using System.Threading.Tasks; using UnityEngine; namespace Rokojori { // Thin wrapper so a dialog can be one step in the turn loop. All the real // logic lives in DialogManager/DialogProcessor - this just awaits it. [CreateAssetMenu( menuName = "Rokojori/Simulation/Dialog Phase" )] public class DialogPhase : GamePhase { public DialogBlock start = null; public override async Task Execute( GameStateManager state, SimulationRenderer renderer ) { await DialogManager.instance.StartDialog( start ); } } }