LsdeDialogEngine 2.1.0
dotnet add package LsdeDialogEngine --version 2.1.0
NuGet\Install-Package LsdeDialogEngine -Version 2.1.0
<PackageReference Include="LsdeDialogEngine" Version="2.1.0" />
<PackageVersion Include="LsdeDialogEngine" Version="2.1.0" />
<PackageReference Include="LsdeDialogEngine" />
paket add LsdeDialogEngine --version 2.1.0
#r "nuget: LsdeDialogEngine, 2.1.0"
#:package LsdeDialogEngine@2.1.0
#addin nuget:?package=LsdeDialogEngine&version=2.1.0
#tool nuget:?package=LsdeDialogEngine&version=2.1.0

LSDE Dialog Engine — C#
C# runtime for Unity (2021+) and .NET Standard 2.1. Zero external dependencies.
Port of the TypeScript reference implementation. Validated against the same cross-language JSON test specifications. The engine is a pure .NET Standard 2.1 library with no NuGet dependencies — drop it into Unity or any .NET project.
Installation
# Core engine
dotnet add package LsdeDialogEngine
# JSON loader — choose ONE based on your platform:
dotnet add package LsdeDialogEngine.Newtonsoft # Unity
dotnet add package LsdeDialogEngine.SystemTextJson # .NET 5+ / Godot .NET
Unity (alternative)
Copy the Runtime/ folder into your Unity project's Assets/Plugins/ directory. Install com.unity.nuget.newtonsoft-json via Unity Package Manager for JSON parsing.
Quick Start
using LsdeDialogEngine;
using LsdeDialogEngine.Json; // or LsdeDialogEngine.Newtonsoft for Unity
var blueprint = LsdeJson.Parse(File.ReadAllText("blueprint.json"));
var engine = new DialogueEngine();
var report = engine.Init(new InitOptions { Data = blueprint });
engine.SetLocale("en");
// Character resolver (optional — default: first character in list)
engine.OnResolveCharacter(chars => chars.Count > 0 ? chars[0] : null);
// The single game-state evaluator: it tags option visibility AND pre-evaluates condition cases.
// A test on the reserved `choice` dictionary never reaches it — the engine answers those from
// the choice history it kept during the scene.
engine.OnResolveCondition(test => GameState.Evaluate(test.Dict, test.Entry, test.Op, test.Value));
// ─── 4 Required Handlers ────────────────────────────────────────
engine.OnDialog(args => {
// The engine hands the RAW string over and never looks inside it.
var text = LsdeUtils.GetLocalizedText(args.Block.Text);
var who = string.Join(" + ", args.Context.Actors.Select(a => a.Name));
// The emotion belongs to the BLOCK, not to each actor.
var tone = args.Context.Emotion?.Name;
Debug.Log($"{who}{(tone != null ? $" ({tone})" : "")}: {text ?? "—"}");
args.Next();
return null; // or return a cleanup Action
});
engine.OnChoice(args => {
// EVERY option is handed over, tagged — never a shortened list. Filter on `Visible != false`:
// with no resolver installed `Visible` is null, meaning UNKNOWN, not hidden.
var offered = args.Context.Options.Where(o => o.Visible != false).ToList();
// The option id IS its exit port (C1, C2…), so hand it straight back.
args.Context.SelectChoice(offered[0].Id);
args.Next();
return null;
});
// OnCondition is OPTIONAL when OnResolveCondition is installed: the engine already knows which
// port the cases picked. Keep it to log what matched, or to override with a PORT NAME.
engine.OnCondition(args => {
var matched = args.Context.Cases.FirstOrDefault(c => c.Result == true);
Debug.Log($"{args.Block.Id} → {matched?.Port ?? Ports.Default}");
// args.Context.Resolve("K2"); // override, by port name
args.Next();
return null;
});
engine.OnAction(args => {
foreach (var call in args.Context.Calls)
Debug.Log($"Call: {call.Fn}");
args.Context.Resolve(); // or args.Context.Reject(err) to leave by `catch`
args.Next();
return null;
});
// ─── Run ─────────────────────────────────────────────────────────
// A path (`reactor_breach`) or the stable id (`sc_u0vqg2g8`). Store the ID in a Unity asset or a
// save file — a path stops resolving the day someone renames the scene, with nothing to catch it.
var handle = engine.Scene("reactor_breach");
handle.Start();
Unity Integration
In Unity, store the next callback and trigger it from your UI events:
engine.OnDialog(args => {
dialogueUI.SetText(args.Context.Character?.Name,
LsdeUtils.GetLocalizedText(args.Block.Text));
dialogueUI.Show();
// Store next — triggered by UI button click
_pendingNext = args.Next;
return () => dialogueUI.Hide(); // cleanup
});
// Called from your UI button
public void OnContinueClicked() {
_pendingNext?.Invoke();
_pendingNext = null;
}
Scripts
| Command | Description |
|---|---|
npm run build |
Build the solution |
npm run test |
Run the full suite (xUnit) |
npm run playground |
Run playground against a real blueprint |
npm run clean |
Clean build artifacts |
Project Structure
Runtime/ # The Unity package. Engine library, netstandard2.1, zero dependencies
├── Types.cs # All types, interfaces, delegates
├── DialogueEngine.cs # Public facade
├── Track.cs # THE traversal, written once. The main flow is a track, id 0
├── SceneHandle.cs # The scene: public API, and what its tracks share
├── HandlerRegistry.cs # Two-tier handler resolution
├── PortResolver.cs # Output port routing
├── BlockContext.cs # Context factories
├── ConditionEvaluator.cs # AND/OR chain evaluation
├── Graph.cs # Scene + Blueprint indexing
├── Validator.cs # Blueprint validation
├── LsdeUtils.cs # Type checks, helpers
└── Newtonsoft/ # Optional loader companion package
src~/LsdeDialogEngine.SystemTextJson/ # Optional loader companion package
tests~/ # xUnit test runners
samples~/MiniRuntime/ # Console playground
A `~` suffix is how a folder is kept OUT of a Unity package: everything but Runtime/ is source
and tooling that a game must never import. Build output goes to build~/ for the same reason.
API Overview
Engine Lifecycle
| Method | Description |
|---|---|
engine.Init(options) |
Validate + build graph. Returns DiagnosticReport — errors refuse the payload. Warnings also cover what the blocks use that the export does not declare: a function, argument, dictionary, entry or choice test (UNDECLARED_*, UNKNOWN_CHOICE_*, EMPTY_FUNCTION), no Check needed. |
engine.SetLocale(locale) |
Set active locale. |
engine.Scene(sceneRef) |
Create scene handle. Call handle.Start() to begin. |
engine.Stop() |
Cancel all active scenes. |
engine.IsRunning() |
True if at least one scene is active. |
engine.GetActiveScenes() |
Get all running scene handles. |
engine.GetCurrentBlocks() |
Get current block of every active scene. |
engine.GetSceneConnections(sceneRef) |
Every wire INSIDE a scene, flattened. Graph inspection; wires never cross a scene. |
Handler Registration (Tier 1 — Global)
All 4 type handlers are required — the engine will throw if a scene starts without them.
| Method | Description |
|---|---|
engine.OnDialog(handler) |
Handle DIALOG blocks. |
engine.OnChoice(handler) |
Handle CHOICE blocks (choices tagged with Visible when OnResolveCondition is set). |
engine.OnCondition(handler) |
Handle CONDITION blocks. Optional when OnResolveCondition is installed. |
engine.OnAction(handler) |
Handle ACTION blocks. Developer must call context.Resolve() or context.Reject(). |
A ROUTER block has no handler and needs none: the engine evaluates every case, launches the port of each true one and continues by then (all held) or catch (one did not) on its own. To observe one, use handle.OnBlock(id) — its IRouterContext carries the pre-evaluated Cases and no Resolve().
Optional Handlers
| Method | Description |
|---|---|
engine.OnResolveCharacter(fn) |
Character resolver. Default: first character in the list. |
engine.OnResolveCondition(fn) |
Unified condition resolver (choice visibility + condition pre-evaluation). |
engine.OnBeforeBlock(handler) |
Pre-execution gate. Must call Resolve() to continue. |
engine.OnValidateNextBlock(handler) |
Validate before entering a block. |
engine.OnInvalidateBlock(handler) |
Called when a block fails validation. |
engine.OnSceneEnter(handler) |
Called when any scene starts. |
engine.OnSceneExit(handler) |
Called when any scene ends. args.Context.Reason says why (SceneEndReason): completed, cancelled, invalidated, faulted (with args.Context.Error, the exception) or deadlocked (with args.Context.WaitingFor). |
Scene Handle (Tier 2 — Per-Scene)
| Method | Description |
|---|---|
handle.Start() |
Begin traversal from the entry block. Call Next(), Resolve() and Cancel() from the thread that started it — in Unity, the main thread; another thread is refused with an exception. |
handle.Cancel() |
Stop the scene and all async tracks. |
handle.OnDialog(handler) |
Override global DIALOG handler for this scene. |
handle.OnChoice(handler) |
Override global CHOICE handler for this scene. |
handle.OnCondition(handler) |
Override global CONDITION handler for this scene. |
handle.OnAction(handler) |
Override global ACTION handler for this scene. |
handle.OnBlock(id, handler) |
Override the handler for one block, by its id (DIALOG-007). |
handle.OnDialogId(id, handler) |
Override one DIALOG block by id (type-safe). |
handle.OnChoiceId(id, handler) |
Override one CHOICE block by id (type-safe). |
handle.OnConditionId(id, handler) |
Override one CONDITION block by id (type-safe). |
handle.OnActionId(id, handler) |
Override one ACTION block by id (type-safe). |
handle.OnEnter(handler) |
Override global OnSceneEnter for this scene. |
handle.OnExit(handler) |
Override global OnSceneExit for this scene. |
handle.OnResolveCharacter(fn) |
Override character resolver for this scene. |
handle.GetSceneId() |
The stable id of the scene (sc_…). Store this one: it survives a rename. |
handle.GetScenePath() |
The scene path (reactor_breach) — what a writer reads, and what a rename changes. |
handle.GetCurrentBlock() |
Get the block currently being executed, or null. |
handle.GetVisitedBlocks() |
Set of visited block ids, for this scene. |
handle.GetChoiceHistory() |
Map of CHOICE block id → the option ids the player picked. |
handle.GetChoice(blockId) |
The option ids picked at one CHOICE block. |
handle.EvaluateCondition(cond) |
Evaluate a choice: condition against history. |
handle.IsRunning() |
Whether the scene is still active. |
handle.GetActiveTracks() |
Number of active async tracks. |
handle.GetTrackInfos() |
Snapshot of all track states. |
Handler Pattern
Every handler receives a typed args object and may return a cleanup Action:
engine.OnDialog(args => {
// Display dialogue...
args.Next(); // Advance to next block
return () => {
// Called when leaving this block (cleanup)
};
});
Utilities (LsdeUtils)
| Method | Description |
|---|---|
LsdeUtils.Locale |
Current locale, synced by engine.SetLocale(). |
LsdeUtils.IsDialogBlock(block) |
Type guard: true if block is a DialogBlock. |
LsdeUtils.IsChoiceBlock(block) |
Type guard: true if block is a ChoiceBlock. |
LsdeUtils.IsConditionBlock(block) |
Type guard: true if block is a ConditionBlock. |
LsdeUtils.IsRouterBlock(block) |
Type guard: true if block is a ROUTER block. |
LsdeUtils.IsActionBlock(block) |
Type guard: true if block is an ActionBlock. |
LsdeUtils.IsNoteBlock(block) |
Type guard: true if block is a NoteBlock. |
LsdeUtils.GetBlockLabel(block) |
How to name a block on screen: Label, else the designer Note, else the id. |
LsdeUtils.GetLocalizedText(text, locale?) |
Pick a locale out of an inline Text map. Uses the engine locale by default. |
LsdeUtils.GetTextFromTable(table, scene, blockId, optionId?) |
Read a line out of a loaded localization/<locale>/__blueprints__.json (separate-text mode). |
LsdeUtils.GetTextKey(block, optionId?) |
The i18n key of a block, or of one option of a choice. |
LsdeUtils.GetNativeProperties(block) |
The properties the ENGINE acts on, out of Props. Delay/Timeout are MILLISECONDS. |
LsdeUtils.GetCustomProperties(block) |
The properties the DESIGNER declared, with the natives taken out. |
LsdeUtils.IsChoiceCondition(test) |
True if the test reads a past answer — { dict: "choice" }. |
LsdeUtils.GetChoiceConditionBlockId(test) |
The CHOICE block a choice: test reads. |
LsdeUtils.EvaluateConditionChain(tests, evaluator) |
Evaluate an AND/OR chain, left to right, no precedence. Absent or empty = true. |
LsdeUtils.EvaluateConditionCases(cases, portPerCase, evaluator) |
The exit port of a condition block: out/default, or K1… with PortPerCase. |
LsdeUtils.EvaluateEachCase(cases, evaluator) |
Each case on its own, in order — to show what matched without changing the routing. |
LsdeUtils.PickRouterPorts(cases, results) |
The exits of a ROUTER from results already computed: every true case's port, then then or catch LAST. |
LsdeUtils.TagOptionVisibility(options, evaluator) |
Tag every option with whether its When holds, returning them ALL. |
Cross-Language Conformance
81 shared cases, in 72 suites, run by all four runtimes: 81/81 passing.
License
Proprietary — distributed under the LSDE license.
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net5.0 was computed. net5.0-windows was computed. net6.0 was computed. net6.0-android was computed. net6.0-ios was computed. net6.0-maccatalyst was computed. net6.0-macos was computed. net6.0-tvos was computed. net6.0-windows was computed. net7.0 was computed. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 was computed. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. net9.0 was computed. net9.0-android was computed. net9.0-browser was computed. net9.0-ios was computed. net9.0-maccatalyst was computed. net9.0-macos was computed. net9.0-tvos was computed. net9.0-windows was computed. net10.0 was computed. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
| .NET Core | netcoreapp3.0 was computed. netcoreapp3.1 was computed. |
| .NET Standard | netstandard2.1 is compatible. |
| MonoAndroid | monoandroid was computed. |
| MonoMac | monomac was computed. |
| MonoTouch | monotouch was computed. |
| Tizen | tizen60 was computed. |
| Xamarin.iOS | xamarinios was computed. |
| Xamarin.Mac | xamarinmac was computed. |
| Xamarin.TVOS | xamarintvos was computed. |
| Xamarin.WatchOS | xamarinwatchos was computed. |
-
.NETStandard 2.1
- No dependencies.
NuGet packages (2)
Showing the top 2 NuGet packages that depend on LsdeDialogEngine:
| Package | Downloads |
|---|---|
|
LsdeDialogEngine.Newtonsoft
Newtonsoft.Json loader for LsdeDialogEngine — polymorphic BlueprintBlock deserialization for Unity |
|
|
LsdeDialogEngine.SystemTextJson
System.Text.Json loader for LsdeDialogEngine — polymorphic BlueprintBlock deserialization out-of-the-box |
GitHub repositories
This package is not used by any popular GitHub repositories.