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Method in Actions
string
commandName
System.Func<System.Collections.IEnumerator>
handler
Method in Actions
string
commandName
System.Reflection.MethodInfo
methodInfo
Method in Actions
string
commandName
System.Func<T1, T2, System.Collections.IEnumerator>
handler
Method in Actions
string
commandName
System.Func<UnityEngine.Coroutine>
handler
Method in Actions
string
commandName
System.Func<T1, T2, UnityEngine.Coroutine>
handler
Method in Actions
string
commandName
System.Func<T1, System.Collections.IEnumerator>
handler
Method in Actions
string
commandName
System.Func<T1, UnityEngine.Coroutine>
handler
Class in Yarn.Unity
Inherits from System.Object
Contains classes for working with Yarn Spinner in the Unity game engine.
Yarn parameter.
Inject state for any commands in this class using this static method.
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.
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 simple implementation of VariableStorageBehaviour.
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 System.Collections.Generic.IDictionary`2
that can be serialized as part of a Unity object.
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.
Specifies that a field represents a reference to a named Yarn node that exists in a Yarn project.
Holds information about a language.
Provides access to all s supported by Yarn Spinner.
A subclass of that displays character names.
A UnityEngine.MonoBehaviour
that can present lines and options to the user, when it receives them from a .
Contains coroutine methods that apply visual effects. This class is used by to handle animating the presentation of lines.
A UnityEngine.MonoBehaviour
that produces s, for use in Dialogue Views.
A UnityEngine.MonoBehaviour
that a uses to store and retrieve variables.
A subclass of that plays voice-over UnityEngine.AudioClip
s for lines of dialogue.
Method in Actions
string
commandName
System.Action<T1, T2, T3, T4>
handler
Method in Actions
string
commandName
System.Action<T1, T2, T3>
handler
Method in Actions
string
commandName
System.Func<T1, T2, T3, System.Collections.IEnumerator>
handler
Method in Actions
string
commandName
System.Func<T1, T2, T3, UnityEngine.Coroutine>
handler
Method in Actions
string
commandName
System.Action<T1, T2, T3, T4, T5, T6>
handler
Method in Actions
string
commandName
System.Func<T1, T2, T3, T4, UnityEngine.Coroutine>
handler
string
commandName
System.Func<T1, T2, T3, T4, T5, T6, UnityEngine.Coroutine>
handler
string
commandName
System.Action<T1, T2, T3, T4, T5>
handler
string
commandName
System.Func<T1, T2, T3, T4, T5, System.Collections.IEnumerator>
handler
string
commandName
System.Func<T1, T2, T3, T4, T5, T6, System.Collections.IEnumerator>
handler
string
commandName
System.Func<T1, T2, T3, T4, System.Collections.IEnumerator>
handler
string
commandName
System.Func<T1, T2, T3, T4, T5, UnityEngine.Coroutine>
handler
Method in Actions
string
name
System.Func<TResult, T1, T2, T3, T4, T5, T6>
implementation
string
name
System.Func<TResult, T1, T2, T3>
implementation
Method in Actions
string
name
System.Func<TResult, T1, T2, T3, T4>
implementation
string
name
System.Func<TResult, T1, T2>
implementation
Method in Actions
System.Action<Yarn.Unity.IActionRegistration>
registerActions
Method in Actions
string
name
System.Func<TResult, T1, T2, T3, T4, T5>
implementation
Class in Yarn.Unity
Inherits from LineProviderBehaviour
System.Collections.Generic.IEnumerable<string>
lineIDs
Method in CharacterColorView
dialogueLine
System.Action
onDialogueLineFinished
Class in Yarn.Unity
Inherits from System.Object
Provides access to all Culture s supported by Yarn Spinner.
Returns the represented by the language code in name
.
Returns a boolean value indicating whether name
is a valid identifier for retrieving a from .
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.
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.
Method in Cultures
Returns a boolean value indicating whether name
is a valid identifier for retrieving a Culture from GetCulture(string) .
string
name
true
if name is a valid Culture name; false
otherwise.
Field in DialogueAdvanceInput
The UnityEngine.InputSystem.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
An UnityEngine.InputSystem.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 DialogueAdvanceInput
The keyboard key that this component is listening for.
This value is only used when continueActionType is KeyCode.
Property in DialogueAdvanceInput
Gets the UnityEngine.InputSystem.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
.
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.
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.
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.
Class in Yarn.Unity
Inherits from UnityEngine.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.
The type of input that this component is listening for in order to signal that its dialogue view should advance.
The UnityEngine.InputSystem.InputAction
that this component is listening for.
The keyboard key that this component is listening for.
An UnityEngine.InputSystem.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 and related fields.)
Configures whether should be enabled on start.
Gets the UnityEngine.InputSystem.InputAction
configured by this .
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.
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.
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.
DialogueUI
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.
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.
Class in Yarn.Unity
Inherits from System.Object
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
Method in DialogueCharacterNameView
dialogueLine
System.Action
onDialogueLineFinished
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.
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.
Constructor in DialogueReference
Creates a dialogue reference with a given project and node name.
project
Yarn Project asset containing the node.
string
nodeName
Name of the node in the project asset.