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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.
Property in DialogueReference
Gets a value indicating that this reference is valid - that is, the project and node name are set, and the node exists in the project.
Field in Culture
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.
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.
Field in Culture
The display name of a language. Will be "German (Switzerland)" for "de-CH". Use this value to present the language in an English UI.
Field in Culture
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.
Field in DialogueAdvanceInput
The InputAction
that this component is listening for.
This value is only used when continueActionType is InputSystemAction.
Use this continue action type when you want this component to use a configurable input action, but don't want to have to set up other actions in your project.
Field in DialogueAdvanceInput
The type of input that this component is listening for.
ContinueActionType: The type of input that this component is listening for in order to signal that its dialogue view should advance.
Field in DialogueAdvanceInput
The keyboard key that this component is listening for.
This value is only used when continueActionType is KeyCode.
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.
Property in DialogueAdvanceInput
Gets the InputAction
configured by this DialogueAdvanceInput .
This methods returns the following potential values:
If continueActionType is InputSystemAction, this method returns continueAction.
If continueActionType is InputSystemActionFromAsset, this method returns continueActionReference's action.
If continueActionType is KeyCode or None, this method returns null
.
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 DialogueAdvanceInput
Configures whether Action should be enabled on start.
If this field is false
, the input action specified by Action will not be enabled by default, and will need to be enabled by your game's code.
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.
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.
Enumeration Member in ContinueActionType
The component is listening for no input. This component will not signal to dialogueView that it should advance.
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.
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 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
If true, will print Debug.Log messages every time it enters a node, and other frequent events.
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
Whether the DialogueRunner should automatically start running dialogue after the scene loads.
The node specified by startNode will be used.
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
Called by a DialogueViewBase derived class from dialogueViews to inform the DialogueRunner that the user intents to proceed to the next line.
Class in Yarn.Unity
Inherits from System.Object
Provides access to all Culture s supported by Yarn Spinner.
Method in AssemblyExtensions
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 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
Remove a registered function.
After a function has been removed, it cannot be called from Yarn scripts.
AddFunction<TResult>(string, Func<TResult>)
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.
Constructor in DialogueReference
Creates a dialogue reference with a given project and node name.
Method in Cultures
Returns a boolean value indicating whether name
is a valid identifier for retrieving a Culture from GetCulture(string) .
true
if name is a valid Culture name; false
otherwise.
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.
Enum in DialogueAdvanceInput
Inherits from System.Enum
The type of input that this component is listening for in order to signal that its dialogue view should advance.
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.
DialogueUI
Class in Yarn.Unity
Inherits from System.Object
Stores a reference to a dialogue node in a Yarn Project.
A Dialogue Reference is a reference to a named node inside a given Yarn Project. This allows the editor to warn the user if node doesn't exist in the specified project.
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
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.
Class in Yarn.Unity
Inherits from MonoBehaviour
The DialogueRunner component acts as the interface between your game and Yarn Spinner.
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.
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.
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
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
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.
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
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)
Method in DialogueRunner
Returns true
when a node named nodeName
has been loaded.
true
if the node is loaded, false
otherwise/
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Provides access to all Culture s supported by Yarn Spinner.
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.
A subclass of DialogueViewBase that displays character names.
Stores a reference to a dialogue node in a Yarn Project.
The DialogueRunner component acts as the interface between your game and Yarn Spinner.
A MonoBehaviour
that can present lines and options to the user, when it receives them from a DialogueRunner .
Contains coroutine methods that apply visual effects. This class is used by LineView to handle animating the presentation of lines.
A simple implementation of VariableStorageBehaviour.
A MonoBehaviour
that produces LocalizedLine s, for use in Dialogue Views.
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.
A MonoBehaviour
that a DialogueRunner uses to store and retrieve variables.
A subclass of DialogueViewBase that plays voice-over AudioClip
s for lines of dialogue.
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.
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) .
Assembly
@this
IEnumerable<string>
lineIDs
Line
line
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.
DialogueLine's voice over clip
Yarn.Unity.LocalizedLine dialogueLine
Action
onDialogueLineFinished
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.
string
name
The name of the function to remove.
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.
Yarn.Unity.YarnProject project
Yarn Project asset containing the node.
string
nodeName
Name of the node in the project asset.
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.
string
name
string
name
The name of the Culture to retrieve.
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.
The dialogue view that will be notified when the user performs the advance input (as configured by continueActionType and related fields.)
Configures whether Action should be enabled on start.
Gets the InputAction
configured by this DialogueAdvanceInput .
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.
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.
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
Yarn.Unity.LocalizedLine dialogueLine
Action
onDialogueLineFinished
Creates an empty dialogue reference.
Creates a dialogue reference with a given project and node name.
The name of the dialogue node in the project.
The Yarn Project asset containing the dialogue node.
Gets a value indicating that this reference is valid - that is, the project and node name are set, and the node exists in the project.
string
SaveKey
The key to use when storing the variables.
string
commandName
The name of the command.
Delegate
handler
The CommandHandler
that will be invoked when the command is called.
A type of UnityEvent
that takes a single string parameter.
The View classes that will present the dialogue to the user.
A StringUnityEvent that is called when a Command
is received.
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.
The YarnProject asset that should be loaded on scene start.
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.
Unloads all nodes from the Dialogue .
Returns the collection of tags that the node associated with the node named nodeName
.
Loads all variables from the PlayerPrefs
object into the Dialogue Runner's variable storage.
Returns true
when a node named nodeName
has been loaded.
Called by a DialogueViewBase derived class from dialogueViews to inform the DialogueRunner that the user intents to proceed to the next line.
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 PlayerPrefs
object.
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.
Stops the Dialogue .
Gets the name of the current node that is being run.
Gets the underlying Dialogue object that runs the Yarn code.
Gets a value that indicates if the dialogue is actively running.
The variable storage object.
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.Func<Coroutine>
handler
The CommandHandler
that will be invoked when the command is called.
string
commandName
The name of the command.
System.Action<T1, T2>
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.Action<T1, T2, T3>
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.
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
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.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, T5, T6>
handler
The CommandHandler
that will be invoked when the command is called.
Delegate
implementation
The Delegate
that should be invoked when this function is called.
string
name
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.
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
name
System.Func<TResult, T1>
implementation
T1
The type of the first parameter to the function.
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, T3, T4>
implementation
T4
The type of the fourth parameter to the function.
String
nodeName
The name of the node.
string
SaveKey
The key to use when storing the variables.
string
name
System.Func<TResult, T1, T2, T3, T4, T5>
implementation
T5
The type of the fifth parameter to the function.
string
name
System.Func<TResult, T1, T2>
implementation
T2
The type of the second 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
nodeName
The name of the node.
string
commandName
The name of the command to remove.
Method in DialogueRunner
Starts running the dialogue again.
If nodeName
is null, the node specified by startNode is attempted, followed the currently running node. If none of these options are available, an ArgumentNullException
is thrown.
Name | Description |
---|---|
string
nodeName