init mod
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using System.Collections.Generic;
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using Cthangover.Core.Localization;
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using Cthangover.Mods.Dialog;
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using Cthangover.Core.UI;
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using Cthangover.Mods.Interface.Base.Lists;
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using Cthangover.Core.UI.Dialog;
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using Cthangover.Core.UI.Event;
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using Cthangover.Core.UI.Executable;
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using Cthangover.Core.Scenarios;
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using Cthangover.Core.Scenes;
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using Cthangover.Core.Interactive;
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namespace Cthangover.Mods.Dialog.Scenarios
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{
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/// <summary>
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/// Handles the <c>music</c> DSL command. Starts playing a background music
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/// track from the given resource path. Implements <see cref="ICommandReferenceMetadata"/>
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/// with <see cref="PositionalReferenceKind.Music"/> so the build pipeline
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/// can track referenced audio assets.
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/// </summary>
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public class MusicCommandStrategy : IScenarioCommandStrategy, ICommandReferenceMetadata, IScenarioCommandSpec
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{
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/// <inheritdoc/>
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public string Command => "music";
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/// <inheritdoc/>
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public PositionalReferenceKind Positional0Kind => PositionalReferenceKind.Music;
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/// <inheritdoc/>
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public int MinPositional => 1;
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/// <inheritdoc/>
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public int MaxPositional => 1;
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/// <inheritdoc/>
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public void Execute(DialogQueue dlg, List<string> positional, Dictionary<string, string> named, string arrowTarget, ILocalizationProvider locale)
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{
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if (positional.Count > 0)
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dlg.Music(positional[0]);
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}
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}
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}
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