases: find the first matching index.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="nf"&gt;FindLowestSetBitIndex&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="n"&gt;x&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;x&lt;/span&gt; &lt;span class="p"&gt;==&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;-&lt;/span&gt;&lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="n"&gt;isolated&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;IsolateLowestSetBit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;x&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="k"&gt;while&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;isolated&lt;/span&gt; &lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;isolated&lt;/span&gt; &lt;span class="p"&gt;&amp;gt;&amp;gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;++;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  What is a bitmask?
&lt;/h2&gt;

&lt;p&gt;A bitmask uses bitwise operations to store and manipulate multiple boolean states within a single integer. Packing dozens of booleans into one integer can significantly reduce memory and improve performance.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="c1"&gt;// Traditional approach - uses many bytes&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;TraditionalFlags&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;canJump&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;canFly&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;canSwim&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;canClimb&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;isInvincible&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;isVisible&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="c1"&gt;// ... more flags&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Bitmask approach - a single int (4 bytes)&lt;/span&gt;
&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Flags&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;enum&lt;/span&gt; &lt;span class="n"&gt;PlayerAbilities&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="n"&gt;None&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;CanJump&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;      &lt;span class="c1"&gt;// 0001&lt;/span&gt;
    &lt;span class="n"&gt;CanFly&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;       &lt;span class="c1"&gt;// 0010&lt;/span&gt;
    &lt;span class="n"&gt;CanSwim&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;      &lt;span class="c1"&gt;// 0100&lt;/span&gt;
    &lt;span class="n"&gt;CanClimb&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;     &lt;span class="c1"&gt;// 1000&lt;/span&gt;
    &lt;span class="n"&gt;IsInvincible&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;4&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="c1"&gt;// 10000&lt;/span&gt;
    &lt;span class="n"&gt;IsVisible&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;5&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;    &lt;span class="c1"&gt;// 100000&lt;/span&gt;
    &lt;span class="c1"&gt;// Composites&lt;/span&gt;
    &lt;span class="n"&gt;BasicMovement&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;CanJump&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;CanSwim&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;AllAbilities&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;CanJump&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;CanFly&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;CanSwim&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;CanClimb&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;IsInvincible&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;IsVisible&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  Common Unity use cases
&lt;/h2&gt;

&lt;h3&gt;
  
  
  LayerMask
&lt;/h3&gt;

&lt;p&gt;LayerMask is a textbook bitmask in Unity, used to filter what layers are affected by raycasts, overlaps, collisions, etc.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;UnityEngine&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;LayerMaskExample&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;LayerMask&lt;/span&gt; &lt;span class="n"&gt;groundLayers&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;LayerMask&lt;/span&gt; &lt;span class="n"&gt;enemyLayers&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;LayerMask&lt;/span&gt; &lt;span class="n"&gt;interactableLayers&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Update&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// Raycast against specific layers&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Physics&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Raycast&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;position&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;Vector3&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;down&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="k"&gt;out&lt;/span&gt; &lt;span class="n"&gt;RaycastHit&lt;/span&gt; &lt;span class="n"&gt;hit&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;10f&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;groundLayers&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Hit ground: "&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="n"&gt;hit&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;collider&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="c1"&gt;// Sphere overlap against multiple layers&lt;/span&gt;
        &lt;span class="n"&gt;Collider&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="n"&gt;enemies&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Physics&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;OverlapSphere&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;transform&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;position&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;5f&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;enemyLayers&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;enemy&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;enemies&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Found enemy: "&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="n"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;name&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Start&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// Build a LayerMask manually&lt;/span&gt;
        &lt;span class="n"&gt;LayerMask&lt;/span&gt; &lt;span class="n"&gt;customMask&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="n"&gt;customMask&lt;/span&gt; &lt;span class="p"&gt;|=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;LayerMask&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;NameToLayer&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Ground"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;customMask&lt;/span&gt; &lt;span class="p"&gt;|=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;LayerMask&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;NameToLayer&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Platform"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="c1"&gt;// Check whether a layer is included&lt;/span&gt;
        &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;isGroundIncluded&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;groundLayers&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;LayerMask&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;NameToLayer&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Ground"&lt;/span&gt;&lt;span class="p"&gt;)))&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Ground included: "&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="n"&gt;isGroundIncluded&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="c1"&gt;// Remove a layer from the mask&lt;/span&gt;
        &lt;span class="n"&gt;groundLayers&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;=&lt;/span&gt; &lt;span class="p"&gt;~(&lt;/span&gt;&lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;LayerMask&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;NameToLayer&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Water"&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;

        &lt;span class="c1"&gt;// Add a layer to the mask&lt;/span&gt;
        &lt;span class="n"&gt;groundLayers&lt;/span&gt; &lt;span class="p"&gt;|=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;LayerMask&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;NameToLayer&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Ice"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Notification dots (red-dot badges)
&lt;/h3&gt;

&lt;p&gt;Notification-dot systems are a very common UI pattern in games. Bitwise operations make it efficient to manage complex badge states.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;UnityEngine&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;System.Collections.Generic&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Flags&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;enum&lt;/span&gt; &lt;span class="n"&gt;RedDotType&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kt"&gt;uint&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="n"&gt;None&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;

    &lt;span class="c1"&gt;// Main menu (bits 0–7)&lt;/span&gt;
    &lt;span class="n"&gt;MainMenu&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Store&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Mail&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Achievement&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;

    &lt;span class="c1"&gt;// Inventory (bits 8–15)&lt;/span&gt;
    &lt;span class="n"&gt;Inventory&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;8&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Equipment&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;9&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Consumables&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;10&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;

    &lt;span class="c1"&gt;// Quests (bits 16–23)&lt;/span&gt;
    &lt;span class="n"&gt;DailyQuest&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;16&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;MainQuest&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;17&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;SideQuest&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;18&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;

    &lt;span class="c1"&gt;// Social (bits 24–31)&lt;/span&gt;
    &lt;span class="n"&gt;Friends&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;24&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Guild&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;25&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Chat&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;26&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;

    &lt;span class="c1"&gt;// Grouped badges&lt;/span&gt;
    &lt;span class="n"&gt;AllQuests&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;DailyQuest&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;MainQuest&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;SideQuest&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;AllInventory&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Inventory&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Equipment&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Consumables&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;AllSocial&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Friends&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Guild&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Chat&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;RedDotManager&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="n"&gt;RedDotManager&lt;/span&gt; &lt;span class="n"&gt;instance&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="n"&gt;RedDotManager&lt;/span&gt; &lt;span class="n"&gt;Instance&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;instance&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="n"&gt;redDotFlags&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Action&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kt"&gt;bool&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;redDotCallbacks&lt;/span&gt; 
        &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Action&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kt"&gt;bool&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&amp;gt;&amp;gt;();&lt;/span&gt;

    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Awake&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;instance&lt;/span&gt; &lt;span class="p"&gt;==&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;instance&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="nf"&gt;DontDestroyOnLoad&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;gameObject&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;else&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nf"&gt;Destroy&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;gameObject&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Set a badge state.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;SetRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt; &lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;show&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;wasSet&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;HasRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;show&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;redDotFlags&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;BitOperations&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;SetBit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;redDotFlags&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nf"&gt;GetBitIndex&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;else&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;redDotFlags&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;BitOperations&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ClearBit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;redDotFlags&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nf"&gt;GetBitIndex&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="c1"&gt;// Only fire callbacks if the state actually changed&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;wasSet&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="n"&gt;show&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nf"&gt;TriggerRedDotCallback&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;show&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="nf"&gt;UpdateParentRedDots&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Check if a badge is present.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;HasRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt; &lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;redDotFlags&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Toggle a badge state.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;ToggleRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt; &lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="nf"&gt;SetRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;!&lt;/span&gt;&lt;span class="nf"&gt;HasRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Clear all badges of given types.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;ClearRedDots&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt; &lt;span class="n"&gt;types&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;originalFlags&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;redDotFlags&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="n"&gt;redDotFlags&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;=&lt;/span&gt; &lt;span class="p"&gt;~(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;types&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="c1"&gt;// Determine which badges were cleared&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;clearedFlags&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;originalFlags&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;~&lt;/span&gt;&lt;span class="n"&gt;redDotFlags&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="nf"&gt;NotifyChangedRedDots&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;clearedFlags&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Get the next badge to process (lowest set bit).&lt;/span&gt;
    &lt;span class="c1"&gt;/// Use case: auto-navigation to the next feature with a notification.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;RedDotType&lt;/span&gt; &lt;span class="nf"&gt;GetNextRedDot&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;redDotFlags&lt;/span&gt; &lt;span class="p"&gt;==&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;RedDotType&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;None&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="n"&gt;lowestBit&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;BitOperations&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;IsolateLowestSetBit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;redDotFlags&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;lowestBit&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary    /// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Process badges one by one (auto-clear after processing)&lt;/span&gt;
    &lt;span class="c1"&gt;/// Use case: batch-processing notifications.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;RedDotType&lt;/span&gt; &lt;span class="nf"&gt;ProcessNextRedDot&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;nextRedDot&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;GetNextRedDot&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;nextRedDot&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="n"&gt;RedDotType&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;None&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nf"&gt;SetRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;nextRedDot&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;nextRedDot&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Get number of active badges.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="nf"&gt;GetRedDotCount&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;BitOperations&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;CountSetBits&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;redDotFlags&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Register a callback for badge state changes.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;RegisterRedDotCallback&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt; &lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Action&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kt"&gt;bool&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;callback&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(!&lt;/span&gt;&lt;span class="n"&gt;redDotCallbacks&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ContainsKey&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;redDotCallbacks&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Action&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kt"&gt;bool&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&amp;gt;();&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="n"&gt;redDotCallbacks&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;].&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;callback&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="c1"&gt;// Fire current state immediately&lt;/span&gt;
        &lt;span class="n"&gt;callback&lt;/span&gt;&lt;span class="p"&gt;?.&lt;/span&gt;&lt;span class="nf"&gt;Invoke&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;HasRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Unregister a badge callback.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;UnregisterRedDotCallback&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt; &lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Action&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kt"&gt;bool&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;callback&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;redDotCallbacks&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ContainsKey&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;redDotCallbacks&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;].&lt;/span&gt;&lt;span class="nf"&gt;Remove&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;callback&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="nf"&gt;GetBitIndex&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt; &lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;BitOperations&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;FindLowestSetBitIndex&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;TriggerRedDotCallback&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt; &lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;show&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;redDotCallbacks&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ContainsKey&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;callback&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;redDotCallbacks&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;])&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;callback&lt;/span&gt;&lt;span class="p"&gt;?.&lt;/span&gt;&lt;span class="nf"&gt;Invoke&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;show&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;UpdateParentRedDots&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt; &lt;span class="n"&gt;changedType&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// Update parent/group badges&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;IsQuestRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;changedType&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nf"&gt;UpdateGroupRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;AllQuests&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;else&lt;/span&gt; &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;IsInventoryRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;changedType&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nf"&gt;UpdateGroupRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;AllInventory&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;else&lt;/span&gt; &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;IsSocialRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;changedType&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nf"&gt;UpdateGroupRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;AllSocial&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;UpdateGroupRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt; &lt;span class="n"&gt;groupType&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;hasAnyChildRedDot&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;HasRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;groupType&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="nf"&gt;TriggerRedDotCallback&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;groupType&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;hasAnyChildRedDot&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;IsQuestRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt; &lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;type&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;RedDotType&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;AllQuests&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;IsInventoryRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt; &lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;type&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;RedDotType&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;AllInventory&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;IsSocialRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt; &lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;type&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;RedDotType&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;AllSocial&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;NotifyChangedRedDots&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="n"&gt;changedFlags&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;newState&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;while&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;changedFlags&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="n"&gt;lowestBit&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;BitOperations&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;IsolateLowestSetBit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;changedFlags&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;redDotType&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;lowestBit&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="nf"&gt;TriggerRedDotCallback&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;redDotType&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;newState&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="n"&gt;changedFlags&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;BitOperations&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ClearLowestSetBit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;changedFlags&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// UI badge component&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;RedDotUI&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;RedDotType&lt;/span&gt; &lt;span class="n"&gt;redDotType&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="n"&gt;redDotIcon&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Start&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;RedDotManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Instance&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;RegisterRedDotCallback&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;redDotType&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;OnRedDotChanged&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnDestroy&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Instance&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;RedDotManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Instance&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;UnregisterRedDotCallback&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;redDotType&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;OnRedDotChanged&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnRedDotChanged&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;hasRedDot&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;redDotIcon&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;SetActive&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;hasRedDot&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Usage example&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;RedDotExample&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Start&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;redDotManager&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;RedDotManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Instance&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="c1"&gt;// Set badges&lt;/span&gt;
        &lt;span class="n"&gt;redDotManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;SetRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Mail&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;redDotManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;SetRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;DailyQuest&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="c1"&gt;// Check badges&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Mail badge: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;redDotManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;HasRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Mail&lt;/span&gt;&lt;span class="p"&gt;)}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Quest badges: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;redDotManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;HasRedDot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RedDotType&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;AllQuests&lt;/span&gt;&lt;span class="p"&gt;)}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="c1"&gt;// Process badges one by one&lt;/span&gt;
        &lt;span class="k"&gt;while&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;redDotManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetRedDotCount&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;nextRedDot&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;redDotManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ProcessNextRedDot&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
            &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Processed badge: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;nextRedDot&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Skill system
&lt;/h3&gt;

&lt;p&gt;Bitwise operations help manage skill states, cooldowns, and condition checks.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Flags&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;enum&lt;/span&gt; &lt;span class="n"&gt;SkillState&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kt"&gt;uint&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="n"&gt;None&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Learned&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;        &lt;span class="c1"&gt;// learned&lt;/span&gt;
    &lt;span class="n"&gt;OnCooldown&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;     &lt;span class="c1"&gt;// on cooldown&lt;/span&gt;
    &lt;span class="n"&gt;Channeling&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;     &lt;span class="c1"&gt;// channeling&lt;/span&gt;
    &lt;span class="n"&gt;Disabled&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;       &lt;span class="c1"&gt;// disabled&lt;/span&gt;
    &lt;span class="n"&gt;Enhanced&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;4&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;       &lt;span class="c1"&gt;// enhanced&lt;/span&gt;
    &lt;span class="n"&gt;Silenced&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;5&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;       &lt;span class="c1"&gt;// silenced&lt;/span&gt;

    &lt;span class="c1"&gt;// Composite states&lt;/span&gt;
    &lt;span class="n"&gt;Unusable&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;OnCooldown&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Disabled&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Silenced&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Active&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Learned&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;~&lt;/span&gt;&lt;span class="n"&gt;Unusable&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Flags&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;enum&lt;/span&gt; &lt;span class="n"&gt;SkillType&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kt"&gt;uint&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="n"&gt;None&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Physical&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;       &lt;span class="c1"&gt;// physical&lt;/span&gt;
    &lt;span class="n"&gt;Magical&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;        &lt;span class="c1"&gt;// magical&lt;/span&gt;
    &lt;span class="n"&gt;Defensive&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;      &lt;span class="c1"&gt;// defensive&lt;/span&gt;
    &lt;span class="n"&gt;Healing&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;        &lt;span class="c1"&gt;// healing&lt;/span&gt;
    &lt;span class="n"&gt;Buff&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;4&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;           &lt;span class="c1"&gt;// buff&lt;/span&gt;
    &lt;span class="n"&gt;Debuff&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;5&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;         &lt;span class="c1"&gt;// debuff&lt;/span&gt;
    &lt;span class="n"&gt;Ultimate&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;6&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;       &lt;span class="c1"&gt;// ultimate&lt;/span&gt;
    &lt;span class="n"&gt;Passive&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;7&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;        &lt;span class="c1"&gt;// passive&lt;/span&gt;

    &lt;span class="c1"&gt;// Composite types&lt;/span&gt;
    &lt;span class="n"&gt;AllCombat&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Physical&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Magical&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;AllSupport&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Defensive&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Healing&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Buff&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;AllActive&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;~&lt;/span&gt;&lt;span class="n"&gt;Passive&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;SkillManager&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Serializable&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;struct&lt;/span&gt; &lt;span class="nc"&gt;SkillInfo&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;skillId&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;SkillType&lt;/span&gt; &lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="n"&gt;stateFlags&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;cooldownTime&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;lastUseTime&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;SkillInfo&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;skills&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;SkillInfo&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="n"&gt;globalSkillDisable&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// global skill-type disable flags&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Learn a skill.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;LearnSkill&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;skillId&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;SkillType&lt;/span&gt; &lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;skills&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ContainsKey&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;skillId&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;skill&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;skills&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;skillId&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
            &lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;stateFlags&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;BitOperations&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;SetBit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;stateFlags&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt; &lt;span class="c1"&gt;// set Learned&lt;/span&gt;
            &lt;span class="n"&gt;skills&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;skillId&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;else&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;skills&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;skillId&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;SkillInfo&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;skillId&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;skillId&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
                &lt;span class="n"&gt;type&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
                &lt;span class="n"&gt;stateFlags&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;SkillState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Learned&lt;/span&gt;
            &lt;span class="p"&gt;};&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Check if a skill can be used.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;CanUseSkill&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;skillId&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(!&lt;/span&gt;&lt;span class="n"&gt;skills&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ContainsKey&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;skillId&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;skill&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;skills&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;skillId&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;

        &lt;span class="c1"&gt;// Check state&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;stateFlags&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;SkillState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Unusable&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="c1"&gt;// Check global disable by type&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="n"&gt;globalSkillDisable&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="c1"&gt;// Check cooldown&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Time&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;time&lt;/span&gt; &lt;span class="p"&gt;-&lt;/span&gt; &lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;lastUseTime&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;cooldownTime&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;BitOperations&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;TestBit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;stateFlags&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt; &lt;span class="c1"&gt;// must be learned&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Use a skill.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;UseSkill&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;skillId&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(!&lt;/span&gt;&lt;span class="nf"&gt;CanUseSkill&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;skillId&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;skill&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;skills&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;skillId&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
        &lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;lastUseTime&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Time&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;time&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;stateFlags&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;BitOperations&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;SetBit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;stateFlags&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt; &lt;span class="c1"&gt;// set OnCooldown&lt;/span&gt;
        &lt;span class="n"&gt;skills&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;skillId&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Disable specific skill types.&lt;/span&gt;
    &lt;span class="c1"&gt;/// Use cases: silence effects, special restrictions.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;DisableSkillTypes&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;SkillType&lt;/span&gt; &lt;span class="n"&gt;types&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;globalSkillDisable&lt;/span&gt; &lt;span class="p"&gt;|=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;types&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Enable specific skill types.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;EnableSkillTypes&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;SkillType&lt;/span&gt; &lt;span class="n"&gt;types&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;globalSkillDisable&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;=&lt;/span&gt; &lt;span class="p"&gt;~(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;types&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Get the next available skill.&lt;/span&gt;
    &lt;span class="c1"&gt;/// Iterates using bitwise filters.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="nf"&gt;GetNextAvailableSkill&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;SkillType&lt;/span&gt; &lt;span class="n"&gt;typeFilter&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;SkillType&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;AllActive&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="n"&gt;availableTypes&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;typeFilter&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;~&lt;/span&gt;&lt;span class="n"&gt;globalSkillDisable&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;skill&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;skills&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Values&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="n"&gt;availableTypes&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;type&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="nf"&gt;CanUseSkill&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;skillId&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;skill&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;skillId&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;-&lt;/span&gt;&lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Inventory slot management
&lt;/h3&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;InventoryManager&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;const&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;MAX_SLOTS&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;64&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;ulong&lt;/span&gt; &lt;span class="n"&gt;occupiedSlots&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// 64-bit flags for 64 slots&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Find the first empty slot.&lt;/span&gt;
    &lt;span class="c1"&gt;/// Uses "isolate lowest set bit" logic.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="nf"&gt;FindFirstEmptySlot&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;ulong&lt;/span&gt; &lt;span class="n"&gt;emptySlots&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;~&lt;/span&gt;&lt;span class="n"&gt;occupiedSlots&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;emptySlots&lt;/span&gt; &lt;span class="p"&gt;==&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;-&lt;/span&gt;&lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;BitOperations&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;FindLowestSetBitIndex&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;)(&lt;/span&gt;&lt;span class="n"&gt;emptySlots&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="m"&gt;0xFFFFFFFF&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Occupy a slot.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;OccupySlot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;slotIndex&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;slotIndex&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt; &lt;span class="p"&gt;||&lt;/span&gt; &lt;span class="n"&gt;slotIndex&lt;/span&gt; &lt;span class="p"&gt;&amp;gt;=&lt;/span&gt; &lt;span class="n"&gt;MAX_SLOTS&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;IsSlotOccupied&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;slotIndex&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="n"&gt;occupiedSlots&lt;/span&gt; &lt;span class="p"&gt;|=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;1u&lt;/span&gt;&lt;span class="n"&gt;l&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;slotIndex&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Free a slot.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;FreeSlot&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;slotIndex&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;slotIndex&lt;/span&gt; &lt;span class="p"&gt;&amp;gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;slotIndex&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;MAX_SLOTS&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;occupiedSlots&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;=&lt;/span&gt; &lt;span class="p"&gt;~(&lt;/span&gt;&lt;span class="m"&gt;1u&lt;/span&gt;&lt;span class="n"&gt;l&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;slotIndex&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Check if a slot is occupied.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;IsSlotOccupied&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;slotIndex&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;occupiedSlots&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;1u&lt;/span&gt;&lt;span class="n"&gt;l&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;slotIndex&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Get the number of free slots.&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="nf"&gt;GetFreeSlotCount&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;MAX_SLOTS&lt;/span&gt; &lt;span class="p"&gt;-&lt;/span&gt; &lt;span class="n"&gt;BitOperations&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;CountSetBits&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;occupiedSlots&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;-&lt;/span&gt; &lt;span class="n"&gt;BitOperations&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;CountSetBits&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;)(&lt;/span&gt;&lt;span class="n"&gt;occupiedSlots&lt;/span&gt; &lt;span class="p"&gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class="m"&gt;32&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  State flag management
&lt;/h3&gt;

&lt;p&gt;Managing many object states with bitmasks is more efficient than scattered booleans.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;UnityEngine&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Flags&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;enum&lt;/span&gt; &lt;span class="n"&gt;CreatureState&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="n"&gt;None&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Alive&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;        &lt;span class="c1"&gt;// alive&lt;/span&gt;
    &lt;span class="n"&gt;Poisoned&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;     &lt;span class="c1"&gt;// poisoned&lt;/span&gt;
    &lt;span class="n"&gt;Frozen&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;       &lt;span class="c1"&gt;// frozen&lt;/span&gt;
    &lt;span class="n"&gt;Burning&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;      &lt;span class="c1"&gt;// burning&lt;/span&gt;
    &lt;span class="n"&gt;Stunned&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;4&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;      &lt;span class="c1"&gt;// stunned&lt;/span&gt;
    &lt;span class="n"&gt;Invisible&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;5&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;    &lt;span class="c1"&gt;// invisible&lt;/span&gt;
    &lt;span class="n"&gt;Flying&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;6&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;       &lt;span class="c1"&gt;// flying&lt;/span&gt;
    &lt;span class="n"&gt;Invincible&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;7&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;   &lt;span class="c1"&gt;// invincible&lt;/span&gt;

    &lt;span class="c1"&gt;// Composite states&lt;/span&gt;
    &lt;span class="n"&gt;Disabled&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Frozen&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Stunned&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;ElementalDamage&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Poisoned&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Burning&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;CantMove&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Frozen&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Stunned&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;CantBeHurt&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Invisible&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Invincible&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;CreatureStateManager&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;CreatureState&lt;/span&gt; &lt;span class="n"&gt;currentState&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;CreatureState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Alive&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="c1"&gt;// Add a state&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;AddState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;CreatureState&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;currentState&lt;/span&gt; &lt;span class="p"&gt;|=&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="nf"&gt;OnStateChanged&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;//    // Remove a state&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;RemoveState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;CreatureState&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;currentState&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;=&lt;/span&gt; &lt;span class="p"&gt;~&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="nf"&gt;OnStateChanged&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// Toggle a state&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;ToggleState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;CreatureState&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;currentState&lt;/span&gt; &lt;span class="p"&gt;^=&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="nf"&gt;OnStateChanged&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// Check if a specific state is set&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;HasState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;CreatureState&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;currentState&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// Check if any of the given states are set&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;HasAnyState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;CreatureState&lt;/span&gt; &lt;span class="n"&gt;states&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;currentState&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;states&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// Check if all given states are set&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;HasAllStates&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;CreatureState&lt;/span&gt; &lt;span class="n"&gt;states&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;currentState&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;states&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;==&lt;/span&gt; &lt;span class="n"&gt;states&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// Clear all states&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;ClearAllStates&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;currentState&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;CreatureState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;None&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="nf"&gt;OnStateChanged&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnStateChanged&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// Update gameplay logic based on state changes&lt;/span&gt;
        &lt;span class="nf"&gt;UpdateMovement&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="nf"&gt;UpdateVisual&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="nf"&gt;UpdateDamage&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;UpdateMovement&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;canMove&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;!&lt;/span&gt;&lt;span class="nf"&gt;HasAnyState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;CreatureState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;CantMove&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;GetComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Rigidbody&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;().&lt;/span&gt;&lt;span class="n"&gt;isKinematic&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;!&lt;/span&gt;&lt;span class="n"&gt;canMove&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;UpdateVisual&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;renderer&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;GetComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Renderer&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;

        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;HasState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;CreatureState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Invisible&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;renderer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;material&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;color&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;Color&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;0.3f&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;else&lt;/span&gt; &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;HasState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;CreatureState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Burning&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;renderer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;material&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;color&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Color&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;red&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;else&lt;/span&gt; &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;HasState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;CreatureState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Frozen&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;renderer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;material&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;color&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Color&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;cyan&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;else&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;renderer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;material&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;color&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Color&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;white&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;UpdateDamage&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;HasAnyState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;CreatureState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;CantBeHurt&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="c1"&gt;// Set to an invincible layer&lt;/span&gt;
            &lt;span class="n"&gt;gameObject&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;layer&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;LayerMask&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;NameToLayer&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Invincible"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;else&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;gameObject&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;layer&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;LayerMask&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;NameToLayer&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Damageable"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Update&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// Example: damage over time&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;HasState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;CreatureState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Poisoned&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nf"&gt;TakeDamage&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="n"&gt;Time&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;deltaTime&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;HasState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;CreatureState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Burning&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nf"&gt;TakeDamage&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;2&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="n"&gt;Time&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;deltaTime&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;TakeDamage&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;damage&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Took damage: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;damage&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Permission system
&lt;/h3&gt;

&lt;p&gt;Bitmasks are great for permission checks—fast and compact.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Flags&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;enum&lt;/span&gt; &lt;span class="n"&gt;UserPermissions&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="n"&gt;None&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Read&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;          &lt;span class="c1"&gt;// read&lt;/span&gt;
    &lt;span class="n"&gt;Write&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;         &lt;span class="c1"&gt;// write&lt;/span&gt;
    &lt;span class="n"&gt;Execute&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;       &lt;span class="c1"&gt;// execute&lt;/span&gt;
    &lt;span class="n"&gt;Delete&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;        &lt;span class="c1"&gt;// delete&lt;/span&gt;
    &lt;span class="n"&gt;Admin&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;4&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;         &lt;span class="c1"&gt;// admin&lt;/span&gt;
    &lt;span class="n"&gt;Moderator&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;5&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;     &lt;span class="c1"&gt;// moderator&lt;/span&gt;

    &lt;span class="c1"&gt;// Composite roles&lt;/span&gt;
    &lt;span class="n"&gt;BasicUser&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Read&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;PowerUser&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Read&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Write&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Execute&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;SuperAdmin&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Read&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Write&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Execute&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Delete&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Admin&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;FullControl&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;~&lt;/span&gt;&lt;span class="m"&gt;0&lt;/span&gt;         &lt;span class="c1"&gt;// all permissions&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;PermissionSystem&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;UserPermissions&lt;/span&gt; &lt;span class="n"&gt;userPermissions&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;HasPermission&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;UserPermissions&lt;/span&gt; &lt;span class="n"&gt;permission&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;userPermissions&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;permission&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;==&lt;/span&gt; &lt;span class="n"&gt;permission&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;GrantPermission&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;UserPermissions&lt;/span&gt; &lt;span class="n"&gt;permission&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;userPermissions&lt;/span&gt; &lt;span class="p"&gt;|=&lt;/span&gt; &lt;span class="n"&gt;permission&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Granted: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;permission&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;RevokePermission&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;UserPermissions&lt;/span&gt; &lt;span class="n"&gt;permission&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;userPermissions&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;=&lt;/span&gt; &lt;span class="p"&gt;~&lt;/span&gt;&lt;span class="n"&gt;permission&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Revoked: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;permission&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;TryExecuteAction&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;UserPermissions&lt;/span&gt; &lt;span class="n"&gt;requiredPermission&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Action&lt;/span&gt; &lt;span class="n"&gt;action&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;HasPermission&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;requiredPermission&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;action&lt;/span&gt;&lt;span class="p"&gt;?.&lt;/span&gt;&lt;span class="nf"&gt;Invoke&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
            &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;else&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;LogWarning&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Insufficient permission, required: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;requiredPermission&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Start&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// Examples&lt;/span&gt;
        &lt;span class="nf"&gt;TryExecuteAction&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;UserPermissions&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Read&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Read file"&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
        &lt;span class="nf"&gt;TryExecuteAction&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;UserPermissions&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Delete&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Delete file"&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;

        &lt;span class="c1"&gt;// Check combined permissions&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;HasPermission&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;UserPermissions&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Read&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;UserPermissions&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Write&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Read and write permitted"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;以下为英文翻译（保留结构与代码，代码中的注释与日志文本已翻译为英文）：&lt;/p&gt;

&lt;h3&gt;
  
  
  Event Flag System
&lt;/h3&gt;

&lt;p&gt;Use bitmasks to manage event subscriptions and triggers in the game.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Flags&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;enum&lt;/span&gt; &lt;span class="n"&gt;GameEvents&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="n"&gt;None&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;PlayerDied&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;EnemyKilled&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;ItemCollected&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;LevelCompleted&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;BossDefeated&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;4&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;PowerUpActivated&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;5&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;

    &lt;span class="c1"&gt;// Event combinations&lt;/span&gt;
    &lt;span class="n"&gt;CombatEvents&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;EnemyKilled&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;BossDefeated&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;ProgressEvents&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;LevelCompleted&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;ItemCollected&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;AllEvents&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;~&lt;/span&gt;&lt;span class="m"&gt;0&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;EventManager&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="n"&gt;EventManager&lt;/span&gt; &lt;span class="n"&gt;instance&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="n"&gt;EventManager&lt;/span&gt; &lt;span class="n"&gt;Instance&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;instance&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Collections&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Generic&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;GameEvents&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Action&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;eventHandlers&lt;/span&gt;
        &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Collections&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Generic&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;GameEvents&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Action&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;

    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Awake&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;instance&lt;/span&gt; &lt;span class="p"&gt;==&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;instance&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="nf"&gt;DontDestroyOnLoad&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;gameObject&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;else&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nf"&gt;Destroy&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;gameObject&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Subscribe&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameEvents&lt;/span&gt; &lt;span class="n"&gt;events&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Action&lt;/span&gt; &lt;span class="n"&gt;handler&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameEvents&lt;/span&gt; &lt;span class="n"&gt;eventType&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Enum&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetValues&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;typeof&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameEvents&lt;/span&gt;&lt;span class="p"&gt;)))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;eventType&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="n"&gt;GameEvents&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;None&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;events&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;eventType&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(!&lt;/span&gt;&lt;span class="n"&gt;eventHandlers&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ContainsKey&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;eventType&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
                &lt;span class="p"&gt;{&lt;/span&gt;
                    &lt;span class="n"&gt;eventHandlers&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;eventType&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
                &lt;span class="p"&gt;}&lt;/span&gt;
                &lt;span class="n"&gt;eventHandlers&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;eventType&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;+=&lt;/span&gt; &lt;span class="n"&gt;handler&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Unsubscribe&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameEvents&lt;/span&gt; &lt;span class="n"&gt;events&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Action&lt;/span&gt; &lt;span class="n"&gt;handler&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameEvents&lt;/span&gt; &lt;span class="n"&gt;eventType&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Enum&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetValues&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;typeof&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameEvents&lt;/span&gt;&lt;span class="p"&gt;)))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;eventType&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="n"&gt;GameEvents&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;None&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;events&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;eventType&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;eventHandlers&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ContainsKey&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;eventType&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
                &lt;span class="p"&gt;{&lt;/span&gt;
                    &lt;span class="n"&gt;eventHandlers&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;eventType&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;-=&lt;/span&gt; &lt;span class="n"&gt;handler&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
                &lt;span class="p"&gt;}&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;TriggerEvent&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameEvents&lt;/span&gt; &lt;span class="n"&gt;eventType&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;eventHandlers&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ContainsKey&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;eventType&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;eventHandlers&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;eventType&lt;/span&gt;&lt;span class="p"&gt;]?.&lt;/span&gt;&lt;span class="nf"&gt;Invoke&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// Trigger multiple events&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;TriggerEvents&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameEvents&lt;/span&gt; &lt;span class="n"&gt;events&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameEvents&lt;/span&gt; &lt;span class="n"&gt;eventType&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Enum&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetValues&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;typeof&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameEvents&lt;/span&gt;&lt;span class="p"&gt;)))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;eventType&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="n"&gt;GameEvents&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;None&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;events&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;eventType&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="nf"&gt;TriggerEvent&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;eventType&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Usage example&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;GameEventListener&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Start&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// Subscribe to combat-related events&lt;/span&gt;
        &lt;span class="n"&gt;EventManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Instance&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Subscribe&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameEvents&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;CombatEvents&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;OnCombatEvent&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="c1"&gt;// Subscribe to a specific event&lt;/span&gt;
        &lt;span class="n"&gt;EventManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Instance&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Subscribe&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameEvents&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ItemCollected&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;OnItemCollected&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnDestroy&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;EventManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Instance&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;EventManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Instance&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Unsubscribe&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameEvents&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;CombatEvents&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;OnCombatEvent&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="n"&gt;EventManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Instance&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Unsubscribe&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameEvents&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ItemCollected&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;OnItemCollected&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnCombatEvent&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Combat event triggered"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnItemCollected&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Item collected event triggered"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Optimizing Boolean Collections
&lt;/h3&gt;

&lt;p&gt;Pack multiple related booleans into a single integer to save memory and improve access speed.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;OptimizedBooleanCollection&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="c1"&gt;// Set the boolean value at the specified index&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;SetFlag&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="k"&gt;value&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;value&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;|=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;else&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;=&lt;/span&gt; &lt;span class="p"&gt;~(&lt;/span&gt;&lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// Get the boolean value at the specified index&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;GetFlag&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// Toggle the boolean value at the specified index&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;ToggleFlag&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;^=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// Clear all flags&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;ClearAll&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// Set all flags&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;SetAll&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;~&lt;/span&gt;&lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// Get the number of flags set to true&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="nf"&gt;GetTrueCount&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;BitUtils&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;CountSetBits&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;flags&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// Check if any flag is true&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;HasAnyTrue&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// Check if all flags are false&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;AllFalse&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;==&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Usage example: Level progress management&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;LevelProgressManager&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;OptimizedBooleanCollection&lt;/span&gt; &lt;span class="n"&gt;levelCompleted&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;OptimizedBooleanCollection&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;OptimizedBooleanCollection&lt;/span&gt; &lt;span class="n"&gt;levelUnlocked&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;OptimizedBooleanCollection&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;CompleteLevel&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;levelIndex&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;levelCompleted&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;SetFlag&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;levelIndex&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="c1"&gt;// Unlock the next level&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;levelIndex&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;32&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="c1"&gt;// Assume up to 32 levels&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;levelUnlocked&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;SetFlag&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;levelIndex&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Level &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;levelIndex&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt; completed! Completed levels: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;levelCompleted&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetTrueCount&lt;/span&gt;&lt;span class="p"&gt;()}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;IsLevelCompleted&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;levelIndex&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;levelCompleted&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetFlag&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;levelIndex&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;IsLevelUnlocked&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;levelIndex&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;levelUnlocked&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetFlag&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;levelIndex&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="nf"&gt;GetProgressPercentage&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;levelCompleted&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetTrueCount&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;/&lt;/span&gt; &lt;span class="m"&gt;32f&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="m"&gt;100f&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Collision Detection Optimization
&lt;/h3&gt;

&lt;p&gt;Use bitmasks to optimize collision logic between objects.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Flags&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;enum&lt;/span&gt; &lt;span class="n"&gt;CollisionCategory&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="n"&gt;None&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Player&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Enemy&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Projectile&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Wall&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Ground&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;4&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;PowerUp&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;5&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Trigger&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;6&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;CollisionController&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;CollisionCategory&lt;/span&gt; &lt;span class="n"&gt;myCategory&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;CollisionCategory&lt;/span&gt; &lt;span class="n"&gt;collidesWith&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnCollisionEnter&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Collision&lt;/span&gt; &lt;span class="n"&gt;collision&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;otherController&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;collision&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;gameObject&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;GetComponent&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;CollisionController&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;otherController&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;CanCollideWith&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;otherController&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;myCategory&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="nf"&gt;HandleCollision&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;otherController&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;CanCollideWith&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;CollisionCategory&lt;/span&gt; &lt;span class="n"&gt;otherCategory&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;collidesWith&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;otherCategory&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;HandleCollision&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;CollisionController&lt;/span&gt; &lt;span class="n"&gt;other&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"&lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;myCategory&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt; collided with &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;other&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;myCategory&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="c1"&gt;// Execute different logic based on collision type&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;myCategory&lt;/span&gt; &lt;span class="p"&gt;==&lt;/span&gt; &lt;span class="n"&gt;CollisionCategory&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Player&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;other&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;myCategory&lt;/span&gt; &lt;span class="p"&gt;==&lt;/span&gt; &lt;span class="n"&gt;CollisionCategory&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;PowerUp&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nf"&gt;CollectPowerUp&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;other&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;gameObject&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;else&lt;/span&gt; &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;myCategory&lt;/span&gt; &lt;span class="p"&gt;==&lt;/span&gt; &lt;span class="n"&gt;CollisionCategory&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Projectile&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;other&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;myCategory&lt;/span&gt; &lt;span class="p"&gt;==&lt;/span&gt; &lt;span class="n"&gt;CollisionCategory&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Enemy&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nf"&gt;DamageEnemy&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;other&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;gameObject&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;CollectPowerUp&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="n"&gt;powerUp&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Collect power-up"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="nf"&gt;Destroy&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;powerUp&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;DamageEnemy&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;GameObject&lt;/span&gt; &lt;span class="n"&gt;enemy&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Damage enemy"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="c1"&gt;// Damage logic&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  Advanced Techniques
&lt;/h2&gt;

&lt;h3&gt;
  
  
  Bitmask Serialization
&lt;/h3&gt;

&lt;p&gt;Properly serialize bitmask data in Unity.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Serializable&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;SerializableBitMask&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;SerializeField&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;mask&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;get&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;mask&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;set&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;value&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
                &lt;span class="n"&gt;mask&lt;/span&gt; &lt;span class="p"&gt;|=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="k"&gt;else&lt;/span&gt;
                &lt;span class="n"&gt;mask&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;=&lt;/span&gt; &lt;span class="p"&gt;~(&lt;/span&gt;&lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;SetMask&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;newMask&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;mask&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;newMask&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="nf"&gt;GetMask&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;mask&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Clear&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;mask&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="nf"&gt;ToString&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Convert&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ToString&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;mask&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;2&lt;/span&gt;&lt;span class="p"&gt;).&lt;/span&gt;&lt;span class="nf"&gt;PadLeft&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;32&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="sc"&gt;'0'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Custom PropertyDrawer for displaying in the Inspector&lt;/span&gt;
&lt;span class="cp"&gt;#if UNITY_EDITOR
&lt;/span&gt;&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;UnityEditor&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nf"&gt;CustomPropertyDrawer&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;typeof&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;SerializableBitMask&lt;/span&gt;&lt;span class="p"&gt;))]&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;SerializableBitMaskDrawer&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;PropertyDrawer&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnGUI&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Rect&lt;/span&gt; &lt;span class="n"&gt;position&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;SerializedProperty&lt;/span&gt; &lt;span class="n"&gt;property&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;GUIContent&lt;/span&gt; &lt;span class="n"&gt;label&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;maskProperty&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;property&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;FindPropertyRelative&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"mask"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="n"&gt;EditorGUI&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;BeginProperty&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;position&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;label&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;property&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;rect&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;Rect&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;x&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;y&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;position&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;width&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;EditorGUIUtility&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;singleLineHeight&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;EditorGUI&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;PropertyField&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;rect&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;maskProperty&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;label&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="n"&gt;rect&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;y&lt;/span&gt; &lt;span class="p"&gt;+=&lt;/span&gt; &lt;span class="n"&gt;EditorGUIUtility&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;singleLineHeight&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="m"&gt;2&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;mask&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;maskProperty&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;intValue&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;binaryString&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Convert&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ToString&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;mask&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;2&lt;/span&gt;&lt;span class="p"&gt;).&lt;/span&gt;&lt;span class="nf"&gt;PadLeft&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;16&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="sc"&gt;'0'&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;EditorGUI&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;LabelField&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;rect&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="s"&gt;"Binary:"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;binaryString&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="n"&gt;EditorGUI&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;EndProperty&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="nf"&gt;GetPropertyHeight&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;SerializedProperty&lt;/span&gt; &lt;span class="n"&gt;property&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;GUIContent&lt;/span&gt; &lt;span class="n"&gt;label&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;EditorGUIUtility&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;singleLineHeight&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="m"&gt;2&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="m"&gt;2&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="cp"&gt;#endif
&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Dynamic Bitmask Manager
&lt;/h3&gt;

&lt;p&gt;Implement a general-purpose bitmask management system.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;DynamicBitMaskManager&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;T&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="k"&gt;where&lt;/span&gt; &lt;span class="n"&gt;T&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Enum&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;mask&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;T&lt;/span&gt; &lt;span class="n"&gt;flag&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;mask&lt;/span&gt; &lt;span class="p"&gt;|=&lt;/span&gt; &lt;span class="nf"&gt;ConvertToInt&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;flag&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Remove&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;T&lt;/span&gt; &lt;span class="n"&gt;flag&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;mask&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;=&lt;/span&gt; &lt;span class="p"&gt;~&lt;/span&gt;&lt;span class="nf"&gt;ConvertToInt&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;flag&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Toggle&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;T&lt;/span&gt; &lt;span class="n"&gt;flag&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;mask&lt;/span&gt; &lt;span class="p"&gt;^=&lt;/span&gt; &lt;span class="nf"&gt;ConvertToInt&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;flag&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;Has&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;T&lt;/span&gt; &lt;span class="n"&gt;flag&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;mask&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="nf"&gt;ConvertToInt&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;flag&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;HasAny&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;params&lt;/span&gt; &lt;span class="n"&gt;T&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="n"&gt;flags&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;flag&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;flags&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;Has&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;flag&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;HasAll&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;params&lt;/span&gt; &lt;span class="n"&gt;T&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="n"&gt;flags&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;flag&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;flags&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(!&lt;/span&gt;&lt;span class="nf"&gt;Has&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;flag&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Clear&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;mask&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;T&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="nf"&gt;GetActiveFlags&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;activeFlags&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Collections&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Generic&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;T&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;T&lt;/span&gt; &lt;span class="n"&gt;flag&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Enum&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetValues&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;typeof&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;T&lt;/span&gt;&lt;span class="p"&gt;)))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nf"&gt;Has&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;flag&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;activeFlags&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;flag&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;activeFlags&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ToArray&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="nf"&gt;ConvertToInt&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;T&lt;/span&gt; &lt;span class="n"&gt;flag&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Convert&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ToInt32&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;flag&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="nf"&gt;ToString&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Join&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;", "&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nf"&gt;GetActiveFlags&lt;/span&gt;&lt;span class="p"&gt;());&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Usage example&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;DynamicMaskExample&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;DynamicBitMaskManager&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;CreatureState&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;stateManager&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Start&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;stateManager&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;DynamicBitMaskManager&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;CreatureState&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;

        &lt;span class="c1"&gt;// Add states&lt;/span&gt;
        &lt;span class="n"&gt;stateManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;CreatureState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Alive&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;stateManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;CreatureState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Flying&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="c1"&gt;// Check states&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Alive: "&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="n"&gt;stateManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Has&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;CreatureState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Alive&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Current states: "&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="n"&gt;stateManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ToString&lt;/span&gt;&lt;span class="p"&gt;());&lt;/span&gt;

        &lt;span class="c1"&gt;// Toggle state&lt;/span&gt;
        &lt;span class="n"&gt;stateManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Toggle&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;CreatureState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Invisible&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"After toggling invisibility: "&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="n"&gt;stateManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ToString&lt;/span&gt;&lt;span class="p"&gt;());&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  Performance Optimization
&lt;/h2&gt;

&lt;h3&gt;
  
  
  Bitwise Operation Performance Tests
&lt;/h3&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;UnityEngine&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;System.Diagnostics&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;BitOperationPerformanceTest&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;const&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;ITERATIONS&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1000000&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Start&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="nf"&gt;TestBooleanArrayVsBitMask&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="nf"&gt;TestFlagEnumPerformance&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;TestBooleanArrayVsBitMask&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// Test boolean array&lt;/span&gt;
        &lt;span class="kt"&gt;bool&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="n"&gt;boolArray&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="m"&gt;32&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;sw&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Stopwatch&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;StartNew&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

        &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;ITERATIONS&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;++)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;boolArray&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;%&lt;/span&gt; &lt;span class="m"&gt;32&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;!&lt;/span&gt;&lt;span class="n"&gt;boolArray&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;%&lt;/span&gt; &lt;span class="m"&gt;32&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="n"&gt;sw&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Stop&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="kt"&gt;long&lt;/span&gt; &lt;span class="n"&gt;boolArrayTime&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;sw&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ElapsedMilliseconds&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="c1"&gt;// Test bitmask&lt;/span&gt;
        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;bitMask&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="n"&gt;sw&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Restart&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

        &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;ITERATIONS&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;++)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;bitMask&lt;/span&gt; &lt;span class="p"&gt;^=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;%&lt;/span&gt; &lt;span class="m"&gt;32&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="n"&gt;sw&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Stop&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="kt"&gt;long&lt;/span&gt; &lt;span class="n"&gt;bitMaskTime&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;sw&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ElapsedMilliseconds&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="n"&gt;UnityEngine&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Boolean array elapsed: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;boolArrayTime&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;ms"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;UnityEngine&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Bitmask elapsed: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;bitMaskTime&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;ms"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;UnityEngine&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Speedup: &lt;/span&gt;&lt;span class="p"&gt;{(&lt;/span&gt;&lt;span class="kt"&gt;float&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;boolArrayTime&lt;/span&gt; &lt;span class="p"&gt;/&lt;/span&gt; &lt;span class="n"&gt;bitMaskTime&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="n"&gt;F2&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;x"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;TestFlagEnumPerformance&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;CreatureState&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;CreatureState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Alive&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;sw&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Stopwatch&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;StartNew&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

        &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;ITERATIONS&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;++)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="c1"&gt;// Add state&lt;/span&gt;
            &lt;span class="n"&gt;state&lt;/span&gt; &lt;span class="p"&gt;|=&lt;/span&gt; &lt;span class="n"&gt;CreatureState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Flying&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="c1"&gt;// Check state&lt;/span&gt;
            &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;hasFlying&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;CreatureState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Flying&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="c1"&gt;// Remove state&lt;/span&gt;
            &lt;span class="n"&gt;state&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;=&lt;/span&gt; &lt;span class="p"&gt;~&lt;/span&gt;&lt;span class="n"&gt;CreatureState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Flying&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="n"&gt;sw&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Stop&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="n"&gt;UnityEngine&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Flag enum operations elapsed: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;sw&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ElapsedMilliseconds&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;ms"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Bitwise Operation Benchmark
&lt;/h3&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;BitOperationBenchmark&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Start&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;const&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;iterations&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1000000&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="c1"&gt;// Test red dot system performance&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;sw&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Diagnostics&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Stopwatch&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;StartNew&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

        &lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="n"&gt;redDots&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;iterations&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;++)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="c1"&gt;// Set bit&lt;/span&gt;
            &lt;span class="n"&gt;redDots&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;BitOperations&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;SetBit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;redDots&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;%&lt;/span&gt; &lt;span class="m"&gt;32&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="c1"&gt;// Test bit&lt;/span&gt;
            &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;hasRedDot&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;BitOperations&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;TestBit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;redDots&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;%&lt;/span&gt; &lt;span class="m"&gt;32&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="c1"&gt;// Clear bit&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;%&lt;/span&gt; &lt;span class="m"&gt;10&lt;/span&gt; &lt;span class="p"&gt;==&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="n"&gt;redDots&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;BitOperations&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ClearBit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;redDots&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;%&lt;/span&gt; &lt;span class="m"&gt;32&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="n"&gt;sw&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Stop&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Bitwise red dot system &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;iterations&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt; operations took: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;sw&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ElapsedMilliseconds&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;ms"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="c1"&gt;// Compare with traditional Dictionary approach&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;redDotDict&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
        &lt;span class="n"&gt;sw&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Restart&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

        &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;iterations&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;++)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;redDotDict&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;%&lt;/span&gt; &lt;span class="m"&gt;32&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;hasRedDot&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;redDotDict&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ContainsKey&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;%&lt;/span&gt; &lt;span class="m"&gt;32&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;redDotDict&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;%&lt;/span&gt; &lt;span class="m"&gt;32&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;%&lt;/span&gt; &lt;span class="m"&gt;10&lt;/span&gt; &lt;span class="p"&gt;==&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="n"&gt;redDotDict&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;%&lt;/span&gt; &lt;span class="m"&gt;32&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="n"&gt;sw&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Stop&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Dictionary red dot system &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;iterations&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt; operations took: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;sw&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ElapsedMilliseconds&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;ms"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h1&gt;
  
  
  Unity Bitwise Memory Optimization: Complete Example
&lt;/h1&gt;

&lt;h2&gt;
  
  
  Memory Optimization Scenario Examples
&lt;/h2&gt;

&lt;h3&gt;
  
  
  Map Region Management System
&lt;/h3&gt;

&lt;p&gt;In large open-world games, you need to manage the state of tens of thousands of map regions (explored, has enemies, has treasure, etc.).&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;UnityEngine&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;System.Collections.Generic&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;System&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Flags&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;enum&lt;/span&gt; &lt;span class="n"&gt;MapRegionState&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kt"&gt;byte&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="n"&gt;None&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Explored&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;      &lt;span class="c1"&gt;// Explored&lt;/span&gt;
    &lt;span class="n"&gt;HasEnemies&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;    &lt;span class="c1"&gt;// Has enemies&lt;/span&gt;
    &lt;span class="n"&gt;HasTreasure&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;   &lt;span class="c1"&gt;// Has treasure&lt;/span&gt;
    &lt;span class="n"&gt;HasNPC&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;        &lt;span class="c1"&gt;// Has NPC&lt;/span&gt;
    &lt;span class="n"&gt;IsLocked&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;4&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;      &lt;span class="c1"&gt;// Region locked&lt;/span&gt;
    &lt;span class="n"&gt;IsDangerous&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;5&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;   &lt;span class="c1"&gt;// Dangerous area&lt;/span&gt;
    &lt;span class="n"&gt;HasQuest&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;6&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;      &lt;span class="c1"&gt;// Has quest&lt;/span&gt;
    &lt;span class="n"&gt;IsBossArea&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;7&lt;/span&gt;     &lt;span class="c1"&gt;// Boss area&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Traditional approach - high memory usage&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;TraditionalMapManager&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Serializable&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;RegionData&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;explored&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;hasEnemies&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;hasTreasure&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;hasNPC&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;isLocked&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;isDangerous&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;hasQuest&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;isBossArea&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="c1"&gt;// Each region needs 8 bytes (8 bools)&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;RegionData&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;regions&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;RegionData&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
    &lt;span class="c1"&gt;// 10,000 regions = 10,000 * (8 bytes + Dictionary overhead) ≈ 240KB+&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Optimized approach - using bitwise operations&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;OptimizedMapManager&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;regionStates&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
    &lt;span class="c1"&gt;// 10,000 regions = 10,000 * 1 byte ≈ 10KB (95%+ memory savings)&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Vector2Int&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;positionToRegionId&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;Vector2Int&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;Vector2Int&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;regionIdToPosition&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;Vector2Int&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Set region state&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;SetRegionState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;regionId&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;MapRegionState&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="k"&gt;value&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(!&lt;/span&gt;&lt;span class="n"&gt;regionStates&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ContainsKey&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;regionId&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;regionStates&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;regionId&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="kt"&gt;byte&lt;/span&gt; &lt;span class="n"&gt;currentState&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;regionStates&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;regionId&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;value&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;currentState&lt;/span&gt; &lt;span class="p"&gt;|=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;else&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;currentState&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;)~&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="n"&gt;regionStates&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;regionId&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;currentState&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Check region state&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;HasRegionState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;regionId&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;MapRegionState&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(!&lt;/span&gt;&lt;span class="n"&gt;regionStates&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ContainsKey&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;regionId&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;regionStates&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;regionId&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Get all region states&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;MapRegionState&lt;/span&gt; &lt;span class="nf"&gt;GetAllRegionStates&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;regionId&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(!&lt;/span&gt;&lt;span class="n"&gt;regionStates&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ContainsKey&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;regionId&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;MapRegionState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;None&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;MapRegionState&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;regionStates&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;regionId&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Set multiple states in batch&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;SetMultipleStates&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;regionId&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;MapRegionState&lt;/span&gt; &lt;span class="n"&gt;states&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;regionStates&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;regionId&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;states&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Check if any of the specified states are present&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;HasAnyState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;regionId&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;MapRegionState&lt;/span&gt; &lt;span class="n"&gt;statesMask&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(!&lt;/span&gt;&lt;span class="n"&gt;regionStates&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ContainsKey&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;regionId&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;regionStates&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;regionId&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;statesMask&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Find all regions with a specific state&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="nf"&gt;FindRegionsWithState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;MapRegionState&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;result&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
        &lt;span class="kt"&gt;byte&lt;/span&gt; &lt;span class="n"&gt;stateByte&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;kvp&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;regionStates&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="n"&gt;kvp&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Value&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;stateByte&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;result&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;kvp&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Key&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;result&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Get the number of regions with a specific state&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="nf"&gt;CountRegionsWithState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;MapRegionState&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;count&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="kt"&gt;byte&lt;/span&gt; &lt;span class="n"&gt;stateByte&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;stateValue&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;regionStates&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Values&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="n"&gt;stateValue&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;stateByte&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;count&lt;/span&gt;&lt;span class="p"&gt;++;&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;count&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Serialize map data - extremely compact&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Serializable&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;struct&lt;/span&gt; &lt;span class="nc"&gt;CompactMapData&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="n"&gt;regionIds&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="n"&gt;states&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="nf"&gt;GetDataSize&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;regionIds&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Length&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="m"&gt;4&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="n"&gt;states&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Length&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// int(4 bytes) + byte(1 byte)&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;CompactMapData&lt;/span&gt; &lt;span class="nf"&gt;SerializeMapData&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;data&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;CompactMapData&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;regionIds&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;regionStates&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt;
            &lt;span class="n"&gt;states&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;regionStates&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
        &lt;span class="p"&gt;};&lt;/span&gt;

        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;kvp&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;regionStates&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;data&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;regionIds&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;kvp&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Key&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="n"&gt;data&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;states&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;kvp&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Value&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;++;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;data&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;DeserializeMapData&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;CompactMapData&lt;/span&gt; &lt;span class="n"&gt;data&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;regionStates&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Clear&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;data&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;regionIds&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Length&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;++)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;regionStates&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;data&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;regionIds&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;]]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;data&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;states&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Achievement System Memory Optimization
&lt;/h3&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Flags&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;enum&lt;/span&gt; &lt;span class="n"&gt;AchievementCategory&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kt"&gt;uint&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="n"&gt;None&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Combat&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Exploration&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Social&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Collection&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Story&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;4&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Crafting&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;5&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;Trading&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;6&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;PVP&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;7&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;

    &lt;span class="c1"&gt;// Combined categories&lt;/span&gt;
    &lt;span class="n"&gt;AllPVE&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Combat&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Exploration&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Story&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;AllSocial&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Social&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Trading&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="n"&gt;AllCreative&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Crafting&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;Collection&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;CompactAchievementManager&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="c1"&gt;// Traditional approach: one object per achievement with many fields&lt;/span&gt;
    &lt;span class="c1"&gt;// 1000 achievements * ~100 bytes each = 100KB&lt;/span&gt;

    &lt;span class="c1"&gt;// Optimized approach: compact storage&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Serializable&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;struct&lt;/span&gt; &lt;span class="nc"&gt;AchievementData&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;ushort&lt;/span&gt; &lt;span class="n"&gt;achievementId&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;        &lt;span class="c1"&gt;// 2 bytes - supports up to 65,536 achievements&lt;/span&gt;
        &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;byte&lt;/span&gt; &lt;span class="n"&gt;progress&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;               &lt;span class="c1"&gt;// 1 byte - progress percentage 0-100&lt;/span&gt;
        &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;byte&lt;/span&gt; &lt;span class="n"&gt;flags&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;                  &lt;span class="c1"&gt;// 1 byte - status flags&lt;/span&gt;
        &lt;span class="c1"&gt;// Total only 4 bytes per achievement&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;System&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Flags&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;enum&lt;/span&gt; &lt;span class="n"&gt;AchievementFlags&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kt"&gt;byte&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;None&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
        &lt;span class="n"&gt;Unlocked&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;      &lt;span class="c1"&gt;// Unlocked&lt;/span&gt;
        &lt;span class="n"&gt;Completed&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;     &lt;span class="c1"&gt;// Completed&lt;/span&gt;
        &lt;span class="n"&gt;Claimed&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;2&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;       &lt;span class="c1"&gt;// Reward claimed&lt;/span&gt;
        &lt;span class="n"&gt;Hidden&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;3&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;        &lt;span class="c1"&gt;// Hidden achievement&lt;/span&gt;
        &lt;span class="n"&gt;Pinned&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;4&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;        &lt;span class="c1"&gt;// Pinned&lt;/span&gt;
        &lt;span class="n"&gt;New&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;5&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;           &lt;span class="c1"&gt;// Newly obtained&lt;/span&gt;
        &lt;span class="n"&gt;Favorite&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;6&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;      &lt;span class="c1"&gt;// Favorited&lt;/span&gt;
        &lt;span class="n"&gt;Shared&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;7&lt;/span&gt;         &lt;span class="c1"&gt;// Shared&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;AchievementData&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;achievements&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;AchievementData&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kt"&gt;ushort&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;achievementIndexMap&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kt"&gt;ushort&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;

    &lt;span class="c1"&gt;// Category cache - store which achievements each category contains using bits&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;AchievementCategory&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="k"&gt;]&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;categoryMasks&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;AchievementCategory&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="k"&gt;]&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Add an achievement&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;AddAchievement&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;ushort&lt;/span&gt; &lt;span class="n"&gt;achievementId&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;AchievementCategory&lt;/span&gt; &lt;span class="n"&gt;category&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;achievementIndexMap&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ContainsKey&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;achievementId&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;achievementData&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;AchievementData&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;achievementId&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;achievementId&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
            &lt;span class="n"&gt;progress&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
            &lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;AchievementFlags&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;None&lt;/span&gt;
        &lt;span class="p"&gt;};&lt;/span&gt;

        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;achievementData&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;achievementIndexMap&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;achievementId&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="c1"&gt;// Update category mask&lt;/span&gt;
        &lt;span class="nf"&gt;UpdateCategoryMask&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;category&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Set achievement progress&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;SetAchievementProgress&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;ushort&lt;/span&gt; &lt;span class="n"&gt;achievementId&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;byte&lt;/span&gt; &lt;span class="n"&gt;progress&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(!&lt;/span&gt;&lt;span class="n"&gt;achievementIndexMap&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;TryGetValue&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;achievementId&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="k"&gt;out&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;achievement&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
        &lt;span class="n"&gt;achievement&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;progress&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;progress&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="c1"&gt;// Auto-complete check&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;progress&lt;/span&gt; &lt;span class="p"&gt;&amp;gt;=&lt;/span&gt; &lt;span class="m"&gt;100&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;achievement&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;|=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;AchievementFlags&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Completed&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="n"&gt;achievement&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;|=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;AchievementFlags&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;New&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;achievement&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Set an achievement flag&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;SetAchievementFlag&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;ushort&lt;/span&gt; &lt;span class="n"&gt;achievementId&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;AchievementFlags&lt;/span&gt; &lt;span class="n"&gt;flag&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="k"&gt;value&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(!&lt;/span&gt;&lt;span class="n"&gt;achievementIndexMap&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;TryGetValue&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;achievementId&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="k"&gt;out&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;achievement&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;value&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;achievement&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;|=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;flag&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;else&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;achievement&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;)~&lt;/span&gt;&lt;span class="n"&gt;flag&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;achievement&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Check an achievement flag&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="nf"&gt;HasAchievementFlag&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;ushort&lt;/span&gt; &lt;span class="n"&gt;achievementId&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;AchievementFlags&lt;/span&gt; &lt;span class="n"&gt;flag&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(!&lt;/span&gt;&lt;span class="n"&gt;achievementIndexMap&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;TryGetValue&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;achievementId&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="k"&gt;out&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;false&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;].&lt;/span&gt;&lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;flag&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Get the number of completed achievements in a category&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="nf"&gt;GetCompletedCountInCategory&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;AchievementCategory&lt;/span&gt; &lt;span class="n"&gt;category&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(!&lt;/span&gt;&lt;span class="n"&gt;categoryMasks&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;TryGetValue&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;category&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="k"&gt;out&lt;/span&gt; &lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="n"&gt;masks&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;count&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;maskIndex&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;maskIndex&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;masks&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Length&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;maskIndex&lt;/span&gt;&lt;span class="p"&gt;++)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="n"&gt;mask&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;masks&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;maskIndex&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
            &lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="n"&gt;currentBit&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

            &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;bit&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;bit&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;32&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;maskIndex&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="m"&gt;32&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="n"&gt;bit&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;bit&lt;/span&gt;&lt;span class="p"&gt;++)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="n"&gt;mask&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;currentBit&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
                &lt;span class="p"&gt;{&lt;/span&gt;
                    &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;achievementIndex&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;maskIndex&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="m"&gt;32&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="n"&gt;bit&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
                    &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;achievementIndex&lt;/span&gt;&lt;span class="p"&gt;].&lt;/span&gt;&lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;AchievementFlags&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Completed&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
                    &lt;span class="p"&gt;{&lt;/span&gt;
                        &lt;span class="n"&gt;count&lt;/span&gt;&lt;span class="p"&gt;++;&lt;/span&gt;
                    &lt;span class="p"&gt;}&lt;/span&gt;
                &lt;span class="p"&gt;}&lt;/span&gt;
                &lt;span class="n"&gt;currentBit&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;count&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Get the list of achievements that need a red dot (notification)&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kt"&gt;ushort&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="nf"&gt;GetAchievementsWithRedDot&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;result&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;List&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kt"&gt;ushort&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
        &lt;span class="kt"&gt;byte&lt;/span&gt; &lt;span class="n"&gt;redDotMask&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;)(&lt;/span&gt;&lt;span class="n"&gt;AchievementFlags&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;New&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="n"&gt;AchievementFlags&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Completed&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;~(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;AchievementFlags&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Claimed&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;++)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;].&lt;/span&gt;&lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="n"&gt;redDotMask&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;result&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;].&lt;/span&gt;&lt;span class="n"&gt;achievementId&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;result&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Batch process new achievements&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;ProcessNewAchievements&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;++)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;achievement&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="n"&gt;achievement&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;AchievementFlags&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;New&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="c1"&gt;// Handle new achievement logic&lt;/span&gt;
                &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"New Achievement: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;achievement&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;achievementId&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

                &lt;span class="c1"&gt;// Clear 'New' flag&lt;/span&gt;
                &lt;span class="n"&gt;achievement&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;)~&lt;/span&gt;&lt;span class="n"&gt;AchievementFlags&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;New&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
                &lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;achievement&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;UpdateCategoryMask&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;AchievementCategory&lt;/span&gt; &lt;span class="n"&gt;category&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;achievementIndex&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="k"&gt;add&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(!&lt;/span&gt;&lt;span class="n"&gt;categoryMasks&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ContainsKey&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;category&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;maskArraySize&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Capacity&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="m"&gt;31&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;/&lt;/span&gt; &lt;span class="m"&gt;32&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// rounded up&lt;/span&gt;
            &lt;span class="n"&gt;categoryMasks&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;category&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;maskArraySize&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="n"&gt;masks&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;categoryMasks&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;category&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;maskIndex&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;achievementIndex&lt;/span&gt; &lt;span class="p"&gt;/&lt;/span&gt; &lt;span class="m"&gt;32&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;bitIndex&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;achievementIndex&lt;/span&gt; &lt;span class="p"&gt;%&lt;/span&gt; &lt;span class="m"&gt;32&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;add&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;masks&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;maskIndex&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;|=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;bitIndex&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="k"&gt;else&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;masks&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;maskIndex&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;=&lt;/span&gt; &lt;span class="p"&gt;~(&lt;/span&gt;&lt;span class="m"&gt;1u&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;bitIndex&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Get memory usage stats&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;LogMemoryUsage&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;achievementDataSize&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="m"&gt;4&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// 4 bytes per achievement&lt;/span&gt;
        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;indexMapSize&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;achievementIndexMap&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="m"&gt;8&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// estimated Dictionary overhead&lt;/span&gt;
        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;categoryMaskSize&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;masks&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;categoryMasks&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Values&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;categoryMaskSize&lt;/span&gt; &lt;span class="p"&gt;+=&lt;/span&gt; &lt;span class="n"&gt;masks&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Length&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="m"&gt;4&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// 4 bytes per uint&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;totalSize&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;achievementDataSize&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="n"&gt;indexMapSize&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="n"&gt;categoryMaskSize&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Achievement system memory usage:"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"  Achievement data: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;achievementDataSize&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt; bytes (&lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt; achievements)"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"  Index map: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;indexMapSize&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt; bytes"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"  Category masks: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;categoryMaskSize&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt; bytes"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"  Total: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;totalSize&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt; bytes (&lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;totalSize&lt;/span&gt; &lt;span class="p"&gt;/&lt;/span&gt; &lt;span class="m"&gt;1024f&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="n"&gt;F2&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt; KB)"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="c1"&gt;// Compare with traditional approach&lt;/span&gt;
        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;traditionalSize&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="m"&gt;100&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// estimated traditional object size&lt;/span&gt;
        &lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;savings&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;1f&lt;/span&gt; &lt;span class="p"&gt;-&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;float&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;totalSize&lt;/span&gt; &lt;span class="p"&gt;/&lt;/span&gt; &lt;span class="n"&gt;traditionalSize&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="m"&gt;100f&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"  Savings compared to traditional approach: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;savings&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt;&lt;span class="n"&gt;F1&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;% (&lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;traditionalSize&lt;/span&gt; &lt;span class="p"&gt;-&lt;/span&gt; &lt;span class="n"&gt;totalSize&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt; bytes)"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Serialize achievement data into a compact format&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="nf"&gt;SerializeToBytes&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;buffer&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="m"&gt;4&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
        &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;offset&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;achievement&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="c1"&gt;// 2 bytes for ID&lt;/span&gt;
            &lt;span class="n"&gt;buffer&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;offset&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;)(&lt;/span&gt;&lt;span class="n"&gt;achievement&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;achievementId&lt;/span&gt; &lt;span class="p"&gt;&amp;amp;&lt;/span&gt; &lt;span class="m"&gt;0xFF&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="n"&gt;buffer&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;offset&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;)(&lt;/span&gt;&lt;span class="n"&gt;achievement&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;achievementId&lt;/span&gt; &lt;span class="p"&gt;&amp;gt;&amp;gt;&lt;/span&gt; &lt;span class="m"&gt;8&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="c1"&gt;// 1 byte for progress&lt;/span&gt;
            &lt;span class="n"&gt;buffer&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;offset&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="m"&gt;2&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;achievement&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;progress&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="c1"&gt;// 1 byte for flags&lt;/span&gt;
            &lt;span class="n"&gt;buffer&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;offset&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="m"&gt;3&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;achievement&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;flags&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="n"&gt;offset&lt;/span&gt; &lt;span class="p"&gt;+=&lt;/span&gt; &lt;span class="m"&gt;4&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;buffer&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;/// &amp;lt;summary&amp;gt;&lt;/span&gt;
    &lt;span class="c1"&gt;/// Deserialize from compact format&lt;/span&gt;
    &lt;span class="c1"&gt;/// &amp;lt;/summary&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;DeserializeFromBytes&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="n"&gt;data&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Clear&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="n"&gt;achievementIndexMap&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Clear&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

        &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="n"&gt;data&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Length&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;+=&lt;/span&gt; &lt;span class="m"&gt;4&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;achievement&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;AchievementData&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;achievementId&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;ushort&lt;/span&gt;&lt;span class="p"&gt;)(&lt;/span&gt;&lt;span class="n"&gt;data&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;|&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;data&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;8&lt;/span&gt;&lt;span class="p"&gt;)),&lt;/span&gt;
                &lt;span class="n"&gt;progress&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;data&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="m"&gt;2&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt;
                &lt;span class="n"&gt;flags&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;data&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="m"&gt;3&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
            &lt;span class="p"&gt;};&lt;/span&gt;

            &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Count&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="n"&gt;achievements&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;achievement&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="n"&gt;achievementIndexMap&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;achievement&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;achievementId&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;index&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Usage example and performance test&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;MemoryOptimizationExample&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;MonoBehaviour&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Start&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;mapManager&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;OptimizedMapManager&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;achievementManager&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;CompactAchievementManager&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

        &lt;span class="c1"&gt;// Create lots of test data&lt;/span&gt;
        &lt;span class="k"&gt;for&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;10000&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;++)&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="c1"&gt;// Map regions&lt;/span&gt;
            &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;randomStates&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;MapRegionState&lt;/span&gt;&lt;span class="p"&gt;)(&lt;/span&gt;&lt;span class="n"&gt;UnityEngine&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Random&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Range&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;256&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
            &lt;span class="n"&gt;mapManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;SetMultipleStates&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;randomStates&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

            &lt;span class="c1"&gt;// Achievements&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="m"&gt;1000&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
            &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;achievementManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;AddAchievement&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="kt"&gt;ushort&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;AchievementCategory&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Combat&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
                &lt;span class="n"&gt;achievementManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;SetAchievementProgress&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="kt"&gt;ushort&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;i&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;byte&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;UnityEngine&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Random&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Range&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;101&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;

        &lt;span class="c1"&gt;// Output memory usage stats&lt;/span&gt;
        &lt;span class="n"&gt;achievementManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;LogMemoryUsage&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Map system: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;mapManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;CountRegionsWithState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;MapRegionState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Explored&lt;/span&gt;&lt;span class="p"&gt;)}&lt;/span&gt;&lt;span class="s"&gt; explored regions"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;Debug&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Achievement system: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;achievementManager&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetCompletedCountInCategory&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;AchievementCategory&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Combat&lt;/span&gt;&lt;span class="p"&gt;)}&lt;/span&gt;&lt;span class="s"&gt; completed combat achievements"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Through these memory optimization examples, we can see the tremendous value of bitwise operations in game development:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Map system: from 8 bytes per region down to 1 byte, saving 87.5% memory&lt;/li&gt;
&lt;li&gt;Achievement system: from ~100 bytes per achievement down to 4 bytes, saving 96% memory&lt;/li&gt;
&lt;li&gt;Serialization efficiency: more compact data, more efficient transfer and storage&lt;/li&gt;
&lt;li&gt;Query performance: bitwise operations are faster than accessing object fields&lt;/li&gt;
&lt;/ul&gt;

&lt;h1&gt;
  
  
  Conclusion
&lt;/h1&gt;

&lt;p&gt;It’s also a reminder to myself to lose my temper less (even if you really run into idiots, just giggle), keep an open mind and strive for excellence, and aim to nail it in the next explanation. Have you encountered any awkward situations during interviews? Feel free to share in the comments!&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>unity3d</category>
    </item>
  </channel>
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