Leveraging SerializeReference for Flexible Commands in Unity Game Development
There commands are bound via the inspector. In one of our previous projects, we employed a similar approach, but the commands were bound to events in the code within the composition root through a DI container.
https://medium.com/@gbrosgames/leveraging-serializereference-for-flexible-commands-in-unity-game-development-614e336b03b9
#command
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