LSDE Dialog Engine / SceneEndReason
Variable: SceneEndReason
constSceneEndReason:object
Defined in: types.ts:416
Why a scene ended — what onSceneExit is told in SceneContext.reason.
faulted and deadlocked are the two a game most needs to tell apart from completed. A waitForBlocks wired to a block no track will ever finish used to end exactly like a scene played to its last line, and a game awaiting the exit of a dialogue could not know it had been cut short.
Type Declaration
Cancelled
readonlyCancelled:"cancelled"='cancelled'
handle.cancel() or engine.stop().
Completed
readonlyCompleted:"completed"='completed'
The flow ran out of graph.
Deadlocked
readonlyDeadlocked:"deadlocked"='deadlocked'
Every track left is parked on a waitForBlocks nothing can finish any more. See waitingFor.
Faulted
readonlyFaulted:"faulted"='faulted'
Code of the game threw during the walk — a handler, a cleanup, a resolver, a hook. The scene is closed first, then the error reaches whoever called start(), next() or resolve().
Invalidated
readonlyInvalidated:"invalidated"='invalidated'
onValidateNextBlock refused the block the last running track was entering.
