Activation Graph System  1.43
ActivationGraphSystem Namespace Reference

Classes

class  ActivationGraphEditor
 The node editor for the task system. The editor searches for the first ActivationGraphManager in the scene. Under the ActivationGraphManager game object are then the task and condition nodes. These nodes will be vizualized in this node editor. Just one ActivationGraphManager is allowed in a scene. For implementing a new node in this complex editor, the best way is to follow a similar node imlementation and implement it in a similar way. I would not recommend to change anything else in this class without deeper knowledge or experience in Unity editor scripting. More...
 
class  ActivationGraphManager
 The activation graph manager controls the activations to the ancestors. This is a singleton class, which can be called from everywhere. This class also notifies the MissionGuiManager, if it is necessary. More...
 
class  ActivationGraphsManager
 This class collects the graph manager in the scene, which then can be get by name. Simply add it to a gameObject if you need this. More...
 
class  BaseNode
 Base node for all task nodes. More...
 
class  BuildQueueEntry
 One UI entry on the UI dialog. More...
 
class  BuildTreeDataEntry
 One entry on the build queue. There you can insert the building/unit releted data class, which contains detailed information, like HP, the prefab that should be created, is it a unit or a building and so on. More...
 
class  BuildTreeDataProvider
 
class  BuildTreeGuiController
 This is an example script, which shows how you can use the activation graph to implement your own implementtion. The example is short and very powerful. More...
 
class  BuildTreeItem
 This class is pretty long compared to the another classes, but it combines the UI logic with the production logic (build/build finished/refund...). More...
 
class  ConditionArrival
 Represents the arrival condition node. ArrivingObjects list contains the objectives, which must reach the destination arrea. More...
 
class  ConditionBase
 Base node for the conditions. More...
 
class  ConditionDefeat
 Represents the defeat condition node. ObjectsToDefeate list contains the objectives, which must be destroyed. Timer can be set for this condition, if it elapses, then a failure signal will be emited. More...
 
class  ConditionSurvive
 Represents the survive condition node. ObjectsToSurvive list contains the objectives, which must survive. Timer can be set for this condition, if it elapses, then a success signal will be emited. More...
 
class  ConditionTimer
 Represents the timer condition node. A timer value can be set, if the timer elapses, then a success or failure node will be emited. More...
 
class  ConditionUser
 Represents the user condition node. It has a timer and a counter which ment to be controlled by the user. More...
 
class  Container
 Represent the container for items, which can be consumed by the UserCondition. More...
 
class  ContainerBase
 Represent the container for items, which can be consumed by the UserCondition. More...
 
class  ContainerInfo
 Data class for preconfigured container information. Used by the editor. More...
 
class  ContainerItem
 Data class for a container items. More...
 
class  ContainerManager
 Represents the union of Containers, which change values of items in Containers in a defined order. More...
 
class  CraftingGuiController
 This class conrols all the UI relevant components, the dialog, the text box in left upper corner and the text boxes in the right upper corner. More...
 
class  CraftingItem
 This class is attached on one mission item in the mission dialog. It controls the title and the images for state visualization. More...
 
class  CubeMover
 Moves the player sphere in z direction, just for the example scene. More...
 
class  FailureEnd
 Represents the failure node. More...
 
class  FlickeringLight
 
class  ItemRef
 
class  MissionGuiController
 This class conrols all the UI relevant components, the dialog, the text box in left upper corner and the text boxes in the right upper corner. More...
 
class  MissionItem
 This class is attached on one mission item in the mission dialog. It controls the title and the images for state visualization. More...
 
class  MultipleKeyComparer
 Sort the list by key, which is in the KeyValuePair. More...
 
class  NodeBase
 One node is represented by this class in the node editor. More...
 
class  OperatorNode
 Represents the operator node, which is not listed in the UI dialog. This node is for allowing enhanced control flow in the task system. One of the most important features of this node is to act as an and node for incoming activations. More...
 
class  RotateObject
 
class  RunSoundOnEnable
 Plays a sound at activating the gameobject. More...
 
class  SkillTreeGuiController
 This class conrols all the UI relevant components, the dialog, the text box in left upper corner and the text boxes in the right upper corner. More...
 
class  SkillTreeItem
 This class is attached on one mission item in the mission dialog. It controls the title and the images for state visualization. More...
 
class  SuccessEnd
 Represents the victory node. More...
 
class  Task
 Base node for complex task nodes like TaskDataNode and OperatorNode. More...
 
class  TaskBase
 Base node for task oriented nodes. More...
 
class  TaskDataNode
 Represents the task node with all the descriptions. This is the only one node, which informations should be visible for the user. E.g. the mission dialog contains just this kind of nodes. More...
 
class  TechGuiController
 
class  Timer
 The timer class for the TimerManager. More...
 
class  TimerManager
 
class  TimerManagerTest
 
class  TriggerTest
 The example scene triggers this methods at task activations. More...
 
class  TypeWriter
 Writes a text delayed on a text label. Must be attached to a game object, which has also a Text component. More...
 
class  Utils