v1.0.2
This release adds bug fixes and some small quality-of-life improvements.
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Added
- Added a method for manually loading a string table as a dictionary to DialogueRunner
- DialogueUI now allows skipping to the end of a line's delivery, by calling MarkLineComplete before the line has finished appearing.
- Option buttons can now use TextMeshPro Text components, in addition to Unity UI Text components. (TextMeshPro for line display was already supported.)
- DialogueUI now allows other scripts to select an option. When the
SelectOption
method, which takes an integer representing the index of the option you want to select, is called, the Dialogue UI will act as though the corresponding button was clicked.
Changed
- Made the debug display in InMemoryVariableStorage slightly tidier
- Made changing the InMemoryVariableStorage update its debug display's layout components
- Made InMemoryVariableStorage's contents enumerable in a foreach loop
- Fixed a bug where the Dialog would pause when a blocking command handler immediately calls its onComplete and returns
- Fixed a bug where parsing the
<<wait>>
command's parameter was locale-specific (i.e. certain European locales parse decimal numbers as "1,0"), which meant that behaviour would vary based on the end-user's configuration. - Fixed a bug where manually-added functions would never run if the first parameter was the name of an object in the scene.
- Improved the UI for managing localised lines (thanks to @Schroedingers-Cat)