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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 Dialogue
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.
Method in
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 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
Prepares the that the user intends to start running a node.
After this method is called, you call to start executing it.
If 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 |
---|
Name | Description |
---|
Yarn.IVariableStorage variableStorage
The IVariableStorage that this Dialogue should use.
string
text
The text containing substitution markers.
System.Collections.Generic.IList<string>
substitutions
The list of substitutions.
| The name of the node. |
| The name of the node. |
| The line of text to parse. |
| The name of the node. |
Method in Dialogue
Immediately stops the Dialogue .
The DialogueCompleteHandler will not be called if the dialogue is ended by calling Stop() .
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 to use. |
| The name of the node that will be run. The node have been loaded by calling or . |
program | The additional program to load. |
Method in
Signals to the that the user has selected a specified .
After the Dialogue delivers an , this method must be called before is called.
The ID number that should be passed as the parameter to this method should be the field in the that represents the user's selection.
Name | Description |
---|
: 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.
Property 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.
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.
| The ID number of the Option that the user selected. |
Property in Dialogue
Gets or sets the NodeCompleteHandler that is called when a node is complete.
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 PrepareForLinesHandler that is called when the dialogue anticipates delivering some lines.
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
.