# Custom Dialogue Option

## 🎛️ CustomDialogueOption Class

Represents a custom option that the player can select when interacting with the speaker. This is generally meant to help trigger dialogue, but can technically be used for anything.

> Namespace: `Esper.FeelSpeak.Overworld.Data`\
> Inherits from: `DialogueOption`\
> Type: `class`

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### 📦 Fields

| Access   | Field              | Type     | Description                                                   |
| -------- | ------------------ | -------- | ------------------------------------------------------------- |
| `public` | `text`             | `string` | The display text. This is used when localization is disabled. |
| `public` | `tableName`        | `string` | The locale table name.                                        |
| `public` | `localizedTextKey` | `string` | The localized text key.                                       |

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### 🧰 Methods

| Access   | Method                                                                               | Returns  | Description            |
| -------- | ------------------------------------------------------------------------------------ | -------- | ---------------------- |
| `public` | `CustomDialogueOption(string text, Action onSelected)`                               | -        | Constructor.           |
| `public` | `CustomDialogueOption(string tableName, string localizedTextKey, Action onSelected)` | -        | Constructor.           |
| `public` | `GetDisplayText()`                                                                   | `string` | Gets the display text. |
