The faction/morality meter example for this chapter covers a slightly different approach to implementing fuzzy logic via Unity. We build upon the implementation we covered in the basic fuzzy logic example.
In this example, we create a simple dialogue sequence, where the player is presented a series of scenarios, or questions, that they can then answer according to their morality. For simplicity's sake, we've included a "good," "neutral," and "evil" answer for each question. Let's take a look at the code to understand this a bit better.