The core logic of the simulation, simulating eg Hunger increasing over time.
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float | GetAttribute (Attribute att) |
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void | BoostAttribute (Attribute att, float boost) |
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static readonly Attribute[] | Attributes |
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The core logic of the simulation, simulating eg Hunger increasing over time.
An iPerson is a collection of Attributes, which are just floats. Over time they drift up or down. We use DecisionFlex to decide if we should Eat or Work or whatever next, which ends up being just a call to BoostAttribute with the attribute to boost.
readonly Attribute [] TenPN.DecisionFlex.Demos.iPerson.Attributes |
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Initial value:=
(Attribute[]) Enum.GetValues(typeof(Attribute))
The documentation for this class was generated from the following file: