// this shows the choices private void ShowChoice(Descision descision) { choice = -1; // create the buttons for (int i = 0; i < descision.Choices.Count; i++) { Choice ch = descision.Choices[i]; // just using Instantiate for now, since this is just a prototype // but we should be using some sort of object pool GameObject button = Instantiate(choiceButtonPrefab); button.transform.SetParent(choicesParent.transform); button.transform.localPosition = new Vector3(0, (i - 2) * 85, 0); button.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, 80); button.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 600); button.GetComponent <Button>().onClick.AddListener( () => { choice = ch.NextNode; Deactivate(); } ); button.GetComponentInChildren <Text>().text = ch.Text; } }
private void RenderDescsion(Descision descision) { StringBuilder sb = new StringBuilder(); sb.Append("\n"); for (int i = 0; i < descision.Choices.Count; i++) { sb.Append("\t" + i + ": " + descision.Choices[i].Text); sb.Append("\n"); } Console.WriteLine(sb.ToString()); }