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Sep 17th, 2019
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  1. // Represents a chunk of the mission content -- typically, a trigger
  2. // condition and a chunk of dialog.
  3. public class FlowItem {
  4.  
  5. public enum ItemType { TITLE = 0, BACKGROUND, SORTIE_START, OBJECTIVE_COMPLETE, SORTIE_COMPLETE, CUTSCENE };
  6.  
  7. private ItemType type;
  8. // A blocking FlowItem prevents later FlowItems from playing until this one's
  9. // trigger condition has been met.
  10. private bool blocking = true;
  11.  
  12. public FlowItem(string defLine) {
  13. var params = new Dictionary<string, string>();
  14. foreach (var p in params) {
  15. }
  16. }
  17.  
  18. public void AddLine(string itemLine) {
  19. }
  20. }
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