Choices tied to dialogue
Opened this issue · 0 comments
khoulihan commented
In Gophers, choices were intricately connected with the dialogue that preceded them, so the code that was consuming the graph had to constantly look ahead to see if the next node was a choices node.
This is less than ideal when it comes to including a signal driven cutscene controller node as part of the plugin.
It also would make it difficult to deal with graphs where there is some other node required between the dialogue and the choices.
It seems like this is probably not an unusual requirement. No immediate solution comes to mind though.