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README.md

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@@ -4,9 +4,9 @@ A free game dialog language I'm making for my personal game framework. Obligator
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## Docs
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- [API](https://github.com/markdibarry/game-dialog/blob/main/docs/api/GameDialog.Runner.md)
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- [Setup](https://github.com/markdibarry/game-dialog/blob/main/docs/Setup.md)
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- [Scripts](https://github.com/markdibarry/game-dialog/blob/main/docs/Scripts.md)
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- [API](https://github.com/markdibarry/dialog/blob/main/docs/api/GameCore.Dialog.md)
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- [Setup](https://github.com/markdibarry/dialog/blob/main/docs/Setup.md)
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- [Scripts](https://github.com/markdibarry/dialog/blob/main/docs/Scripts.md)
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## Requirements
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docs/Scripts.md

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### Passing members
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If you have some data you want available inside your script, but don't want to define it as a
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global member, you can pass it in by setting the value on the dialog's `DialogStorage` object.
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global member, you can pass it in by setting the value on the dialog runner's `DialogStorage` object.
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```cs
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dialog.DialogStorage.SetValue("songName", "Bulls On Parade");
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dialog.Start();
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dialogRunner.DialogStorage.SetValue("songName", "Bulls On Parade");
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dialogRunner.Start();
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```
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Then in your dialog script, declare it as a passed-in value by providing the type and the variable

docs/Setup.md

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## Nuget package
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The GameDialog nuget package is [available here](https://www.nuget.org/packages/GameDialog/),
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The GameCore.Dialog nuget package is [available here](https://www.nuget.org/packages/GameDialog/),
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by looking in the normal nuget.org search, or downloading from the GitHub release.
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Once you have the nuget package installed, you'll have access to the GameDialog class library and
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source generator. You may notice that there is no built in dialog box or choice menu display.
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Once you have the nuget package installed, you'll have access to the GameCore.Dialog class library
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and source generator. You may notice that there is no built in dialog box or choice menu display.
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Dialog systems tend to be just as bespoke as menu systems, so it's intentionally not
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implemented to allow the user more freedom in how this system is used. However, A custom
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`RichTextLabel` node (`DialogTextLabel`) is provided to support some of the built-in tags.
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This dialog system comes with a VSCode extension. The extension provides validation and syntax
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highlighting for .dia files. It also provides a context menu for .dia files to generate .csv and/or
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.pot files for translations. If custom members are changed in your session, right click on any .dia file and select
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`Update Members` for the extension to pick up the changes.
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.pot files for translations. If custom members are changed in your session, right click on any .dia
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file and select `Update Members` for the extension to pick up the changes.
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### How to install
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The VSCode/VSCodium extension is available in the GitHub release (GameDialog_Extension.vsix). To
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The VSCode/VSCodium extension is available in the GitHub release (GameCore_Dialog_Extension.vsix). To
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install, navigate to the directory the .vsix file is in and run:
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```
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code --install-extension GameDialog_Extension.vsix
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code --install-extension GameCore_Dialog_Extension.vsix
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// or
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codium --install-extension GameDialog_Extension.vsix
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codium --install-extension GameCore_Dialog_Extension.vsix
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```
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### Why do I have to download it?
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### Starting a dialog
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For the included example project, a `DialogBox` node was made that creates a new `Dialog` instance
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in its `_Ready()` method. There are events to subscribe to that define what you want to happen at
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certain points in a script. The events are:
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For the included example project, a `DialogBox` node was made that creates a new `DialogRunner`
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instance in its `_Ready()` method. There are events to subscribe to that define what you want to
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happen at certain points in a script. The events are:
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* `DialogLineStarted`
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* `DialogLineResumed`
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* `ChoiceRead`
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* `HashRead`
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* `ScriptEnded`
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These can be read about in depth in the [API section](./api/GameDialog.Runner.Dialog.md#events).
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These can be read about in depth in the [API section](./api/GameCore.Dialog.DialogRunner.md#events).
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### Displaying the dialog
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doesn't allow using custom nodes from other C# libraries, but if you make a class with a
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`[DialogTextLabel]` attribute, you should get a warning with a code fix to automatically generate
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one for your own use. Alternatively, just copy the
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[DialogTextLabel.cs](../GameDialog.Runner/DialogTextLabel.cs) file into your project.
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[DialogTextLabel.cs](../GameCore.Dialog/DialogTextLabel.cs) file into your project.
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>For info on the methods/properties/events provided in the example writer, check the
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[API](./api/GameDialog.Runner.DialogTextLabel.md).
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[API](./api/GameCore.Dialog.DialogTextLabel.md).
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> For more on creating a script, see the [Creating a Script](./Scripts.md) section.
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# <a id="GameDialog_Runner_Choice"></a> Choice `struct`
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# <a id="GameCore_Dialog_Choice"></a> Choice `struct`
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Namespace: [GameDialog.Runner](GameDialog.Runner.md)
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Namespace: [GameCore.Dialog](GameCore.Dialog.md)
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Represents a dialog choice option.
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## Constructors
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### <a id="GameDialog_Runner_Choice__ctor_System_Int32_System_String_System_Boolean_"></a> Choice\(int, string, bool\)
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### <a id="GameCore_Dialog_Choice__ctor_System_Int32_System_String_System_Boolean_"></a> Choice\(int, string, bool\)
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```csharp
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public Choice(int next, string text, bool disabled)
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## Properties
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### <a id="GameDialog_Runner_Choice_Disabled"></a> Disabled
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### <a id="GameCore_Dialog_Choice_Disabled"></a> Disabled
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If true, this choice is not enabled.
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[bool](https://learn.microsoft.com/dotnet/api/system.boolean)
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### <a id="GameDialog_Runner_Choice_Next"></a> Next
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### <a id="GameCore_Dialog_Choice_Next"></a> Next
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The next line index to be read.
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[int](https://learn.microsoft.com/dotnet/api/system.int32)
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### <a id="GameDialog_Runner_Choice_Text"></a> Text
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### <a id="GameCore_Dialog_Choice_Text"></a> Text
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The displayed text for this choice.
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docs/api/GameDialog.Runner.DialogBridgeAttribute.md renamed to docs/api/GameCore.Dialog.DialogBridgeAttribute.md

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# <a id="GameDialog_Runner_DialogBridgeAttribute"></a> DialogBridgeAttribute `class`
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# <a id="GameCore_Dialog_DialogBridgeAttribute"></a> DialogBridgeAttribute `class`
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Namespace: [GameDialog.Runner](GameDialog.Runner.md)
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Namespace: [GameCore.Dialog](GameCore.Dialog.md)
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Instructs the GameDialog source generator to generate source code so the class's members can be used in dialog.
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