- .NET 10 console app with Spectre.Console and Loreline integration - Black Box Sim architecture (simulation separated from presentation) - Progressive CLI rendering (9 phases from basic to full layout) - 25+ box definitions with weighted loot tables - 100+ item definitions (meta, cosmetics, materials, adventure tokens) - 9 Loreline adventures (Space, Medieval, Pirate, etc.) - Bilingual content (EN/FR) - Save/load system - Game Design Document
495 lines
27 KiB
XML
495 lines
27 KiB
XML
<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>Loreline</name>
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</assembly>
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<members>
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<member name="T:Loreline.IFields">
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<summary>
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Base interface to hold loreline values.
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This interface allows to map loreline object fields to game-specific objects.
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</summary>
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</member>
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<member name="M:Loreline.IFields.LorelineCreate(Loreline.Interpreter)">
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<summary>
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Called when the object has been created from an interpreter
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</summary>
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<param name="interpreter">The interpreter instance</param>
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</member>
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<member name="M:Loreline.IFields.LorelineGet(Loreline.Interpreter,System.String)">
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<summary>
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Get the value associated to the given field key
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</summary>
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<param name="interpreter">The interpreter instance</param>
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<param name="key">The field key</param>
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<returns>The value associated with the key</returns>
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</member>
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<member name="M:Loreline.IFields.LorelineSet(Loreline.Interpreter,System.String,System.Object)">
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<summary>
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Set the value associated to the given field key
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</summary>
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<param name="interpreter">The interpreter instance</param>
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<param name="key">The field key</param>
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<param name="value">The value to set</param>
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</member>
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<member name="M:Loreline.IFields.LorelineRemove(Loreline.Interpreter,System.String)">
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<summary>
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Remove the field associated to the given key
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</summary>
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<param name="interpreter">The interpreter instance</param>
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<param name="key">The field key to remove</param>
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<returns>True if the key was found and removed, false otherwise</returns>
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</member>
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<member name="M:Loreline.IFields.LorelineExists(Loreline.Interpreter,System.String)">
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<summary>
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Check if a value exists for the given key
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</summary>
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<param name="interpreter">The interpreter instance</param>
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<param name="key">The field key to check</param>
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<returns>True if the key exists, false otherwise</returns>
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</member>
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<member name="M:Loreline.IFields.LorelineFields(Loreline.Interpreter)">
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<summary>
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Get all the fields of this object
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</summary>
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<param name="interpreter">The interpreter instance</param>
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<returns>An array of field keys</returns>
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</member>
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<member name="T:Loreline.Interpreter">
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<summary>
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Main interpreter class for Loreline scripts.
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This class is responsible for executing a parsed Loreline script,
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managing the runtime state, and interacting with the host application
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through handler functions.
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</summary>
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</member>
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<member name="T:Loreline.Interpreter.TextTag">
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<summary>
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Represents a tag in text content, which can be used for styling or other purposes.
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</summary>
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</member>
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<member name="F:Loreline.Interpreter.TextTag.Closing">
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<summary>
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Whether this is a closing tag.
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</summary>
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</member>
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<member name="F:Loreline.Interpreter.TextTag.Value">
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<summary>
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The value or name of the tag.
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</summary>
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</member>
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<member name="F:Loreline.Interpreter.TextTag.Offset">
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<summary>
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The offset in the text where this tag appears.
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</summary>
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</member>
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<member name="T:Loreline.Interpreter.ChoiceOption">
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<summary>
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Represents a choice option presented to the user.
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</summary>
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</member>
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<member name="F:Loreline.Interpreter.ChoiceOption.Text">
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<summary>
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The text of the choice option.
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</summary>
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</member>
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<member name="F:Loreline.Interpreter.ChoiceOption.Tags">
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<summary>
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Any tags associated with the choice text.
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</summary>
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</member>
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<member name="F:Loreline.Interpreter.ChoiceOption.Enabled">
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<summary>
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Whether this choice option is currently enabled.
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</summary>
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</member>
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<member name="T:Loreline.Interpreter.Function">
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<summary>
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Delegate type for functions that can be called from the script.
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</summary>
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<param name="interpreter">The interpreter instance</param>
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<param name="args">Arguments passed to the function</param>
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<returns>The result of the function</returns>
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</member>
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<member name="T:Loreline.Interpreter.DialogueCallback">
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<summary>
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Callback type for dialogue continuation.
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</summary>
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</member>
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<member name="T:Loreline.Interpreter.Dialogue">
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<summary>
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Contains information about a dialogue to be displayed to the user.
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</summary>
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</member>
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<member name="F:Loreline.Interpreter.Dialogue.Interpreter">
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<summary>
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The interpreter instance.
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</summary>
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</member>
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<member name="F:Loreline.Interpreter.Dialogue.Character">
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<summary>
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The character speaking (null for narrator text).
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</summary>
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</member>
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<member name="F:Loreline.Interpreter.Dialogue.Text">
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<summary>
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The text content to display.
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</summary>
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</member>
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<member name="F:Loreline.Interpreter.Dialogue.Tags">
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<summary>
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Any tags in the text.
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</summary>
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</member>
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<member name="F:Loreline.Interpreter.Dialogue.Callback">
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<summary>
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Function to call when the text has been displayed.
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</summary>
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</member>
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<member name="T:Loreline.Interpreter.DialogueHandler">
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<summary>
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Handler type for text output with callback.
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This is called when the script needs to display text to the user.
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</summary>
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<param name="dialogue">A Dialogue structure containing all necessary information</param>
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</member>
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<member name="T:Loreline.Interpreter.ChoiceCallback">
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<summary>
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Callback type for choice selection.
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</summary>
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<param name="index">The index of the selected choice</param>
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</member>
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<member name="T:Loreline.Interpreter.Choice">
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<summary>
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Contains information about choices to be presented to the user.
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</summary>
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</member>
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<member name="F:Loreline.Interpreter.Choice.Interpreter">
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<summary>
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The interpreter instance.
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</summary>
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</member>
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<member name="F:Loreline.Interpreter.Choice.Options">
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<summary>
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The available choice options.
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</summary>
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</member>
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<member name="F:Loreline.Interpreter.Choice.Callback">
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<summary>
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Function to call with the index of the selected choice.
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</summary>
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</member>
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<member name="T:Loreline.Interpreter.ChoiceHandler">
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<summary>
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Handler type for choice presentation with callback.
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This is called when the script needs to present choices to the user.
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</summary>
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<param name="choice">A Choice structure containing all necessary information</param>
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</member>
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<member name="T:Loreline.Interpreter.CreateFields">
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<summary>
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A custom instanciator to create fields objects.
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</summary>
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<param name="interpreter">The interpreter related to this object creation</param>
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<param name="type">The expected type of the object, if there is any known</param>
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<param name="node">The associated node in the script, if any</param>
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<returns></returns>
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</member>
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<member name="T:Loreline.Interpreter.Finish">
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<summary>
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Contains information about the script execution completion.
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</summary>
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</member>
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<member name="F:Loreline.Interpreter.Finish.Interpreter">
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<summary>
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The interpreter instance.
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</summary>
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</member>
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<member name="M:Loreline.Interpreter.InterpreterOptions.Default">
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<summary>
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Retrieve default interpreter options
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</summary>
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</member>
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<member name="F:Loreline.Interpreter.InterpreterOptions.Functions">
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<summary>
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Optional map of additional functions to make available to the script
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</summary>
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</member>
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<member name="F:Loreline.Interpreter.InterpreterOptions.StrictAccess">
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<summary>
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Tells whether access is strict or not. If set to true,
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trying to read or write an undefined variable will throw an error.
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</summary>
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</member>
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<member name="F:Loreline.Interpreter.InterpreterOptions.CustomCreateFields">
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<summary>
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A custom instantiator to create fields objects.
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</summary>
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</member>
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<member name="F:Loreline.Interpreter.InterpreterOptions.Translations">
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<summary>
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Optional translations map for localization.
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Built from a parsed translation file using Engine.ExtractTranslations().
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</summary>
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</member>
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<member name="T:Loreline.Interpreter.FinishHandler">
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<summary>
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Handler type to be called when the execution finishes.
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</summary>
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<param name="finish">A Finish structure containing the interpreter instance</param>
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</member>
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<member name="F:Loreline.Interpreter.RuntimeInterpreter">
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<summary>
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The underlying runtime interpreter instance.
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</summary>
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</member>
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<member name="M:Loreline.Interpreter.#ctor(Loreline.Script,Loreline.Interpreter.DialogueHandler,Loreline.Interpreter.ChoiceHandler,Loreline.Interpreter.FinishHandler)">
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<summary>
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Creates a new Loreline script interpreter.
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</summary>
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<param name="script">The parsed script to execute</param>
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<param name="handleDialogue">Function to call when displaying dialogue text</param>
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<param name="handleChoice">Function to call when presenting choices</param>
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<param name="handleFinish">Function to call when execution finishes</param>
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</member>
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<member name="M:Loreline.Interpreter.#ctor(Loreline.Script,Loreline.Interpreter.DialogueHandler,Loreline.Interpreter.ChoiceHandler,Loreline.Interpreter.FinishHandler,Loreline.Interpreter.InterpreterOptions)">
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<summary>
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Creates a new Loreline script interpreter.
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</summary>
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<param name="script">The parsed script to execute</param>
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<param name="handleDialogue">Function to call when displaying dialogue text</param>
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<param name="handleChoice">Function to call when presenting choices</param>
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<param name="handleFinish">Function to call when execution finishes</param>
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<param name="options">Additional options</param>
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</member>
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<member name="M:Loreline.Interpreter.Start(System.String)">
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<summary>
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Starts script execution from the beginning or a specific beat.
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</summary>
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<param name="beatName">Optional name of the beat to start from. If null, execution starts from
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the first beat or a beat named "_" if it exists.</param>
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<exception cref="T:Loreline.Runtime.RuntimeError">Thrown if the specified beat doesn't exist or if no beats are found in the script</exception>
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</member>
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<member name="M:Loreline.Interpreter.Save">
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<summary>
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Saves the current state of the interpreter.
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This includes all state variables, character states, and execution stack,
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allowing execution to be resumed later from the exact same point.
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</summary>
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<returns>A JSON string containing the serialized state</returns>
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</member>
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<member name="M:Loreline.Interpreter.Restore(System.String)">
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<summary>
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Restores the interpreter state from a previously saved state.
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This allows resuming execution from a previously saved state.
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</summary>
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<param name="savedData">The JSON string containing the serialized state</param>
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<exception cref="T:Loreline.Runtime.RuntimeError">Thrown if the save data version is incompatible</exception>
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</member>
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<member name="M:Loreline.Interpreter.Resume">
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<summary>
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Resumes execution after restoring state.
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This should be called after Restore() to continue execution.
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</summary>
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</member>
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<member name="M:Loreline.Interpreter.GetCharacter(System.String)">
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<summary>
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Gets a character by name.
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</summary>
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<param name="name">The name of the character to get</param>
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<returns>The character's fields or null if the character doesn't exist</returns>
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</member>
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<member name="M:Loreline.Interpreter.GetCharacterField(System.String,System.String)">
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<summary>
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Gets a specific field of a character.
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</summary>
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<param name="character">The name of the character</param>
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<param name="name">The name of the field to get</param>
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<returns>The field value or null if the character or field doesn't exist</returns>
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</member>
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<member name="T:Loreline.Engine">
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<summary>
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The main public API for Loreline runtime.
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Provides easy access to the core functionality for parsing and running Loreline scripts.
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</summary>
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</member>
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<member name="M:Loreline.Engine.Parse(System.String,System.String,Loreline.Engine.ImportsFileHandler,Loreline.Engine.ParseCallback)">
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<summary>
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Parses the given text input and creates an executable <see cref="T:Loreline.Script"/> instance from it.
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</summary>
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<remarks>
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This is the first step in working with a Loreline script. The returned
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<see cref="T:Loreline.Script"/> object can then be passed to methods Play() or Resume().
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</remarks>
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<param name="input">The Loreline script content as a string (.lor format)</param>
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<param name="filePath">(optional) The file path of the input being parsed. If provided, requires `handleFile` as well.</param>
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<param name="handleFile">(optional) A file handler to read imports. If that handler is asynchronous, then `parse()` method will return null and `callback` argument should be used to get the final script</param>
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<param name="callback">If provided, will be called with the resulting script as argument. Mostly useful when reading file imports asynchronously</param>
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<returns>The parsed script as an AST <see cref="T:Loreline.Script"/> instance (if loaded synchronously)</returns>
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<exception cref="T:Loreline.Runtime.Error">Thrown if the script contains syntax errors or other parsing issues</exception>
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</member>
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<member name="M:Loreline.Engine.Play(Loreline.Script,Loreline.Interpreter.DialogueHandler,Loreline.Interpreter.ChoiceHandler,Loreline.Interpreter.FinishHandler,System.String)">
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<summary>
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Starts playing a Loreline script from the beginning or a specific beat.
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</summary>
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<remarks>
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This function takes care of initializing the interpreter and starting execution
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immediately. You'll need to provide handlers for dialogues, choices, and
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script completion.
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</remarks>
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<param name="script">The parsed script (result from <see cref="M:Loreline.Engine.Parse(System.String,System.String,Loreline.Engine.ImportsFileHandler,Loreline.Engine.ParseCallback)"/>)</param>
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<param name="handleDialogue">Function called when dialogue text should be displayed</param>
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<param name="handleChoice">Function called when player needs to make a choice</param>
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<param name="handleFinish">Function called when script execution completes</param>
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<param name="beatName">Name of a specific beat to start from (defaults to first beat)</param>
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<returns>The interpreter instance that is running the script</returns>
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</member>
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<member name="M:Loreline.Engine.Play(Loreline.Script,Loreline.Interpreter.DialogueHandler,Loreline.Interpreter.ChoiceHandler,Loreline.Interpreter.FinishHandler,Loreline.Interpreter.InterpreterOptions)">
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<summary>
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Starts playing a Loreline script from the beginning or a specific beat.
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</summary>
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<remarks>
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This function takes care of initializing the interpreter and starting execution
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immediately. You'll need to provide handlers for dialogues, choices, and
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script completion.
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</remarks>
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<param name="script">The parsed script (result from <see cref="M:Loreline.Engine.Parse(System.String,System.String,Loreline.Engine.ImportsFileHandler,Loreline.Engine.ParseCallback)"/>)</param>
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<param name="handleDialogue">Function called when dialogue text should be displayed</param>
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<param name="handleChoice">Function called when player needs to make a choice</param>
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<param name="handleFinish">Function called when script execution completes</param>
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<param name="options">Additional options</param>
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<returns>The interpreter instance that is running the script</returns>
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</member>
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<member name="M:Loreline.Engine.Play(Loreline.Script,Loreline.Interpreter.DialogueHandler,Loreline.Interpreter.ChoiceHandler,Loreline.Interpreter.FinishHandler,System.String,Loreline.Interpreter.InterpreterOptions)">
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<summary>
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Starts playing a Loreline script from the beginning or a specific beat.
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</summary>
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<remarks>
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This function takes care of initializing the interpreter and starting execution
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immediately. You'll need to provide handlers for dialogues, choices, and
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script completion.
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</remarks>
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<param name="script">The parsed script (result from <see cref="M:Loreline.Engine.Parse(System.String,System.String,Loreline.Engine.ImportsFileHandler,Loreline.Engine.ParseCallback)"/>)</param>
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<param name="handleDialogue">Function called when dialogue text should be displayed</param>
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<param name="handleChoice">Function called when player needs to make a choice</param>
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<param name="handleFinish">Function called when script execution completes</param>
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<param name="beatName">Name of a specific beat to start from (defaults to first beat)</param>
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<param name="options">Additional options</param>
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<returns>The interpreter instance that is running the script</returns>
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</member>
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<member name="M:Loreline.Engine.Resume(Loreline.Script,Loreline.Interpreter.DialogueHandler,Loreline.Interpreter.ChoiceHandler,Loreline.Interpreter.FinishHandler,System.String,System.String)">
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<summary>
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Resumes a previously saved Loreline script from its saved state.
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</summary>
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<remarks>
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This allows you to continue a story from the exact point where it was saved,
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restoring all state variables, choices, and player progress.
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</remarks>
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<param name="script">The parsed script (result from <see cref="M:Loreline.Engine.Parse(System.String,System.String,Loreline.Engine.ImportsFileHandler,Loreline.Engine.ParseCallback)"/>)</param>
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<param name="handleDialogue">Function called when dialogue text should be displayed</param>
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<param name="handleChoice">Function called when player needs to make a choice</param>
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<param name="handleFinish">Function called when script execution completes</param>
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<param name="saveData">The saved game data (typically from <see cref="M:Loreline.Interpreter.Save"/>)</param>
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<param name="beatName">Optional beat name to override where to resume from</param>
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<returns>The interpreter instance that is running the script</returns>
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</member>
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<member name="M:Loreline.Engine.Resume(Loreline.Script,Loreline.Interpreter.DialogueHandler,Loreline.Interpreter.ChoiceHandler,Loreline.Interpreter.FinishHandler,System.String,Loreline.Interpreter.InterpreterOptions)">
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<summary>
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Resumes a previously saved Loreline script from its saved state.
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</summary>
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<remarks>
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This allows you to continue a story from the exact point where it was saved,
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restoring all state variables, choices, and player progress.
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</remarks>
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<param name="script">The parsed script (result from <see cref="M:Loreline.Engine.Parse(System.String,System.String,Loreline.Engine.ImportsFileHandler,Loreline.Engine.ParseCallback)"/>)</param>
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<param name="handleDialogue">Function called when dialogue text should be displayed</param>
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<param name="handleChoice">Function called when player needs to make a choice</param>
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<param name="handleFinish">Function called when script execution completes</param>
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<param name="saveData">The saved game data (typically from <see cref="M:Loreline.Interpreter.Save"/>)</param>
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<param name="options">Additional options</param>
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<returns>The interpreter instance that is running the script</returns>
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</member>
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<member name="M:Loreline.Engine.Resume(Loreline.Script,Loreline.Interpreter.DialogueHandler,Loreline.Interpreter.ChoiceHandler,Loreline.Interpreter.FinishHandler,System.String,System.String,Loreline.Interpreter.InterpreterOptions)">
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<summary>
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Resumes a previously saved Loreline script from its saved state.
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</summary>
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<remarks>
|
|
This allows you to continue a story from the exact point where it was saved,
|
|
restoring all state variables, choices, and player progress.
|
|
</remarks>
|
|
<param name="script">The parsed script (result from <see cref="M:Loreline.Engine.Parse(System.String,System.String,Loreline.Engine.ImportsFileHandler,Loreline.Engine.ParseCallback)"/>)</param>
|
|
<param name="handleDialogue">Function called when dialogue text should be displayed</param>
|
|
<param name="handleChoice">Function called when player needs to make a choice</param>
|
|
<param name="handleFinish">Function called when script execution completes</param>
|
|
<param name="saveData">The saved game data (typically from <see cref="M:Loreline.Interpreter.Save"/>)</param>
|
|
<param name="beatName">Optional beat name to override where to resume from</param>
|
|
<param name="options">Additional options</param>
|
|
<returns>The interpreter instance that is running the script</returns>
|
|
</member>
|
|
<member name="M:Loreline.Engine.ExtractTranslations(Loreline.Script)">
|
|
<summary>
|
|
Extracts translations from a parsed translation script.
|
|
</summary>
|
|
<remarks>
|
|
Given a translation file parsed with <see cref="M:Loreline.Engine.Parse(System.String,System.String,Loreline.Engine.ImportsFileHandler,Loreline.Engine.ParseCallback)"/>, this returns a translations map
|
|
that can be passed as <see cref="F:Loreline.Interpreter.InterpreterOptions.Translations"/> to
|
|
Play() or Resume().
|
|
</remarks>
|
|
<param name="script">The parsed translation script (result from <see cref="M:Loreline.Engine.Parse(System.String,System.String,Loreline.Engine.ImportsFileHandler,Loreline.Engine.ParseCallback)"/> on a .XX.lor file)</param>
|
|
<returns>A translations object to pass as <see cref="F:Loreline.Interpreter.InterpreterOptions.Translations"/></returns>
|
|
</member>
|
|
<member name="M:Loreline.Engine.Print(Loreline.Script,System.String,System.String)">
|
|
<summary>
|
|
Prints a parsed script back into Loreline source code.
|
|
</summary>
|
|
<param name="script">The parsed script (result from <see cref="M:Loreline.Engine.Parse(System.String,System.String,Loreline.Engine.ImportsFileHandler,Loreline.Engine.ParseCallback)"/>)</param>
|
|
<param name="indent">The indentation string to use (defaults to two spaces)</param>
|
|
<param name="newline">The newline string to use (defaults to "\n")</param>
|
|
<returns>The printed source code as a string</returns>
|
|
</member>
|
|
<member name="T:Loreline.Node">
|
|
<summary>
|
|
Represents a node in a Loreline AST.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Loreline.Node.RuntimeNode">
|
|
<summary>
|
|
The underlying runtime node instance.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Loreline.Node.Type">
|
|
<summary>
|
|
The type of the node as string
|
|
</summary>
|
|
</member>
|
|
<member name="F:Loreline.Node.Id">
|
|
<summary>
|
|
The id of this node (should be unique within a single script hierarchy)
|
|
</summary>
|
|
</member>
|
|
<member name="M:Loreline.Node.ToJson(System.Boolean)">
|
|
<summary>
|
|
Converts the node to a JSON representation.
|
|
This can be used for debugging or serialization purposes.
|
|
</summary>
|
|
<param name="pretty">Whether to format the JSON with indentation and line breaks</param>
|
|
<returns>A JSON string representation of the node</returns>
|
|
</member>
|
|
<member name="T:Loreline.Script">
|
|
<summary>
|
|
Represents the root node of a Loreline script AST.
|
|
</summary>
|
|
</member>
|
|
<member name="F:Loreline.Script.RuntimeScript">
|
|
<summary>
|
|
The underlying runtime script instance.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Loreline.Script.#ctor(Loreline.Runtime.Script)">
|
|
<summary>
|
|
Creates a new Script instance with the provided runtime script.
|
|
</summary>
|
|
<param name="runtimeScript">The parsed runtime script to wrap</param>
|
|
</member>
|
|
</members>
|
|
</doc>
|