ElementAssignmentConflictCheck(Int32, ControllerType, Int32, Int32, ControllerElementType, Int32, AxisRange, KeyboardKeyCode, ModifierKeyFlags, Int32, Pole, Boolean) Constructor |
A struct for use in element assignment conflict checking.
Overload for complete assignment.
Namespace: RewiredAssembly: Rewired_Core (in Rewired_Core.dll) Version: 1.0.0+e8257758c3446d922301bab0e4637a0e5ec1862f
Syntaxpublic ElementAssignmentConflictCheck(
int playerId,
ControllerType controllerType,
int controllerId,
int controllerMapId,
ControllerElementType elementType,
int elementIdentifierId,
AxisRange axisRange,
KeyboardKeyCode keyboardKey,
ModifierKeyFlags modifierKeyFlags,
int actionId,
Pole axisContribution,
bool invert
)
Parameters
- playerId Int32
- The Player that is being assigned to.
- controllerType ControllerType
- The type of controller that is being assigned to.
- controllerId Int32
- The id of the controller that is being assigned to.
- controllerMapId Int32
- The unique id of the controller map that is being assigned to. Corresponds to ControllerMap.id.
- elementType ControllerElementType
- elementIdentifierId Int32
- The element identifier id of the controller element that is being assigned.
- axisRange AxisRange
- The range of the axis that is being assigned. (Only used for axis assignments.)
- keyboardKey KeyboardKeyCode
- The keyboard key that is being assigned. (Only used for keyboard assignments.)
- modifierKeyFlags ModifierKeyFlags
- The modifiers keys for the keyboard key that is being assigned. (Only used for keyboard assignments.)
- actionId Int32
- The id of the Action being assigned.
- axisContribution Pole
- The positive / negative contribution for the assignment. (Only used for split axes and buttons.)
- invert Boolean
- Is the axis inverted? (Only used for full axis assignments.)
See Also