public StoryIntroState(StorySM stateMachine, PlayerStats stats, Inventory inventory, StoryEventData startingStory) { _stateMachine = stateMachine; _inventory = inventory; _stats = stats; _startingStory = startingStory; }
void StartNewStory() { //_stateMachine.ChangeState(_stateMachine.StoryBeginState); _pageController.HideContent(); StoryEventData nextStory = _stateMachine.CurrentChoiceOutcome.ChosenStoryExits.GetExit(_stats, _inventory); _stateMachine.SetStory(nextStory); _stateMachine.ChangeState(_stateMachine.PageState); }
public void SetStory(StoryEventData newStory) { if (newStory == null) { Debug.LogWarning("New story is empty. Cannot set."); return; } CurrentStoryEvent = newStory; }