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Namespace Eco.Simulation.Agents.AI

Classes

AIUtil

Behavior<T>

BehaviorBasic<T>

Leaf-node behavior that runs a given function.

BehaviorComplex<T>

This is how to implement behaviors that have a real 'Running' status through enumerators.

BehaviorConditional<T>

Executes a child behavior based on a condition.

BehaviorDebug

BehaviorDebugData

BehaviorFactory<T>

BehaviorRandom<T>

Executes a random child under us by weight. Returns running if the child is running.

BehaviorSelector<T>

Executes children until one succeeds. Only fails if all children fail. Returns running if any child is running.

BehaviorSequence<T>

Executes children until one fails. Only succeeds if all children succeed. Returns running if any child is running.

BehaviorSuccess<T>

Executes an action then just returns success.

BehaviorTree<T>

A behavior that runs through execution of a list of children.

BehaviorTreeMemoryExtensions

Brain

Brain<T>

Generic brain with behaviors specific to each species.

BTResult

BTStatus

DebugBrain

Simple brain for debugging that makes animal do nothing.

DefaultBehaviors

GenericBehavior<T>

GridUtils

RunningBrain

Simple brain for debugging that makes animal run back and forth between two points.

RunningContinuingBrain

Makes animal run back and forth between two points with third point towards which animal starts running initially, but then it receives path from third to last point before third point is reached.

RunningInterruptingBrain

Makes animal run between two points, but always interrupt halfway and start running towards another point.

Interfaces

IBehaviorControlled

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