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 }