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luaScript: "setsaydialog(saydialog)\nsetmenudialog(menudialog)\n\nfunction start()\n
\ say \"Select an option\"\n\n menu(\"Option A\", optiona)\n menu(\"Option
luaScript: "-- Lua functions are the equivalent of Blocks \n-- in a Fungus flowchart.\n\nsetsaydialog(saydialog)\nsetmenudialog(menudialog)\n\nfunction
start()\n\n\n say \"Welcome!\"\n\n sayoptions.waitforinput = false\n sayoptions.fadewhendone
= false\n\n say \"Select an option\"\n\n menu(\"Option A\", optiona)\n menu(\"Option
B\", optionb)\nend\n\nfunction optiona()\n say(\"You chose option a\")\nend\n\nfunction
optionb()\n say(\"You chose option b\")\nend\n\nstart()\n"
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info: 'This example shows how to use the say() and menu() Lua functions to create
a branching story.
In this example, we''ve added MenuDialog and SayDialog objects which you can customise.
These are bound in LuaBindings and activated using the setsaydialog() and setmenudialog()
functions in the LuaScript object.
If you don''t explicity create and register Say and Menu Dialogs like this then
default ones will automatically be created when you call the say() and menu()
functions.
The Menu dialogs require an Event System to be present in the scene. You can add
one using GameObject > UI > Event System if needed. '
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