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.
Inheritance: Runtime.Object
            public void With_Autoplay()
            {
                // Arrange
                var choice = new Ink.Runtime.Choice()
                {
                    text = "Test"
                };
                var choices = new List <Ink.Runtime.Choice>()
                {
                    choice
                };
                var story = Substitute.For <IStory>();

                story.currentChoices.Returns(x => choices);
                var parsedFiction = Substitute.For <Ink.Parsed.IFiction>();
                var options       = new ConsoleUserInterfaceOptions()
                {
                    IsAutoPlayActive = true
                };

                var choiceGenerator = Substitute.For <Ink.Ink2FountainExp.AutoPlay.IChoiceGeneratable>();

                choiceGenerator.GetRandomChoice(default).ReturnsForAnyArgs(1);
Exemple #2
0
 private void onMakeChoice(Ink.Runtime.Choice choice)
 {
     EmitSignal("choice_made", new object[] { choice.text });
 }