Alterguardian Phase2Brain
Manages the AI behavior tree for the Alterguardian boss during Phase 2, coordinating movement, targeting, and state-aware actions.
Manages the AI behavior tree for the Alterguardian boss during Phase 2, coordinating movement, targeting, and state-aware actions.
Implements the behavior tree for the Birch Nut Drake, governing its movement, panic responses, combat engagement, and leash behavior.
Manages the behavior tree for the Clockwork Bishop entity, orchestrating combat, navigation, and social behaviors like following and facing.
Controls the AI behavior of the Carnival Host, managing its interactions with minigames, crowd behavior, and environment navigation.
Manages the AI behavior of cave vent mites, including combat, foraging, and navigation using a behavior tree.
Provides a scrolling list of playable characters and launches the character biography screen on selection.
Manages the character selection UI widget, displaying a central portrait with navigation controls and optional additional characters.
Manages a scrollable grid of selectable character portraits and synchronizes them with a main portrait display, handling focus navigation and selection events in the character selection UI.
Controls the AI behavior of Chester, the treasure-hunting monster, managing navigation, panic responses, and interaction with its leader entity.
Manages the UI and navigation for the in-game compendium, which displays various reference panels such as history, character details, cookbook, and more.
Manages controller-based crafting UI interactions, including tab navigation, recipe selection, and crafting execution with repeat input support.
Manages the UI layout and tab navigation for the Quagmire cookbook screen, dynamically rendering recipe panels based on selected cooking method.
Manages the crafting UI widget, including recipe listing, scrolling, filtering, and layout for both standard and Quagmire game modes.
Manages the pinned recipe display and navigation UI for the crafting menu HUD, including page switching, focus handling, and prototype status indicators.
Controls the AI behavior of the Eye of Terror entity, managing its pathfinding, combat, and foraging actions via a behavior tree.
A behavior tree node that moves an entity toward the nearest valid light source and maintains a safe distance within it.
Represents a bidirectional connection between two graph nodes in the world map, managing rendering, locking, and data persistence for map navigation structures.
Manages a 2D grid-based layout of UI widgets with directional focus navigation.
Renders a horizontal tab menu at the top of a window or dialog, managing button selection and focus in console and keyboard modes.
Tracks and provides navigation logic to a designated home entity for an actor.
Manages the AI behavior of the killer bee entity using a behavior tree to handle attacking, retreating, homing, and wandering.
Manages the Lava Arena seasonal event book UI, rendering tabbed panels for progression, community unlocks, and quest history.
A UI widget that acts as a selectable cursor in scrollable lists, handling focus navigation and selection states.
Provides world geometry and terrain query utilities for placement, navigation, and arena validation.
Provides utility functions for world topology management, pathfinding validation, and static layout placement.
Manages a dynamic collection of interactive menu items with keyboard and controller focus navigation, layout, and styling support.
Manages the mod configuration screen, handling UI layout, mod tab interaction, input controls, and apply/cancel actions for mod management in DST.
Manages the main multiplayer screen UI, including menu navigation, banner rendering, screen transitions, and event-specific content.
Manages paginated display of static widgets using a provided update function and list of data items.
Manages the pause menu UI, including unpause functionality, options navigation, and host/client quit confirmation workflows.
Serves as the base widget class for all plant registry pages, providing shared UI functionality like back navigation and input handling.
Renders the plant registry UI page, displaying scrollable plant entries with stage selection and navigation for both vanilla and modded plants.
Manages the Quagmire-specific UI tabbed book interface containing Recipe Book and Achievements panels.
Handles remote teleportation logic by selecting a valid destination pad and moving the doer and nearby items.
AI brain for the Rook enemy that orchestrates movement, combat, and navigation behaviors using a behavior tree.
A visual indicator prefab attached to boat masts that displays the current heading direction, used for orientation and navigation.
Manages a school of fish that moves between pre-defined navigation points and reacts to entity sleep states.
Manages the scrapbook UI screen, displaying unlocked game knowledge with filtering, search, and per-entry details, while handling player input, focus navigation, and state persistence.
Manages a scrollable list of UI items with dynamic layout, scrollbar controls, and keyboard/controller navigation.
Implements the AI behavior for shadow creatures, including target tracking, harassment mechanics, and conditional chasing or loitering based on combat state and locomotion speed.
A UI widget responsible for constructing, rendering, and managing the skill tree interface, including button generation, focus navigation, and state updates for skill progression.
Controls AI behavior for slurtle entities, coordinating actions like fleeing, attacking, eating, stealing food, and returning home using a behavior tree.
AI brain for water spiders that prioritizes survival behaviors including fleeing, aggression, following leaders, trading, and consuming food or oceanfish while managing environmental risks.
Manages a migratory herd of squid entities, handling member aggregation, navigation between predefined waypoints, and cleanup when all members are inactive or off-ocean.
A consumable map item that reveals the current stash location when used, and destroys itself after revealing.
Provides shared utility functions for storage robots to manage spawn points and locate items/containers for automated storage operations.
Manages navigation between sub-menus in a Redux-based UI screen by coordinating button selection, screen visibility, and focus movement.
Manages a collection of tab widgets, handling layout, selection, visibility, and transitions between tabs in UI contexts.
Renders a scrollable popup UI screen displaying a list of text items with optional buttons and navigation support.
Displays a pop-up screen to players upon receiving skin rewards, handling animation, item navigation, and gift redemption flow.
Manages the display and interaction logic for the top mod rankings and featured mod in the server creation screen's mods tab.
Registers and manages server-side-only entity markers for vault world generation and navigation logic.
Stores and manages teleport destination data (marker name, room ID, direction) for vault-related entities in the game.
Controls an entity to move randomly within a defined area relative to a home position, using pathfinding and obstacle avoidance to navigate.
Stores and manages cached static route data for circular paths across the world's traversable terrain.
Manages AI decision-making for the Worm boss, coordinating behavior such as hunting, returning to a home location, eating, and executing lure-based attacks.
Manages race participation logic for entities competing in YOTC-style races, including checkpoint navigation, stamina management, and race completion or abort handling.