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DialogueTagsAttribute

namespace Griff.Scenes;
public sealed class DialogueTagsAttribute : Attribute

Marks a component that dialogue lines direct with tags of its own, starting with these words, e.g. a visual novel stage’s “[show Ava left happy]”: a row of a Dialogue’s lines starting with one in square brackets is a tag rather than said, done as the line is said by what the component’s module registers for it (GameSetup’s OnDialogueTags, which takes the words from here: they are written once). Found by this attribute, the way components are; a word starts one component’s tags, so two claiming one (or one of Griff’s own: if, set, clear, send) fails.

public IReadOnlyList<string> Words { get; }

The words, e.g. “show” and “hide”.