
namespace Ink.Runtime
{
    /// <summary>
    /// A generated Choice from the story.
    /// A single ChoicePoint in the Story could potentially generate
    /// different Choices dynamically dependent on state, so they're
    /// separated.
    /// </summary>
	public class Choice : Runtime.Object
	{
        /// <summary>
        /// The main text to presented to the player for this Choice.
        /// </summary>
        public string text { get; set; }

        /// <summary>
        /// The target path that the Story should be diverted to if
        /// this Choice is chosen.
        /// </summary>
        public string pathStringOnChoice {
            get {
                return targetPath.ToString ();
            }
            set {
                targetPath = new Path (value);
            }
        }

        /// <summary>
        /// Get the path to the original choice point - where was this choice defined in the story?
        /// </summary>
        /// <value>A dot separated path into the story data.</value>
        public string sourcePath;

        /// <summary>
        /// The original index into currentChoices list on the Story when
        /// this Choice was generated, for convenience.
        /// </summary>
        public int index { get; set; }

        public Path targetPath;

        public CallStack.Thread threadAtGeneration { get; set; }
        public int originalThreadIndex;

        public bool isInvisibleDefault;

        public Choice()
        {
        }
	}
}

