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namespace Ink.Runtime
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{
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/// <summary>
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/// A generated Choice from the story.
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/// A single ChoicePoint in the Story could potentially generate
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/// different Choices dynamically dependent on state, so they're
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/// separated.
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/// </summary>
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public class Choice : Runtime.Object
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{
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/// <summary>
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/// The main text to presented to the player for this Choice.
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/// </summary>
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public string text { get; set; }
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/// <summary>
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/// The target path that the Story should be diverted to if
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/// this Choice is chosen.
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/// </summary>
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public string pathStringOnChoice {
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get {
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return targetPath.ToString ();
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}
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set {
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targetPath = new Path (value);
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}
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}
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/// <summary>
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/// Get the path to the original choice point - where was this choice defined in the story?
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/// </summary>
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/// <value>A dot separated path into the story data.</value>
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public string sourcePath;
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/// <summary>
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/// The original index into currentChoices list on the Story when
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/// this Choice was generated, for convenience.
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/// </summary>
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public int index { get; set; }
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public Path targetPath;
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public CallStack.Thread threadAtGeneration { get; set; }
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public int originalThreadIndex;
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public bool isInvisibleDefault;
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public Choice()
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{
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}
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}
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}
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