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Contains classes for working with Yarn Spinner in the Unity game engine.
A component that listens for user input, and uses it to notify a dialogue view that the user wishes to advance to the next step in the dialogue.
The DialogueRunner component acts as the interface between your game and Yarn Spinner.
A simple implementation of VariableStorageBehaviour.
A Dialogue View that presents lines of dialogue, using Unity UI elements.
Represents a line, ready to be presented to the user in the localisation they have specified.
Detects if the render pipeline is different from the one the samples were created with, and warn you that things might look odd.
An IDictionary<TKey,TValue>
that can be serialized as part of a Unity object.
An attribute that marks a method on an object as a command.
Marks the method as a function to be registered with the running instance's library.
Shows Yarn lines on Canvas Text components.
Yarn parameter.
Inject state for any commands in this class using this static method.
Holds information about a language.
Provides access to all s supported by Yarn Spinner.
A subclass of that displays character names.
A MonoBehaviour
that can present lines and options to the user, when it receives them from a .
Contains coroutine methods that apply visual effects. This class is used by to handle animating the presentation of lines.
A MonoBehaviour
that produces s, for use in Dialogue Views.
A MonoBehaviour
that a uses to store and retrieve variables.
A subclass of that plays voice-over AudioClip
s for lines of dialogue.
Assembly
@this
Class in Yarn.Unity
Inherits from LocalizedLine
DialogueLine's voice over clip
Yarn.Unity.LocalizedLine dialogueLine
Action
onDialogueLineFinished
Method in Cultures
Returns a boolean value indicating whether name
is a valid identifier for retrieving a Culture from GetCulture(string) .
string
name
true
if name is a valid Culture name; false
otherwise.
Field in DialogueAdvanceInput
The keyboard key that this component is listening for.
This value is only used when continueActionType is KeyCode.
string
name
The name of the Culture to retrieve.
Returns the Culture represented by the language code in name
.
Returns a boolean value indicating whether name
is a valid identifier for retrieving a Culture from GetCulture(string) .
The component is listening for the action configured in continueAction to be performed.
The component is listening for the action referred to by continueActionReference to be performed.
The component is listening for a key on the keyboard to be pressed.
The component is listening for no input. This component will not signal to dialogueView that it should advance.
Field in DialogueAdvanceInput
The dialogue view that will be notified when the user performs the advance input (as configured by continueActionType and related fields.)
When the input is performed, this dialogue view will have its UserRequestedViewAdvancement() method called.
Field in DialogueAdvanceInput
An InputActionReference
that refers to the action that this component is listening for.
This value is only used when continueActionType is InputSystemActionFromAsset.
Use this continue action type when you want this component to make use of an input action you've configured elsewhere in your project.
Enumeration Member in ContinueActionType
The component is listening for the action configured in continueAction to be performed.
This input will only be used if the Input System is installed and enabled.
Field in DialogueCharacterNameView
Invoked when a line is received that contains a character name. The name is given as the parameter.
DialogueCharacterNameView.onNameNotPresent: Invoked when a line is received that doesn't contain a character name.
Enumeration Member in ContinueActionType
The component is listening for the action referred to by continueActionReference to be performed.
This input will only be used if the Input System is installed and enabled.
Field in DialogueCharacterNameView
Invoked when a line is received that doesn't contain a character name.
Games can use this event to hide the name UI.
DialogueCharacterNameView.onNameUpdate: Invoked when a line is received that contains a character name. The name is given as the parameter.
Enumeration Member in ContinueActionType
The component is listening for no input. This component will not signal to dialogueView that it should advance.
Enumeration Member in ContinueActionType
The component is listening for a key on the keyboard to be pressed.
This input will only be used if the legacy Input Manager is enabled.
Field in DialogueRunner
A Unity event that is called when a node is complete.
This event receives as a parameter the name of the node that just finished running.
Dialogue.NodeCompleteHandler
Field in DialogueRunner
A StringUnityEvent that is called when a Command
is received.
Use this method to dispatch a command to other parts of your game. This method is only called if the Command
has not been handled by a command handler that has been added to the DialogueRunner, or by a method on a MonoBehaviour
in the scene with the attribute YarnCommandAttribute.
When a command is delivered in this way, the DialogueRunner will not pause execution. If you want a command to make the DialogueRunner pause execution, see AddCommandHandler(string, CommandHandler)
.
This method receives the full text of the command, as it appears between the <<
and >>
markers.
AddCommandHandler(string, CommandHandler)
AddCommandHandler(string, CommandHandler)
YarnCommandAttribute: An attribute that marks a method on an object as a command.
Field in DialogueRunner
A Unity event that is called once the dialogue has completed.
Dialogue.DialogueCompleteHandler
Field in DialogueRunner
A Unity event that is called when a node starts running.
This event receives as a parameter the name of the node that is about to start running.
Dialogue.NodeStartHandler
Field in DialogueRunner
Whether the DialogueRunner should automatically start running dialogue after the scene loads.
The node specified by startNode will be used.
Field in DialogueRunner
If true, will print Debug.Log messages every time it enters a node, and other frequent events.
Field in DialogueRunner
The name of the node to start from.
This value is used to select a node to start from when startAutomatically is called.
Method in DialogueRunner
Adds a command handler. Dialogue will pause execution after the command is called.
When this command handler has been added, it can be called from your Yarn scripts like so:
If handler
is a method that returns a Coroutine
, when the command is run, the DialogueRunner will wait for the returned coroutine to stop before delivering any more content.
string
commandName
The name of the command.
System.Func<T1, T2, T3, Coroutine>
handler
The CommandHandler
that will be invoked when the command is called.
Method in DialogueRunner
Adds a command handler. Dialogue will pause execution after the command is called.
When this command handler has been added, it can be called from your Yarn scripts like so:
If handler
is a method that returns a Coroutine
, when the command is run, the DialogueRunner will wait for the returned coroutine to stop before delivering any more content.
string
commandName
The name of the command.
System.Func<Coroutine>
handler
The CommandHandler
that will be invoked when the command is called.
Method in DialogueRunner
Adds a command handler. Dialogue will pause execution after the command is called.
When this command handler has been added, it can be called from your Yarn scripts like so:
If handler
is a method that returns a Coroutine
, when the command is run, the DialogueRunner will wait for the returned coroutine to stop before delivering any more content.
string
commandName
The name of the command.
System.Action<T1, T2>
handler
The CommandHandler
that will be invoked when the command is called.
Method in DialogueRunner
Adds a command handler. Dialogue will pause execution after the command is called.
When this command handler has been added, it can be called from your Yarn scripts like so:
If handler
is a method that returns a Coroutine
, when the command is run, the DialogueRunner will wait for the returned coroutine to stop before delivering any more content.
string
commandName
The name of the command.
System.Action<T1, T2, T3>
handler
The CommandHandler
that will be invoked when the command is called.
Method in DialogueRunner
Adds a command handler. Dialogue will pause execution after the command is called.
When this command handler has been added, it can be called from your Yarn scripts like so:
If handler
is a method that returns a Coroutine
, when the command is run, the DialogueRunner will wait for the returned coroutine to stop before delivering any more content.
string
commandName
The name of the command.
System.Action
handler
The CommandHandler
that will be invoked when the command is called.
Method in DialogueRunner
Adds a command handler. Dialogue will pause execution after the command is called.
When this command handler has been added, it can be called from your Yarn scripts like so:
If handler
is a method that returns a Coroutine
, when the command is run, the DialogueRunner will wait for the returned coroutine to stop before delivering any more content.
string
commandName
The name of the command.
System.Action<T1, T2, T3, T4, T5>
handler
The CommandHandler
that will be invoked when the command is called.
Method in DialogueRunner
Adds a command handler. Dialogue will pause execution after the command is called.
When this command handler has been added, it can be called from your Yarn scripts like so:
If handler
is a method that returns a Coroutine
, when the command is run, the DialogueRunner will wait for the returned coroutine to stop before delivering any more content.
string
commandName
The name of the command.
System.Action<T1>
handler
The CommandHandler
that will be invoked when the command is called.
Class in Yarn.Unity
Inherits from MonoBehaviour
A component that listens for user input, and uses it to notify a dialogue view that the user wishes to advance to the next step in the dialogue.
This class may be used with the Unity Input System, or the legacy Input Manager. The specific type of input it's looking for is configured via the continueActionType field.
When the configured input occurs, this component calls the UserRequestedViewAdvancement() method on its dialogueView.
The type of input that this component is listening for in order to signal that its dialogue view should advance.
The InputAction
that this component is listening for.
The keyboard key that this component is listening for.
An InputActionReference
that refers to the action that this component is listening for.
The type of input that this component is listening for.
Class in Yarn.Unity
Inherits from DialogueViewBase
A subclass of DialogueViewBase that displays character names.
This class uses the character
attribute on lines that it receives to determine its content. When the view's RunLine(LocalizedLine,Action) method is called with a line whose Text contains a character
attribute, the onNameUpdate event is fired. If the line does not contain such an attribute, the onNameNotPresent event is fired instead.
This view does not present any options or handle commands. It's intended to be used alongside other subclasses of DialogueViewBase.
Invoked when the dialogue is started.
Invoked when a line is received that doesn't contain a character name.
Invoked when a line is received that contains a character name. The name is given as the parameter.
DialogueUI
Method in DialogueCharacterNameView
dialogueLine
Action
onDialogueLineFinished
Class in Yarn.Unity
Inherits from System.Object
The ID of this dialogue option
Indicates whether this value should be presented as available or not.
The line for this dialogue option
The ID of the dialogue option's text
Struct in Yarn.Unity
Inherits from System.ValueType
Holds information about a language.
The display name of a language. Will be "German (Switzerland)" for "de-CH". Use this value to present the language in an English UI.
The unique language ID used to identify a language as RFC 4646. Will be "de-CH" for "German (Switzerland)". Use this for storing settings or identifying a language.
The languages name as called in the language itself. Will be "Deutsch (Schweiz) for "de-CH". Use this to present the language in-game so people can find their native language.
Class in Yarn.Unity
Inherits from System.Object
Assembly.GetTypes() can throw in some cases. This extension will catch that exception and return only the types which were successfully loaded from the assembly.
Method in
Adds a command handler. Dialogue will pause execution after the command is called.
When this command handler has been added, it can be called from your Yarn scripts like so:
If handler
is a method that returns a Coroutine
, when the command is run, the will wait for the returned coroutine to stop before delivering any more content.
Method in
Adds a command handler. Dialogue will pause execution after the command is called.
When this command handler has been added, it can be called from your Yarn scripts like so:
If handler
is a method that returns a Coroutine
, when the command is run, the will wait for the returned coroutine to stop before delivering any more content.
Method in
Adds a command handler. Dialogue will pause execution after the command is called.
When this command handler has been added, it can be called from your Yarn scripts like so:
If handler
is a method that returns a Coroutine
, when the command is run, the will wait for the returned coroutine to stop before delivering any more content.
Method in
Adds a command handler. Dialogue will pause execution after the command is called.
When this command handler has been added, it can be called from your Yarn scripts like so:
If handler
is a method that returns a Coroutine
, when the command is run, the will wait for the returned coroutine to stop before delivering any more content.
Method in
Adds a command handler. Dialogue will pause execution after the command is called.
When this command handler has been added, it can be called from your Yarn scripts like so:
If handler
is a method that returns a Coroutine
, when the command is run, the will wait for the returned coroutine to stop before delivering any more content.
Method in
Adds a command handler. Dialogue will pause execution after the command is called.
When this command handler has been added, it can be called from your Yarn scripts like so:
If handler
is a method that returns a Coroutine
, when the command is run, the will wait for the returned coroutine to stop before delivering any more content.
Method in
Add a new function that returns a value, so that it can be called from Yarn scripts.
When this function has been registered, it can be called from your Yarn scripts like so:
The call
command can also be used to invoke the function:
Library
Method in
Adds a command handler. Dialogue will pause execution after the command is called.
When this command handler has been added, it can be called from your Yarn scripts like so:
If handler
is a method that returns a Coroutine
, when the command is run, the will wait for the returned coroutine to stop before delivering any more content.
Method in
Loads any initial variables declared in the program and loads that variable with its default declaration value into the variable storage. Any variable that is already in the storage will be skipped, the assumption is that this means the value has been overridden at some point and shouldn't be otherwise touched. Can force an override of the existing values with the default if that is desired.
Method in
Splits input into a number of non-empty sub-strings, separated by whitespace, and grouping double-quoted strings into a single sub-string.
This method behaves similarly to the string.Split(char[], StringSplitOptions)
method with the StringSplitOptions
parameter set to StringSplitOptions.RemoveEmptyEntries
, with the following differences:
Text that appears inside a pair of double-quote characters will not be split.
Text that appears after a double-quote character and before the end of the input will not be split (that is, an unterminated double-quoted string will be treated as though it had been terminated at the end of the input.)
When inside a pair of double-quote characters, the string \\
will be converted to \
, and the string \"
will be converted to "
.
A collection of sub-strings.
The dialogue view that will be notified when the user performs the advance input (as configured by and related fields.)
Configures whether should be enabled on start.
Gets the InputAction
configured by this .
TResult
The type of the value that the function should return.
string
commandName
The name of the command.
System.Func<T1, Coroutine>
handler
The CommandHandler
that will be invoked when the command is called.
string
commandName
The name of the command.
System.Func<T1, T2, Coroutine>
handler
The CommandHandler
that will be invoked when the command is called.
string
commandName
The name of the command.
System.Func<T1, T2, T3, T4, Coroutine>
handler
The CommandHandler
that will be invoked when the command is called.
string
commandName
The name of the command.
System.Action<T1, T2, T3, T4>
handler
The CommandHandler
that will be invoked when the command is called.
string
commandName
The name of the command.
System.Func<T1, T2, T3, T4, T5, Coroutine>
handler
The CommandHandler
that will be invoked when the command is called.
string
commandName
The name of the command.
System.Action<T1, T2, T3, T4, T5, T6>
handler
The CommandHandler
that will be invoked when the command is called.
string
name
System.Func<TResult, T1, T2, T3, T4, T5>
implementation
T5
The type of the fifth parameter to the function.
System.Func<TResult>
implementation
The Delegate
that should be invoked when this function is called.
string
name
string
commandName
The name of the command.
System.Func<T1, T2, T3, T4, T5, T6, Coroutine>
handler
The CommandHandler
that will be invoked when the command is called.
string
name
System.Func<TResult, T1, T2, T3>
implementation
T3
The type of the third parameter to the function.
string
name
System.Func<TResult, T1, T2>
implementation
T2
The type of the second parameter to the function.
string
nodeName
The name of the node.
string
name
System.Func<TResult, T1, T2, T3, T4>
implementation
T4
The type of the fourth parameter to the function.
string
name
System.Func<TResult, T1>
implementation
T1
The type of the first parameter to the function.
string
name
System.Func<TResult, T1, T2, T3, T4, T5, T6>
implementation
T6
The type of the sixth parameter to the function.
string
commandName
The name of the command to remove.
string
startNode
The name of the node to start running from.
string
name
The name of the function to remove.
string
nodeName
bool
overrideExistingValues
string
input
The string to split.
String
nodeName
The name of the node.
A type of UnityEvent
that takes a single string parameter.
The View classes that will present the dialogue to the user.
A Unity event that is called once the dialogue has completed.
A Unity event that is called when a node is complete.
A Unity event that is called when a node starts running.
If true, when an option is selected, it's as though it were a line.
Whether the DialogueRunner should automatically start running dialogue after the scene loads.
The name of the node to start from.
If true, will print Debug.Log messages every time it enters a node, and other frequent events.
Adds a command handler. Dialogue will pause execution after the command is called.
Adds a command handler. Dialogue will pause execution after the command is called.
Adds a command handler. Dialogue will pause execution after the command is called.
Adds a command handler. Dialogue will pause execution after the command is called.
Adds a command handler. Dialogue will pause execution after the command is called.
Adds a command handler. Dialogue will pause execution after the command is called.
Adds a command handler. Dialogue will pause execution after the command is called.
Adds a command handler. Dialogue will pause execution after the command is called.
Adds a command handler. Dialogue will pause execution after the command is called.
Adds a command handler. Dialogue will pause execution after the command is called.
Adds a command handler. Dialogue will pause execution after the command is called.
Adds a command handler. Dialogue will pause execution after the command is called.
Adds a command handler. Dialogue will pause execution after the command is called.
Adds a command handler. Dialogue will pause execution after the command is called.
Add a new function that returns a value, so that it can be called from Yarn scripts.
Returns the collection of tags that the node associated with the node named nodeName
.
Returns true
when a node named nodeName
has been loaded.
Removes a command handler.
Remove a registered function.
Starts running the dialogue again.
Sets the dialogue views and makes sure the callback DialogueViewBase.MarkLineComplete
will respond correctly.
Loads any initial variables declared in the program and loads that variable with its default declaration value into the variable storage. Any variable that is already in the storage will be skipped, the assumption is that this means the value has been overridden at some point and shouldn't be otherwise touched. Can force an override of the existing values with the default if that is desired.
Replaces this DialogueRunner's yarn project with the provided project.
Splits input into a number of non-empty sub-strings, separated by whitespace, and grouping double-quoted strings into a single sub-string.
Start the dialogue from a specific node.
Gets the name of the current node that is being run.
Gets a value that indicates if the dialogue is actively running.
The variable storage object.
views
The array of views to be assigned.
newProject
A that is called when a Command
is received.
The asset that should be loaded on scene start.
Unloads all nodes from the .
Called by a derived class from to inform the that the user intents to proceed to the next line.
Stops the .
Gets the underlying object that runs the Yarn code.