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TextStudioBinding

ClassTextStudioTextStudio
public sealed class TextStudioBinding : CustomBinding, IDataSourceProvider, ITextStudioContent, ITextStudioPlayback, ITextStudioVisibility, ITextStudioEffectControl

Binds Text Studio markup, reveal playback, effects, placement, and visibility control to an existing UI Toolkit UnityEngine.UIElements.TextElement without requiring a MonoBehaviour.

public TextStudioBinding()

public void ApplyConverterGroupToUI(ConverterGroup group)

Adds a source-to-string converter group for this binding.

Parameters

Name Type
group UnityEngine.UIElements.ConverterGroup

RegisterExtensionTagProcessor(ITextStudioExtensionTagProcessor)

Section titled “RegisterExtensionTagProcessor(ITextStudioExtensionTagProcessor)”
public void RegisterExtensionTagProcessor(ITextStudioExtensionTagProcessor processor)

Registers a component-local processor for plan and reveal extension-tag callbacks.

Parameters

Name Type
processor TextStudio.ITextStudioExtensionTagProcessor

UnregisterExtensionTagProcessor(ITextStudioExtensionTagProcessor)

Section titled “UnregisterExtensionTagProcessor(ITextStudioExtensionTagProcessor)”
public void UnregisterExtensionTagProcessor(ITextStudioExtensionTagProcessor processor)

Stops dispatching extension-tag callbacks to a component-local processor.

Parameters

Name Type
processor TextStudio.ITextStudioExtensionTagProcessor
protected override void OnActivated(in BindingActivationContext context)

Attaches the binding runtime to its validated UI Toolkit text target.

Parameters

Name Type
context UnityEngine.UIElements.BindingActivationContext

OnDeactivated(in BindingActivationContext)

Section titled “OnDeactivated(in BindingActivationContext)”
protected override void OnDeactivated(in BindingActivationContext context)

Detaches runtime state when UI Toolkit deactivates this binding.

Parameters

Name Type
context UnityEngine.UIElements.BindingActivationContext

OnDataSourceChanged(in DataSourceContextChanged)

Section titled “OnDataSourceChanged(in DataSourceContextChanged)”
protected override void OnDataSourceChanged(in DataSourceContextChanged context)

Refreshes authored text when UI Toolkit replaces the active data source.

Parameters

Name Type
context UnityEngine.UIElements.DataSourceContextChanged
public void Attach(TextElement element)

Attaches the binding directly for hosts that do not use VisualElement.SetBinding.

Parameters

Name Type
element UnityEngine.UIElements.TextElement
public void Detach()

Stops scheduling, restores the target element, and releases all attachment callbacks.

public void RefreshBehaviorProfile()

Refreshes effective behavior after an assigned profile asset changes.

public void SetText(string markup)

Replaces the current markup using the host’s configured text-change policy.

Parameters

Name Type Description
markup System.String Markup to compile. A null value is treated as empty text.
public void SetTextDeferred(string markup)

Replaces pending markup without compiling it until the next automatic or manual update. Repeated calls before that update compile only the newest value.

Parameters

Name Type
markup System.String
public void AppendText(string markup)

Appends markup and recompiles the combined content.

Parameters

Name Type Description
markup System.String Markup to append. Null or empty input leaves the content unchanged.
public void AppendTextDeferred(string markup)

Appends markup and defers compilation until the next automatic or host update.

Parameters

Name Type
markup System.String
public void ClearText()

Clears authored content, compiled state, and visible output.

public void ShowText(string markup)

Replaces the content and begins reveal playback using the current settings.

Parameters

Name Type Description
markup System.String Markup to compile and reveal.
public void ShowTextInstant(string markup)

Replaces the content and displays it completely without advancing a reveal clock.

Parameters

Name Type Description
markup System.String Markup to compile and display.
public void StartReveal()

Starts reveal playback for the current compiled content.

public void ContinueReveal()

Continues a prepared text change without replaying retained glyphs.

public void SkipReveal()

Completes reveal immediately, including remaining reveal events.

public void StopReveal()

Stops reveal at its current visibility without completing it.

public void TriggerRemainingEvents()

Dispatches pending marker and cue events without advancing the reveal animation.

public bool AdvanceOrSkip()

Advances a paused or waiting reveal when possible; otherwise completes the active reveal.

Returns

System.Boolean: true when the call changed playback state.

public void StartDisappear()

Starts hide playback for the current content.

public void SkipDisappear()

Completes hide playback immediately.

public void StopDisappear()

Stops hide playback at its current visibility.

public float GetApproximateHideDuration()

Estimates hide duration using the current content and timing configuration.

Returns

System.Single: Approximate duration in seconds.

public void SetRevealSpeed(float multiplier)

Changes the playback-rate multiplier used by subsequent reveal updates.

Parameters

Name Type Description
multiplier System.Single Non-negative speed multiplier, where 1 uses authored timing.
public void PauseReveal()

Pauses reveal playback while retaining its current position.

public void ResumeReveal()

Resumes reveal playback from its paused position.

public void SkipCurrentWait()

Requests cooperative cancellation of the active wait and resumes reveal. Custom non-skippable action coroutines may continue running.

public void SetRevealProgress(float progress)

Sets reveal to an explicit normalized position without changing authored content.

Parameters

Name Type Description
progress System.Single Requested progress, clamped to the 0 to 1 range.
public bool SetGlyphVisibility(int glyphIndex, bool visible, bool playTransition = true)

Overrides visibility for one visible glyph.

Parameters

Name Type Description
glyphIndex System.Int32 Zero-based visible-glyph index in the current compiled plan.
visible System.Boolean Whether the glyph should be visible.
playTransition System.Boolean Whether configured transitions should be used.

Returns

System.Boolean: false when glyphIndex is outside the current plan.

public bool SetWordVisibility(int wordIndex, bool visible, bool playTransition = true)

Overrides visibility for one semantic word.

Parameters

Name Type Description
wordIndex System.Int32 Zero-based word index in the current compiled plan.
visible System.Boolean Whether glyphs in the word should be visible.
playTransition System.Boolean Whether configured transitions should be used.

Returns

System.Boolean: false when wordIndex is outside the current plan.

public bool SetTextVisibility(bool visible, bool playTransition = true)

Overrides visibility for the complete text without modifying its markup.

Parameters

Name Type Description
visible System.Boolean Whether all glyphs should be visible.
playTransition System.Boolean Whether configured reveal or hide transitions should be used.

Returns

System.Boolean: true when the override was accepted.

public bool ClearGlyphVisibilityOverride(int glyphIndex)

Restores authored visibility for one glyph.

Parameters

Name Type Description
glyphIndex System.Int32 Zero-based visible-glyph index in the current compiled plan.

Returns

System.Boolean: true when an existing override was removed.

public bool ClearVisibilityOverrides()

Restores authored visibility for every glyph.

Returns

System.Boolean: true when at least one override was removed.

public void ConfigureEffectFamilies(bool reveal, bool active, bool hide)

Enables or disables evaluation of reveal, active, and hide effect families.

Parameters

Name Type
reveal System.Boolean
active System.Boolean
hide System.Boolean
public void RestartEffects()

Resets effect-local clocks and state while preserving text and reveal progress.

public void RefreshEffectBindings()

Re-resolves effect definitions and parameters after registry or asset changes.

ApplyExternalEffect(ITextStudioEffectDefinition, float, float, int, int)

Section titled “ApplyExternalEffect(ITextStudioEffectDefinition, float, float, int, int)”
public bool ApplyExternalEffect(ITextStudioEffectDefinition effect, float progress, float intensity = 1, int startGlyph = -1, int endGlyph = -1)

Adds an externally driven effect layer for the current frame. Submit it every frame while active; normal effects are evaluated first and remain intact on untouched channels.

Parameters

Name Type
effect TextStudio.ITextStudioEffectDefinition
progress System.Single
intensity System.Single
startGlyph System.Int32
endGlyph System.Int32

Returns

System.Boolean

RegisterExternalEffectSource(ITextStudioExternalEffectSource)

Section titled “RegisterExternalEffectSource(ITextStudioExternalEffectSource)”
public void RegisterExternalEffectSource(ITextStudioExternalEffectSource source)

Registers an ordered external effect source with this binding.

Parameters

Name Type
source TextStudio.ITextStudioExternalEffectSource

UnregisterExternalEffectSource(ITextStudioExternalEffectSource)

Section titled “UnregisterExternalEffectSource(ITextStudioExternalEffectSource)”
public void UnregisterExternalEffectSource(ITextStudioExternalEffectSource source)

Stops polling a previously registered external effect source.

Parameters

Name Type
source TextStudio.ITextStudioExternalEffectSource
public void SetRevealLoop(bool loop, float delay = 0.75)

Controls whether reveal restarts after completion and configures the delay before restarting.

Parameters

Name Type
loop System.Boolean
delay System.Single
public void UpdateFromHost(float deltaTime)

Advances a Manual binding from a host-owned clock. Automatic bindings already advance through the target panel scheduler and ignore duplicate work within one player frame.

Parameters

Name Type
deltaTime System.Single
public string GetBasicVisibleText()

Gets plain visible text suitable for UI Toolkit fallback rendering without Text Studio tags.

Returns

System.String

public void ConfigureLinearPlacement()

Selects source-linear placement without changing the current orientation policy.

ConfigureArcPlacement(float, float, float, PathSpacing, float, bool, float, PathPosition)

Section titled “ConfigureArcPlacement(float, float, float, PathSpacing, float, bool, float, PathPosition)”
public void ConfigureArcPlacement(float radius, float arcAngle, float startAngle = 0, PathSpacing spacing = PathSpacing.Even, float fill = 1, bool reverse = false, float radiusChange = 0, PathPosition pathPosition = PathPosition.Above)

Configures planar arc placement in local units and degrees without changing orientation.

Parameters

Name Type
radius System.Single
arcAngle System.Single
startAngle System.Single
spacing TextStudio.PathSpacing
fill System.Single
reverse System.Boolean
radiusChange System.Single
pathPosition TextStudio.PathPosition

ConfigureWavePlacement(float, float, float, float)

Section titled “ConfigureWavePlacement(float, float, float, float)”
public void ConfigureWavePlacement(float amplitude, float frequency, float speed, float phase = 0)

Configures animated planar wave placement in local units and cycles per second.

Parameters

Name Type
amplitude System.Single
frequency System.Single
speed System.Single
phase System.Single

ConfigureCirclePlacement(float, float, PathSpacing, bool, float, PathPosition)

Section titled “ConfigureCirclePlacement(float, float, PathSpacing, bool, float, PathPosition)”
public void ConfigureCirclePlacement(float radius, float startAngle = 0, PathSpacing spacing = PathSpacing.Even, bool reverse = false, float radiusChange = 0, PathPosition pathPosition = PathPosition.Above)

Configures circular placement in local units and degrees without changing orientation.

Parameters

Name Type
radius System.Single
startAngle System.Single
spacing TextStudio.PathSpacing
reverse System.Boolean
radiusChange System.Single
pathPosition TextStudio.PathPosition

ConfigureGridPlacement(int, GridCellSizing, Vector2, Vector2, GridFlow, bool, bool)

Section titled “ConfigureGridPlacement(int, GridCellSizing, Vector2, Vector2, GridFlow, bool, bool)”
public void ConfigureGridPlacement(int columns, GridCellSizing sizing = GridCellSizing.Auto, Vector2 cellSize = null, Vector2 gap = null, GridFlow flow = GridFlow.RowsFirst, bool reverse = false, bool respectSourceLines = false)

Configures row- or column-major grid placement with explicit or automatic cell sizing.

Parameters

Name Type
columns System.Int32
sizing TextStudio.GridCellSizing
cellSize UnityEngine.Vector2
gap UnityEngine.Vector2
flow TextStudio.GridFlow
reverse System.Boolean
respectSourceLines System.Boolean
public void SetArcStartAngle(float startAngle)

Changes the arc’s start angle in degrees and refreshes placement.

Parameters

Name Type
startAngle System.Single
public void SetCircleStartAngle(float startAngle)

Changes the circle’s start angle in degrees and refreshes placement.

Parameters

Name Type
startAngle System.Single

SetPlacementOrientation(TextStudioPlacementOrientation, Vector3)

Section titled “SetPlacementOrientation(TextStudioPlacementOrientation, Vector3)”
public void SetPlacementOrientation(TextStudioPlacementOrientation orientation, Vector3 fineRotation = null)

Sets glyph orientation along the selected placement plus an optional local Euler rotation in degrees.

Parameters

Name Type
orientation TextStudio.TextStudioPlacementOrientation
fineRotation UnityEngine.Vector3

public BindingMode bindingMode { get; set; }

The only supported target binding mode.

Returns

UnityEngine.UIElements.BindingMode

public BindingUpdateTrigger updateTrigger { get; set; }

The only supported source update trigger.

Returns

UnityEngine.UIElements.BindingUpdateTrigger

public object dataSource { get; set; }

Optional local source used by Data source mode.

Returns

System.Object

public Type dataSourceType { get; set; }

Optional design-time type hint for an inherited Data source.

Returns

System.Type

public PropertyPath dataSourcePath { get; set; }

Path from the effective Data source to the markup value.

Returns

Unity.Properties.PropertyPath

public ConverterGroup sourceToUiConverters { get; }

Converters applied before global source-to-string converters.

Returns

UnityEngine.UIElements.ConverterGroup

[TextStudioSourceModeAuthoring]
public TextStudioBindingSourceMode SourceMode { get; set; }

Selects Label text, a named element, or native inherited data as the markup source.

Returns

TextStudio.TextStudioBindingSourceMode

public string SourceElementName { get; set; }

The unique same-panel element name used by Element source mode.

Returns

System.String

public string SourcePropertyPath { get; set; }

The property path read from the named source element. Defaults to value.

Returns

System.String

public string AuthoredMarkup { get; }

The latest canonical markup captured from Label text in direct mode.

Returns

System.String

public TextStudioBindingDiagnostic Diagnostic { get; }

The latest actionable binding diagnostic.

Returns

TextStudio.TextStudioBindingDiagnostic

public TextElement Element { get; }

Returns

UnityEngine.UIElements.TextElement

public TextStudioUITKFeatureSet FeatureSet { get; }

Returns

TextStudio.TextStudioUITKFeatureSet

public TextStudioPlanView Plan { get; }

Gets a transient, allocation-free view of the compiled semantic plan. Do not retain the view after the current callback or frame.

Returns

TextStudio.TextStudioPlanView

public TextStudioPreview Preview { get; }

Returns

TextStudio.TextStudioPreview

public ITextStudioContent Content { get; }

Focused content view for integrations that do not control playback.

Returns

TextStudio.ITextStudioContent

public ITextStudioPlayback Playback { get; }

Focused reveal and hide playback view.

Returns

TextStudio.ITextStudioPlayback

public ITextStudioVisibility Visibility { get; }

Focused runtime visibility view.

Returns

TextStudio.ITextStudioVisibility

public ITextStudioEffectControl Effects { get; }

Focused renderer-neutral effect control view.

Returns

TextStudio.ITextStudioEffectControl

public TextStudioReadOnlyBuffer<EvaluatedGlyphState> EvaluatedGlyphStates { get; }

Zero-allocation transient view over the currently evaluated glyph states. Do not retain the view after the next binding update.

Returns

TextStudio.TextStudioReadOnlyBuffer{TextStudio.EvaluatedGlyphState}

public int StateCount { get; }

Returns

System.Int32

public string Markup { get; }

Gets the authored markup, including Text Studio tags.

Returns

System.String

public string Text { get; }

Gets the visible plain-text content after markup processing.

Returns

System.String

public string DisplayText { get; }

Returns

System.String

public string ResolvedText { get; }

Returns

System.String

public float RevealProgress { get; }

Gets normalized reveal progress from 0 (hidden) to 1 (fully revealed).

Returns

System.Single

public int RevealedCount { get; }

Returns

System.Int32

public int RevealedGlyphCount { get; }

Gets the number of semantic glyphs currently revealed.

Returns

System.Int32

public int TotalGlyphCount { get; }

Gets the number of visible semantic glyphs in the compiled content.

Returns

System.Int32

public int WordCount { get; }

Returns

System.Int32

public bool HasVisibilityOverrides { get; }

Gets whether any runtime visibility override currently differs from authored visibility.

Returns

System.Boolean

public bool IsRevealing { get; }

Gets whether reveal playback is currently advancing.

Returns

System.Boolean

public bool IsRevealPaused { get; }

Gets whether reveal playback is paused without being stopped.

Returns

System.Boolean

public bool IsWaitingForAction { get; }

Whether reveal is paused while an action is still executing.

Returns

System.Boolean

public bool IsDisappearing { get; }

Gets whether hide playback is currently advancing.

Returns

System.Boolean

public bool IsFullParity { get; }

Returns

System.Boolean

public PlacementMode PlacementMode { get; set; }

Returns

TextStudio.PlacementMode

public float ArcRadius { get; set; }

Returns

System.Single

public bool ArcAutoFitRadius { get; set; }

Returns

System.Boolean

public float ArcAutoFitPadding { get; set; }

Returns

System.Single

public float ArcAngle { get; set; }

Returns

System.Single

public float ArcStartAngle { get; set; }

Returns

System.Single

public PathPosition ArcPathPosition { get; set; }

Returns

TextStudio.PathPosition

public PathSpacing ArcSpacing { get; set; }

Returns

TextStudio.PathSpacing

public float ArcFill { get; set; }

Returns

System.Single

public bool ArcReverse { get; set; }

Returns

System.Boolean

public float ArcRadiusChange { get; set; }

Returns

System.Single

public float WaveAmplitude { get; set; }

Returns

System.Single

public float WaveFrequency { get; set; }

Returns

System.Single

public float WaveSpeed { get; set; }

Returns

System.Single

public float WavePhase { get; set; }

Returns

System.Single

public float CircleRadius { get; set; }

Returns

System.Single

public bool CircleAutoFitRadius { get; set; }

Returns

System.Boolean

public float CircleAutoFitPadding { get; set; }

Returns

System.Single

public float CircleStartAngle { get; set; }

Returns

System.Single

public PathPosition CirclePathPosition { get; set; }

Returns

TextStudio.PathPosition

public PathSpacing CircleSpacing { get; set; }

Returns

TextStudio.PathSpacing

public bool CircleReverse { get; set; }

Returns

System.Boolean

public float CircleRadiusChange { get; set; }

Returns

System.Single

public int GridColumns { get; set; }

Returns

System.Int32

public GridCellSizing GridCellSizing { get; set; }

Returns

TextStudio.GridCellSizing

public Vector2 GridCellSize { get; set; }

Returns

UnityEngine.Vector2

public Vector2 GridGap { get; set; }

Returns

UnityEngine.Vector2

public GridFlow GridFlow { get; set; }

Returns

TextStudio.GridFlow

public bool GridReverse { get; set; }

Returns

System.Boolean

public bool GridRespectSourceLines { get; set; }

Returns

System.Boolean

public TextStudioPlacementOrientation PlacementOrientation { get; set; }

Returns

TextStudio.TextStudioPlacementOrientation

public Vector3 PlacementFineRotation { get; set; }

Returns

UnityEngine.Vector3

public TextStudioBehaviorProfile BehaviorProfile { get; set; }

Gets or applies the renderer-neutral behavior profile for this binding. Assigning null restores the binding’s retained local behavior.

Returns

TextStudio.TextStudioBehaviorProfile

public bool UsesBehaviorProfileTypewriter { get; }

Returns

System.Boolean

public TextStudioTypewriterSource TypewriterSource { get; set; }

Returns

TextStudio.TextStudioTypewriterSource

public string TypewriterPresetId { get; set; }

Returns

System.String

public TextStudioTypewriterPreset TypewriterPreset { get; set; }

Returns

TextStudio.TextStudioTypewriterPreset

public TextStudioDefaultEffectMode DefaultEffectsMode { get; set; }

Returns

TextStudio.TextStudioDefaultEffectMode

public string DefaultEffects { get; set; }

Returns

System.String

public string DefaultRevealEffects { get; set; }

Returns

System.String

public string DefaultActiveEffects { get; set; }

Returns

System.String

public string DefaultHideEffects { get; set; }

Returns

System.String

public TextStudioTextChangeMode TextChangeMode { get; set; }

Returns

TextStudio.TextStudioTextChangeMode

public TextStudioTextChangeScope TextChangeScope { get; set; }

Returns

TextStudio.TextStudioTextChangeScope

public TextStudioMarkupSyntax MarkupSyntaxOverride { get; set; }

Optional syntax settings for this binding. Null inherits the active project syntax.

Returns

TextStudio.TextStudioMarkupSyntax

public TextStudioAuthoringProfile ResolvedAuthoringProfile { get; }

Gets the effective authoring profile after binding and project settings are resolved.

Returns

TextStudio.TextStudioAuthoringProfile

public TextStudioUITKUpdateMode UpdateMode { get; set; }

Gets or sets whether the binding advances from its panel scheduler or from host calls.

Returns

TextStudio.TextStudioUITKUpdateMode

public bool PlayOnAttach { get; set; }

Gets or sets whether a locally configured binding starts its reveal when attached. A behavior profile’s typewriter start mode takes precedence when it owns Typewriter.

Returns

System.Boolean

public TextStudioUITKTextGeneratorPreference TextGeneratorPreference { get; set; }

Returns

TextStudio.TextStudioUITKTextGeneratorPreference

public TypingTimingsBase Timings { get; set; }

Returns

TextStudio.TypingTimingsBase

public RevealTimingsPreset BuiltInTimingsPreset { get; set; }

Returns

TextStudio.RevealTimingsPreset

public bool WaitAfterFinalReveal { get; set; }

Returns

System.Boolean

public RevealMode RevealMode { get; set; }

Returns

TextStudio.RevealMode

public float SpeedMultiplier { get; set; }

Returns

System.Single

public bool LoopReveal { get; set; }

Returns

System.Boolean

public float LoopRevealDelay { get; set; }

Returns

System.Single

public float RevealAppearanceDuration { get; set; }

Returns

System.Single

public float RevealDisappearanceDuration { get; set; }

Returns

System.Single

public TextStudioTypewriterStartMode TypewriterStartMode { get; set; }

Returns

TextStudio.TextStudioTypewriterStartMode

public bool ResetSpeedOnNewText { get; set; }

Returns

System.Boolean

public TextStudioTypewriterSkipRevealMode SkipRevealMode { get; set; }

Returns

TextStudio.TextStudioTypewriterSkipRevealMode

public bool TriggerRemainingMarkersOnSkip { get; set; }

Returns

System.Boolean

public bool SkipCurrentWaitOnSkip { get; set; }

Returns

System.Boolean

public TextStudioTypewriterSkipHideMode SkipHideMode { get; set; }

Returns

TextStudio.TextStudioTypewriterSkipHideMode

public TextStudioSequenceOrder RevealSequenceOrder { get; set; }

Returns

TextStudio.TextStudioSequenceOrder

public float RevealSequenceSpread { get; set; }

Returns

System.Single

public int RevealSequenceSeed { get; set; }

Returns

System.Int32

public TextStudioSequenceOrder HideSequenceOrder { get; set; }

Returns

TextStudio.TextStudioSequenceOrder

public float HideSequenceSpread { get; set; }

Returns

System.Single

public int HideSequenceSeed { get; set; }

Returns

System.Int32

public string MotionPresetId { get; set; }

Returns

System.String

public TextStudioTypewriterMotionPreset CustomMotionPreset { get; set; }

Returns

TextStudio.TextStudioTypewriterMotionPreset

public TextStudioMotionPolicy MotionPolicy { get; set; }

Returns

TextStudio.TextStudioMotionPolicy

public bool RevealEffectsEnabled { get; set; }

Returns

System.Boolean

public bool ActiveEffectsEnabled { get; set; }

Returns

System.Boolean

public bool HideEffectsEnabled { get; set; }

Returns

System.Boolean

public bool EnableInEditMode { get; set; }

Returns

System.Boolean

public event Action<TextStudioBindingDiagnostic> DiagnosticChanged

Raised only when the diagnostic code or message changes.

Returns

System.Action{TextStudio.TextStudioBindingDiagnostic}

public event Action<string> OnTextSet

Occurs after markup is replaced and accepted by the runtime.

Returns

System.Action{System.String}

public event Action OnTypewriterStarted

Occurs when reveal playback starts or restarts.

Returns

System.Action

public event Action<int, char> OnGlyphRevealed

Occurs when a visible glyph crosses its reveal boundary.

Returns

System.Action{System.Int32,System.Char}

public event Action<int> OnGlyphDisappeared

Occurs when a visible glyph crosses its disappearance boundary.

Returns

System.Action{System.Int32}

public event Action<int, string> OnTextUnitRevealed

Occurs when a semantic text unit becomes visible.

Returns

System.Action{System.Int32,System.String}

public event Action<string, string[]> OnMarkerReached

Occurs when reveal reaches an authored marker.

Returns

System.Action{System.String,System.String[]}

public event Action<TextStudioPlanView> OnExtensionTagsChanged

Occurs after compilation changes the set of extension tags.

Returns

System.Action{TextStudio.TextStudioPlanView}

public event Action<TextStudioExtensionTag> OnExtensionTagReached

Occurs when reveal reaches an extension tag configured for reveal dispatch.

Returns

System.Action{TextStudio.TextStudioExtensionTag}

public event Action<TextStudioTypewriterWaitInfo> OnTypewriterWaitStarted

Occurs immediately before a typewriter wait suspends playback.

Returns

System.Action{TextStudio.TextStudioTypewriterWaitInfo}

public event Action<TextStudioTypewriterWaitInfo> OnTypewriterWaitFinished

Occurs when a typewriter wait completes or is skipped.

Returns

System.Action{TextStudio.TextStudioTypewriterWaitInfo}

public event Action OnShowComplete

Occurs after the final reveal delay has completed and the text is fully shown.

Returns

System.Action

public event Action OnDisappearComplete

Occurs after hide playback has made the complete text invisible.

Returns

System.Action