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This repository has been archived by the owner on Dec 21, 2021. It is now read-only.
so this is also part of a bigger UX design problem with how Merino should handle Yarn Commands...
if Merino executes Yarn Commands during edit mode, it would likely edit the current scene in harmful ways or just flat-out crash when that command isn't intended to execute outside of play mode
but Yarn Command coroutines can be very important for timing dialogue, delays, setting variables or game state, etc.
some users might engineer their game to support running in-game Yarn Commands during edit time
some possible design solutions:
checkbox on PlaytestWindow ("Execute Commands?")
user configurable blacklist / whitelist of Yarn Commands to execute and/or ignore
from #36
so this is also part of a bigger UX design problem with how Merino should handle Yarn Commands...
some possible design solutions:
most of the work will involve grabbing the code from the Yarn Spinner DialogueRunner (https://github.com/thesecretlab/YarnSpinner/blob/master/Unity/Assets/YarnSpinner/Code/DialogueRunner.cs) and porting it to Merino's internal dialogue runner (https://github.com/radiatoryang/merino/blob/master/Assets/Merino/Editor/Scripts/Playtest/MerinoPlaytestWindow.cs)... especially the DispatchCommand functionality
PRs are welcome, but if not, I'll get around to this in a month or so
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