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Add a nested graph reference and it will play until complete. Then automatically return to the parent graph that played it by running the out connection (if any)
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dialogue: Decision after decision, death after death. What's the point anymore? |
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using CleverCrow.Fluid.Dialogues.Nodes; | ||
using UnityEditor; | ||
using UnityEngine; | ||
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namespace CleverCrow.Fluid.Dialogues.Editors.NodeDisplays { | ||
[NodeType(typeof(NodePlayGraphData))] | ||
public class PlayGraphEditor : NodeEditorBase { | ||
protected override Color NodeColor { get; } = new Color(0.75f, 0.52f, 0f); | ||
protected override float NodeWidth { get; } = 200; | ||
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protected override void OnPrintBody (Event e) { | ||
serializedObject.Update(); | ||
EditorGUILayout.PropertyField(serializedObject.FindProperty("dialogueGraph"), GUIContent.none); | ||
serializedObject.ApplyModifiedProperties(); | ||
} | ||
} | ||
} |
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Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
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