Property in YarnCommandAttribute
This property is obsolete and may be removed from a future version of Yarn Spinner.
Property in YarnCommandAttribute
Override the state injector for this command only.
If not defined, will use the method marked by YarnStateInjectorAttribute on the class, or if that is not defined and the class subclasses UnityEngine.MonoBehaviour
, using UnityEngine.GameObject.Find(System.String)
.
If none of those conditions are true, but the function is not static, an error will be thrown. However, if the function is indeed static, this parameter will be ignored.
Class in Yarn.Unity
Inherits from YarnActionAttribute
An attribute that marks a method on an object as a command.
When a DialogueRunner receives a Command, and no command handler has been installed for the command, it splits it by spaces, and then checks to see if the second word, if any, is the name of an object.
By default, it checks for any UnityEngine.GameObject
s in the scene. If one is found, it is checked to see if any of the UnityEngine.MonoBehaviour
s attached to the class has a YarnCommandAttribute whose CommandString matching the first word of the command.
If the method is static, it will not try to inject an object.
If a method is found, its parameters are checked:
If the method takes a single string
[] parameter, the method is called, and will be passed an array containing all words in the command after the first two.
If the method takes a number of parameters equal to the number of words in the command after the first two, it will be called with those words as parameters.
If a parameter is a UnityEngine.GameObject
, we look up the object using UnityEngine.GameObject.Find(System.String)
. As per the API, the game object must be active.
If a parameter is assignable to UnityEngine.Component
, we will locate the component based on the name of the object. As per the API of UnityEngine.GameObject.Find(System.String)
, the game object must be active. If you'd like to have a custom injector for a parameter, use the YarnParameterAttribute.
If a parameter is a bool
, the string must be true
or false
(as defined by the standard converter for string
to bool
). However, we also allow for the string to equal the parameter name, case insensitive. This allows us to write commands with more self-documenting parameters, eg for a certain Move(bool wait)
, you could write <<move wait>>
instead of <<move true>>
.
For any other type, we will attempt to convert using System.Convert.ChangeType(System.Object,System.Type,System.IFormatProvider)
using the System.Globalization.CultureInfo.InvariantCulture
culture. This means that you can implement System.IConvertible
to add new accepted types. (Do be aware that it's a non-CLS compliant interface, according to its docs. Mono for Unity seems to implement it, but you may have trouble if you use any other CLS implementation.)
Otherwise, it will not be called, and a warning will be issued.
This attribute may be attached to a coroutine.
The DialogueRunner determines if the method is a coroutine if the method returns System.Collections.IEnumerator
, or if the method returns a UnityEngine.Coroutine
.
If the method is a coroutine, or returns a UnityEngine.Coroutine
, the DialogueRunner will pause execution until the coroutine ends.
Yarn Spinner for Unity finds methods with the YarnCommand attribute by reading your source code. If your project uses Unity 2021.1 or earlier, you will need to tell Yarn Spinner for Unity to do this manually, by opening the Window method and choosing Yarn Spinner -> Update Yarn Commands. You don't need to do this on later versions of Unity, as it will be done for you automatically when your code compiles.
Name | Description |
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Override the state injector for this command only.