Creating an arrayΒΆ
We can modify the State
to store a variable to all the next states.
We'll start by creating 2 new states Room 1
and Room 2
with a dummy text in them.
Then modify the State
class to hold a serialized field with an array of states and a method to retrieve it.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = "State")]
public class State : ScriptableObject
{
[TextArea(14,10)][SerializeField] string storyText;
[SerializeField] State[] nextStates;
public string GetStateStory()
{
return storyText;
}
public State[] GetNextStates()
{
return nextStates;
}
}
Now we can add both rooms to the starting state.