Skip to content

StageDirection

namespace Griff.Modules.VisualNovels;
public sealed class StageDirection

One direction to a Stage, as a dialogue line’s tag says it: “[show Ava left happy]” is Show, Who “Ava”, Position “Left” and Expression “Happy”; “[background Park fade]” is Background “Park” with a fade. Words it doesn’t know are kept in Unknown, so the game and the editor can say so.

public string? Background { get; init; }
public string? Expression { get; init; }
public bool IsEveryone { get; }

True for “[hide all]”: everyone leaves.

public DirectionKind Kind { get; init; }
public string? Position { get; init; }
public StageTransition? Transition { get; init; }
public IReadOnlyList<string> Unknown { get; init; }

Words that are none of the stage’s characters, positions, expressions, backgrounds or transitions.

public string? Who { get; init; }
public string Word { get; }

The word a tag starts with for it: “show”, “hide”, “move” or “background”.

public void Deconstruct(out DirectionKind Kind, out string? Who, out string? Position, out string? Expression, out string? Background, out StageTransition? Transition)
public string Describe()

What it does, in a few words: “Show Ava at Left, Happy (fade)”.

public override bool Equals(object? obj)
public bool Equals(StageDirection? other)
public override int GetHashCode()
public override string ToString()
public string ToTag()

The tag as it’s written on a line, e.g. “[show Ava left happy fade]”.