Class Edge
- Namespace
- DialogueDown.Playbook.Edges
- Assembly
- DialogueDown.Playbook.dll
A way out of a node, and the node it leads to.
[JsonPolymorphic(TypeDiscriminatorPropertyName = "kind")]
[JsonDerivedType(typeof(SuccessionEdge), "succession")]
[JsonDerivedType(typeof(OptionEdge), "option")]
[JsonDerivedType(typeof(RandomOptionEdge), "random-option")]
[JsonDerivedType(typeof(BranchEdge), "branch")]
[JsonDerivedType(typeof(DivertEdge), "divert")]
public abstract record Edge : IEquatable<Edge>
- Inheritance
-
Edge
- Implements
- Derived
- Inherited Members
Remarks
Every edge has a target, so the base carries it; what differs between kinds is why the edge is taken — a player picked it, a condition allowed it, or reading order simply continued.
Properties
- Target
Gets the node this edge leads to, as an index into the playbook's node list.