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Fixup headers in changelog
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CHANGELOG.md

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@@ -14,7 +14,7 @@ Yarn Spinner for Unity 3.1 contains a number of improvements and useful changes.
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The dialogue runner's `StartDialogue` and `Stop` methods are now `async`, and return a task. When you call `StartDialogue`, you'll receive a task (either a `System.Threading.Tasks` task, a `UnityEngine.Awaitable`, or a `UniTask`) that will complete after every dialogue presenter has finished running its `OnDialogueStartedAsync` method. Likewise, the `Stop` method will finish after every dialogue presenter has finished running its `OnDialogueCompleteAsync` method. This is really useful for making sure that you don't accidentally make a change to your scene in the middle of your dialogue presenters getting ready.
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### Dialogue Option Fallthrough
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#### Dialogue Option Fallthrough
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In Yarn Spinner, you can add a condition to the end of an option. If the condition evaluates to `false`, Yarn Spinner will mark the option as "unavailable". It's up to your game to decide what that means - you might want to make the option visible but unselectable, or you might want to hide the option from the player entirely. However, if _every_ option is unavailable, the player has no option they could select. Previously, this could cause your game to have to soft-lock the player, since they weren't able to proceed.
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> [!NOTE]
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> You can turn off this behaviour by setting the `allowOptionFallthrough` property on your `DialogueRunner` to `false`.
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### Lines Know Where They Came From
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#### Lines Know Where They Came From
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When Yarn Spinner sends a line to your game, it wraps up the line in an object called a [`LocalizedLine`](https://docs.yarnspinner.dev/api/csharp/yarn.unity/yarn.unity.localizedline). Previously, if your game has multiple Dialogue Runners that are running at the same time, it wasn't possible to know which runner the line came from. In Yarn Spinner 3.1, the `LocalizedLine` now has a [`Source`](https://docs.yarnspinner.dev/3.1/api/csharp/yarn.unity/yarn.unity.localizedline/yarn.unity.localizedline.source) property that tells you where it came from.
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### Options Can Now Be Hurried Up And Cancelled
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#### Options Can Now Be Hurried Up And Cancelled
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Just like how lines have a separate 'hurry up' and 'next' cancellation tokens that act as a signal to move things along, options now have the same 'hurry up' and 'next' tokens. (Previously, they only had a single cancellation token that signalled that option selection was no longer necessary.) This allows your game to signal that you want to hurry up the presentation of your dialogue's options.
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### New Typewriter System
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#### New Typewriter System
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We've updated the way that typewriters are used in the built-in Line Presenter system, to make it easier to customise. This is useful for when you want to take full control over how the line appears over time, and for when you want to have in-game events occur (like sound effects) as the line appears.
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To create a custom typewriter, create a class that implements [`IAsyncTypewriter`](https://docs.yarnspinner.dev/3.1/api/csharp/yarn.unity/yarn.unity.iasynctypewriter). You can find an example of how to write a custom typewriter in the source code for the [`LetterTypewriter`](https://github.com/YarnSpinnerTool/YarnSpinner-Unity/blob/main/Runtime/Views/Typewriter/LetterTypewriter.cs) class.
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### Removed Legacy `DialogueView` Classes
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#### Removed Legacy `DialogueView` Classes
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Yarn Spinner 3.0 introduced a new programming model for presenting dialogue, called [Dialogue Presenters](https://docs.yarnspinner.dev/3.1/components/dialogue-view). As part of the rollout of this new API, we made the old `DialogueView` class act as a compatibility layer, and marked it as deprecated. Yarn Spinner 3.1 removes this deprecated code. If you have code that started life as a Yarn Spinner 2.0 project, you will need to [migrate your legacy dialogue presentation UI code to use Dialogue Presenters](https://docs.yarnspinner.dev/3.1/changelog/upgrading-from-yarn-spinner-2#dialogueviewbase-is-now-dialoguepresenter).
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