YarnCommandAttribute
Class in Yarn.Unity
Inherits from YarnActionAttribute
Summary
An attribute that marks a method on an object as a command.
Remarks
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 UnityEngine.GameObject
s in the scene. If one is found, it is checked to see if any of the UnityEngine.MonoBehaviour
s attached to the class has a YarnCommandAttribute whose Name matches the first word of the command.
If the method is static, it will not try to use 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
UnityEngine.GameObject
, we look up the object usingUnityEngine.GameObject.Find(System.String)
. As per the API, the game object must be active.If a parameter is assignable to
UnityEngine.Component
, we will locate the component based on the name of the object. As per the API ofUnityEngine.GameObject.Find(System.String)
, the game object must be active.If a parameter is a
bool
, the string must betrue
orfalse
(as defined by the standard converter forstring
tobool
). 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 certainMove(bool wait)
, you could write<<move wait>>
instead of<<move true>>
.For any other type, we will attempt to convert using
System.Convert.ChangeType(System.Object,System.Type,System.IFormatProvider)
using theSystem.Globalization.CultureInfo.InvariantCulture
culture. This means that you can implementSystem.IConvertible
to 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 or to an async method.
The DialogueRunner determines if the method is a coroutine if the method returns System.Collections.IEnumerator
, or if the method returns a UnityEngine.Coroutine
or a task.
If the method is a coroutine, returns a UnityEngine.Coroutine
, or returns a task, the DialogueRunner will pause execution until the the coroutine or task ends.
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