StageDirection
namespace Griff.Modules.VisualNovels;
public sealed class StageDirectionOne 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.
Properties
Section titled “Properties”Background
Section titled “Background”public string? Background { get; init; }Expression
Section titled “Expression”public string? Expression { get; init; }IsEveryone
Section titled “IsEveryone”public bool IsEveryone { get; }True for “[hide all]”: everyone leaves.
public DirectionKind Kind { get; init; }Position
Section titled “Position”public string? Position { get; init; }Transition
Section titled “Transition”public StageTransition? Transition { get; init; }Unknown
Section titled “Unknown”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”.
Methods
Section titled “Methods”Deconstruct
Section titled “Deconstruct”public void Deconstruct(out DirectionKind Kind, out string? Who, out string? Position, out string? Expression, out string? Background, out StageTransition? Transition)Describe
Section titled “Describe”public string Describe()What it does, in a few words: “Show Ava at Left, Happy (fade)”.
Equals
Section titled “Equals”public override bool Equals(object? obj)Equals
Section titled “Equals”public bool Equals(StageDirection? other)GetHashCode
Section titled “GetHashCode”public override int GetHashCode()ToString
Section titled “ToString”public override string ToString()public string ToTag()The tag as it’s written on a line, e.g. “[show Ava left happy fade]”.