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Field in AsyncLineView
Controls whether this Line View will automatically to the Dialogue Runner that the line is complete as soon as the line has finished appearing.
If this value is true, the Line View will
The DialogueRunner will not proceed to the next piece of content (e.g. the next line, or the next options) until all Dialogue Views have reported that they have finished presenting their lines. If a LineView doesn't report that it's finished until it receives input, the DialogueRunner will end up pausing.
This is useful for games in which you want the player to be able to read lines of dialogue at their own pace, and give them control over when to advance to the next line.
Field in AsyncLineView
The TMPro.TMP_Text
object that displays the character names found in dialogue lines.
If the LineView receives a line that does not contain a character name, this object will be left blank.
Field in AsyncLineView
The canvas group that contains the UI elements used by this Line View.
If useFadeEffect is true, then the alpha value of this UnityEngine.CanvasGroup
will be animated during line presentation and dismissal.
AsyncLineView.useFadeEffect: Controls whether the line view should fade in when lines appear, and fade out when lines disappear.
Field in AsyncLineView
The amount of time after the line finishes appearing before automatically ending the line, in seconds.
This value is only used when autoAdvance is true
.
Field in AsyncLineView
The game object that holds the characterNameText text field.
This is needed in situations where the character name is contained within an entirely different game object. Most of the time this will just be the same game object as characterNameText .
Field in AsyncLineView
The time that the fade effect will take to fade lines out.
This value is only used when useFadeEffect is true
.
AsyncLineView.useFadeEffect: Controls whether the line view should fade in when lines appear, and fade out when lines disappear.
Field in AsyncLineView
The time that the fade effect will take to fade lines in.
This value is only used when useFadeEffect is true
.
AsyncLineView.useFadeEffect: Controls whether the line view should fade in when lines appear, and fade out when lines disappear.
Field in AsyncLineView
The UnityEngine.UI.Button
that represents an on-screen button that the user can click to continue to the next piece of dialogue.
This button's game object will be made inactive when a line begins appearing, and active when the line has finished appearing.
When the button is clicked, Yarn.Unity.AsyncLineView.dialogueRunner
's RequestNextLine() will be called to signal that the current line should finish up.
AsyncLineView.autoAdvance: Controls whether this Line View will automatically to the Dialogue Runner that the line is complete as soon as the line has finished appearing.
Class in Yarn.Unity
Inherits from AsyncDialogueViewBase
A Dialogue View that presents lines of dialogue, using Unity UI elements.
Controls whether this Line View will automatically to the Dialogue Runner that the line is complete as soon as the line has finished appearing.
The amount of time after the line finishes appearing before automatically ending the line, in seconds.
The canvas group that contains the UI elements used by this Line View.
The TMPro.TMP_Text
object that displays the character names found in dialogue lines.
The UnityEngine.UI.Button
that represents an on-screen button that the user can click to continue to the next piece of dialogue.
The time that the fade effect will take to fade lines out.
The time that the fade effect will take to fade lines in.
The TMPro.TMP_Text
object that displays the text of dialogue lines.
A Unity Event that is called each time a character is revealed during a typewriter effect.
The number of characters per second that should appear during a typewriter effect.
Controls whether the line view should fade in when lines appear, and fade out when lines disappear.
Presents a line using the configured text view.
Field in
Controls whether the object will show the character name present in the line or not.
This value is only used if is null
.
If this value is true
, any character names present in a line will be shown in the object.
If this value is false
, character names will not be shown in the object.
The game object that holds the text field.
Controls whether the object will show the character name present in the line or not.
A list of objects that will be used to handle markers in the line.
Controls whether the text of should be gradually revealed over time.
Called by the to signal that the dialogue has ended, and no more lines will be delivered.
Called by the to signal that dialogue has started.
Called by the to signal that a set of options should be displayed to the user.
Field in
Controls whether the line view should fade in when lines appear, and fade out when lines disappear.
If this value is true
, the object's alpha property will animate from 0 to 1 over the course of seconds when lines appear, and animate from 1 to zero over the course of seconds when lines disappear.
If this value is false
, the object will appear instantaneously.
: The canvas group that contains the UI elements used by this Line View.
: The time that the fade effect will take to fade lines in.
: The time that the fade effect will take to fade lines out.
Field in
Controls whether the text of should be gradually revealed over time.
If this value is true
, the object's TMPro.TMP_Text.maxVisibleCharacters
property will animate from 0 to the length of the text, at a rate of letters per second when the line appears. is called for every new character that is revealed.
If this value is false
, the will all be revealed at the same time.
If is true
, the typewriter effect will run after the fade-in is complete.
: The TMPro.TMP_Text
object that displays the text of dialogue lines.
: A Unity Event that is called each time a character is revealed during a typewriter effect.
: The number of characters per second that should appear during a typewriter effect.
Method in
Called by the to signal that the dialogue has ended, and no more lines will be delivered.
This method is called after the last piece of content (that is, lines, options or commands) finished running.
This method is a good place to perform tasks like dismissing on-screen dialogue UI (for example, turning off a letterboxing effect, or hiding dialogue UI elements.)
The default implementation of this method does nothing.
A task that represents any work done by this dialogue view in order to clean up after running dialogue.
Method in
Called by the to signal that dialogue has started.
This method is called before any content (that is, lines, options or commands) are delivered.
This method is a good place to perform tasks like preparing on-screen dialogue UI (for example, turning on a letterboxing effect, or making dialogue UI elements visible.)
The default implementation of this method does nothing.
A task that represents any work done by this dialogue view in order to get ready for dialogue to run.
Method in AsyncLineView
Called by the DialogueRunner to signal that a set of options should be displayed to the user.
This dialogue view does not handle any options.
dialogueOptions
The set of options that should be displayed to the user.
System.Threading.CancellationToken
cancellationToken
A System.Threading.CancellationToken
that becomes cancelled when the dialogue runner no longer needs this dialogue view to return an option.
A task that indicates which option was selected, or that this dialogue view did not select an option.
Method in AsyncLineView
Presents a line using the configured text view.
line
The line to present.
token
A that represents whether the dialogue view should hurry it its presentation of the line, or stop showing the current line.
A task that completes when the dialogue view has finished showing the line to the user.