CTenPN.DecisionFlex.ActionSelection | The 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.IAction | Base class for actions DecisionFlex.cs can do |
▼CTenPN.DecisionFlex.Action | A helper class, combining MonoBehaviour and IUtilityAction for new actions |
CTenPN.DecisionFlex.Demos.ModifyAttribute | Callback for DecisionFlex to modify a single attribute, through the Perform() func |
CTenPN.DecisionFlex.Demos.RandomModifyAttribute | Callback for DecisionFlex to randomly modify a single attribute |
CTenPN.DecisionFlex.Demos.WeaponAction | Fires a gun, when chosen by DecisionFlex |
CTenPN.DecisionFlex.IdleAction | For when you want nothing to happen. Does Nothing. Nada. Zip |
CTenPN.DecisionFlex.ToggleScriptAction | Helper action that toggles state of target behaviour |
CTenPN.DecisionFlex.UnityEventAction | Use this to easily connect an action to another part of the code, eg driving animation |
▼CTenPN.DecisionFlex.IContext | All the information needed to evaluate action considerations |
CTenPN.DecisionFlex.ContextDictionary | One possible implementation of IContext |
CTenPN.DecisionFlex.FastContextDictionary | One possible implementation of IContext |
CTenPN.DecisionFlex.HierarchicalContext | Context decorator for a tree of contexts |
▼CMonoBehaviour | |
CTenPN.DecisionFlex.Action | A helper class, combining MonoBehaviour and IUtilityAction for new actions |
▼CTenPN.DecisionFlex.ActionSelector | Base class for chosing an action from all the scored choices |
CTenPN.DecisionFlex.SelectHighestScore | Choose the highest-scoring action |
CTenPN.DecisionFlex.SelectTournament | Choose a good action but not always the best, using relative ranking |
CTenPN.DecisionFlex.SelectWeightedRandom | Choose a good action but not always the best, using weights |
▼CTenPN.DecisionFlex.Consideration | A single influence on the scoring of one action |
CTenPN.DecisionFlex.BinaryContextConsideration | Evaulate a context value in relation to a gate, and return one of two scores depending on the result |
CTenPN.DecisionFlex.BooleanConsideration | Evaulate a context value in relation to a bool, and return one of two scores depending on the result |
CTenPN.DecisionFlex.ConsiderationScalar | A consideration that always returns the same score, whatever context is given |
▼CTenPN.DecisionFlex.ContextValueConsideration | Base class for considerations that evaluate a context value through an animation curve |
CTenPN.DecisionFlex.FloatConsideration | Evalutes a float value from the IContext through a response curve |
CTenPN.DecisionFlex.IntConsideration | Evalutes an int value from the IContext through a response curve |
▼CTenPN.DecisionFlex.ContextFactory | Produces IContext objects, used to evaulate UtilityConsiderations when making decisions |
CTenPN.DecisionFlex.Demos.WeaponSelectionContextFactory | Pushing data about the soldier demo into DecisionFlex |
▼CTenPN.DecisionFlex.SingleContextFactory | Produces a single IContext object, used to evaulate Considerations when making decisions |
CTenPN.DecisionFlex.Demos.AttributeContextFactory | For the iPerson demo. Pushes what we know about the world into DFlex's database |
CTenPN.DecisionFlex.Demos.UFOContextFactory | Logs HP, distance to enemy and distance to health |
CTenPN.DecisionFlex.DecisionFlex | Represents one decision to be made with the DecisionFlex system |
▼CTenPN.DecisionFlex.DecisionTicker | Base class for behaviours that tell the decision maker to do something |
CTenPN.DecisionFlex.MakeDecisionAtRegularIntervals | Sends message at a regular interval |
CTenPN.DecisionFlex.MakeDecisionEveryFrame | Sends set message every frame to target |
CTenPN.DecisionFlex.MakeDecisionOnEnable | Makes decision every time the gameobject enables |
CTenPN.DecisionFlex.TimesliceDecisionMaking | Manages 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.iPerson | The core logic of the simulation, simulating eg Hunger increasing over time |
CTenPN.DecisionFlex.Demos.LabelLerper | |
CTenPN.DecisionFlex.Demos.MainMenu | |
CTenPN.DecisionFlex.Demos.OrbitTarget | Orbits 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 | |