UnityUITextMeshProGlyphHelpertext Property |
Text will be parsed for special tags, and the final result will be passed on to the Text Mesh Pro Text component.
Namespace: Rewired.Glyphs.UnityUIAssembly: Rewired_Glyphs (in Rewired_Glyphs.dll) Version: 0.0.0.0
Syntaxpublic virtual string text { get; set; }Property Value
String
Example
Tag Format:
Display glyph / text for a controller element bound to an Action for a Player:
<rewiredElement [attributes]>
Attributes:
type="[glyphOrText|gt|glyph|g|text|t]" (optional, default: glyphOrText)
playerId=[player_id] (id or name required)
playerName="[player_name]" (id or name required)
actionId=[action_id] (id or name required)
actionId2=[action_id_2] (optional)
actionName="[action_name]" (id or name required)
actionName2="[action_name_2]" (optional)
actionRange="[full|f|positive|pos|p|+|negative|neg|n|-]" (optional, default: full)
firstPole="[positive|pos|p|+|negative|neg|n|-]" (optional, default: negative)
action2FirstPole="[positive|pos|p|+|negative|neg|n|-]" (optional, default: [value of firstPole])
resultIndex=[result_index] (optional, default: 0)
Example: <rewiredElement type="glyphOrText" playerId=5 actionName="MoveHorizontal" actionRange="full">
Display the name of an Action:
<rewiredAction [attributes]>
Attributes:
id=[action_id] (id or name required)
name=[action_name] (id or name required)
range="[full|f|positive|pos|p|+|negative|neg|n|-]" (optional, default: full)
Example: <rewiredAction name="MoveHorizontal" range="positive">
Display the name of a Player:
<rewiredPlayer [attributes]>
Attributes:
id=[action_id] (id or name required)
name=[action_name] (id or name required)
Example: <rewiredPlayer id=0>
See Also