An attribute that marks a method on an object as a command.
public class YarnCommandAttribute : YarnActionAttribute
When a DialogueRunner receives a
Command, and no command handler has been installed for the command, it splits it by spaces, and then checks to see if the second word, if any, is the name of an object.
By default, it checks for any
GameObjects in the scene. If one is found, it is checked to see if any of the
MonoBehaviours attached to the class has a YarnCommandAttribute whose CommandString matching the first word of the command.
If the method is static, it will not try to inject an object.
If a method is found, its parameters are checked:
- If the method takes a single
string parameter, the method is called, and will be passed an array containing all words in the command after the first two.
- If the method takes a number of parameters equal to the number of words in the command after the first two, it will be called with those words as parameters.
- If a parameter is a
GameObject, we look up the object using
GameObject.Find(string). As per the API, the game object must be active.
- If a parameter is assignable to
Component, we will locate the component based on the name of the object. As per the API of
GameObject.Find(string), the game object must be active. If you'd like to have a custom injector for a parameter, use the YarnParameterAttribute.
- If a parameter is a
bool, the string must be
false(as defined by the standard converter for
bool). However, we also allow for the string to equal the parameter name, case insensitive. This allows us to write commands with more self-documenting parameters, eg for a certain
Move(bool wait), you could write
<<move wait>>instead of
- For any other type, we will attempt to convert using
Convert.ChangeType(object, Type, IFormatProvider)using the
System.Globalization.CultureInfo.InvariantCultureculture. This means that you can implement
IConvertibleto add new accepted types. (Do be aware that it's a non-CLS compliant interface, according to its docs. Mono for Unity seems to implement it, but you may have trouble if you use any other CLS implementation.)
- Otherwise, it will not be called, and a warning will be issued.
This attribute may be attached to a coroutine.
If the method is a coroutine, the DialogueRunner will pause execution until the coroutine ends.