using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public enum ConditionType
{
    None,
    Death,
    Story,
    Item
}

[System.Serializable]
[CreateAssetMenu(fileName = "NewDialogueTree", menuName = "ScriptableObjects/Dialogue Tree", order = 1)]
public class DialogueTree : ScriptableObject
{
    public string dialogueTreeName = "NewDialogueTree";
    public List<DialogueObject> dialogues;
    public string lingerMessage;
    public DialogueTree m_Next;
    public List<DialogueCondition> m_Conditions = new List<DialogueCondition>();
}

[System.Serializable]
public class DialogueCondition
{
    public ConditionType m_Condition = ConditionType.None;
    public int m_ConditionValue = 0;
}