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UnityUITextMeshProGlyphHelperrewiredElementResultSelectionHandler Property

Allows you to evaluate all the results and decide which to display for the rewiredElement tag. This only works for single Actions. If combining two Actions, use rewiredElementResult2dSelectionHandler instead. After searching for mappings in the Player and collecting all possible results, the handler will be invoked. This can be used, for example, to display the second result found instead of the first. It could also be used to choose results from any user-defined criteria such as controller type, controller map cateogry, etc. ActionElementMap for properties which can be used as selection criteria. The list contains all results from the search of Action Element Maps given a particular Action Range. Each result can contain either one or two Action Element Maps. The number of Action Element Maps returned depends on the Action Range used for the search and the bindings found. For a full Action Range search, if a full-axis binding is found, it will be returned in the [!:a] field. If negative and positive split-axis bindings are found instead, at least one Action Element Map will be returned in the [!:a] (negative) or [!:b] (positive) field. For a positive/negative Action Range search, a single Action Element Map will be returned in the [!:a] field.

Namespace: Rewired.Glyphs.UnityUI
Assembly: Rewired_Glyphs (in Rewired_Glyphs.dll) Version: 0.0.0.0
Syntax
C#
public virtual UnityUITextMeshProGlyphHelperRewiredElementResultSelectionHandler rewiredElementResultSelectionHandler { get; set; }

Property Value

UnityUITextMeshProGlyphHelperRewiredElementResultSelectionHandler
See Also