using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Timeline;
///
/// A Dialogue is a list of consecutive DialogueLines. They play in sequence using the input of the player to skip forward.
/// In future versions it might contain support for branching conversations.
///
[CreateAssetMenu(fileName = "newDialogue", menuName = "CutsceneSystem/Dialogue Data")]
public class DialogueDataSO : ScriptableObject
{
public List dialogueLines;
//TODO: Add support for branching conversations
// Maybe add 2 (or more) special line slots which represent a choice in a conversation
// Each line would also have an event associated, or another Dialogue
}