DecisionFlex
Utilty AI for Unity
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
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 NTenPN
 NDecisionFlex
 NDemos
 NWalkthrough
 CCaptionedImageWalkthroughScreen
 CDialogWalkthroughScreen
 CWalkthrough
 CWalkthroughScreen
 CAttackNearbyUFOs
 CAttributeContextFactoryFor the iPerson demo. Pushes what we know about the world into DFlex's database
 CAttributeRenderer
 CEnemiesControl
 CFollowWaypoints
 CGraphParameters
 CGraphRenderer
 CHealNearbyUFOs
 CHPBarController
 CInventory
 CiPersonThe core logic of the simulation, simulating eg Hunger increasing over time
 CLabelLerper
 CMainMenu
 CModifyAttributeCallback for DecisionFlex to modify a single attribute, through the Perform() func
 COrbitTargetOrbits around enemy, attacking it
 CRandomModifyAttributeCallback for DecisionFlex to randomly modify a single attribute
 CShowName
 CUFO
 CUFOContextFactoryLogs HP, distance to enemy and distance to health
 CUFOSpawner
 CWeaponActionFires a gun, when chosen by DecisionFlex
 CWeaponSelectionContextFactoryPushing data about the soldier demo into DecisionFlex
 CActionA helper class, combining MonoBehaviour and IUtilityAction for new actions
 CActionInspector
 CActionSelectionThe snapshot of scoring all the considerations associated with a single action object
 CActionSelectorBase class for chosing an action from all the scored choices
 CBinaryContextConsiderationEvaulate a context value in relation to a gate, and return one of two scores depending on the result
 CBooleanConsiderationEvaulate a context value in relation to a bool, and return one of two scores depending on the result
 CConsiderationA single influence on the scoring of one action
 CConsiderationInspector
 CConsiderationScalarA consideration that always returns the same score, whatever context is given
 CContextDictionaryOne possible implementation of IContext
 CContextFactoryProduces IContext objects, used to evaulate UtilityConsiderations when making decisions
 CContextInspector< ContextContainer >
 CContextValueConsiderationBase class for considerations that evaluate a context value through an animation curve
 CDecisionFlexRepresents one decision to be made with the DecisionFlex system
 CDecisionFlexInspector
 CDecisionInspector
 CDecisionTickerBase class for behaviours that tell the decision maker to do something
 CFastContextDictionaryOne possible implementation of IContext
 CFloatConsiderationEvalutes a float value from the IContext through a response curve
 CHierarchicalContextContext decorator for a tree of contexts
 CIActionBase class for actions DecisionFlex.cs can do
 CIContextAll the information needed to evaluate action considerations
 CIdleActionFor when you want nothing to happen. Does Nothing. Nada. Zip
 CIntConsiderationEvalutes an int value from the IContext through a response curve
 CMakeDecisionAtRegularIntervalsSends message at a regular interval
 CMakeDecisionEveryFrameSends set message every frame to target
 CMakeDecisionOnEnableMakes decision every time the gameobject enables
 CSelectHighestScoreChoose the highest-scoring action
 CSelectTournamentChoose a good action but not always the best, using relative ranking
 CSelectWeightedRandomChoose a good action but not always the best, using weights
 CSingleContextFactoryProduces a single IContext object, used to evaulate Considerations when making decisions
 CTimesliceDecisionMakingManages decision-making so only X objects from same bin make decisions each frame
 CToggleScriptActionHelper action that toggles state of target behaviour
 CUnityEventActionUse this to easily connect an action to another part of the code, eg driving animation
 CWeaponLog