using Articy.Unity; using Articy.Unity.Interfaces; using UnityEngine; using UnityEngine.UI; public class ArticyDebugBranch : MonoBehaviour { // the unity ui button text, so we can assign in code different labels. private Text dialogText; // the branch identifier, so we can tell the processor which way it should continue to traverse our flow when the user clicked this button private Branch branch; // the processor itself. private ArticyFlowPlayer processor; /// Called when the button is created to represent a single branch out of possible many. This is important to give the ui button the branch that is used to follow along if the user pressed the button in the ui public void AssignBranch(ArticyFlowPlayer aProcessor, Branch aBranch) { // You would usually do this in the inspector in the button itself, but its so important for the correct functionalty // we placed it here to show you what happened when the button is pressed by the user. GetComponentInChildren