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Eh we'll see, personally I don't see anything wrong with indentation so long as it's clean and readable, you could technically flatten it out using redirects but that's unnecessary effort if you ask me. Alternative is it split across multiple dialogue and have one dialogue executing another.
Once if finished it'll be essentially "mob("Chat") anim quiz" or "anim ChatAnim.Quiz" would work fine as of current, but thanks for the nitpick
Yep could as easily be a string
Just like thot said; stored as a lambda function then when needed it's invoked with the player as a parameter
The indentation argument is the reason why I got disapproval of my dialogue system but in all honesty I just find it much more easy to read. That being said though, my dialogue system is not really competitive with the 3 systems above me lol.
Try implementing one of the long conversational quest dialogues where you have to pick the right things to say and you'll see why the nested one is inferior
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