So far I had seen using Actions and subscribing to them more of a thing to use between different objects,like for example a UI element that was informed about a state change for an update with an event…
In one project I had some event mechanism for the player to interact with objects in the scene and for example there was some button that when pressed opened a door, so that button would fire an event that the door was subscribed to (and it could well be more than one so you might have an airlock and pressing the button for opening one door would shut the other one at the same time).
For decoupling actions within the receiving object I used a different feature by having a broadcast method call within the object’s components. This allowed any number of scripts to be added to an object that were all implementing an interface and when the event was received then the interface’s method would be called and every script could do its thing…
This way, the event receiver could propagate the event without having to know which possible components might be present, and there could have been different event receivers for different actions that would be calling the target method so the scripts that did the actual work didn’t have to care about having to subscribe to anything themselves…
But maybe we’re going to get further into that later in the course…