- using System.Collections.Generic;
- 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 List<string> tags;
- public Choice()
- {
- }
- }
- }