Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Yarn.IVariableStorage variableStorage
The IVariableStorage that this Dialogue should use.
Method in Dialogue
Starts, or continues, execution of the current Program.
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 OptionsHandler is called. When this occurs, the Dialogue is waiting for the user to specify which of the options has been selected, and SetSelectedOption(int) must be called before Continue() is called again.)
The Program reaches its end. When this occurs, SetNode(string) must be called before Continue() is called again.
An error occurs while executing the Program.
This method has no effect if it is called while the Dialogue is currently in the process of executing instructions.
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 .
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.
Method in
Replaces all substitution markers in a text with the given substitution list.
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.
Name | Description |
---|
text
, with the content from substitutions
inserted.
Name | Description |
---|
| The text containing substitution markers. |
| The list of substitutions. |
The node that execution will start from. |
Starts, or continues, execution of the current Program. |
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 |
Gets a value indicating whether a specified node exists in the Program. |
Unloads all nodes from the Dialogue. |
Gets the name of the node that this Dialogue is currently executing. |
Gets a value indicating whether the Dialogue is currently executing Yarn instructions. |
Invoked when the Dialogue needs to report debugging information. |
Invoked when the Dialogue needs to report an error. |
Gets the names of the nodes in the currently loaded Program. |
Gets or sets the object that provides access to storing and retrieving the values of variables. |
program | The additional program to load. |
Initializes a new instance of the class.
Loads the nodes from the specified , and adds them to the nodes already loaded.
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 .
Gets or sets the that is called when a command is to be delivered to the game.
Gets or sets the that is called when the dialogue reaches its end.
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.
Gets or sets the that is called when a node is complete.
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.
Method in Dialogue
Returns the string ID that contains the original, uncompiled source text for a node.
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.
Name | Description |
---|---|
The string ID.
Method in Dialogue
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.
Name | Description |
---|---|
The node's tags, or null
if the node is not present in the Program.
Method in Dialogue
Gets a value indicating whether a specified node exists in the Program.
Name | Description |
---|---|
true
if a node named nodeName
exists in the Program, false
otherwise.
Method in Dialogue
Parses a line of text, and produces a MarkupParseResult containing the results.
The MarkupParseResult 's Text will have any select
, plural
or ordinal
markers replaced with the appropriate text, following this Dialogue 's LanguageCode .
Name | Description |
---|---|
The results of parsing the markup.
Method in Dialogue
Prepares the Dialogue that the user intends to start running a node.
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.
Name | Description |
---|---|
Method in Dialogue
Loads all nodes from the provided Program .
This method replaces any existing nodes have been loaded. If you want to load nodes from an additional Program, use the AddProgram(Program) method.
Name | Description |
---|---|
string
nodeName
The name of the node.
string
nodeName
The name of the node.
string
nodeName
The name of the node.
string
line
The line of text to parse.
string
startNode
The name of the node that will be run. The node have been loaded by calling SetProgram(Program) or AddProgram(Program) .
Yarn.Program program
The Program to use.
Property in Dialogue
Gets or sets the DialogueCompleteHandler that is called when the dialogue reaches its end.
Method in Dialogue
Immediately stops the Dialogue .
The DialogueCompleteHandler will not be called if the dialogue is ended by calling Stop() .
Property in Dialogue
Gets or sets the CommandHandler that is called when a command is to be delivered to the game.
Method in Dialogue
Signals to the Dialogue that the user has selected a specified Option .
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.
Name | Description |
---|---|
OptionsHandler: Represents the method that is called when the Dialogue delivers an OptionSet .
Dialogue.Continue(): Starts, or continues, execution of the current Program.
int
selectedOptionID
The ID number of the Option that the user selected.
Property in Dialogue
Gets a value indicating whether the Dialogue is currently executing Yarn instructions.
Property in Dialogue
Gets or sets the LineHandler that is called when a line is ready to be shown to the user.
Property in Dialogue
Gets the name of the node that this Dialogue is currently executing.
If Continue() has never been called, this value will be null
.
Property in Dialogue
Gets or sets the NodeCompleteHandler that is called when a node is complete.
Property in Dialogue
Gets or sets the PrepareForLinesHandler that is called when the dialogue anticipates delivering some lines.
Property in Dialogue
Gets or sets the object that provides access to storing and retrieving the values of variables.
Property in Dialogue
Gets or sets the OptionsHandler that is called when a set of options are ready to be shown to the user.
The Options Handler delivers an OptionSet to the game. Before Continue() can be called to resume execution, SetSelectedOption(int) must be called to indicate which Option was selected by the user. If SetSelectedOption(int) is not called, an exception is thrown.