ActionElementMap Class |
Namespace: Rewired
[SerializableAttribute] public sealed class ActionElementMap
The ActionElementMap type exposes the following members.
Name | Description | |
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ActionElementMap | Initializes a new instance of the ActionElementMap class | |
ActionElementMap(ActionElementMap) | Initializes a new instance of the ActionElementMap class | |
ActionElementMap(Int32, ControllerElementType, Int32) | Initializes a new instance of the ActionElementMap class | |
ActionElementMap(Int32, ControllerElementType, Int32, Pole, AxisRange) | Initializes a new instance of the ActionElementMap class | |
ActionElementMap(Int32, ControllerElementType, Int32, Pole, AxisRange, Boolean) | Initializes a new instance of the ActionElementMap class | |
ActionElementMap(Int32, ControllerElementType, Pole, KeyboardKeyCode, ModifierKey, ModifierKey, ModifierKey) |
Create an ActionElementMap for a keyboard key.
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Name | Description | |
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actionDescriptiveName |
Gets the descriptive name of the Action.
For split axes, this will return the Positive or Negative Descriptive Name or the Descriptive Name with a +/- suffix.
The returned value will be localized if localization is in use.
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actionId |
Gets the id of the Action to which the element is bound.
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axisContribution |
The contribution to the Action's final value when queried as an axis.
Describes how the binding contributes value to the Action when that Action is queried as an Axis. (Player.GetAxis()).
Axis Contribution describes the Action, not the element.
Axis Contribution is used to determine how button elements and split-axis element (one pole of an axis element) bindings
contribute value to the Action's value when queried as an axis.
Axis Contribution is not used when the Action is bound to a full-axis element.
Instead invert is used to determine how the full-axis binding contributes value to the Action when queried as an axis.
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axisRange |
The range of the axis.
Describes whether the Action is bound to the full, positive, or negative portion of the axis element.
Axis Range describes the axis element, not the Action.
Axis Range is not used when the Action is bound to a button element because buttons do not have a range of values or +/- poles.
For Actions bound to buttons or only one pole of an axis, axisContribution.
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axisType |
The axis type.
If this is an axis binding, this determines if it is full or split axis binding.
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controllerMap |
The parent Controller Map that contains this Action Element Map.
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elementIdentifierGlyph |
The primary glyph for the element bound to the Action.
If this is a keyboard binding, modifier keys may be in use, therefore you should use
GetElementIdentifierGlyphs(ICollectionObject) instead to get the modifier key glyphs as well.
You can check elementIdentifierGlyphCount to determine if this binding has more than one glyph to display.
This will only return a glyph if a glyph provider is in use and a glyph has been defined for this element identifier.
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elementIdentifierGlyphCount |
The number of glyphs for the element bound to the Action.
If this is a keyboard binding and modifier keys are in use, the returned count will include the modifier key glyphs.
This will only return a non-zero value if a glyph provider is in use and a glyph has been defined for this element identifier.
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elementIdentifierId |
The controller element identifier id bound to the Action.
Warning: Do not change this value during iteration of the list of element mappings in a Controller Map.
If the element type changes based on the new element identifier id, the element mapping list will be changed
resulting in an InvalidOperationException during iteration.
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elementIdentifierName |
Gets the descriptive name of the element identifier bound to the Action.
For split axes, this will return the Positive or Negative Descriptive Name or the Descriptive Name with a +/- suffix.
The returned value will be localized if localization is in use.
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elementIndex |
Gets the controller element index pointed to by this mapping.
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elementType |
Gets the element type of the controller element bound to the Action.
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enabled |
Is the Action Element Map enabled? Disabled maps will never return input.
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hasModifiers |
Determines if any keyboard modifier keys are set.
This only applies to keyboard bindings.
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id |
Gets the unique runtime id of this ActionElementMap. This value is not consistent between game sessions, so do not store it.
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invert |
Is the axis inverted?
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keyboardKeyCode |
The keyboard key code. Only used for keyboard bindings. Returns Rewired.KeyboardKeyCode value.
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keyCode |
The keyboard key code. Only used for keyboard bindings. Returns UnityEngine.KeyCode value.
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modifierKey1 |
The first keyboard modifier key.
Modifier keys should be set in ascending order because the modifier key list will be collapsed after a value is set.
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modifierKey2 |
The second keyboard modifier key.
Modifier keys should be set in ascending order because the modifier key list will be collapsed after a value is set.
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modifierKey3 |
The third keyboard modifier key.
Modifier keys should be set in ascending order because the modifier key list will be collapsed after a value is set.
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modifierKeyFlags |
Flags representing all the assigned keyboard modifier keys.
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Name | Description | |
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CheckForAssignmentConflict(ActionElementMap) |
Checks if there are any assignment conflicts between the incoming ActionElementMap and this map.
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CheckForAssignmentConflict(ElementAssignment) |
Checks if there are any assignment conflicts between the incoming ElementAssignment and this map.
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GetElementIdentifierFinalGlyphKeys |
Get final full glyph key paths for the element identfier(s) bound to the Action.
If this is a keyboard binding and modifier keys are in use, modifier key glyphs will be
returned first in the results and the primary key will be returned at the end of the list.
If using modifier keys and any glyph is missing for either modifier keys or the primary key, no results will be returned.
Glyphs will be added to the incoming results collection, so the results collection should normally be cleared before passing to this function.
This will only return a glyph if a glyph provider is in use and a glyph has been defined for this element identifier.
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GetElementIdentifierGlyphs(ICollectionObject) |
Get glyphs for the element identfier(s) bound to the Action.
If this is a keyboard binding and modifier keys are in use, modifier key glyphs will be
returned first in the results and the primary key will be returned at the end of the list.
If using modifier keys and any glyph is missing for either modifier keys or the primary key, no results will be returned.
Glyphs will be added to the incoming results collection, so the results collection should normally be cleared before passing to this function.
This will only return a glyph if a glyph provider is in use and a glyph has been defined for this element identifier.
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GetElementIdentifierGlyphsT(ICollectionT) |
Get glyphs for the element bound to the Action.
If this is a keyboard binding and modifier keys are in use, modifier key glyphs will be
returned first in the results and the primary key will be returned at the end of the list.
If using modifier keys and any glyph is missing for either modifier keys or the primary key, no results will be returned.
Glyphs will be added to the incoming results collection, so the results collection should normally be cleared before passing to this function.
This will only return a glyph if a glyph provider is in use and a glyph has been defined for this element identifier.
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IsTarget(ControllerElementTarget) |
Is the Controller Element target mapped by this ActionElementMap?
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IsTarget(IControllerElementTarget) |
Is the Controller Element target mapped by this ActionElementMap?
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ShowInField |
Should this Action Element Map be shown in a particular input field with the specified range?
This makes it easy to determine whether to show this map in a full, positive, or negative input field when remapping controls.
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ToString | (Overrides ObjectToString.) | |
TryGetCombinedElementIdentifierFinalGlyphKey |
Gets the combined final full glyph key path of the element identifiers bound to the Action if available.
This can be used to get the key for an element that doesn't actually exist but is a sub-set of element members of a Compound Element.
For example, when passing in two Action Element Maps that are bound buttons D-Pad Left and D-Pad Right, the glyph for D-Pad Horizontal will be returned if available.
When passing in four Action Element Maps that are bound to all four buttons of a D-Pad, the key for D-Pad will be returned if available.
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TryGetCombinedElementIdentifierGlyph |
Gets the combined glyph of the element identifiers bound to the Action if available.
This can be used to get a glyph for an element that doesn't actually exist but is a sub-set of element members of a Compound Element.
For example, when passing in two Action Element Maps that are bound buttons D-Pad Left and D-Pad Right, the glyph for D-Pad Horizontal will be returned if available.
When passing in four Action Element Maps that are bound to all four buttons of a D-Pad, the glyph for D-Pad will be returned if available.
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TryGetCombinedElementIdentifierName |
Gets the combined descriptive name of the element identifiers bound to the Action if available.
This can be used to get a descriptive name of an element that doesn't actually exist but is a sub-set of element members of a Compound Element.
For example, when passing in two Action Element Maps that are bound buttons D-Pad Left and D-Pad Right, "D-Pad Horizontal" will be returned.
When passing in four Action Element Maps that are bound to all four buttons of a D-Pad, "D-Pad" will be returned.
The returned value will be localized if localization is in use.
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