DecisionFlex
Utilty AI for Unity
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 1234]
 CTenPN.DecisionFlex.ActionSelectionThe snapshot of scoring all the considerations associated with a single action object
 CEditor
 CTenPN.DecisionFlex.DecisionInspector
 CTenPN.DecisionFlex.ContextInspector< ContextContainer >
 CTenPN.DecisionFlex.ActionInspector
 CTenPN.DecisionFlex.ConsiderationInspector
 CTenPN.DecisionFlex.DecisionFlexInspector
 CTenPN.DecisionFlex.Demos.GraphParameters
 CTenPN.DecisionFlex.IActionBase class for actions DecisionFlex.cs can do
 CTenPN.DecisionFlex.ActionA helper class, combining MonoBehaviour and IUtilityAction for new actions
 CTenPN.DecisionFlex.Demos.ModifyAttributeCallback for DecisionFlex to modify a single attribute, through the Perform() func
 CTenPN.DecisionFlex.Demos.RandomModifyAttributeCallback for DecisionFlex to randomly modify a single attribute
 CTenPN.DecisionFlex.Demos.WeaponActionFires a gun, when chosen by DecisionFlex
 CTenPN.DecisionFlex.IdleActionFor when you want nothing to happen. Does Nothing. Nada. Zip
 CTenPN.DecisionFlex.ToggleScriptActionHelper action that toggles state of target behaviour
 CTenPN.DecisionFlex.UnityEventActionUse this to easily connect an action to another part of the code, eg driving animation
 CTenPN.DecisionFlex.IContextAll the information needed to evaluate action considerations
 CTenPN.DecisionFlex.ContextDictionaryOne possible implementation of IContext
 CTenPN.DecisionFlex.FastContextDictionaryOne possible implementation of IContext
 CTenPN.DecisionFlex.HierarchicalContextContext decorator for a tree of contexts
 CMonoBehaviour
 CTenPN.DecisionFlex.ActionA helper class, combining MonoBehaviour and IUtilityAction for new actions
 CTenPN.DecisionFlex.ActionSelectorBase class for chosing an action from all the scored choices
 CTenPN.DecisionFlex.SelectHighestScoreChoose the highest-scoring action
 CTenPN.DecisionFlex.SelectTournamentChoose a good action but not always the best, using relative ranking
 CTenPN.DecisionFlex.SelectWeightedRandomChoose a good action but not always the best, using weights
 CTenPN.DecisionFlex.ConsiderationA single influence on the scoring of one action
 CTenPN.DecisionFlex.BinaryContextConsiderationEvaulate a context value in relation to a gate, and return one of two scores depending on the result
 CTenPN.DecisionFlex.BooleanConsiderationEvaulate a context value in relation to a bool, and return one of two scores depending on the result
 CTenPN.DecisionFlex.ConsiderationScalarA consideration that always returns the same score, whatever context is given
 CTenPN.DecisionFlex.ContextValueConsiderationBase class for considerations that evaluate a context value through an animation curve
 CTenPN.DecisionFlex.FloatConsiderationEvalutes a float value from the IContext through a response curve
 CTenPN.DecisionFlex.IntConsiderationEvalutes an int value from the IContext through a response curve
 CTenPN.DecisionFlex.ContextFactoryProduces IContext objects, used to evaulate UtilityConsiderations when making decisions
 CTenPN.DecisionFlex.Demos.WeaponSelectionContextFactoryPushing data about the soldier demo into DecisionFlex
 CTenPN.DecisionFlex.SingleContextFactoryProduces a single IContext object, used to evaulate Considerations when making decisions
 CTenPN.DecisionFlex.Demos.AttributeContextFactoryFor the iPerson demo. Pushes what we know about the world into DFlex's database
 CTenPN.DecisionFlex.Demos.UFOContextFactoryLogs HP, distance to enemy and distance to health
 CTenPN.DecisionFlex.DecisionFlexRepresents one decision to be made with the DecisionFlex system
 CTenPN.DecisionFlex.DecisionTickerBase class for behaviours that tell the decision maker to do something
 CTenPN.DecisionFlex.MakeDecisionAtRegularIntervalsSends message at a regular interval
 CTenPN.DecisionFlex.MakeDecisionEveryFrameSends set message every frame to target
 CTenPN.DecisionFlex.MakeDecisionOnEnableMakes decision every time the gameobject enables
 CTenPN.DecisionFlex.TimesliceDecisionMakingManages decision-making so only X objects from same bin make decisions each frame
 CTenPN.DecisionFlex.Demos.AttackNearbyUFOs
 CTenPN.DecisionFlex.Demos.AttributeRenderer
 CTenPN.DecisionFlex.Demos.EnemiesControl
 CTenPN.DecisionFlex.Demos.FollowWaypoints
 CTenPN.DecisionFlex.Demos.GraphRenderer
 CTenPN.DecisionFlex.Demos.HealNearbyUFOs
 CTenPN.DecisionFlex.Demos.HPBarController
 CTenPN.DecisionFlex.Demos.Inventory
 CTenPN.DecisionFlex.Demos.iPersonThe core logic of the simulation, simulating eg Hunger increasing over time
 CTenPN.DecisionFlex.Demos.LabelLerper
 CTenPN.DecisionFlex.Demos.MainMenu
 CTenPN.DecisionFlex.Demos.OrbitTargetOrbits around enemy, attacking it
 CTenPN.DecisionFlex.Demos.ShowName
 CTenPN.DecisionFlex.Demos.UFO
 CTenPN.DecisionFlex.Demos.UFOSpawner
 CTenPN.DecisionFlex.Demos.Walkthrough.Walkthrough
 CTenPN.DecisionFlex.Demos.Walkthrough.WalkthroughScreen
 CTenPN.DecisionFlex.Demos.Walkthrough.DialogWalkthroughScreen
 CTenPN.DecisionFlex.Demos.Walkthrough.CaptionedImageWalkthroughScreen
 CWeaponLog