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TaskMap.dot
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TaskMap.dot
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digraph {
rankdir="LR";
node [shape=box];
subgraph Construction_Drones {
label = "ConstructionDrones"
cluster = true
cd [label = "Construction\nDrones"];
cd2 [label = "Annex Not\nTop Down"];
cd3 [label = "Conflicting Parts"]
cd4 [label = "Drone Construstion\nCabaility Tracking"];
cd5 [label = "Active Blueprint"];
cd6 [label = "Construction\nDrone Logic"];
cd7 [label = "Part Transfer"];
cd8 [label = "Annexee Move Into Position"];
subgraph Clamp_Part {
label = "Clamp Part"
cluster = true
cp [label = "Clamp Part"];
cp1 [label = "Clamp Part Code File"];
cp2 [label = "Clamp Part Image"];
cp1 -> cp;
cp2 -> cp;
}
cd2 -> cd;
cd6 -> cd;
cd1 -> cd2;
cd7 -> cd2;
cd8 -> cd2;
cp -> cd4;
cd4 -> cd6;
cd5 -> cd6;
cd3 -> cd7;
}
ui [label = "Travel UI"];
ui1 [label = "Mini Map"];
ui2 [label = "Radar"];
ui3 [label = "Zoom Draw\nModes"];
ui4 [label = "CameraWidget"];
{ui1 ui2} -> ui;
{ui3 ui4} -> ui1;
sh [label = "Orgainic Sheilds"];
sh1 [label = "Shaders"];
sh2 [label = "Non-Circle OverSized\nFixture Prototype"];
{sh1 sh2} -> sh;
fm [label = "User Defineable\nFormations"];
fm1 [label = "Formation Save\nFiles"];
fm2 [label = "Default Formations"];
{fm1 fm2} -> fm
"Remove Enabled Functions"
"Remove Game State Parent Class"
"Add interface Test for Game State"
"Remove Stack Based Game State Transitions"
"Make Ship Editor A Widget"
"Make Formation Editor a Widget"
"Move Control Mapping to Main Rather than ingame"
}