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Property in Option
Gets a value indicating whether the player should be permitted to select this option.
If this value is false
, this option had a line condition on it that failed. The option will still be delivered to the game, but, depending on the needs of the game, the game may decide to not allow the player to select it, or not offer it to the player at all.
This is intended for situations where games wish to show options that the player _could_ have taken, if some other condition had been met (e.g. having enough "charisma" points).
Property in Option
Gets the name of the node that will be run if this option is selected.
The value of this property not be valid if this is a shortcut option.
Struct in Yarn
Inherits from System.ValueType
A set of Option s, sent from the Dialogue to the game.
You do not create instances of this struct yourself. They are created by the Dialogue during program execution.
An option to be presented to the user.
Dialogue.OptionsHandler: Gets or sets the OptionsHandler that is called when a set of options are ready to be shown to the user.
Gets the s that should be presented to the user.
Struct in OptionSet
Inherits from System.ValueType
An option to be presented to the user.
Gets the name of the node that will be run if this option is selected.
Gets the identifying number for this option.
Gets a value indicating whether the player should be permitted to select this option.
Gets the that should be presented to the user for this option.