# Unity Programming patterns my reward system

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I have this reward logic in my reward ,  my goal is to build a library which I can keep reuse later , however by this following method I can't

class RewardSystem
{

float m_timer;
void Update()
{
m_timer -= time.deltaTime;
}

void btn_Reward()
{
if(m_timer > 0)
{
{
CoinSystem.m_coins += 100;
}
}
else
{
CoinSystem.m_coins += 100;
}
}
}


The problem I'm having here is if the user does not have want to have ads system instead doing something else to collect coins or they decided to collect the coins with just pressing a button without looking the ads, people would need to rewrite it, and also it breaks the SOILD principle. So I'm wondering is there any programming patterns can help me to solve this problrem ,thanks

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but adding complexity for the sake of possible future scenarios is over-engineering.

this

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If you need to seperate this logic then create another class- and think of abstractions.

"I have an abstracted logic for doing an activity, in the end it returns the state of the activity and rewards the player."

So:

interface IActivity {

bool Run();

}

class A {

IActivty MyActivity;

void Reward() {

var result = mMyActivity.Run();

if(result) { coins +=100;}

}

}

Edited by WoopsASword

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