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()
{
}
}
}