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Enumeration Member in ContinueActionType
The component is listening for no input. This component will not signal to dialogueView that it should advance.
NoneMethod in Actions
public void AddCommandHandler(string commandName, Delegate handler)string commandName
Method in
Returns a boolean value indicating whether name is a valid identifier for retrieving a from .
Method in
Method in
System.Delegate handler
true if name is a valid name; false otherwise.
public static bool HasCulture(string name)string name
public void AddCommandHandler(string commandName, MethodInfo methodInfo)string commandName
public void AddCommandHandler<T1, T2, T3, T4, T5>(string commandName, Func<T1, T2, T3, T4, T5, Coroutine> handler);string commandName
Property in
Property in
Method in
System.Reflection.MethodInfo methodInfo
System.Func<T1, T2, T3, T4, T5, UnityEngine.Coroutine> handler
public override bool LinesAvailable { get };public override string LocaleCode { get };public override void PrepareForLines(IEnumerable<string> lineIDs)System.Collections.Generic.IEnumerable<string> lineIDs
Field in DialogueAdvanceInput
The dialogue view that will be notified when the user performs the advance input (as configured by continueActionType and related fields.)
public DialogueViewBase dialogueView;When the input is performed, this dialogue view will have its UserRequestedViewAdvancement() method called.
Method in Actions
public void AddCommandHandler<T1, T2, T3, T4, T5, T6>(string commandName, Func<T1, T2, T3, T4, T5, T6, IEnumerator> handler)string commandName
Method in AudioLineProvider
public override LocalizedLine GetLocalizedLine(Line line)line
Field in
Field in
The ID of this dialogue option
Method in
Field in
System.Func<T1, T2, T3, T4, T5, T6, System.Collections.IEnumerator> handler
public string textLanguageCode = System.Globalization.CultureInfo.CurrentCulture.Name;public int DialogueOptionID;public static IEnumerable<Culture> GetCultures();public Dictionary<string, AsyncOperationHandle<AudioClip>> completedLoadOperations = new Dictionary<string, AsyncOperationHandle<AudioClip>>();Enumeration Member in ContinueActionType
The component is listening for the action referred to by continueActionReference to be performed.
InputSystemActionFromAssetField in Culture
The display name of a language. Will be "German (Switzerland)" for "de-CH". Use this value to present the language in an English UI.
public string DisplayName;Field in AudioLineProvider
public string audioLanguage = System.Globalization.CultureInfo.CurrentCulture.Name;Field in DialogueAdvanceInput
The type of input that this component is listening for.
public ContinueActionType continueActionType = ContinueActionType.KeyCode;ContinueActionType: The type of input that this component is listening for in order to signal that its dialogue view should advance.
Provides access to all s supported by Yarn Spinner.
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.
A subclass of that displays character names.
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 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 simple implementation of VariableStorageBehaviour.
A UnityEngine.MonoBehaviour that produces s, for use in Dialogue Views.
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.
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.
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.
Yarn parameter.
Inject state for any commands in this class using this static method.
Holds information about a language.
Class in Yarn.Unity
Inherits from LineProviderBehaviour
public class AudioLineProvider : LineProviderBehaviourMethod in Actions
public void AddFunction<TResult, T1, T2, T3, T4, T5>(string name, Func<TResult, T1, T2, T3, T4, T5> implementation);string name
Class in CharacterColorView
Inherits from System.Object
public class CharacterColorDataMethod in Actions
public void SetupForProject(YarnProject yarnProject)yarnProject
Class in
Inherits from System.Object
Field in
The keyboard key that this component is listening for.
Enumeration Member in
The component is listening for the action configured in to be performed.
Field in
Field in
The line for this dialogue option
Property in
Field in
An UnityEngine.InputSystem.InputActionReference that refers to the action that this component is listening for.
Use this continue action type when you want this component to make use of an input action you've configured elsewhere in your project.
Method in
Property in
Field in
Invoked when a line is received that contains a character name. The name is given as the parameter.
: Invoked when a line is received that doesn't contain a character name.
Method in
Property in
Gets the UnityEngine.InputSystem.InputAction configured by this .
This methods returns the following potential values:
If is , this method returns .
Property in
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.
System.Func<TResult, T1, T2, T3, T4, T5> implementation
public KeyCode continueActionKeyCode = KeyCode.Space;InputSystemActionpublic Dictionary<AsyncOperationHandle<AudioClip>, string> pendingLoadOperations = new Dictionary<AsyncOperationHandle<AudioClip>, string>();public LocalizedLine Line;public static Culture CurrentNeutralCulture
{
get; }public InputActionReference continueActionReference = null;public void AddFunction<TResult>(string name, Func<TResult> implementation);string name
System.Func<TResult> implementation
public DialogueRunner DialogueRunner { get; }public DialogueRunner.StringUnityEvent onNameUpdate;Yarn.Unity.LocalizedLine dialogueLine
System.Action onDialogueLineFinished
If continueActionType is KeyCode or None, this method returns null.
public bool IsValid { get };Field in DialogueReference
The name of the dialogue node in the project.
public string nodeName;Enumeration Member in ContinueActionType
The component is listening for a key on the keyboard to be pressed.
KeyCodeField in AudioLineProvider
public System.Action<AsyncOperationHandle<AudioClip>> AssetLoadCompleteAction;Field in DialogueReference
The Yarn Project asset containing the dialogue node.
public YarnProject project;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 the dialogue is started.
public UnityEvent onDialogueStarted;Constructor in DialogueReference
Creates an empty dialogue reference.
public DialogueReference()public override void RunLine(LocalizedLine dialogueLine, Action onDialogueLineFinished)public InputAction Action
{
get; }public UnityEvent onNameNotPresent;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
public class DialogueOptionThe ID of this dialogue option
Enum in DialogueAdvanceInput
Inherits from System.Enum
The type of input that this component is listening for in order to signal that its dialogue view should advance.
public enum ContinueActionType
{
None,
KeyCode,
InputSystemAction,
InputSystemActionFromAsset
}Class in Yarn.Unity
Inherits from System.Object
Stores a reference to a dialogue node in a Yarn Project.
public class DialogueReferenceA 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.
Method in Actions
public void AddCommandHandler<T1>(string commandName, Action<T1> handler);string commandName
Method in CharacterColorView
public override void RunLine(LocalizedLine dialogueLine, Action onDialogueLineFinished)dialogueLine
Field in DialogueAdvanceInput
The UnityEngine.InputSystem.InputAction that this component is listening for.
public InputAction continueAction = new InputAction("Skip", InputActionType.Button, CommonUsages.Submit);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.
Constructor in DialogueReference
Creates a dialogue reference with a given project and node name.
public DialogueReference(YarnProject project, string nodeName)project
Yarn Project asset containing the node.
Class in
Inherits from System.Object
Provides access to all s supported by Yarn Spinner.
Class in
Inherits from
Field in
Configures whether should be enabled on start.
If this field is false , the input action specified by will not be enabled by default, and will need to be enabled by your game's code.
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.
System.Action<T1> handler
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.
The name of the Culture to retrieve.
System.Action onDialogueLineFinished
string nodeName
Name of the node in the project asset.
public bool enableActionOnStart = true;Returns the represented by the language code in name .
Returns a boolean value indicating whether name is a valid identifier for retrieving a from .
public static class Culturespublic class CharacterColorView : Yarn.Unity.DialogueViewBaseClass in Yarn.Unity
Inherits from DialogueViewBase
A subclass of DialogueViewBase that displays character names.
public class DialogueCharacterNameView : Yarn.Unity.DialogueViewBaseThis 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.
DialogueUI
Class in
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 field.
When the configured input occurs, this component calls the method on its .
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.
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.
Gets the UnityEngine.InputSystem.InputAction configured by this .
public class DialogueAdvanceInput : MonoBehaviourAn 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.
Method in
public void RemoveFunction(string name)string name
Method in
public void RegisterActions()Method in Actions
public void AddCommandHandler(string commandName, Action handler);string commandName
System.Action handler
Method in Actions
public void AddCommandHandler<T1, T2, T3, T4>(string commandName, Action<T1, T2, T3, T4> handler);string commandName
Method in
System.Action<T1, T2, T3, T4> handler
public void AddCommandHandler(string commandName, Func<Coroutine> handler);string commandName
System.Func<UnityEngine.Coroutine> handler
Field in
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.
public string Name;Method in
Property in
public void RemoveCommandHandler(string commandName)string commandName
public IEnumerable<ICommand> Commands { get };Method in Actions
public void AddCommandHandler<T1>(string commandName, Func<T1, Coroutine> handler);string commandName
System.Func<T1, UnityEngine.Coroutine> handler
Field in
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.
public string NativeName;Field in
Indicates whether this value should be presented as available or not.
public bool IsAvailable;Struct in Yarn.Unity
Inherits from System.ValueType
Holds information about a language.
public struct CultureThe 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.
Method in Actions
public void AddFunction<TResult, T1, T2, T3, T4>(string name, Func<TResult, T1, T2, T3, T4> implementation);string name
System.Func<TResult, T1, T2, T3, T4> implementation
Method in Actions
public void AddFunction<TResult, T1, T2, T3>(string name, Func<TResult, T1, T2, T3> implementation);string name
System.Func<TResult, T1, T2, T3> implementation
Method in Actions
public void AddCommandHandler<T1, T2>(string commandName, Func<T1, T2, Coroutine> handler);string commandName
System.Func<T1, T2, UnityEngine.Coroutine> handler
Method in Actions
public void AddCommandHandler<T1, T2, T3, T4, T5, T6>(string commandName, Action<T1, T2, T3, T4, T5, T6> handler);string commandName
System.Action<T1, T2, T3, T4, T5, T6> handler
Method in Actions
public void AddCommandHandler<T1, T2, T3, T4>(string commandName, Func<T1, T2, T3, T4, Coroutine> handler);string commandName
Method in
System.Func<T1, T2, T3, T4, UnityEngine.Coroutine> handler
public static void AddRegistrationMethod(Action<IActionRegistration> registerActions)System.Action<Yarn.Unity.IActionRegistration> registerActions
Method in Actions
public void AddCommandHandler<T1, T2>(string commandName, Action<T1, T2> handler);string commandName
Method in
System.Action<T1, T2> handler
public void AddCommandHandler<T1, T2, T3, T4, T5>(string commandName, Func<T1, T2, T3, T4, T5, IEnumerator> handler)string commandName
System.Func<T1, T2, T3, T4, T5, System.Collections.IEnumerator> handler
Property in
public Library Library { get; }Method in Actions
public void AddFunction(string name, Delegate implementation)string name
Method in Actions
public void AddFunction<TResult, T1>(string name, Func<TResult, T1> implementation);string name
Field in
Method in
Method in
System.Delegate implementation
System.Func<TResult, T1> implementation
public bool IsNeutralCulture;public void AddCommandHandler<T1>(string commandName, Func<T1, IEnumerator> handler)string commandName
System.Func<T1, System.Collections.IEnumerator> handler
public void AddCommandHandler<T1, T2>(string commandName, Func<T1, T2, IEnumerator> handler)string commandName
System.Func<T1, T2, System.Collections.IEnumerator> handler
Class in Yarn.Unity
Inherits from System.Object
public class Actions : ICommandDispatcherMethod in Actions
public void AddCommandHandler(string commandName, Func<IEnumerator> handler)string commandName
Method in Actions
public void AddCommandHandler<T1, T2, T3, T4, T5>(string commandName, Action<T1, T2, T3, T4, T5> handler);string commandName
Method in Actions
public void AddFunction<TResult, T1, T2>(string name, Func<TResult, T1, T2> implementation);string name
Constructor in
System.Func<System.Collections.IEnumerator> handler
System.Action<T1, T2, T3, T4, T5> handler
System.Func<TResult, T1, T2> implementation
public Culture(System.Globalization.CultureInfo cultureInfo)System.Globalization.CultureInfo cultureInfo
Method in Actions
public void AddCommandHandler<T1, T2, T3>(string commandName, Func<T1, T2, T3, Coroutine> handler);string commandName
Method in
System.Func<T1, T2, T3, UnityEngine.Coroutine> handler
public void AddCommandHandler<T1, T2, T3>(string commandName, Func<T1, T2, T3, IEnumerator> handler)string commandName
System.Func<T1, T2, T3, System.Collections.IEnumerator> handler
Constructor in Actions
public Actions(DialogueRunner dialogueRunner, Library library)dialogueRunner
library
Method in Actions
public void AddCommandHandler<T1, T2, T3, T4>(string commandName, Func<T1, T2, T3, T4, IEnumerator> handler)string commandName
System.Func<T1, T2, T3, T4, System.Collections.IEnumerator> handler
Method in Actions
public void AddFunction<TResult, T1, T2, T3, T4, T5, T6>(string name, Func<TResult, T1, T2, T3, T4, T5, T6> implementation);string name
System.Func<TResult, T1, T2, T3, T4, T5, T6> implementation
Method in Actions
public void AddCommandHandler<T1, T2, T3, T4, T5, T6>(string commandName, Func<T1, T2, T3, T4, T5, T6, Coroutine> handler);string commandName
System.Func<T1, T2, T3, T4, T5, T6, UnityEngine.Coroutine> handler
Method in Actions
public void AddCommandHandler<T1, T2, T3>(string commandName, Action<T1, T2, T3> handler);string commandName
System.Action<T1, T2, T3> handler