Twine nodes can now be activated or deactivated (using Activate() and Deactivate()) -- this sets the enabled boolean and also leaves room for performing additional actions when we want to activate or deactivate a node.
Twine nodes can now also check if they have an active parent, and they can deactivate their parents
What this is for: This is used when we interact with an object that triggers the next node in a story. When that next node is triggered, it checks for active parents and deactivates them and activates itself.
3. TwineInteraction
There's now an interaction called NextTwineNodeInteraction, which triggers the next twine node (it activates the next node and deactivates that node's parents).
I also added a demo scene with a simple Twine story interaction.
What's in this PR:
1. Syntax changes and renamings
2. More
TwineNode
functionalityActivate()
andDeactivate()
) -- this sets theenabled
boolean and also leaves room for performing additional actions when we want to activate or deactivate a node.3.
TwineInteraction
NextTwineNodeInteraction
, which triggers the next twine node (it activates the next node and deactivates that node's parents).I also added a demo scene with a simple Twine story interaction.