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Method in CRC32
Gets the CRC-32 hash of s
as a string containing 8 lowercase hexadecimal characters.
This method converts the string to a UTF-8 encoding, and then computes a CRC32 checksum from those bytes.
string
s
The string to get the checksum of.
The string containing the checksum.
Method in CRC32
Computes a CRC32 checksum from the given bytes.
byte[]
bytes
The bytes to generate a checksum for.
A CRC32 checksum derived from bytes
.
Contains classes for working with compiled Yarn programs.
Represents a property that belongs to a type and contains a read-only value.
Co-ordinates the execution of Yarn programs.
A type that represents enumerations.
A type that represents a function.
A collection of functions that can be called from Yarn programs.
A compiled Yarn program.
Provides the base class for all concrete types.
Contains the built-in types available in the Yarn language.
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.
Contains methods for evaluating the value of smart variables
Defines properties that describe a type in the Yarn language.
Provides properties used to work with members of a type.
Provides a mechanism for retrieving values.
Provides a mechanism for storing values.
Represents a read-only value in the Yarn Spinner virtual machine.
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.
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.
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 .
Represents different kinds of variables that can be fetched from a using .
Contains methods for parsing raw text into a .
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.
string
s
The string to generate a checksum for.
Gets a string describing this property.
Gets the type of this property.
Gets the value that is stored in this property.
Yarn.Command command
The Command that has been delivered.
Method in Dialogue
Queries the Dialogue for what content could possibly run if the node group nodeGroup was run.
This method evaluates all nodes in the given node group, and returns a ContentSaliencyOption object for each node. This object contains the current number of passing and failing 'when' clauses on the node, as well as the complexity score for that node. This is the same information that's passed to a IContentSaliencyStrategy object's QueryBestContent(IEnumerable<ContentSaliencyOption>) method. This method is read-only, and calling it will not modify any variable state.
Note that this method does not filter its output, and may include content options whose FailingConditionValueCount is greater than zero. It's up to the caller of this function to filter out these options if they're not wanted.
This method can be used to see if any content will appear when a given node group is run. If the collection returned by this method is empty, then running this node group will not result in any content. This can be used, for example, to decide whether to show a 'character can be spoken to' indicator. You can also examine the individal ContentSaliencyOption objects to see if any content is available that passes a filter, such as whether content might appear that has a user-defined 'plot critical' tag.
string
nodeGroup
The name of the node group to get available content for.
A collection of ContentSaliencyOption objects that may appear if and when the node group nodeGroup
is run.
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.
Class in Yarn
Inherits from System.Object
Co-ordinates the execution of Yarn programs.
The node that execution will start from.
Starts, or continues, execution of the current Program.
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 nodeName
is the name of a valid node group in the program.
Gets a value indicating whether a specified node exists in the Program.
Evaluate the value of a smart variable named name
.
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.
Class in Yarn.Utility
Inherits from System.Object
Provides a method for generating CRC32 hashes of strings.
Computes a CRC32 checksum from the given bytes.
Computes a CRC32 checksum from the given string.
Gets the CRC-32 hash of s
as a string containing 8 lowercase hexadecimal characters.
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.
Method in
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 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.
The string ID.
Initializes a new instance of the class.
Queries the for what content could possibly run if the node group nodeGroup was run.
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 content saliency strategy used by this .
Gets or sets the that is called when the dialogue reaches its end.
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.
string
startNode
The name of the node that will be run. The node have been loaded by calling SetProgram(Program) or AddProgram(Program)
.
string
nodeName
The name of the node.
Yarn.Program program
The Program to use.
string
nodeName
The name of the node group to check.
string
nodeName
The name of the node.
string
name
The name of the variable.
T
result
On return, contains the returned value of the smart variable, or the default
value of T
if a smart variable named name
could not be found or its value could not be returned as type T
.
T
The type of the returned value.
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 DialogueCompleteHandler that is called when the dialogue reaches its end.
Property in Dialogue
Gets or sets the NodeCompleteHandler that is called when a node is complete.
Delegate in Yarn
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.
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 .
NodeStartHandler: Represents the method that is called when the Dialogue begins executing a node.
NodeCompleteHandler: Represents the method that is called when the Dialogue reaches the end of a node.
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.
Property in Dialogue
Gets or sets the object that provides access to storing and retrieving the values of variables.
Property in Dialogue
Gets or sets the PrepareForLinesHandler that is called when the dialogue anticipates delivering some lines.
Class in Yarn
Inherits from TypeBase
A type that represents enumerations.
Initializes a new instance of the class that represents an enum type. This type has no methods of its own, and is a subtype of .
Gets a string describing this type.
Gets the collection of enum cases in this enum.
Gets the name of this type.
Gets the parent of this type.
Gets the type of this enum's members.
Class in
Inherits from System.Object
A type that represents a function.
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 methods or similar.)
Gets a more verbose description of 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.
Gets the collection of type information for this type's type members.
Yarn.IType returnType
Yarn.IType[] parameterTypes
Yarn.IType other
Property in FunctionType
Gets the collection of type information for this type's type members.
Property in FunctionType
Gets the parent of this type.
All types have Any as their ultimate parent type (except for Any itself.)
Yarn.Header other
Google.Protobuf.CodedInputStream
input
Method in IMarkupParser
Parses a string into markup, given a locale.
string
rawText
The text to parse.
string
localeCode
The locale to use when parsing the text.
Interface in Yarn
Contains methods for evaluating the value of smart variables
Evaluate the value of a smart variable named name
.
Parses a string into markup, given a locale.
Gets a more verbose description of this type.
Gets the name of this type.
Gets the parent of this type.
Gets the collection of type information for this type's type members.
string
name
The name of the variable.
T
result
On return, contains the returned value of the smart variable, or the default
value of T
if a smart variable named name
could not be found or its value could not be returned as type T
.
T
The type of the returned value.
Method in IVariableAccess
Gets the kind of variable named name
.
string
name
The name of the variable.
A VariableKind enum representing the kind of the variable named name
.
Method in IVariableAccess
Given a variable name, attempts to fetch a value for the variable, either from storage, initial values found in Program , or by evaluating a smart variable found in Program .
string
variableName
The name of the variable.
T
result
If this method returns true
, this parameter will contain the fetched value.
T
The type of the value to return. The fetched value will be converted to this type, if possible.
true
if a value could be fetched; false
otherwise.
Interface in Yarn
Provides properties used to work with members of a type.
Gets or sets the type of this member.
Interface in Yarn
Provides a mechanism for retrieving values.
Gets the kind of variable named name
.
Given a variable name, attempts to fetch a value for the variable, either from storage, initial values found in , or by evaluating a smart variable found in .
Gets or sets the Yarn that stores information about the initial values of variables, and is able to produce values for smart variables.
Gets or sets the object to use when evaluating smart variables.
Struct in Yarn
Inherits from System.ValueType
A command, sent from the Dialogue to the game.
You do not create instances of this struct yourself. They are created by the Dialogue during program execution.
Gets the text of the command.
Dialogue.CommandHandler: Gets or sets the CommandHandler that is called when a command is to be delivered to the game.
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.
Property in Dialogue
Gets or sets the CommandHandler that is called when a command is to be delivered to the game.
Method in
Signals to the that the user has selected a specified .
After the Dialogue delivers an , this method must be called before is called.
The ID number that should be passed as the parameter to this method should be the field in the that represents the user's selection.
: Represents the method that is called when the Dialogue delivers an .
: A set of s, sent from the to the game.
: Starts, or continues, execution of the current Program.
int
selectedOptionID
The ID number of the Option that the user selected.
Property in Dialogue
Gets or sets the LineHandler that is called when a line is ready to be shown to the user.
Class in Yarn
Inherits from System.Object
Field number for the "key" field.
Field number for the "value" field.
The name of the header.
The value of the header.