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Property in BuiltinTypes
Gets the type representing numbers.
public static IType Number { get; };Class in Yarn
Inherits from System.Object
Contains the built-in types available in the Yarn language.
public static class BuiltinTypesProperty in
Gets the type representing any value.
Property in
Gets a dictionary that maps CLR types to their corresponding Yarn types.
Property in
Gets the text of the command.
Property in
Gets the type representing boolean values.
Property in
Gets the type representing strings.
Gets the type representing any value.
Gets the type representing boolean values.
Gets the type representing numbers.
Gets the type representing strings.
Gets a dictionary that maps CLR types to their corresponding Yarn types.
public static IType Any { get; };public static IReadOnlyDictionary<System.Type, Yarn.IType> TypeMappings { get; };public string Text { get; private set; }public static IType Boolean { get; };public static IType String { get; };Property in Dialogue
Gets or sets the NodeStartHandler that is called when a node is started.
public NodeStartHandler NodeStartHandler
{
get; set; }Property in Dialogue
Invoked when the Dialogue needs to report debugging information.
public Logger LogDebugMessage { get; set; }Struct in Yarn
Inherits from System.ValueType
A command, sent from the Dialogue to the game.
public struct CommandYou do not create instances of this struct yourself. They are created by the Dialogue during program execution.
: Gets or sets the that is called when a command is to be delivered to the game.
Method in Dialogue
Loads the nodes from the specified Program , and adds them to the nodes already loaded.
public void AddProgram(Program program)If Yarn.Dialogue.Program is null , this method has the effect as calling SetProgram(Program) .
Method in
Unloads all nodes from the Dialogue.
Field in
The node that execution will start from.
Constructor in
Initializes a new instance of the class.
Method in
Returns the tags for the node nodeName .
The tags for a node are defined by setting the tags header in the node's source code. This header must be a space-separated list.
Property in
Gets the that this Dialogue uses to locate functions.
When the Dialogue is constructed, the Library is initialized with the built-in operators like + , - , and so on.
Property in
Gets or sets the that is called when the dialogue reaches its end.
Property in
Gets a value indicating whether the Dialogue is currently executing Yarn instructions.
Property in
Gets or sets the that is called when a set of options are ready to be shown to the user.
The Options Handler delivers an to the game. Before can be called to resume execution, must be called to indicate which was selected by the user. If is not called, an exception is thrown.
Property in
Gets the collection of methods that are available on this type.
Method in
Immediately stops the .
The will not be called if the dialogue is ended by calling .
Method in
Gets a value indicating whether a specified node exists in the Program.
Property in
Gets or sets the object that provides access to storing and retrieving the values of variables.
Property in
Gets or sets the that is called when a node is complete.
Property in
Invoked when the Dialogue needs to report an error.
Method in
Parses a line of text, and produces a containing the results.
The 's will have any select , plural or ordinal markers replaced with the appropriate text, following this 's .
Property in
Gets a more verbose description of this type.
Property in
Gets the parent of this type.
All types have as their ultimate parent type (except for itself.)
Property in
Gets the list of the parameter types that this function is called with.
The length of this list also determines the number of parameters this function accepts (also known as the function's arity ).
Property in
Gets the names of the nodes in the currently loaded Program.
Method in
Stores a float in this VariableStorage.
Property in
Gets a more verbose description of this type.
Property in
Gets the parent of this type.
All types have as their ultimate parent type (except for itself.)
Property in
Gets or sets the that is called when a line is ready to be shown to the user.
Method in
Removes all variables from storage.
Property in
The list of instructions in this node.
Property in
Gets or sets the that is called when a command is to be delivered to the game.
Method in
Removes all variables from storage.
Property in
Gets or sets the 's locale, as an IETF BCP 47 code.
This code is used to determine how the plural and ordinal markers determine the plural class of numbers.
For example, the code "en-US" represents the English language as used in the United States.
Yarn.Program program
The additional program to load.
Gets the text of the command.
public void UnloadAll()public const string DefaultStartNodeName = "Start";public Dialogue(Yarn.IVariableStorage variableStorage)Yarn.IVariableStorage variableStorage
The IVariableStorage that this Dialogue should use.
string nodeName
The name of the node.
The node's tags, or null if the node is not present in the Program.
public Library Library { get; internal set; }public DialogueCompleteHandler DialogueCompleteHandler
{
get; set; }public bool IsActive { get };public OptionsHandler OptionsHandler
{
get; set; }public MethodCollection Methods { get };public void Stop()true if a node named nodeName exists in the Program, false otherwise.string nodeName
The name of the node.
public IVariableStorage VariableStorage { get; set; }public NodeCompleteHandler NodeCompleteHandler
{
get; set; }public Logger LogErrorMessage { get; set; }string line
The line of text to parse.
The results of parsing the markup.
string Description { get; }public IType Parent { get; }public List<IType> Parameters { get; };public IEnumerable<string> NodeNames
{
get; }float floatValue
The number to store.
string variableName
The name to associate with this variable.
public string Description
{
get; set; }IType Parent { get; }public LineHandler LineHandler
{
get; set; }void Clear();public pbc::RepeatedField<global::Yarn.Instruction> Instructions {
get; }public CommandHandler CommandHandler
{
get; set; }public void Clear()public string LanguageCode { get; set; }Property in IType
Gets the collection of methods that are available on this type.
MethodCollection Methods { get; }Property in Dialogue
Gets the name of the node that this Dialogue is currently executing.
public string CurrentNode
{
get; }If Continue() has never been called, this value will be null .
Property in FunctionType
Gets the type of value that this function returns.
public IType ReturnType { get; internal set; }Property in Node
the entry in the program's string table that contains the original text of this node; null if this is not available
public string SourceTextStringID {
get; set; }Property in Node
The tags associated with this node.
public pbc::RepeatedField<string> Tags {
get; }Property in Dialogue
Gets or sets the PrepareForLinesHandler that is called when the dialogue anticipates delivering some lines.
public PrepareForLinesHandler PrepareForLinesHandler
{
get; set; }Property in Option
Gets a value indicating whether the player should be permitted to select this option.
public bool IsAvailable { get; private set; }If this value is false, this option had a line condition on it that failed. The option will still be delivered to the game, but, depending on the needs of the game, the game may decide to not allow the player to select it, or not offer it to the player at all.
This is intended for situations where games wish to show options that the player _could_ have taken, if some other condition had been met (e.g. having enough "charisma" points).
Property in Option
Gets the identifying number for this option.
public int ID { get; private set; }When the user selects this option, this value should be used as the parameter for SetSelectedOption(int) .
Property in Node
A jump table, mapping the names of labels to positions in the instructions list.
public pbc::MapField<string, int> Labels {
get; }Property in Option
Gets the name of the node that will be run if this option is selected.
public string DestinationNode { get; private set; }The value of this property not be valid if this is a shortcut option.
public IEnumerable<string> GetTagsForNode(string nodeName)public bool NodeExists(string nodeName)public MarkupParseResult ParseMarkup(string line)void SetValue(string variableName, float floatValue);Delegate in Yarn
Inherits from System.MulticastDelegate
Represents the method that is called when the Dialogue delivers a Command .
public delegate void CommandHandler(Command command);: Represents the method that is called when the Dialogue delivers a .
: Represents the method that is called when the Dialogue delivers an .
: Represents the method that is called when the Dialogue begins executing a node.
Method in Dialogue
Signals to the Dialogue that the user has selected a specified Option .
public void SetSelectedOption(int selectedOptionID)After the Dialogue delivers an OptionSet, this method must be called before Continue() is called.
The ID number that should be passed as the parameter to this method should be the ID field in the Option that represents the user's selection.
: Represents the method that is called when the Dialogue delivers an .
: A set of s, sent from the to the game.
: Starts, or continues, execution of the current Program.
Method in Dialogue
Starts, or continues, execution of the current Program.
public void Continue()This method repeatedly executes instructions until one of the following conditions is encountered:
The LineHandler or CommandHandler is called. After calling either of these handlers, the Dialogue will wait until Continue() is called. Continue may be called from inside the LineHandler or CommandHandler, or may be called at any future time.
The is called. When this occurs, the Dialogue is waiting for the user to specify which of the options has been selected, and must be called before is called again.)
The Program reaches its end. When this occurs, must be called before is called again.
An error occurs while executing the Program.
This method has no effect if it is called while the is currently in the process of executing instructions.
: Represents the method that is called when the Dialogue delivers a .
: Represents the method that is called when the Dialogue delivers an .
: Represents the method that is called when the Dialogue delivers a .
Interface in Yarn
Defines properties that describe a type in the Yarn language.
public interface ITypeGets a more verbose description of this type.
Method in Library
Registers a new function that returns a value, which can be called from a Yarn program.
public void RegisterFunction<T1, T2, TResult>(string name, Func<T1, T2, TResult> implementation)string name
The name of the function.
Interface in Yarn
Provides a mechanism for storing and retrieving instances of the Yarn.Value class.
public interface IVariableStorageMethod in Library
Registers a new function that returns a value, which can be called from a Yarn program.
public void RegisterFunction<T1, T2, T3, TResult>(string name, Func<T1, T2, T3, TResult> implementation)string name
The name of the function.
Method in Dialogue
Replaces all substitution markers in a text with the given substitution list.
public static string ExpandSubstitutions(string text, IList<string> substitutions)This method replaces substitution markers - for example, {0}
with the corresponding entry in substitutions . If text contains a substitution marker whose index is not present in substitutions , it is ignored.
text , with the content from substitutions inserted.
Method in MemoryVariableStore
Retrieves a value of type T by name.
public bool TryGetValue<T>(string variableName, out T result)string variableName
true if a value named variableName of type T was retrieved; false otherwise.
Method in Library
Registers a new function that returns a value, which can be called from a Yarn program.
public void RegisterFunction<T1, T2, T3, T4, T5, TResult>(string name, Func<T1, T2, T3, T4, T5, TResult> implementation)string name
The name of the function.
Method in Library
Removes a function from the Library.
public void DeregisterFunction(string name)If no function with the given name is present in the Library, this method does nothing.
string name
Method in Dialogue
Prepares the Dialogue that the user intends to start running a node.
public void SetNode(string startNode = DefaultStartNodeName)After this method is called, you call Continue() to start executing it.
If PrepareForLinesHandler has been set, it may be called when this method is invoked, as the Dialogue determines which lines may be delivered during the startNode node's execution.
Method in MemoryVariableStore
Stores a float in this VariableStorage.
public void SetValue(string variableName, float floatValue)string variableName
Method in IVariableStorage
Stores a string in this VariableStorage.
void SetValue(string variableName, string stringValue);string variableName
Method in IVariableStorage
Stores a bool in this VariableStorage.
void SetValue(string variableName, bool boolValue);string variableName
Method in Library
Returns a System.Delegate with a given name.
public Delegate GetFunction(string name)string name
The System.Delegate .
Contains classes for working with compiled Yarn programs.
Class in
Inherits from System.Object
A type that represents functions.
Functions have parameters and a return type, and can be called from script. Instances of this type are created when the host application registers new functions (such as through using the methods or similar.)
Method in
Registers a new function that returns a value, which can be called from a Yarn program.
Method in
Registers a new function that returns a value, which can be called from a Yarn program.
Method in
Loads all nodes from the provided .
This method replaces any existing nodes have been loaded. If you want to load nodes from an additional Program, use the method.
Class in
Inherits from System.Object
A simple concrete implementation of that keeps all variables in memory.
Delegate in
Inherits from System.MulticastDelegate
Represents the method that is called when the Dialogue reaches the end of a node.
This method may be called multiple times over the course of code execution. A node being complete does not necessarily represent the end of the conversation.
Delegate in
Inherits from System.MulticastDelegate
Represents the method that is called when the Dialogue delivers a .
Delegate in
Inherits from System.MulticastDelegate
Represents the method that is called when the Dialogue begins executing a node.
Delegate in
Inherits from System.MulticastDelegate
Represents a method that receives diagnostic messages and error information from a .
The text that this delegate receives may be output to a console, or sent to a log.
Method in
Registers a new function that returns a value, which can be called from a Yarn program.
Struct in
Inherits from System.ValueType
A set of s, sent from the to the game.
You do not create instances of this struct yourself. They are created by the during program execution.
Delegate in
Inherits from System.MulticastDelegate
Represents the method that is called when the dialogue has reached its end, and no more code remains to be run.
: Represents the method that is called when the Dialogue delivers a .
Method in
Stores a bool in this VariableStorage.
Property in
Gets the s that should be presented to the user.
: An option to be presented to the user.
Field in
The values that should be inserted into the user-facing text before delivery.
Class in
Inherits from System.Exception
An exception that is thrown by when there is an error in executing a .
The name of the function to remove.
string startNode
The name of the node that will be run. The node have been loaded by calling SetProgram(Program) or AddProgram(Program) .
The name to associate with this variable.
float floatValue
The number to store.
The name to associate with this variable.
string stringValue
The string to store.
The name to associate with this variable.
bool boolValue
The boolean value to store.
string text
The text containing substitution markers.
System.Collections.Generic.IList<string> substitutions
The list of substitutions.
The name of the variable to retrieve the value of.
T result
On return, if this method returned true, contains the retrieved value. If this method returned false, contains the default value of T (for example, 0 for float values, null for strings, and so on.)
T
The type of the variable to retrieve.
The name of the function to retrieve.
DialogueCompleteHandler: Represents the method that is called when the dialogue has reached its end, and no more code remains to be run.
Yarn.Command command
The Command that has been delivered.
int selectedOptionID
The ID number of the Option that the user selected.
NodeCompleteHandler: Represents the method that is called when the Dialogue reaches the end of a node.
DialogueCompleteHandler: Represents the method that is called when the dialogue has reached its end, and no more code remains to be run.
Gets the collection of methods that are available on this type.
Gets the name of this type.
Gets the parent of this type.
Removes all variables from storage.
Stores a bool in this VariableStorage.
Stores a float in this VariableStorage.
Stores a string in this VariableStorage.
Retrieves a value of type T by name.
The library to import functions from.
The type of the function's first argument.
T2
The type of the function's second argument.
System.Func<T1, T2, TResult> implementation
The method to be invoked when the function is called.
TResult
The return type of the function.
TResult
The return type of the function.
T1
The type of the function's first argument.
T2
The type of the function's second argument.
T3
The type of the function's third argument.
System.Func<T1, T2, T3, TResult> implementation
The method to be invoked when the function is called.
TResult
The return type of the function.
TResult
The return type of the function.
T1
The type of the function's first argument.
T2
The type of the function's second argument.
T3
The type of the function's third argument.
T4
The type of the function's fourth argument.
T5
The type of the function's fifth argument.
System.Func<T1, T2, T3, T4, T5, TResult> implementation
The method to be invoked when the function is called.
TResult
The return type of the function.
TResult
The return type of the function.
T1
string message
The text that should be logged.
System.Delegate implementation
The method to be invoked when the function is called.
TResult
The return type of the function.
string name
The name of the function.
CommandHandler: Represents the method that is called when the Dialogue delivers a Command .
NodeStartHandler: Represents the method that is called when the Dialogue begins executing a node.
NodeCompleteHandler: Represents the method that is called when the Dialogue reaches the end of a node.
bool boolValue
The boolean value to store.
string variableName
The name to associate with this variable.
public Option[] Options { get; private set; }public string[] Substitutions;public class DialogueException : System.Exceptionpublic delegate void Logger(string message);public void RegisterFunction(string name, Delegate implementation)public delegate void DialogueCompleteHandler();public void SetValue(string variableName, bool boolValue)Co-ordinates the execution of Yarn programs.
An exception that is thrown by when there is an error in executing a .
A type that represents functions.
A collection of functions that can be called from Yarn programs.
A simple concrete implementation of that keeps all variables in memory.
A node of Yarn script, contained within a , and containing Yarn.Instruction s.
A compiled Yarn program.
Represents the method that is called when the Dialogue delivers a .
Represents the method that is called when the dialogue has reached its end, and no more code remains to be run.
Defines properties that describe a type in the Yarn language.
Provides a mechanism for storing and retrieving instances of the Yarn.Value class.
Contains classes for compiling Yarn code.
Contains classes for working with markup in Yarn lines.
A command, sent from the to the game.
A line of dialogue, sent from the to the game.
Contains the built-in types available in the Yarn language.
Gets a more verbose description of this type.
Gets the collection of methods that are available on this type.
Gets the name of this type.
Gets the list of the parameter types that this function is called with.
public class FunctionType : ITypeSystem.Func<T1, T2, T3, T4, TResult> implementation
The method to be invoked when the function is called.
TResult
The return type of the function.
TResult
The return type of the function.
public void RegisterFunction<T1, T2, T3, T4, TResult>(string name, Func<T1, T2, T3, T4, TResult> implementation)string name
The name of the function.
System.Func<T1, TResult> implementation
The method to be invoked when the function is called.
TResult
The return type of the function.
TResult
The return type of the function.
public void RegisterFunction<T1, TResult>(string name, Func<T1, TResult> implementation)string name
The name of the function.
The to use.
public void SetProgram(Program program)program
Removes all variables from storage.
Stores a bool in this VariableStorage.
Stores a float in this VariableStorage.
Stores a string in this VariableStorage.
Retrieves a value of type T by name.
public class MemoryVariableStore : IVariableStoragestring completedNodeName
The name of the node.
LineHandler: Represents the method that is called when the Dialogue delivers a Line .
OptionsHandler: Represents the method that is called when the Dialogue delivers an OptionSet .
CommandHandler: Represents the method that is called when the Dialogue delivers a Command .
: Represents the method that is called when the Dialogue begins executing a node.
: Represents the method that is called when the dialogue has reached its end, and no more code remains to be run.
public delegate void NodeCompleteHandler(string completedNodeName);The that has been delivered.
OptionsHandler: Represents the method that is called when the Dialogue delivers an OptionSet .
CommandHandler: Represents the method that is called when the Dialogue delivers a Command .
NodeStartHandler: Represents the method that is called when the Dialogue begins executing a node.
: Represents the method that is called when the Dialogue reaches the end of a node.
: Represents the method that is called when the dialogue has reached its end, and no more code remains to be run.
public delegate void LineHandler(Line line);line
The name of the node.
LineHandler: Represents the method that is called when the Dialogue delivers a Line .
OptionsHandler: Represents the method that is called when the Dialogue delivers an OptionSet .
CommandHandler: Represents the method that is called when the Dialogue delivers a Command .
: Represents the method that is called when the Dialogue reaches the end of a node.
: Represents the method that is called when the dialogue has reached its end, and no more code remains to be run.
public delegate void NodeStartHandler(string startedNodeName);string startedNodeName
Gets the s that should be presented to the user.
An option to be presented to the user.
Dialogue.OptionsHandler: Gets or sets the OptionsHandler that is called when a set of options are ready to be shown to the user.
public struct OptionSetStruct in Yarn
Inherits from System.ValueType
A line of dialogue, sent from the Dialogue to the game.
public struct LineWhen the game receives a Line, it should do the following things to prepare the line for presentation to the user.
Use the value in the ID field to look up the appropriate user-facing text in the string table.
Use to replace all substitutions in the user-facing text.
Use to parse all markup in the line.
You do not create instances of this struct yourself. They are created by the during program execution.
: Gets or sets the that is called when a line is ready to be shown to the user.
Method in Dialogue
Returns the string ID that contains the original, uncompiled source text for a node.
public string GetStringIDForNode(string nodeName)A node's source text will only be present in the string table if its tags header contains rawText.
Because the Dialogue class is designed to be unaware of the contents of the string table, this method does not test to see if the string table contains an entry with the line ID. You will need to test for that yourself.
The string ID.
Method in
Registers a new function that returns a value, which can be called from a Yarn program.
Class in
Inherits from System.Object
A node of Yarn script, contained within a , and containing Yarn.Instruction s.
Struct in
Inherits from System.ValueType
An option to be presented to the user.
T1
The type of the function's first argument.
T2
The type of the function's second argument.
T3
The type of the function's third argument.
T4
The type of the function's fourth argument.
T1
The type of the function's first argument.
string nodeName
The name of the node.
The string ID for this line.
The values that should be inserted into the user-facing text before delivery.
Represents the method that is called when the Dialogue delivers a Line .
Represents a method that receives diagnostic messages and error information from a Dialogue .
Represents the method that is called when the Dialogue reaches the end of a node.
Represents the method that is called when the Dialogue begins executing a node.
Represents the method that is called when the Dialogue delivers an OptionSet .
Represents the method that is called when the dialogue anticipates that it will deliver lines.
Contains classes for working with Yarn Spinner in the Unity game engine.
Gets the parent of this type.
Gets the type of value that this function returns.
System.Func<TResult> implementation
The method to be invoked when the function is called.
TResult
The return type of the function.
string name
The name of the function.
public void RegisterFunction<TResult>(string name, Func<TResult> implementation)The list of instructions in this node.
A jump table, mapping the names of labels to positions in the instructions list.
public class NodeGets the name of the node that will be run if this option is selected.
Gets the identifying number for this option.
Gets a value indicating whether the player should be permitted to select this option.
Gets the that should be presented to the user for this option.
public struct OptionClass in Yarn
Inherits from System.Object
A collection of functions that can be called from Yarn programs.
public class LibraryYou do not create instances of this class yourself. The Dialogue class creates one of its own, which you can access via the Library property.
: Co-ordinates the execution of Yarn programs.
Removes a function from the Library.
Gets a value indicating whether this contains a function named name .
Returns a System.Delegate with a given name.
Loads functions from another .
The name of this node.
the entry in the program's string table that contains the original text of this node; null if this is not available
The tags associated with this node.
Registers a new function that returns a value, which can be called from a Yarn program.
Registers a new function that returns a value, which can be called from a Yarn program.
Registers a new function that returns a value, which can be called from a Yarn program.
Registers a new function that returns a value, which can be called from a Yarn program.
Registers a new function that returns a value, which can be called from a Yarn program.
Registers a new function that returns a value, which can be called from a Yarn program.
Registers a new function that returns a value, which can be called from a Yarn program.
Class in Yarn
Inherits from System.Object
Co-ordinates the execution of Yarn programs.
public class Dialogue : IAttributeMarkerProcessorThe name of the function to look for.
Initializes a new instance of the class.
The node that execution will start from.
Loads the nodes from the specified , and adds them to the nodes already loaded.
Starts, or continues, execution of the current Program.
Gets or sets the that is called when a command is to be delivered to the game.
Replaces all substitution markers in a text with the given substitution list.
Returns the string ID that contains the original, uncompiled source text for a node.
Returns the tags for the node nodeName .
Gets a value indicating whether a specified node exists in the Program.
Parses a line of text, and produces a containing the results.
Prepares the that the user intends to start running a node.
Loads all nodes from the provided .
Signals to the that the user has selected a specified .
Immediately stops the .
Unloads all nodes from the Dialogue.
Gets the name of the node that this Dialogue is currently executing.
Gets or sets the that is called when the dialogue reaches its end.
Gets a value indicating whether the Dialogue is currently executing Yarn instructions.
Gets or sets the 's locale, as an IETF BCP 47 code.
Gets the that this Dialogue uses to locate functions.
Gets or sets the that is called when a line is ready to be shown to the user.
Invoked when the Dialogue needs to report debugging information.
Invoked when the Dialogue needs to report an error.
Gets or sets the that is called when a node is complete.
Gets the names of the nodes in the currently loaded Program.
Gets or sets the that is called when a node is started.
Gets or sets the that is called when a set of options are ready to be shown to the user.
Gets or sets the that is called when the dialogue anticipates delivering some lines.
Gets or sets the object that provides access to storing and retrieving the values of variables.
Method in
public override string ToString()Field in
The string ID for this line.
public string ID;Method in MemoryVariableStore
Stores a string in this VariableStorage.
public void SetValue(string variableName, string stringValue)string variableName
The name to associate with this variable.
string stringValue
The string to store.
Method in IVariableStorage
Retrieves a value of type T by name.
bool TryGetValue<T>(string variableName, out T result);string variableName
true if a value named variableName of type T was retrieved; false otherwise.
The name of the variable to retrieve the value of.
T result
On return, if this method returned true, contains the retrieved value. If this method returned false, contains the default value of T (for example, 0 for float values, null for strings, and so on.)
T
The type of the variable to retrieve.