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Method in Dialogue
Gets a value indicating whether a specified node exists in the Program.
string nodeName
The name of the node.
true if a node named nodeName exists in the Program, false otherwise.
Field in Dialogue
The node that execution will start from.
public const string DefaultStartNodeName = "Start";Property in Dialogue
Invoked when the Dialogue needs to report debugging information.
public Logger LogDebugMessage { get; set; }public bool NodeExists(string nodeName)Method in Dialogue
Returns the tags for the node nodeName .
public IEnumerable<string> GetTagsForNode(string 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.
The node's tags, or null if the node is not present in the Program.
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 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.
Property in
Gets or sets the that is called when a node is started.
Property in
Gets or sets the that is called when the dialogue reaches its end.
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 command is to be delivered to the game.
Property in
Gets a value indicating whether the Dialogue is currently executing Yarn instructions.
Constructor in
Initializes a new instance of the class.
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.
Property in
Gets the name of the node that this Dialogue is currently executing.
If has never been called, this value will be null .
Method in
Starts, or continues, execution of the current Program.
This method repeatedly executes instructions until one of the following conditions is encountered:
The or is called. After calling either of these handlers, the Dialogue will wait until is called. Continue may be called from inside the or , or may be called at any future time.
Property in
Invoked when the Dialogue needs to report an error.
Property in
Gets the names of the nodes in the currently loaded Program.
Method in
Unloads all nodes from the Dialogue.
Property in
Gets or sets the that is called when the dialogue anticipates delivering some lines.
Property in
Gets or sets the that is called when a line is ready to be shown to the user.
Method in
Immediately stops the .
The will not be called if the dialogue is ended by calling .
Property in
Gets or sets the that is called when a node is complete.
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.
string nodeName
The name of the node.
string nodeName
The name of the node.
string text
The text containing substitution markers.
System.Collections.Generic.IList<string> substitutions
The list of substitutions.
public NodeStartHandler NodeStartHandler
{
get; set; }public DialogueCompleteHandler DialogueCompleteHandler
{
get; set; }public IVariableStorage VariableStorage { get; set; }public CommandHandler CommandHandler
{
get; set; }public bool IsActive { get };Yarn.IVariableStorage variableStorage
The IVariableStorage that this Dialogue should use.
public string LanguageCode { get; set; }public string CurrentNode
{
get; }public Logger LogErrorMessage { get; set; }public IEnumerable<string> NodeNames
{
get; }public void UnloadAll()public PrepareForLinesHandler PrepareForLinesHandler
{
get; set; }public LineHandler LineHandler
{
get; set; }public void Stop()public NodeCompleteHandler NodeCompleteHandler
{
get; set; }public Library Library { get; internal set; }public Dialogue(Yarn.IVariableStorage variableStorage)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 .
: 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 void Continue()Method in Dialogue
Loads all nodes from the provided Program .
public void SetProgram(Program 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.
Method in Dialogue
Parses a line of text, and produces a MarkupParseResult containing the results.
public MarkupParseResult ParseMarkup(string line)The MarkupParseResult 's Text will have any select , plural or ordinal markers replaced with the appropriate text, following this Dialogue 's LanguageCode .
The results of parsing the markup.
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
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) .
Yarn.Program program
The Program to use.
Yarn.Program program
The additional program to load.
string line
The line of text to parse.
int selectedOptionID
The ID number of the Option that the user selected.
Class in Yarn
Inherits from System.Object
Co-ordinates the execution of Yarn programs.
public class Dialogue : IAttributeMarkerProcessorProperty 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.
public OptionsHandler OptionsHandler
{
get; set; }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 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.
Initializes a new instance of the Dialogue class.
The node that execution will start from.
Loads the nodes from the specified Program , and adds them to the nodes already loaded.
Starts, or continues, execution of the current Program.
Gets or sets the CommandHandler that is called when a command is to be delivered to the game.
Gets the name of the node that this Dialogue is currently executing.
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.
string startNode
The name of the node that will be run. The node have been loaded by calling or .