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None

Enumeration Member in ContinueActionType

Summary

The component is listening for no input. This component will not signal to dialogueView that it should advance.

None

AddCommandHandler(string,Delegate)

Method in Actions

Summary

public void AddCommandHandler(string commandName, Delegate handler)

Parameters

Name
Description

string commandName

HasCulture(string)

Method in

Returns a boolean value indicating whether name is a valid identifier for retrieving a from .

Name
Description

AddCommandHandler(string,MethodInfo)

Method in

Name
Description

AddCommandHandler(string,Func<T1, T2, T3, T4, T5, Coroutine>)

Method in

Name
Description

System.Delegate handler

true if name is a valid name; false otherwise.

public static bool HasCulture(string name)

string name

Summary

Parameters

Cultures
Culture
GetCulture(string)
public void AddCommandHandler(string commandName, MethodInfo methodInfo)

string commandName

Summary

Parameters

Actions
public void AddCommandHandler<T1, T2, T3, T4, T5>(string commandName, Func<T1, T2, T3, T4, T5, Coroutine> handler);

string commandName

Summary

Parameters

Actions

LinesAvailable

Property in

LocaleCode

Property in

PrepareForLines(IEnumerable<string>)

Method in

Name
Description

System.Reflection.MethodInfo methodInfo

System.Func<T1, T2, T3, T4, T5, UnityEngine.Coroutine> handler

Returns

Culture
public override bool LinesAvailable { get };

Summary

AudioLineProvider
public override string LocaleCode { get };

Summary

AudioLineProvider
public override void PrepareForLines(IEnumerable<string> lineIDs)

System.Collections.Generic.IEnumerable<string> lineIDs

Summary

Parameters

AudioLineProvider

dialogueView

Field in DialogueAdvanceInput

Summary

The dialogue view that will be notified when the user performs the advance input (as configured by continueActionType and related fields.)

public DialogueViewBase dialogueView;

Remarks

When the input is performed, this dialogue view will have its UserRequestedViewAdvancement() method called.

characterName

Field in CharacterColorData

Summary

public string characterName;

Yarn.Unity Namespace

Summary

Contains classes for working with Yarn Spinner in the Unity game engine.

Attributes

Name
Description

Name
Description
Name
Description
Name
Description
Name
Description
Name
Description

AddCommandHandler(string,Func<T1, T2, T3, T4, T5, T6, IEnumerator>)

Method in Actions

Summary

public void AddCommandHandler<T1, T2, T3, T4, T5, T6>(string commandName, Func<T1, T2, T3, T4, T5, T6, IEnumerator> handler)

Parameters

Name
Description

string commandName

GetLocalizedLine(Line)

Method in AudioLineProvider

Summary

public override LocalizedLine GetLocalizedLine(Line line)

Parameters

Name
Description

line

textLanguageCode

Field in

DialogueOptionID

Field in

The ID of this dialogue option

GetCultures()

Method in

completedLoadOperations

Field in

System.Func<T1, T2, T3, T4, T5, T6, System.Collections.IEnumerator> handler

Yarn.Line
public string textLanguageCode = System.Globalization.CultureInfo.CurrentCulture.Name;

Summary

AudioLineProvider
public int DialogueOptionID;

Summary

DialogueOption
public static IEnumerable<Culture> GetCultures();

Summary

Cultures
public Dictionary<string, AsyncOperationHandle<AudioClip>> completedLoadOperations = new Dictionary<string, AsyncOperationHandle<AudioClip>>();

Summary

AudioLineProvider

InputSystemActionFromAsset

Enumeration Member in ContinueActionType

Summary

The component is listening for the action referred to by continueActionReference to be performed.

InputSystemActionFromAsset

Remarks

This input will only be used if the Input System is installed and enabled.

DisplayName

Field in Culture

Summary

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;

audioLanguage

Field in AudioLineProvider

Summary

public string audioLanguage = System.Globalization.CultureInfo.CurrentCulture.Name;

TextID

Field in DialogueOption

Summary

The ID of the dialogue option's text

public string TextID;

DialogueStarted()

Method in DialogueCharacterNameView

Summary

public override void DialogueStarted()

displayColor

Field in CharacterColorData

Summary

public Color displayColor = Color.white;

continueActionType

Field in DialogueAdvanceInput

Summary

The type of input that this component is listening for.

public ContinueActionType continueActionType = ContinueActionType.KeyCode;

See Also

  • 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.

YarnParameterAttribute

Yarn parameter.

YarnStateInjectorAttribute

Inject state for any commands in this class using this static method.

Actions

LocalizationType

IActionRegistration

ICommand

Yarn.Unity.UnityLocalization

Culture

Holds information about a language.

StringTableEntry

Classes

Enums

Interfaces

Namespaces

Structs

YarnActionAttribute

AudioLineProvider

Class in Yarn.Unity

Inherits from LineProviderBehaviour

Summary

public class AudioLineProvider : LineProviderBehaviour

Fields

Name
Description

Name
Description
Name
Description

AddFunction(string,Func<TResult, T1, T2, T3, T4, T5>)

Method in Actions

Summary

public void AddFunction<TResult, T1, T2, T3, T4, T5>(string name, Func<TResult, T1, T2, T3, T4, T5> implementation);

Parameters

Name
Description

string name

CharacterColorData

Class in CharacterColorView

Inherits from System.Object

Summary

public class CharacterColorData

Fields

Name
Description

SetupForProject(YarnProject)

Method in Actions

Summary

public void SetupForProject(YarnProject yarnProject)

Parameters

Name
Description

yarnProject

DialogueOption

Class in

Inherits from System.Object

Name
Description

continueActionKeyCode

Field in

The keyboard key that this component is listening for.

InputSystemAction

Enumeration Member in

The component is listening for the action configured in to be performed.

pendingLoadOperations

Field in

Line

Field in

The line for this dialogue option

CurrentNeutralCulture

Property in

continueActionReference

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.

AddFunction(string,Func<TResult>)

Method in

Name
Description

DialogueRunner

Property in

onNameUpdate

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.

RunLine(LocalizedLine,Action)

Method in

Name
Description

Action

Property in

Gets the UnityEngine.InputSystem.InputAction configured by this .

This methods returns the following potential values:

  • If is , this method returns .

IsValid

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

AudioLineProvider
CharacterColorView
Cultures
Culture
DialogueAdvanceInput
DialogueCharacterNameView
DialogueViewBase
DialogueOption
DialogueReference
DialogueRunner
DialogueViewBase
DialogueRunner
Effects
LineView
InMemoryVariableStorage
LanguageAttribute
LineMetadata
LineProviderBehaviour
LocalizedLine
LineView
Localization
LocalizedLine
OptionsListView
OptionView
SampleRenderDetector
SerializedDictionary
TextLineProvider
VariableStorageBehaviour
DialogueRunner
VoiceOverView
DialogueViewBase
YarnCommandAttribute
YarnFunctionAttribute
YarnLinesAsCanvasText
YarnNodeAttribute
YarnProject

audioLanguage

completedLoadOperations

pendingLoadOperations

textLanguageCode

GetLocalizedLine(Line)

PrepareForLines(IEnumerable)

LinesAvailable

LocaleCode

Methods

Properties

AssetLoadCompleteAction

displayColor

characterName
Yarn.Unity.YarnProject
public KeyCode continueActionKeyCode = KeyCode.Space;

Summary

Remarks

This value is only used when continueActionType is KeyCode.

DialogueAdvanceInput
InputSystemAction

Summary

Remarks

This input will only be used if the Input System is installed and enabled.

ContinueActionType
continueAction
public Dictionary<AsyncOperationHandle<AudioClip>, string> pendingLoadOperations = new Dictionary<AsyncOperationHandle<AudioClip>, string>();

Summary

AudioLineProvider
public LocalizedLine Line;

Summary

DialogueOption
public static Culture CurrentNeutralCulture
{
            get; }

Summary

Cultures
public InputActionReference continueActionReference = null;

Summary

Remarks

This value is only used when continueActionType is InputSystemActionFromAsset.

DialogueAdvanceInput

public void AddFunction<TResult>(string name, Func<TResult> implementation);

string name

Summary

Parameters

Actions

System.Func<TResult> implementation

public DialogueRunner DialogueRunner { get; }

Summary

Actions
public DialogueRunner.StringUnityEvent onNameUpdate;

Summary

See Also

DialogueCharacterNameView
DialogueCharacterNameView.onNameNotPresent

Yarn.Unity.LocalizedLine dialogueLine

Summary

Parameters

DialogueCharacterNameView

System.Action onDialogueLineFinished

If continueActionType is InputSystemActionFromAsset, this method returns continueActionReference's action.
  • If continueActionType is KeyCode or None, this method returns null.

  • Summary

    Remarks

    DialogueAdvanceInput
    DialogueAdvanceInput
    continueActionType
    InputSystemAction
    continueAction
    public bool IsValid { get };

    Summary

    DialogueReference

    nodeName

    Field in DialogueReference

    Summary

    The name of the dialogue node in the project.

    public string nodeName;

    KeyCode

    Enumeration Member in ContinueActionType

    Summary

    The component is listening for a key on the keyboard to be pressed.

    KeyCode

    Remarks

    This input will only be used if the legacy Input Manager is enabled.

    AssetLoadCompleteAction

    Field in AudioLineProvider

    Summary

    public System.Action<AsyncOperationHandle<AudioClip>> AssetLoadCompleteAction;

    M:Yarn.Unity.DialogueReference.op_Implicit(Yarn.Unity.DialogueReference)~System.String

    TYPENAME_UNKNOWN in DialogueReference

    Summary

    (no declaration available)

    project

    Field in DialogueReference

    Summary

    The Yarn Project asset containing the dialogue node.

    public YarnProject project;

    onNameNotPresent

    Field in DialogueCharacterNameView

    Summary

    Invoked when a line is received that doesn't contain a character name.

    Remarks

    Games can use this event to hide the name UI.

    See Also

    • DialogueCharacterNameView.onNameUpdate: Invoked when a line is received that contains a character name. The name is given as the parameter.

    onDialogueStarted

    Field in DialogueCharacterNameView

    Summary

    Invoked when the dialogue is started.

    public UnityEvent onDialogueStarted;

    DialogueReference()

    Constructor in DialogueReference

    Summary

    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 DialogueOption

    DialogueOptionID

    Summary

    Fields

    Yarn.Unity

    The ID of this dialogue option

    ContinueActionType

    Enum in DialogueAdvanceInput

    Inherits from System.Enum

    Summary

    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
    }

    Members

    Name
    Description

    GetCulture(string)

    Method in Cultures

    Summary

    Returns the Culture represented by the language code in name .

    public static Culture GetCulture(string name)

    Parameters

    Name
    Description

    string name

    The .

    DialogueReference

    Class in Yarn.Unity

    Inherits from System.Object

    Summary

    Stores a reference to a dialogue node in a Yarn Project.

    public class DialogueReference

    Remarks

    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.

    Constructors

    Name
    Description
    Name
    Description
    Name
    Description
    Name
    Description

    AddCommandHandler(string,Action<T1>)

    Method in Actions

    Summary

    public void AddCommandHandler<T1>(string commandName, Action<T1> handler);

    Parameters

    Name
    Description

    string commandName

    RunLine(LocalizedLine,Action)

    Method in CharacterColorView

    Summary

    public override void RunLine(LocalizedLine dialogueLine, Action onDialogueLineFinished)

    Parameters

    Name
    Description

    dialogueLine

    continueAction

    Field in DialogueAdvanceInput

    Summary

    The UnityEngine.InputSystem.InputAction that this component is listening for.

    public InputAction continueAction = new InputAction("Skip", InputActionType.Button, CommonUsages.Submit);

    Remarks

    This value is only used when is .

    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.

    DialogueReference(YarnProject,string)

    Constructor in DialogueReference

    Summary

    Creates a dialogue reference with a given project and node name.

    public DialogueReference(YarnProject project, string nodeName)

    Parameters

    Name
    Description

    project

    Yarn Project asset containing the node.

    Cultures

    Class in

    Inherits from System.Object

    Provides access to all s supported by Yarn Spinner.

    Name
    Description

    CharacterColorView

    Class in

    Inherits from

    Name
    Description

    enableActionOnStart

    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.

    InputSystemAction

    The component is listening for the action configured in continueAction to be performed.

    InputSystemActionFromAsset

    The component is listening for the action referred to by continueActionReference to be performed.

    KeyCode

    The component is listening for a key on the keyboard to be pressed.

    None

    The component is listening for no input. This component will not signal to dialogueView that it should advance.

    System.Action<T1> handler

    DialogueReference()

    Creates an empty dialogue reference.

    DialogueReference(YarnProject,string)

    Creates a dialogue reference with a given project and node name.

    nodeName

    The name of the dialogue node in the project.

    project

    The Yarn Project asset containing the dialogue node.

    IsValid

    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.

    M:Yarn.Unity.DialogueReference.op_Implicit(Yarn.Unity.DialogueReference)~System.String

    Fields

    Properties

    TYPENAME_UNKNOWN_PLURAL

    The name of the Culture to retrieve.

    Returns

    Culture
    IsAvailable
    Line
    TextID

    System.Action onDialogueLineFinished

    Yarn.Unity.LocalizedLine

    string nodeName

    Name of the node in the project asset.

    Yarn.Unity.YarnProject
    continueActionType
    InputSystemAction
    public bool enableActionOnStart = true;

    Summary

    Remarks

    DialogueAdvanceInput
    Action
    Action

    Returns the represented by the language code in name .

    Returns a boolean value indicating whether name is a valid identifier for retrieving a from .

    Name
    Description

    public static class Cultures

    Summary

    Methods

    Yarn.Unity
    Culture

    Properties

    Name
    Description

    public class CharacterColorView : Yarn.Unity.DialogueViewBase

    CharacterColorData

    Summary

    Classes

    Methods

    Yarn.Unity
    DialogueViewBase

    DialogueCharacterNameView

    Class in Yarn.Unity

    Inherits from DialogueViewBase

    Summary

    A subclass of DialogueViewBase that displays character names.

    public class DialogueCharacterNameView : Yarn.Unity.DialogueViewBase

    Remarks

    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.

    Fields

    Name
    Description
    Name
    Description
    • DialogueUI

    DialogueAdvanceInput

    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 .

    Name
    GetCulture(string)
    Culture
    GetCultures()
    HasCulture(string)
    Culture
    GetCulture(string)
    CurrentNeutralCulture
    RunLine(LocalizedLine,Action)

    onDialogueStarted

    Invoked when the dialogue is started.

    onNameNotPresent

    Invoked when a line is received that doesn't contain a character name.

    onNameUpdate

    DialogueStarted()

    RunLine(LocalizedLine,Action)

    Methods

    See Also

    Invoked when a line is received that contains a character name. The name is given as the parameter.

    Description

    The type of input that this component is listening for in order to signal that its dialogue view should advance.

    Name
    Description

    The UnityEngine.InputSystem.InputAction that this component is listening for.

    The keyboard key that this component is listening for.

    Name
    Description

    Gets the UnityEngine.InputSystem.InputAction configured by this .

    public class DialogueAdvanceInput : MonoBehaviour

    Summary

    Remarks

    Enums

    Yarn.Unity
    continueActionType
    UserRequestedViewAdvancement()
    dialogueView

    Fields

    Properties

    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.

    ContinueActionType
    continueAction
    continueActionKeyCode
    Action
    DialogueAdvanceInput
    continueActionReference
    continueActionType
    dialogueView
    continueActionType
    enableActionOnStart
    Action

    RemoveFunction(string)

    Method in

    Name
    Description
    public void RemoveFunction(string name)

    string name

    Summary

    Parameters

    Actions

    RegisterActions()

    Method in

    public void RegisterActions()

    Summary

    Actions

    AddCommandHandler(string,Action)

    Method in Actions

    Summary

    public void AddCommandHandler(string commandName, Action handler);

    Parameters

    Name
    Description

    string commandName

    System.Action handler

    AddCommandHandler(string,Action<T1, T2, T3, T4>)

    Method in Actions

    Summary

    public void AddCommandHandler<T1, T2, T3, T4>(string commandName, Action<T1, T2, T3, T4> handler);

    Parameters

    Name
    Description

    string commandName

    AddCommandHandler(string,Func<Coroutine>)

    Method in

    Name
    Description

    System.Action<T1, T2, T3, T4> handler

    public void AddCommandHandler(string commandName, Func<Coroutine> handler);

    string commandName

    Summary

    Parameters

    Actions

    System.Func<UnityEngine.Coroutine> handler

    Name

    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;

    Summary

    Culture

    RemoveCommandHandler(string)

    Method in

    Name
    Description

    Commands

    Property in

    public void RemoveCommandHandler(string commandName)

    string commandName

    Summary

    Parameters

    Actions
    public IEnumerable<ICommand> Commands { get };

    Summary

    Actions

    AddCommandHandler(string,Func<T1, Coroutine>)

    Method in Actions

    Summary

    public void AddCommandHandler<T1>(string commandName, Func<T1, Coroutine> handler);

    Parameters

    Name
    Description

    string commandName

    System.Func<T1, UnityEngine.Coroutine> handler

    NativeName

    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;

    Summary

    Culture

    IsAvailable

    Field in

    Indicates whether this value should be presented as available or not.

    public bool IsAvailable;

    Summary

    DialogueOption

    Culture

    Struct in Yarn.Unity

    Inherits from System.ValueType

    Summary

    Holds information about a language.

    public struct Culture

    Constructors

    Name
    Description

    Name
    Description

    The display name of a language. Will be "German (Switzerland)" for "de-CH". Use this value to present the language in an English UI.

    Fields

    Culture(System.Globalization.CultureInfo)

    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.

    DisplayName
    IsNeutralCulture
    Name
    NativeName

    AddFunction(string,Func<TResult, T1, T2, T3, T4>)

    Method in Actions

    Summary

    public void AddFunction<TResult, T1, T2, T3, T4>(string name, Func<TResult, T1, T2, T3, T4> implementation);

    Parameters

    Name
    Description

    string name

    System.Func<TResult, T1, T2, T3, T4> implementation

    AddFunction(string,Func<TResult, T1, T2, T3>)

    Method in Actions

    Summary

    public void AddFunction<TResult, T1, T2, T3>(string name, Func<TResult, T1, T2, T3> implementation);

    Parameters

    Name
    Description

    string name

    System.Func<TResult, T1, T2, T3> implementation

    AddCommandHandler(string,Func<T1, T2, Coroutine>)

    Method in Actions

    Summary

    public void AddCommandHandler<T1, T2>(string commandName, Func<T1, T2, Coroutine> handler);

    Parameters

    Name
    Description

    string commandName

    System.Func<T1, T2, UnityEngine.Coroutine> handler

    AddCommandHandler(string,Action<T1, T2, T3, T4, T5, T6>)

    Method in Actions

    Summary

    public void AddCommandHandler<T1, T2, T3, T4, T5, T6>(string commandName, Action<T1, T2, T3, T4, T5, T6> handler);

    Parameters

    Name
    Description

    string commandName

    System.Action<T1, T2, T3, T4, T5, T6> handler

    AddCommandHandler(string,Func<T1, T2, T3, T4, Coroutine>)

    Method in Actions

    Summary

    public void AddCommandHandler<T1, T2, T3, T4>(string commandName, Func<T1, T2, T3, T4, Coroutine> handler);

    Parameters

    Name
    Description

    string commandName

    AddRegistrationMethod(Action<IActionRegistration>)

    Method in

    Name
    Description

    System.Func<T1, T2, T3, T4, UnityEngine.Coroutine> handler

    public static void AddRegistrationMethod(Action<IActionRegistration> registerActions)

    System.Action<Yarn.Unity.IActionRegistration> registerActions

    Summary

    Parameters

    Actions

    AddCommandHandler(string,Action<T1, T2>)

    Method in Actions

    Summary

    public void AddCommandHandler<T1, T2>(string commandName, Action<T1, T2> handler);

    Parameters

    Name
    Description

    string commandName

    AddCommandHandler(string,Func<T1, T2, T3, T4, T5, IEnumerator>)

    Method in

    Name
    Description

    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

    Summary

    Parameters

    Actions

    System.Func<T1, T2, T3, T4, T5, System.Collections.IEnumerator> handler

    Library

    Property in

    public Library Library { get; }

    Summary

    Actions

    AddFunction(string,Delegate)

    Method in Actions

    Summary

    public void AddFunction(string name, Delegate implementation)

    Parameters

    Name
    Description

    string name

    AddFunction(string,Func<TResult, T1>)

    Method in Actions

    Summary

    public void AddFunction<TResult, T1>(string name, Func<TResult, T1> implementation);

    Parameters

    Name
    Description

    string name

    IsNeutralCulture

    Field in

    AddCommandHandler(string,Func<T1, IEnumerator>)

    Method in

    Name
    Description

    AddCommandHandler(string,Func<T1, T2, IEnumerator>)

    Method in

    Name
    Description

    System.Delegate implementation

    System.Func<TResult, T1> implementation

    public bool IsNeutralCulture;

    Summary

    Culture

    public void AddCommandHandler<T1>(string commandName, Func<T1, IEnumerator> handler)

    string commandName

    Summary

    Parameters

    Actions

    System.Func<T1, System.Collections.IEnumerator> handler

    public void AddCommandHandler<T1, T2>(string commandName, Func<T1, T2, IEnumerator> handler)

    string commandName

    Summary

    Parameters

    Actions

    System.Func<T1, T2, System.Collections.IEnumerator> handler

    GetLibrary()

    Method in Actions

    Summary

    public static Yarn.Library GetLibrary()

    Actions

    Class in Yarn.Unity

    Inherits from System.Object

    Summary

    public class Actions : ICommandDispatcher

    Constructors

    Name
    Description

    Methods

    Name
    Description
    Name
    Description

    AddCommandHandler(string,Func<IEnumerator>)

    Method in Actions

    Summary

    public void AddCommandHandler(string commandName, Func<IEnumerator> handler)

    Parameters

    Name
    Description

    string commandName

    AddCommandHandler(string,Action<T1, T2, T3, T4, T5>)

    Method in Actions

    Summary

    public void AddCommandHandler<T1, T2, T3, T4, T5>(string commandName, Action<T1, T2, T3, T4, T5> handler);

    Parameters

    Name
    Description

    string commandName

    AddFunction(string,Func<TResult, T1, T2>)

    Method in Actions

    Summary

    public void AddFunction<TResult, T1, T2>(string name, Func<TResult, T1, T2> implementation);

    Parameters

    Name
    Description

    string name

    Culture(System.Globalization.CultureInfo)

    Constructor in

    Name
    Description

    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

    Summary

    Parameters

    Culture

    Properties

    Actions(DialogueRunner,Library)

    AddCommandHandler(string,Action)
    AddCommandHandler(string,Delegate)
    AddCommandHandler(string,Func)
    Commands
    DialogueRunner
    AddCommandHandler(string,Func)
    AddCommandHandler(string,MethodInfo)
    AddCommandHandler(string,Action)
    AddCommandHandler(string,Func<T1, IEnumerator>)
    AddCommandHandler(string,Func<T1, Coroutine>)
    AddCommandHandler(string,Action<T1, T2>)
    AddCommandHandler(string,Func<T1, T2, IEnumerator>)
    AddCommandHandler(string,Func<T1, T2, Coroutine>)
    AddCommandHandler(string,Action<T1, T2, T3>)
    AddCommandHandler(string,Func<T1, T2, T3, IEnumerator>)
    AddCommandHandler(string,Func<T1, T2, T3, Coroutine>)
    AddCommandHandler(string,Action<T1, T2, T3, T4>)
    AddCommandHandler(string,Func<T1, T2, T3, T4, IEnumerator>)
    AddCommandHandler(string,Func<T1, T2, T3, T4, Coroutine>)
    AddCommandHandler(string,Action<T1, T2, T3, T4, T5>)
    AddCommandHandler(string,Func<T1, T2, T3, T4, T5, IEnumerator>)
    AddCommandHandler(string,Func<T1, T2, T3, T4, T5, Coroutine>)
    AddCommandHandler(string,Action<T1, T2, T3, T4, T5, T6>)
    AddCommandHandler(string,Func<T1, T2, T3, T4, T5, T6, IEnumerator>)
    AddCommandHandler(string,Func<T1, T2, T3, T4, T5, T6, Coroutine>)
    AddFunction(string,Delegate)
    AddFunction(string,Func)
    AddFunction(string,Func<TResult, T1>)
    AddFunction(string,Func<TResult, T1, T2>)
    AddFunction(string,Func<TResult, T1, T2, T3>)
    AddFunction(string,Func<TResult, T1, T2, T3, T4>)
    AddFunction(string,Func<TResult, T1, T2, T3, T4, T5>)
    AddFunction(string,Func<TResult, T1, T2, T3, T4, T5, T6>)
    AddRegistrationMethod(Action)
    GetLibrary()
    RegisterActions()
    RemoveCommandHandler(string)
    RemoveFunction(string)
    SetupForProject(YarnProject)
    Library

    AddCommandHandler(string,Func<T1, T2, T3, Coroutine>)

    Method in Actions

    Summary

    public void AddCommandHandler<T1, T2, T3>(string commandName, Func<T1, T2, T3, Coroutine> handler);

    Parameters

    Name
    Description

    string commandName

    AddCommandHandler(string,Func<T1, T2, T3, IEnumerator>)

    Method in

    Name
    Description

    System.Func<T1, T2, T3, UnityEngine.Coroutine> handler

    public void AddCommandHandler<T1, T2, T3>(string commandName, Func<T1, T2, T3, IEnumerator> handler)

    string commandName

    Summary

    Parameters

    Actions

    System.Func<T1, T2, T3, System.Collections.IEnumerator> handler

    Actions(DialogueRunner,Library)

    Constructor in Actions

    Summary

    public Actions(DialogueRunner dialogueRunner, Library library)

    Parameters

    Name
    Description

    dialogueRunner

    library

    Yarn.Unity.DialogueRunner
    Yarn.Library

    AddCommandHandler(string,Func<T1, T2, T3, T4, IEnumerator>)

    Method in Actions

    Summary

    public void AddCommandHandler<T1, T2, T3, T4>(string commandName, Func<T1, T2, T3, T4, IEnumerator> handler)

    Parameters

    Name
    Description

    string commandName

    System.Func<T1, T2, T3, T4, System.Collections.IEnumerator> handler

    AddFunction(string,Func<TResult, T1, T2, T3, T4, T5, T6>)

    Method in Actions

    Summary

    public void AddFunction<TResult, T1, T2, T3, T4, T5, T6>(string name, Func<TResult, T1, T2, T3, T4, T5, T6> implementation);

    Parameters

    Name
    Description

    string name

    System.Func<TResult, T1, T2, T3, T4, T5, T6> implementation

    AddCommandHandler(string,Func<T1, T2, T3, T4, T5, T6, Coroutine>)

    Method in Actions

    Summary

    public void AddCommandHandler<T1, T2, T3, T4, T5, T6>(string commandName, Func<T1, T2, T3, T4, T5, T6, Coroutine> handler);

    Parameters

    Name
    Description

    string commandName

    System.Func<T1, T2, T3, T4, T5, T6, UnityEngine.Coroutine> handler

    AddCommandHandler(string,Action<T1, T2, T3>)

    Method in Actions

    Summary

    public void AddCommandHandler<T1, T2, T3>(string commandName, Action<T1, T2, T3> handler);

    Parameters

    Name
    Description

    string commandName

    System.Action<T1, T2, T3> handler