Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Contains classes for working with compiled Yarn programs.
Contains the built-in types available in the Yarn language.
Co-ordinates the execution of Yarn programs.
A type that represents functions.
A collection of functions that can be called from Yarn programs.
A compiled Yarn program.
Represents the method that is called when the dialogue has reached its end, and no more code remains to be run.
Represents the method that is called when the Dialogue reaches the end of a node.
Represents the method that is called when the Dialogue begins executing a node.
Represents the method that is called when the dialogue anticipates that it will deliver lines.
Defines properties that describe a type in the Yarn language.
Provides a mechanism for storing and retrieving instances of the Yarn.Value
class.
Contains classes for compiling Yarn code.
Contains classes for working with markup in Yarn lines.
Contains classes for working with Yarn Spinner in the Unity game engine.
An exception that is thrown by when there is an error in executing a .
A simple concrete implementation of that keeps all variables in memory.
A node of Yarn script, contained within a , and containing Yarn.Instruction
s.
Represents the method that is called when the Dialogue delivers a .
Represents the method that is called when the Dialogue delivers a .
Represents a method that receives diagnostic messages and error information from a .
Represents the method that is called when the Dialogue delivers an .
A command, sent from the to the game.
A line of dialogue, sent from the to the game.
A set of s, sent from the to the game.
Property in BuiltinTypes
Gets a dictionary that maps CLR types to their corresponding Yarn types.
Class in Yarn
Inherits from System.Object
Contains the built-in types available in the Yarn language.
Gets the type representing any value.
Gets the type representing boolean values.
Gets the type representing numbers.
Gets the type representing strings.
Gets a dictionary that maps CLR types to their corresponding Yarn types.
Struct in
Inherits from System.ValueType
A command, sent from the to the game.
You do not create instances of this struct yourself. They are created by the during program execution.
: Gets or sets the that is called when a command is to be delivered to the game.
Delegate in
Inherits from System.MulticastDelegate
Represents the method that is called when the Dialogue delivers a .
: Represents the method that is called when the Dialogue delivers a .
: Represents the method that is called when the Dialogue delivers an .
: Represents the method that is called when the Dialogue begins executing a node.
: Represents the method that is called when the Dialogue reaches the end of a node.
: Represents the method that is called when the dialogue has reached its end, and no more code remains to be run.
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 nodeName
.
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.
Gets the text of the command.
variableStorage
The that this Dialogue should use.
command
The that has been delivered.
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.
Method in Dialogue
Returns the tags for the node nodeName
.
The tags for a node are defined by setting the tags
header in the node's source code. This header must be a space-separated list.
string
nodeName
The name of the node.
The node's tags, or null
if the node is not present in the Program.
Method in Dialogue
Gets a value indicating whether a specified node exists in the Program.
string
nodeName
The name of the node.
true
if a node named nodeName
exists in the Program, false
otherwise.
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.
string
text
The text containing substitution markers.
System.Collections.Generic.IList<string>
substitutions
The list of substitutions.
text
, with the content from substitutions
inserted.
Method in Dialogue
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 Dialogue 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.
string
nodeName
The name of the node.
The string ID.
Method in Dialogue
Loads the nodes from the specified Program , and adds them to the nodes already loaded.
If Yarn.Dialogue.Program
is null
, this method has the effect as calling SetProgram(Program) .
program
The additional program to load.
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.
string
startNode
The name of the node that will be run. The node have been loaded by calling SetProgram(Program) or AddProgram(Program) .
Method in Dialogue
Signals to the Dialogue that the user has selected a specified Option .
After the Dialogue delivers an OptionSet, this method must be called before Continue() is called.
The ID number that should be passed as the parameter to this method should be the ID field in the Option that represents the user's selection.
int
selectedOptionID
The ID number of the Option that the user selected.
OptionsHandler: Represents the method that is called when the Dialogue delivers an OptionSet .
Dialogue.Continue(): Starts, or continues, execution of the current Program.
Method in Dialogue
Parses a line of text, and produces a MarkupParseResult containing the results.
The MarkupParseResult 's Text will have any select
, plural
or ordinal
markers replaced with the appropriate text, following this Dialogue 's LanguageCode .
string
line
The line of text to parse.
The results of parsing the markup.
Method in Dialogue
Loads all nodes from the provided Program .
This method replaces any existing nodes have been loaded. If you want to load nodes from an additional Program, use the AddProgram(Program) method.
program
The to use.
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
.
Property in Dialogue
Gets a value indicating whether the Dialogue is currently executing Yarn instructions.
Property in Dialogue
Gets or sets the LineHandler that is called when a line is ready to be shown to the user.
Property in Dialogue
Gets or sets the NodeCompleteHandler that is called when a node is complete.
Property in Dialogue
Gets or sets the OptionsHandler that is called when a set of options are ready to be shown to the user.
The Options Handler delivers an OptionSet to the game. Before Continue() can be called to resume execution, SetSelectedOption(int) must be called to indicate which Option was selected by the user. If SetSelectedOption(int) is not called, an exception is thrown.
Delegate in
Inherits from System.MulticastDelegate
Represents the method that is called when the dialogue has reached its end, and no more code remains to be run.
: Represents the method that is called when the Dialogue delivers a .
: Represents the method that is called when the Dialogue delivers an .
: Represents the method that is called when the Dialogue delivers a .
: Represents the method that is called when the Dialogue begins executing a node.
: Represents the method that is called when the Dialogue reaches the end of a node.
Class in Yarn
Inherits from System.Object
A type that represents functions.
Functions have parameters and a return type, and can be called from script. Instances of this type are created when the host application registers new functions (such as through using the RegisterFunction(string,Delegate) methods or similar.)
Gets a more verbose description of this type.
Gets the collection of methods that are available on this type.
Gets the name of this type.
Gets the list of the parameter types that this function is called with.
Gets the parent of this type.
Gets the type of value that this function returns.
Class in Yarn
Inherits from System.Object
Field number for the "key" field.
Field number for the "value" field.
object
other
Interface in Yarn
Defines properties that describe a type in the Yarn language.
Gets a more verbose description of this type.
Gets the collection of methods that are available on this type.
Gets the name of this type.
Gets the parent of this type.
Interface in Yarn
Provides a mechanism for storing and retrieving instances of the Yarn.Value
class.
Removes all variables from storage.
Stores a bool
in this VariableStorage.
Stores a float
in this VariableStorage.
Stores a string
in this VariableStorage.
Retrieves a value of type T
by name.
Method in IVariableStorage
Stores a bool
in this VariableStorage.
string
variableName
The name to associate with this variable.
bool
boolValue
The boolean value to store.
Method in IVariableStorage
Stores a string
in this VariableStorage.
string
variableName
The name to associate with this variable.
string
stringValue
The string to store.
Method in IVariableStorage
Stores a float
in this VariableStorage.
string
variableName
The name to associate with this variable.
float
floatValue
The number to store.
Method in IVariableStorage
Retrieves a value of type T
by name.
string
variableName
The name of the variable to retrieve the value of.
T
result
On return, if this method returned true, contains the retrieved value. If this method returned false, contains the default value of T
(for example, 0
for float
values, null
for strings, and so on.)
T
The type of the variable to retrieve.
true
if a value named variableName
of type T
was retrieved; false
otherwise.
: Co-ordinates the execution of Yarn programs.
Removes a function from the Library.
Gets a value indicating whether this Library contains a function named name
.
Generates a unique tracking variable name. This is intended to be used to generate names for visting. Ideally these will very reproduceable and sensible. For now it will be something terrible and easy.
Returns a System.Delegate
with a given name.
Loads functions from another Library .
Registers a new function that returns a value, which can be called from a Yarn program.
Registers a new function that returns a value, which can be called from a Yarn program.
Registers a new function that returns a value, which can be called from a Yarn program.
Registers a new function that returns a value, which can be called from a Yarn program.
Registers a new function that returns a value, which can be called from a Yarn program.
Registers a new function that returns a value, which can be called from a Yarn program.
Registers a new function that returns a value, which can be called from a Yarn program.
Method in Library
Removes a function from the Library.
If no function with the given name is present in the Library, this method does nothing.
string
name
The name of the function to remove.
Method in Library
Returns a System.Delegate
with a given name.
string
name
The name of the function to retrieve.
The System.Delegate
.
string
nodeName
The name of the node that needs to have a tracking variable created.
Method in Library
Registers a new function that returns a value, which can be called from a Yarn program.
string
name
The name of the function.
System.Func<TResult>
implementation
The method to be invoked when the function is called.
TResult
The return type of the function.
string
name
The name of the function.
System.Delegate
implementation
The method to be invoked when the function is called.
TResult
The return type of the function.
Method in Library
Registers a new function that returns a value, which can be called from a Yarn program.
string
name
The name of the function.
System.Func<T1, TResult>
implementation
The method to be invoked when the function is called.
TResult
The return type of the function.
TResult
The return type of the function.
T1
The type of the function's first argument.
Method in Library
Registers a new function that returns a value, which can be called from a Yarn program.
string
name
The name of the function.
System.Func<T1, T2, TResult>
implementation
The method to be invoked when the function is called.
TResult
The return type of the function.
TResult
The return type of the function.
T1
The type of the function's first argument.
T2
The type of the function's second argument.
Method in Library
Registers a new function that returns a value, which can be called from a Yarn program.
string
name
The name of the function.
System.Func<T1, T2, T3, TResult>
implementation
The method to be invoked when the function is called.
TResult
The return type of the function.
TResult
The return type of the function.
T1
The type of the function's first argument.
T2
The type of the function's second argument.
T3
The type of the function's third argument.
Method in Library
Registers a new function that returns a value, which can be called from a Yarn program.
string
name
The name of the function.
System.Func<T1, T2, T3, T4, TResult>
implementation
The method to be invoked when the function is called.
TResult
The return type of the function.
TResult
The return type of the function.
T1
The type of the function's first argument.
T2
The type of the function's second argument.
T3
The type of the function's third argument.
T4
The type of the function's fourth argument.
Method in Library
Registers a new function that returns a value, which can be called from a Yarn program.
string
name
The name of the function.
System.Func<T1, T2, T3, T4, T5, TResult>
implementation
The method to be invoked when the function is called.
TResult
The return type of the function.
TResult
The return type of the function.
T1
The type of the function's first argument.
T2
The type of the function's second argument.
T3
The type of the function's third argument.
T4
The type of the function's fourth argument.
T5
The type of the function's fifth argument.
Struct in Yarn
Inherits from System.ValueType
A line of dialogue, sent from the Dialogue to the game.
When the game receives a Line, it should do the following things to prepare the line for presentation to the user.
Use the value in the ID field to look up the appropriate user-facing text in the string table.
Use ExpandSubstitutions(string,IList<string>) to replace all substitutions in the user-facing text.
Use ParseMarkup(string) to parse all markup in the line.
You do not create instances of this struct yourself. They are created by the Dialogue during program execution.
The string ID for this line.
The values that should be inserted into the user-facing text before delivery.
Dialogue.LineHandler: Gets or sets the LineHandler that is called when a line is ready to be shown to the user.
Delegate in Yarn
Inherits from System.MulticastDelegate
Represents a method that receives diagnostic messages and error information from a Dialogue .
The text that this delegate receives may be output to a console, or sent to a log.
string
message
The text that should be logged.
Delegate in
Inherits from System.MulticastDelegate
Represents the method that is called when the Dialogue delivers a .
: Represents the method that is called when the Dialogue delivers an .
: Represents the method that is called when the Dialogue delivers a .
: Represents the method that is called when the Dialogue begins executing a node.
: Represents the method that is called when the Dialogue reaches the end of a node.
: Represents the method that is called when the dialogue has reached its end, and no more code remains to be run.
line
The that has been delivered.
Class in Yarn
Inherits from System.Object
A simple concrete implementation of IVariableStorage that keeps all variables in memory.
Removes all variables from storage.
Stores a bool
in this VariableStorage.
Stores a float
in this VariableStorage.
Stores a string
in this VariableStorage.
Retrieves a value of type T
by name.
Method in MemoryVariableStore
Stores a bool
in this VariableStorage.
string
variableName
The name to associate with this variable.
bool
boolValue
The boolean value to store.