using System.Collections; using System.Collections.Generic; using UnityEngine; using XNode; using RPGCreationKit.DialogueSystem; using RPGCreationKit; namespace RPGCreationKit.DialogueSystem { [CreateNodeMenu("Dialogue System/Change State", order = 4)] [NodeTint("#909a15")] public class ChangeStateNode : DialogueNode { public enum DialogueStateChange { Trade = 0, Loot = 1, Teleport = 2, ChangeCell = 3, SpeakToNPC = 4 }; public DialogueStateChange stateChange; public bool toCurrentNPC = false; public string npcRef = ""; public string lootingPointRef = ""; public RCKTransform coordinates; public CellsSystem.Cell cell; public bool interruptsDialogue = false; // Use this for initialization protected override void Init() { base.Init(); } // Return the correct value of an output port when requested public override object GetValue(NodePort port) { return null; // Replace this } public override void Trigger() { } } }