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