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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- [CreateAssetMenu(menuName = "State")]
- public class State : ScriptableObject
- {
- //Config Variables
- [SerializeField] State[] nextStates;
- public int[] optionsdamage;
- public int[] optionsammocost;
- //this is the thing you want:
- public AudioClip[] optionsounds;
- [TextArea(10, 14)] [SerializeField] string storytext;
- public string roomcurrent;
- public string GetStateStory()
- {
- return storytext;
- }
- public State[] GetNextStates()
- {
- return nextStates;
- }
- }
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