using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using RPGCreationKit;
using RPGCreationKit.Player;
namespace RPGCreationKit
{
///
/// The player question in the Canvas, contains data about the Dialogue and the answer
///
public class PlayerQuestionUI : MonoBehaviour
{
[HideInInspector] public PlayerQuestion question;
[HideInInspector] public IDialoguable dialoguable;
[HideInInspector] public IDialoguable[] dialoguables;
[HideInInspector] public XNode.Node response;
[HideInInspector] public bool DestroyAfter;
public int position;
public TextMeshProUGUI text;
///
/// Init the gameobject by set up data and Listener for the Button
///
public void Init(PlayerQuestion _question, IDialoguable _dialoguable, RPGCreationKit.DialogueSystem.DialogueNode _response, string _text, bool _destroyAfter, int _position, bool isNpcToNpcDialogue = false, IDialoguable[] _dialoguables = null)
{
question = _question;
dialoguable = _dialoguable;
dialoguables = _dialoguables;
response = _response;
text.text = _text;
DestroyAfter = _destroyAfter;
position = _position;
if(!isNpcToNpcDialogue)
gameObject.GetComponent