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Field in DialogueRunner
A Unity event that is called once the dialogue has completed.
Dialogue.DialogueCompleteHandler
Class in
Name | Description |
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Name | Description |
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Name | Description |
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Name | Description |
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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
A type of |
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. |
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. |
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 |
Loads all variables from the |
Returns |
Removes a command handler. |
Remove a registered function. |
Starts running the dialogue again. |
Saves all variables in the Dialogue Runner's variable storage into the |
Sets the dialogue views and makes sure the callback |
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. |
Method in DialogueRunner
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 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.
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.
Name | Description |
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Name | Description |
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Method in
Name | Description |
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Field in
The asset that should be loaded on scene start.
Field in
Method in
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.
Name | Description |
---|
Field in
Field in
A 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 , or by a method on a MonoBehaviour
in the scene with the attribute .
When a command is delivered in this way, the will not pause execution. If you want a command to make the DialogueRunner pause execution, see AddCommandHandler(string, CommandHandler)
.
: An attribute that marks a method on an object as a command.
Field in
Field in
This value is used to select a node to start from when is called.
Field in
The node specified by will be used.
Delegate
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, Coroutine>
handler
The CommandHandler
that will be invoked when the command is called.
| The name of the function to remove. |
| The name of the command. |
| The |
Method in DialogueRunner
Replaces this DialogueRunner's yarn project with the provided project.
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.
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.
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.
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.
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.
Name | Description |
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Name | Description |
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Name | Description |
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Name | Description |
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Name | Description |
---|---|
Name | Description |
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Method in
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.
Name | Description |
---|
Method in
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.
Name | Description |
---|
Yarn.Unity.YarnProject newProject
string
commandName
The name of the command.
System.Func<Coroutine>
handler
The CommandHandler
that will be invoked when the command is called.
string
commandName
The name of the command.
Delegate
handler
The CommandHandler
that will be invoked when the command is called.
string
commandName
The name of the command.
System.Action
handler
The CommandHandler
that will be invoked when the command is called.
string
commandName
The name of the command.
System.Action<T1>
handler
The CommandHandler
that will be invoked when the command is called.
string
commandName
The name of the command.
System.Func<T1, Coroutine>
handler
The CommandHandler
that will be invoked when the command is called.
| The name of the command. |
| The |
| The name of the command. |
| The |
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.
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.
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.
Name | Description |
---|---|
Name | Description |
---|---|
Name | Description |
---|---|
Method in
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.
Name | Description |
---|
Method in
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.
Name | Description |
---|
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, T6, Coroutine>
handler
The CommandHandler
that will be invoked when the command is called.
| The name of the command. |
| The |
| The name of the command. |
| The |
Method in DialogueRunner
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
Name | Description |
---|---|
Name | Description |
---|---|
System.Func<TResult>
implementation
The Delegate
that should be invoked when this function is called.
string
name
TResult
The type of the value that the function should return.
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.
Name | Description |
---|---|
Name | Description |
---|---|
Name | Description |
---|---|
string
commandName
The name of the command.
System.Action<T1, T2>
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.
Method in DialogueRunner
Loads all variables from the PlayerPrefs
object into the Dialogue Runner's variable storage.
This method loads a string containing JSON from the PlayerPrefs
object under the key SaveKey
, deserializes that JSON, and then uses the resulting object to set all variables in VariableStorage.
The loaded information can be stored via the SaveStateToPlayerPrefs(string) method.
true
if the variables were successfully loaded from the player preferences; false
otherwise.
VariableStorageBehaviour.SetAllVariables(Dictionary<string, float>, Dictionary<string, string>, Dictionary<string, bool>, bool)
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Name | Description |
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Name | Description |
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Name | Description |
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Name | Description |
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Name | Description |
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Name | Description |
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Method in
Name | Description |
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Name | Description |
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Method in
Name | Description |
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Method in
Name | Description |
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Name | Description |
---|
Method in
Called by a derived class from to inform the that the user intents to proceed to the next line.
Method in
Name | Description |
---|
string
name
System.Func<TResult, T1, T2, T3, T4, T5>
implementation
T5
The type of the fifth parameter to the function.
string
SaveKey
The key to use when storing the variables.
string
name
System.Func<TResult, T1>
implementation
T1
The type of the first parameter to the function.
string
name
System.Func<TResult, T1, T2>
implementation
T2
The type of the second parameter to the function.
|
|
T4 | The type of the fourth parameter to the function. |
| The name of the command to remove. |
|
|
T6 | The type of the sixth parameter to the function. |
| The name of the node. |
Method in DialogueRunner
Returns the collection of tags that the node associated with the node named nodeName
.
The collection of tags associated with the node, or null
if no node with that name exists.
Method in DialogueRunner
Saves all variables in the Dialogue Runner's variable storage into the PlayerPrefs
object.
This method serializes all variables in VariableStorage into a string containing JSON, and then stores that string in the PlayerPrefs
object under the key SaveKey
.
The stored information can be restored via the LoadStateFromPlayerPrefs(string) method.
VariableStorageBehaviour.GetAllVariables(): Provides a unified interface for exporting all variables. Intended to be a point for custom saving, editors, etc.
Method in DialogueRunner
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.
Name | Description |
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Name | Description |
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Name | Description |
---|---|
Method in
Name | Description |
---|
String
nodeName
The name of the node.
string
SaveKey
The key to use when storing the variables.
The array of views to be assigned.
|
Method in DialogueRunner
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.
Name | Description |
---|---|
Method in
If nodeName
is null, the node specified by is attempted, followed the currently running node. If none of these options are available, an ArgumentNullException
is thrown.
Name | Description |
---|
Property in
Method in
Name | Description |
---|
string
input
The string to split.
|
| The name of the node to start running from. |
Property in
Property in
Class in DialogueRunner
Inherits from UnityEvent
1`
A type of UnityEvent
that takes a single string parameter.
A concrete subclass of UnityEvent
is needed in order for Unity to serialise the type correctly.