/// <summary> /// Executes this node on the specified dialogue state. /// </summary> public override void PerformNode(DialoguePlayer state) { if (state.EvaluateCondition(Text)) { state.MoveToNode(BranchTrueNext); } else { state.MoveToNode(BranchFalseNext); } }
/// <summary> /// Executes this node on the specified dialogue state. /// </summary> public override void PerformNode(DialoguePlayer state) { if (state.RandomFloat() < Chance1) { state.MoveToNode(Branch1); } else { state.MoveToNode(Branch2); } }
/// <summary> /// Performs a user choice on this node, moving to the appropriate next node. /// </summary> public override void PerformChoice(DialoguePlayer state, int choice) { if (choice < 0 || choice >= Choices.Length) { throw new ArgumentOutOfRangeException("choice"); } Choice choiceData = Choices[choice]; state.MoveToNode(choiceData.Next); }
/// <summary> /// Executes this node on the specified dialogue state. /// </summary> public override void PerformNode(DialoguePlayer state) { state.MoveToNode(Next); }
/// <summary> /// Performs a user choice on this node, moving to the appropriate next node. /// </summary> public override void PerformChoice(DialoguePlayer state, int choice) { state.MoveToNode(Next); }
/// <summary> /// Executes this node on the specified dialogue state. /// </summary> public override void PerformNode(DialoguePlayer state) { int randomIndex = state.RandomInt(Branches.Length); state.MoveToNode(Branches[randomIndex]); }