Scylla Framework
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    • Scylla.Console.TextMode
      • IConsoleScreen
      • TextModeDebugConsoleDisplay
      • TicTacToeCommand
      • TicTacToeScreen
    • Scylla.TextMode
      • ANSIAttributeParser
      • ANSIColor
      • ANSISGRAttributes
      • AmbientEffectBase
      • BackgroundBlendMode
      • BoxStyle
      • BoxStyleCharacters
      • BoxStyleCharacters.BoxChars
      • CRTSettings
      • Cell
      • CellAttributes
      • CellAttributesExtensions
      • CellBuffer
      • CellBufferRenderer
      • CellGrid
      • CellMask
      • CellPosition
      • CellRange
      • CellRect
      • ColorCycleEffect
      • ColorCycleEffectPreset
      • CrossFadeEffect
      • CursorStyle
      • DecodeEffect
      • DecodeEffectPreset
      • DigitalRainEffect
      • DigitalRainEffectPreset
      • EffectsSettings
      • FadeEffect
      • FadeEffectPreset
      • FlickerEffect
      • FlickerEffectPreset
      • GlitchEffect
      • GlitchEffectPreset
      • GlyphAtlasCache
      • GridSettings
      • IAutoCompleter
      • IInputHistory
      • ITextEffect
      • ITextEffectContext
      • ITextModeGridProvider
      • ITextModePointerMapper
      • ITextModeRenderSource
      • ITextModeViewHost
      • IVTParserHandler
      • InputHistory
      • MaskTransitionEffect
      • MouseEncodingMode
      • MouseTrackingMode
      • PackedGlyphData
      • PulseEffect
      • PulseEffectPreset
      • PushEffect
      • PushEffectPreset
      • SDFSettings
      • ScrollbackAttributeRun
      • ScrollbackLine
      • ScyllaTextMode
      • ScyllaTextMode.Meta
      • ScyllaTextModeConfiguration
      • SlideInEffect
      • SlideInEffectPreset
      • StaticTuneInEffect
      • StaticTuneInEffectPreset
      • TerminalCLI
      • TerminalEmulator
      • TerminalGridRenderer
      • TerminalInputEncoder
      • TerminalMouseButton
      • TerminalScrollbackBuffer
      • TerminalSettings
      • TextAlignment
      • TextEffectBase
      • TextEffectCompletedEvent
      • TextEffectDirection
      • TextEffectExtensions
      • TextEffectMaskPattern
      • TextEffectPreset
      • TextEffectPushMode
      • TextEffectSequencer
      • TextEffectStartedEvent
      • TextEffectState
      • TextEffectTimeMode
      • TextEffects
      • TextModeCellBorder
      • TextModeColorDefaults
      • TextModeColorScheme
      • TextModeColorSet
      • TextModeConfigurationChangedEvent
      • TextModeConsole
      • TextModeConstants
      • TextModeEffectPlayer
      • TextModeGridCapture
      • TextModeLayoutUtil
      • TextModeMaterials
      • TextModeMouseReporter
      • TextModeMouseReportingEvent
      • TextModeSelectionChangedEvent
      • TextModeSelectionEndedEvent
      • TextModeSelectionManager
      • TextModeSelectionStartedEvent
      • TextModeTerminal
      • TextModeTerminalColorTheme
      • TextModeTerminalHost
      • TextModeTerminalSettings
      • TextModeTerminalStartMode
      • TextModeThemeBackground
      • TextModeThemeChangedEvent
      • TextModeThemeRemapper
      • TextModeThemes
      • TextModeView
      • TextWrapMode
      • ThemeSettings
      • TransitionEffectBase
      • TransitionEffectPreset
      • TwinkleEffect
      • TwinkleEffectPreset
      • TypewriterCharacterRevealedEvent
      • TypewriterEffect
      • TypewriterEffectPreset
      • UITextModeView
      • VTParser
      • WaveEffect
      • WaveEffectPreset
    • Scylla.TextMode.CRT
      • CRTBeam
      • CRTBeamClock
      • CRTBeamScanDirection
      • CRTBeamStatus
      • CRTCalibrationPattern
      • CRTCurvatureShape
      • CRTGeometry
      • CRTHDR
      • CRTHDRDisplay
      • CRTHDRTarget
      • CRTHorizontalKernel
      • CRTImageRegion
      • CRTMaskType
      • CRTQualityTier
      • CRTScaleMode
      • CRTSignalStandard
      • CRTSignalType
      • ITextModeCRTCameraEffect
      • ITextModeCRTHDRDisplaySource
      • TextModeCRTBeam
      • TextModeCRTCalibration
      • TextModeCRTCameraEffects
      • TextModeCRTConstants
      • TextModeCRTDriver
      • TextModeCRTHDR
      • TextModeCRTImageRenderer
      • TextModeCRTMonitor
      • TextModeCRTPreset
      • TextModeCRTPresetRegistry
      • TextModeCRTScreen
      • TextModeCRTSettings
      • TextModeCRTTube
    • Scylla.TextMode.Editor
      • CellGridPreviewWidget
      • ColorPaletteWidget
      • ITextModeCRTCameraSetupProvider
      • ScyllaTextModeConfigurationEditor
      • ScyllaTextModeDependencyProvider
      • ScyllaTextModeEditor
      • ScyllaTextModeMenuItems
      • ScyllaTextModeShaderProvider
      • TextModeCRTCameraSetup
      • TextModeCRTCameraStatus
      • TextModeCRTDriverEditor
      • TextModeCRTMonitorEditor
      • TextModeCRTPresetEditor
      • TextModeCRTPresetGenerator
      • TextModeColorAssetGenerator
      • TextModeColorPaletteDefaults
      • TextModeTerminalHostEditor
      • TextModeThemeField
      • TextModeViewEditor
      • TextModeViewEditorBase
      • UITextModeViewEditor
    • Scylla.TextMode.URP
      • CRTQualityTierParameter
      • TextModeCRTInjectionPoint
      • TextModeCRTPresetParameter
      • TextModeCRTRendererFeature
      • TextModeCRTVolume

    Class TextEffectSequencer

    Runs a list of effects one after another, with optional pauses and callbacks between them.

    Inheritance
    object
    TextEffectSequencer
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: Scylla.TextMode
    Assembly: ScyllaTextMode.dll
    Syntax
    public sealed class TextEffectSequencer
    Remarks

    Steps run in the order they were added. An effect step finishes when its effect does, so the sequence follows whatever pace the effects themselves keep rather than trying to predict it.

    view.Effects.Play(TextEffects.Sequence()
        .Then(TextEffects.Wipe(TextEffectDirection.RightToLeft).ToCleared(green, black))
        .Call(() => DrawRoom(console, room))
        .Wait(0.2f)
        .Then(TextEffects.Typewriter(20, 2, room.Description, green, black)));

    A sequence is not itself an effect and owns no cells. It hands each effect to the player in turn, so anything true of an effect played on its own stays true here: it can be skipped, it reports its own completion, and stopping it ends the sequence rather than advancing it, since a cancelled step has not finished.

    Properties

    Current

    Gets the effect currently playing, or null between steps and once the sequence has ended.

    Declaration
    public ITextEffect Current { get; }
    Property Value
    Type Description
    ITextEffect

    IsRunning

    Gets whether the sequence is part way through.

    Declaration
    public bool IsRunning { get; }
    Property Value
    Type Description
    bool

    StepCount

    Gets the number of steps in the sequence, counting pauses and callbacks.

    Declaration
    public int StepCount { get; }
    Property Value
    Type Description
    int

    Methods

    Call(Action)

    Adds a callback, which runs when the sequence reaches it.

    Declaration
    public TextEffectSequencer Call(Action callback)
    Parameters
    Type Name Description
    Action callback

    The callback to run.

    Returns
    Type Description
    TextEffectSequencer

    This sequence, for chaining.

    Remarks

    This is where a sequence redraws the screen between two effects, which is the usual reason for having one.

    Loop(int)

    Repeats the whole sequence.

    Declaration
    public TextEffectSequencer Loop(int times = 0)
    Parameters
    Type Name Description
    int times

    How many times to run it in total. Zero or less loops forever.

    Returns
    Type Description
    TextEffectSequencer

    This sequence, for chaining.

    Stop()

    Ends the sequence and stops whatever step is currently playing.

    Declaration
    public void Stop()

    Then(TextEffectBase)

    Adds an effect to the end of the sequence.

    Declaration
    public TextEffectSequencer Then(TextEffectBase effect)
    Parameters
    Type Name Description
    TextEffectBase effect

    The effect to play.

    Returns
    Type Description
    TextEffectSequencer

    This sequence, for chaining.

    Wait(float)

    Adds a pause before the next effect.

    Declaration
    public TextEffectSequencer Wait(float seconds)
    Parameters
    Type Name Description
    float seconds

    How long to wait.

    Returns
    Type Description
    TextEffectSequencer

    This sequence, for chaining.

    Remarks

    The pause is applied as a start delay on the effect that follows it, so it is the player that waits rather than the sequence, and pausing the player pauses the wait along with everything else.

    Events

    OnCompleted

    Raised when every step has run, and after the last repeat when the sequence loops.

    Declaration
    public event Action OnCompleted
    Event Type
    Type Description
    Action

    OnStopped

    Raised when the sequence ends early because one of its effects was stopped.

    Declaration
    public event Action OnStopped
    Event Type
    Type Description
    Action
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