├── .gitignore
├── Assets
└── Controller Input Manager
│ ├── ControllerManager.cs
│ └── Demo
│ ├── ControllerTest.cs
│ ├── PlayerOneControl
│ └── Scene.unity
├── InputManager.asset
├── InputManagerAdder
├── .vs
│ └── InputManagerAdder
│ │ └── v15
│ │ └── Server
│ │ └── sqlite3
│ │ ├── db.lock
│ │ └── storage.ide
└── InputManagerAdder
│ ├── App.config
│ ├── App.xaml
│ ├── App.xaml.cs
│ ├── MainWindow.xaml
│ ├── MainWindow.xaml.cs
│ ├── Properties
│ ├── AssemblyInfo.cs
│ ├── Resources.Designer.cs
│ ├── Resources.resx
│ ├── Settings.Designer.cs
│ └── Settings.settings
│ ├── Resources
│ └── InputManager.asset
│ ├── bin
│ └── Release
│ │ └── InputManagerAdder.exe.config
│ └── obj
│ ├── Debug
│ ├── App.g.cs
│ ├── App.g.i.cs
│ ├── InputManagerAdder.Properties.Resources.resources
│ ├── InputManagerAdder.csproj.FileListAbsolute.txt
│ ├── InputManagerAdder.g.resources
│ ├── InputManagerAdder_MarkupCompile.lref
│ ├── MainWindow.baml
│ ├── MainWindow.g.cs
│ ├── MainWindow.g.i.cs
│ ├── TemporaryGeneratedFile_036C0B5B-1481-4323-8D20-8F5ADCB23D92.cs
│ ├── TemporaryGeneratedFile_5937a670-0e60-4077-877b-f7221da3dda1.cs
│ └── TemporaryGeneratedFile_E7A71F73-0F8D-4B9B-B56E-8E70B10BC5D3.cs
│ └── Release
│ ├── App.g.cs
│ ├── App.g.i.cs
│ ├── InputManagerAdder.Properties.Resources.resources
│ ├── InputManagerAdder.csproj.FileListAbsolute.txt
│ ├── InputManagerAdder.g.resources
│ ├── InputManagerAdder_MarkupCompile.i.lref
│ ├── InputManagerAdder_MarkupCompile.lref
│ ├── MainWindow.baml
│ ├── MainWindow.g.cs
│ ├── MainWindow.g.i.cs
│ ├── TemporaryGeneratedFile_036C0B5B-1481-4323-8D20-8F5ADCB23D92.cs
│ ├── TemporaryGeneratedFile_5937a670-0e60-4077-877b-f7221da3dda1.cs
│ └── TemporaryGeneratedFile_E7A71F73-0F8D-4B9B-B56E-8E70B10BC5D3.cs
├── LICENSE
├── NetCoreInputAdder
├── NetCoreInputAdder.csproj
├── Program.cs
└── obj
│ ├── NetCoreInputAdder.csproj.nuget.cache
│ ├── NetCoreInputAdder.csproj.nuget.g.props
│ ├── NetCoreInputAdder.csproj.nuget.g.targets
│ └── project.assets.json
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | # Folders
2 | Library/
3 | Temp/
4 | Temp.meta
5 | .vs/
6 | ProjectSettings/
7 | UnityPackageManager/
8 |
9 | # Autosaves
10 | *auto_*
11 |
12 |
13 | # File types
14 | *.suo
15 | *.csproj
16 | *.unityproj
17 | *.sln
18 | *.userprefs
19 | *.pidb
20 | *.swp
21 | *.meta
22 |
23 | # Mac punk
24 | .DS_Store
25 |
--------------------------------------------------------------------------------
/Assets/Controller Input Manager/ControllerManager.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using System.Linq;
5 | using System.IO;
6 | using System.Text;
7 | using System;
8 |
9 | namespace Controller
10 | {
11 | ///
12 | /// Possible Pressed Buttons up, down, left, and right are only useable on mac
13 | ///
14 | public enum PressedButton { A, B, X, Y, RB, LB, LS, RS, START, BACK, UP, DOWN, LEFT, RIGHT,UNDEFINED};
15 | ///
16 | /// All axis of input Dpad axis are unavailable on mac
17 | ///
18 | public enum InputAxis { LEFTX, LEFTY, RIGHTX, RIGHTY, DPADX, DPADY, RT, LT,UNDEFINED };
19 | public class Gamepad
20 | {
21 | public int gamePadId = 1;
22 |
23 | private Dictionary mappedController = new Dictionary();
24 |
25 |
26 | #if UNITY_STANDALONE_OSX
27 | private KeyCode UP,DOWN,LEFT,RIGHT;
28 | #endif
29 | ///
30 | /// Supply a InputAxis enum and it will return value identical to the Unity Input Manager
31 | ///
32 | ///
33 | ///
34 | public float GetAxis(Enum axis)
35 | {
36 | if (Enum.IsDefined(typeof(KeyCode), mappedController[axis]))
37 | {
38 | return Input.GetKey((KeyCode)Enum.Parse(typeof(KeyCode), mappedController[axis].ToString())) == true ?1:0;
39 | }
40 | return Input.GetAxis(mappedController[axis].ToString());
41 | }
42 |
43 | ///
44 | /// Supply a PressedButton and it will return a valueIdentical to the Unity Input Manager
45 | ///
46 | ///
47 | ///
48 | public bool GetButtonDown(Enum button)
49 | {
50 | if (Enum.IsDefined(typeof(KeyCode), mappedController[button]))
51 | {
52 | return Input.GetKeyDown((KeyCode)Enum.Parse(typeof(KeyCode), mappedController[button].ToString()));
53 | }
54 | return false;
55 | }
56 |
57 | ///
58 | /// Supply a PressedButton and it will return a valueIdentical to the Unity Input Manager
59 | ///
60 | ///
61 | ///
62 | public bool GetButtonUp(Enum button)
63 | {
64 | if (Enum.IsDefined(typeof(KeyCode), mappedController[button]))
65 | {
66 | return Input.GetKeyUp((KeyCode)Enum.Parse(typeof(KeyCode), mappedController[button].ToString()));
67 | }
68 | return false;
69 | }
70 |
71 | ///
72 | /// Supply a PressedButton and it will return a valueIdentical to the Unity Input Manager
73 | ///
74 | ///
75 | ///
76 | public bool GetButton(Enum button)
77 | {
78 | if (Enum.IsDefined(typeof(KeyCode), mappedController[button]))
79 | {
80 | return Input.GetKey((KeyCode)Enum.Parse(typeof(KeyCode), mappedController[button].ToString()));
81 | }
82 | return Mathf.Abs(Input.GetAxis(mappedController[button].ToString())) > 0;
83 | }
84 |
85 | ///
86 | /// Checks if any button is pressed and returns the first found pressed
87 | ///
88 | ///
89 | public PressedButton AnyButtonPressed()
90 | {
91 | Enum[] keys = mappedController.Keys.ToArray();
92 | for (int i = 0; i < keys.Length; i++)
93 | {
94 | if (Enum.IsDefined(typeof(PressedButton), keys[i].ToString()))
95 | {
96 | if (Input.GetKey((KeyCode)Enum.Parse(typeof(KeyCode), mappedController[keys[i]].ToString())))
97 | {
98 | return (PressedButton)Enum.Parse(typeof(PressedButton), keys[i].ToString());
99 | }
100 | }
101 | }
102 | return PressedButton.UNDEFINED;
103 | }
104 |
105 | ///
106 | /// Checks if any button has been released and returns the first found released
107 | ///
108 | ///
109 | public PressedButton AnyButtonReleased()
110 | {
111 | Enum[] keys = mappedController.Keys.ToArray();
112 | for (int i = 0; i < keys.Length; i++)
113 | {
114 | if (Enum.IsDefined(typeof(PressedButton), keys[i].ToString()))
115 | {
116 | if (Input.GetKeyUp((KeyCode)Enum.Parse(typeof(KeyCode), mappedController[keys[i]].ToString())))
117 | {
118 | return (PressedButton)Enum.Parse(typeof(PressedButton), keys[i].ToString());
119 | }
120 | }
121 | }
122 | return PressedButton.UNDEFINED;
123 | }
124 |
125 | ///
126 | /// Checks if any button gets pressed and returns the first found getting pressed
127 | ///
128 | ///
129 | public PressedButton AnyButtonDown()
130 | {
131 | Enum[] keys = mappedController.Keys.ToArray();
132 | for (int i = 0; i < keys.Length; i++)
133 | {
134 | if (Enum.IsDefined(typeof(PressedButton), keys[i].ToString()))
135 | {
136 | if (Input.GetKeyDown((KeyCode)Enum.Parse(typeof(KeyCode),mappedController[keys[i]].ToString())))
137 | {
138 | return (PressedButton)Enum.Parse(typeof(PressedButton),keys[i].ToString());
139 | }
140 | }
141 | }
142 | return PressedButton.UNDEFINED;
143 | }
144 |
145 | ///
146 | /// Quick hand for checking if the right trigger has not been released
147 | ///
148 | ///
149 | public bool RightTrigger()
150 | {
151 | if (Enum.IsDefined(typeof(KeyCode), mappedController[InputAxis.RT]))
152 | {
153 | return Input.GetKey((KeyCode)Enum.Parse(typeof(KeyCode), mappedController[InputAxis.RT].ToString()));
154 | }
155 |
156 | return Input.GetAxis(mappedController[InputAxis.RT].ToString()) > 0;
157 | }
158 |
159 | ///
160 | /// Quick hand for checking if the left trigger has not been released
161 | ///
162 | ///
163 | public bool LeftTrigger()
164 | {
165 | if (Enum.IsDefined(typeof(KeyCode), mappedController[InputAxis.LT]))
166 | {
167 | return Input.GetKey((KeyCode)Enum.Parse(typeof(KeyCode), mappedController[InputAxis.LT].ToString()));
168 | }
169 | return Input.GetAxis(mappedController[InputAxis.LT].ToString()) > 0;
170 | }
171 |
172 | ///
173 | /// Checks if any axis is activated and returns the first found.
174 | ///
175 | ///
176 | public InputAxis AnyAxis()
177 | {
178 | Enum[] keys = mappedController.Keys.ToArray();
179 | for (int i = 0; i < keys.Length; i++)
180 | {
181 | if (Enum.IsDefined(typeof(InputAxis), keys[i].ToString()))
182 | {
183 | if (Input.GetAxis(mappedController[keys[i]].ToString()) != 0 )
184 | {
185 | return (InputAxis) Enum.Parse(typeof(InputAxis),keys[i].ToString());
186 | }
187 | }
188 | }
189 | return InputAxis.UNDEFINED;
190 | }
191 |
192 | ///
193 | /// Supply an input between 1 and 4 to assign this controller manager to that value
194 | ///
195 | ///
196 | public Gamepad(int controllerID)
197 | {
198 | if(controllerID > 4 || controllerID < 1)
199 | {
200 | Debug.LogError("Please use a number between 1 and 4");
201 | return;
202 | }
203 | gamePadId = controllerID;
204 | }
205 |
206 | ///
207 | /// Sets all inputs to defaults for platform.
208 | ///
209 | public void ResetToDefault() {
210 | mappedController.Clear();
211 | string joystickButton = "Joystick" + gamePadId.ToString() + "Button";
212 | string gamePad = "Gamepad" + gamePadId.ToString() + "A";
213 | #if UNITY_STANDALONE_LINUX || UNITY_EDITOR_LINUX
214 | mappedController.Add(PressedButton.A, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "0"));
215 | mappedController.Add(PressedButton.B, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "1"));
216 | mappedController.Add(PressedButton.X, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "2"));
217 | mappedController.Add(PressedButton.Y, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "3"));
218 | mappedController.Add(PressedButton.LB, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "4"));
219 | mappedController.Add(PressedButton.RB, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "5"));
220 | mappedController.Add(PressedButton.BACK, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "6"));
221 | mappedController.Add(PressedButton.START, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "7"));
222 | mappedController.Add(PressedButton.LS, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "9"));
223 | mappedController.Add(PressedButton.RS, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "10"));
224 |
225 | mappedController.Add(InputAxis.LEFTX, gamePad + "X");
226 | mappedController.Add(InputAxis.LEFTY, gamePad + "Y");
227 | mappedController.Add(InputAxis.RIGHTX, gamePad + "4");
228 | mappedController.Add(InputAxis.RIGHTY, gamePad + "5");
229 | mappedController.Add(InputAxis.DPADX, gamePad + "7");
230 | mappedController.Add(InputAxis.DPADY, gamePad + "8");
231 | mappedController.Add(InputAxis.RT, gamePad + "3");
232 | mappedController.Add(InputAxis.LT, gamePad + "6");
233 | #elif UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN
234 | mappedController.Add(PressedButton.A, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "0"));
235 | mappedController.Add(PressedButton.B, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "1"));
236 | mappedController.Add(PressedButton.X, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "2"));
237 | mappedController.Add(PressedButton.Y, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "3"));
238 | mappedController.Add(PressedButton.LB, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "4"));
239 | mappedController.Add(PressedButton.RB, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "5"));
240 | mappedController.Add(PressedButton.BACK, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "6"));
241 | mappedController.Add(PressedButton.START, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "7"));
242 | mappedController.Add(PressedButton.LS, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "8"));
243 | mappedController.Add(PressedButton.RS, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "9"));
244 |
245 | mappedController.Add(InputAxis.LEFTX, gamePad + "X");
246 | mappedController.Add(InputAxis.LEFTY, gamePad + "Y");
247 | mappedController.Add(InputAxis.RIGHTX, gamePad + "4");
248 | mappedController.Add(InputAxis.RIGHTY, gamePad + "5");
249 | mappedController.Add(InputAxis.DPADX, gamePad + "6");
250 | mappedController.Add(InputAxis.DPADY, gamePad + "7");
251 | mappedController.Add(InputAxis.RT, gamePad + "9");
252 | mappedController.Add(InputAxis.LT, gamePad + "10");
253 | #elif UNITY_STANDALONE_MAC || UNITY_EDITOR_MAC
254 | mappedController.Add(PressedButton.A, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "16"));
255 | mappedController.Add(PressedButton.B, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "17"));
256 | mappedController.Add(PressedButton.X, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "18"));
257 | mappedController.Add(PressedButton.Y, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "19"));
258 | mappedController.Add(PressedButton.LB, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "13"));
259 | mappedController.Add(PressedButton.RB, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "14"));
260 | mappedController.Add(PressedButton.BACK, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "10"));
261 | mappedController.Add(PressedButton.START, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "9"));
262 | mappedController.Add(PressedButton.LS, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "11"));
263 | mappedController.Add(PressedButton.RS, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "12"));
264 | mappedController.Add(PressedButton.LS, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "5"));
265 | mappedController.Add(PressedButton.RS, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "6"));
266 | mappedController.Add(PressedButton.LS, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "7"));
267 | mappedController.Add(PressedButton.RS, (KeyCode)Enum.Parse(typeof(KeyCode), joystickButton + "8"));
268 |
269 | mappedController.Add(InputAxis.LEFTX, gamePad + "X");
270 | mappedController.Add(InputAxis.LEFTY, gamePad + "Y");
271 | mappedController.Add(InputAxis.RIGHTX, gamePad + "3");
272 | mappedController.Add(InputAxis.RIGHTY, gamePad + "4");
273 | mappedController.Add(InputAxis.RT, gamePad + "5");
274 | mappedController.Add(InputAxis.LT, gamePad + "6");
275 | #endif
276 |
277 |
278 |
279 |
280 |
281 | }
282 |
283 | ///
284 | /// Switches two item inputs either an axis or a button. Note axes only work for GetButton and GetAxis. Buttons only return 1 or 0 in GetAxis
285 | ///
286 | ///
287 | ///
288 | public void SwitchInputs(Enum a, Enum b)
289 | {
290 | object temp = mappedController[a];
291 | mappedController[a] = mappedController[b];
292 | mappedController[b] = temp;
293 | }
294 |
295 | ///
296 | /// Saves to the path with the name provided
297 | ///
298 | ///
299 | public void SaveCustomScheme(string path)
300 | {
301 | string outGoing = "";
302 | Enum[] buttons = mappedController.Keys.ToArray();
303 | for(int i =0; i < buttons.Length; i++)
304 | {
305 | outGoing += buttons[i].ToString() + "=" + mappedController[buttons[i]];
306 | outGoing += System.Environment.NewLine;
307 | }
308 | using (FileStream file = File.Create(path))
309 | {
310 | file.Write(Encoding.UTF8.GetBytes(outGoing), 0, outGoing.Length);
311 |
312 | }
313 | }
314 |
315 | ///
316 | /// Checks all controllers on default scheme to see if there are any active(buttons pressed or axes moved).static Returns 1-4 if there is an active controller and 0 if not.
317 | ///
318 | ///
319 | public static int GetAnyActiveController(){
320 | for(int i =1; i <= 4;i++){
321 | Gamepad gp = new Gamepad(i);
322 | gp.ResetToDefault();
323 | if(gp.AnyAxis() != InputAxis.UNDEFINED || gp.AnyButtonDown() != PressedButton.UNDEFINED || gp.AnyButtonPressed() != PressedButton.UNDEFINED || gp.AnyButtonReleased()!= PressedButton.UNDEFINED){
324 | return i;
325 | }
326 | }
327 | return 0;
328 | }
329 |
330 | ///
331 | /// Loads from the path with name provided
332 | ///
333 | ///
334 | public void LoadCustomScheme(string path)
335 | {
336 | StreamReader reader = File.OpenText(path);
337 | string line;
338 | PressedButton parsedButton;
339 | InputAxis parsedAxis;
340 | while((line = reader.ReadLine()) != null)
341 | {
342 | string[] items = line.Split('=');
343 | if (Enum.IsDefined(typeof(PressedButton), items[0]))
344 | {
345 | parsedButton = (PressedButton)Enum.Parse(typeof(PressedButton), items[0]);
346 | if (!mappedController.ContainsKey(parsedButton))
347 | {
348 | mappedController.Add(parsedButton, (KeyCode)Enum.Parse(typeof(KeyCode), items[1]));
349 | }
350 | else
351 | {
352 | mappedController[parsedButton] = (KeyCode)Enum.Parse(typeof(KeyCode), items[1]);
353 | }
354 | }else if (Enum.IsDefined(typeof(InputAxis), items[0]))
355 | {
356 | parsedAxis = (InputAxis)Enum.Parse(typeof(InputAxis), items[0]);
357 | if (!mappedController.ContainsKey(parsedAxis))
358 | {
359 | mappedController.Add(parsedAxis, items[1]);
360 | }
361 | else
362 | {
363 | mappedController[parsedAxis] = items[1];
364 | }
365 | }
366 | }
367 | }
368 |
369 |
370 |
371 | }
372 | }
373 |
--------------------------------------------------------------------------------
/Assets/Controller Input Manager/Demo/ControllerTest.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using Controller;
5 |
6 | public class ControllerTest : MonoBehaviour
7 | {
8 |
9 | private Gamepad playerOne;
10 |
11 | [SerializeField]
12 | Transform modifiedObject;
13 |
14 | private MeshFilter mf;
15 | private Material mat;
16 |
17 | [SerializeField]
18 | private Mesh cube, sphere, cylinder, capsule;
19 |
20 | private Camera cam;
21 |
22 | // Use this for initialization
23 | void Start()
24 | {
25 | playerOne = new Gamepad(1);
26 | playerOne.LoadCustomScheme(Application.dataPath + "/Controller Input Manager/Demo/PlayerOneControl");
27 | mf = modifiedObject.GetComponent();
28 | mat = modifiedObject.GetComponent().material;
29 | cam = Camera.main;
30 | }
31 |
32 | // Update is called once per frame
33 | void Update()
34 | {
35 | Vector3 leftStick = new Vector3(playerOne.GetAxis(InputAxis.LEFTX), -playerOne.GetAxis(InputAxis.LEFTY), (playerOne.LeftTrigger() ? 1 : 0) - (playerOne.RightTrigger() ? 1 : 0));
36 | Vector3 rightStick = new Vector3(-playerOne.GetAxis(InputAxis.RIGHTY), 0, -playerOne.GetAxis(InputAxis.RIGHTX));
37 | Vector2 dPad = new Vector2(playerOne.GetAxis(InputAxis.DPADX), playerOne.GetAxis(InputAxis.DPADY));
38 |
39 | modifiedObject.Translate(leftStick * 10 * Time.deltaTime, Space.World);
40 | modifiedObject.Rotate(rightStick, 100 * Time.deltaTime, Space.World);
41 |
42 | if (dPad.y > 0)
43 | {
44 | mf.mesh = cube;
45 | }
46 | if (dPad.y < 0)
47 | {
48 | mf.mesh = sphere;
49 | }
50 | if (dPad.x > 0)
51 | {
52 | mf.mesh = cylinder;
53 | }
54 | if (dPad.x < 0)
55 | {
56 | mf.mesh = capsule;
57 | }
58 |
59 | if (playerOne.GetButtonDown(PressedButton.START))
60 | {
61 | Application.Quit();
62 | }
63 |
64 | if (playerOne.GetButtonDown(PressedButton.BACK))
65 | {
66 | cam.gameObject.SetActive(!cam.gameObject.activeInHierarchy);
67 | }
68 |
69 | if (playerOne.GetButtonDown(PressedButton.A))
70 | {
71 | mat.color = Color.green;
72 | }
73 |
74 | if (playerOne.GetButtonDown(PressedButton.B))
75 | {
76 | mat.color = Color.red;
77 | }
78 |
79 | if (playerOne.GetButtonDown(PressedButton.X))
80 | {
81 | mat.color = Color.blue;
82 | }
83 |
84 | if (playerOne.GetButtonDown(PressedButton.Y))
85 | {
86 | mat.color = Color.yellow;
87 | }
88 |
89 | if (playerOne.GetButton(InputAxis.LT))
90 | {
91 | modifiedObject.localScale += 2 * Time.deltaTime * Vector3.one;
92 | }
93 |
94 | if (playerOne.GetButton(InputAxis.RT))
95 | {
96 | modifiedObject.localScale -= 2 * Time.deltaTime * Vector3.one;
97 | }
98 |
99 | if (playerOne.GetButtonDown(PressedButton.LS))
100 | {
101 | playerOne.SwitchInputs(InputAxis.RT, PressedButton.B);
102 | playerOne.SaveCustomScheme(Application.dataPath + "/Controller Input Manager/Demo/PlayerOneControl");
103 | }
104 |
105 | if (playerOne.GetButtonDown(PressedButton.RS))
106 | {
107 | playerOne.SwitchInputs(InputAxis.LEFTX, InputAxis.RIGHTX);
108 | playerOne.SwitchInputs(InputAxis.LEFTY, InputAxis.RIGHTY);
109 | playerOne.SaveCustomScheme(Application.dataPath + "/Controller Input Manager/Demo/PlayerOneControl");
110 | }
111 | if (playerOne.GetButtonDown(PressedButton.START))
112 | {
113 | playerOne.ResetToDefault();
114 | }
115 |
116 | }
117 | }
118 |
--------------------------------------------------------------------------------
/Assets/Controller Input Manager/Demo/PlayerOneControl:
--------------------------------------------------------------------------------
1 | A=Joystick1Button1
2 | B=Joystick1Button0
3 | X=Joystick1Button2
4 | Y=Joystick1Button3
5 | LB=Joystick1Button4
6 | RB=Joystick1Button5
7 | BACK=Joystick1Button6
8 | START=Joystick1Button7
9 | LS=Joystick1Button8
10 | RS=Joystick1Button9
11 | LEFTX=Gamepad1A4
12 | LEFTY=Gamepad1A5
13 | RIGHTX=Gamepad1AX
14 | RIGHTY=Gamepad1AY
15 | DPADX=Gamepad1A6
16 | DPADY=Gamepad1A7
17 | RT=Gamepad1A9
18 | LT=Gamepad1A10
19 |
--------------------------------------------------------------------------------
/Assets/Controller Input Manager/Demo/Scene.unity:
--------------------------------------------------------------------------------
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430 | altNegativeButton:
431 | altPositiveButton:
432 | gravity: 0.3
433 | dead: 0.1
434 | sensitivity: 1
435 | snap: 0
436 | invert: 0
437 | type: 2
438 | axis: 6
439 | joyNum: 3
440 | - serializedVersion: 3
441 | m_Name: Gamepad3A8
442 | descriptiveName:
443 | descriptiveNegativeName:
444 | negativeButton:
445 | positiveButton:
446 | altNegativeButton:
447 | altPositiveButton:
448 | gravity: 0.3
449 | dead: 0.1
450 | sensitivity: 1
451 | snap: 0
452 | invert: 0
453 | type: 2
454 | axis: 7
455 | joyNum: 3
456 | - serializedVersion: 3
457 | m_Name: Gamepad3A9
458 | descriptiveName:
459 | descriptiveNegativeName:
460 | negativeButton:
461 | positiveButton:
462 | altNegativeButton:
463 | altPositiveButton:
464 | gravity: 0.3
465 | dead: 0.1
466 | sensitivity: 1
467 | snap: 0
468 | invert: 0
469 | type: 2
470 | axis: 8
471 | joyNum: 3
472 | - serializedVersion: 3
473 | m_Name: Gamepad3A10
474 | descriptiveName:
475 | descriptiveNegativeName:
476 | negativeButton:
477 | positiveButton:
478 | altNegativeButton:
479 | altPositiveButton:
480 | gravity: 0.3
481 | dead: 0.1
482 | sensitivity: 1
483 | snap: 0
484 | invert: 0
485 | type: 2
486 | axis: 9
487 | joyNum: 3
488 | - serializedVersion: 3
489 | m_Name: Gamepad4AX
490 | descriptiveName:
491 | descriptiveNegativeName:
492 | negativeButton:
493 | positiveButton:
494 | altNegativeButton:
495 | altPositiveButton:
496 | gravity: 0.3
497 | dead: 0.1
498 | sensitivity: 1
499 | snap: 0
500 | invert: 0
501 | type: 2
502 | axis: 0
503 | joyNum: 4
504 | - serializedVersion: 3
505 | m_Name: Gamepad4AY
506 | descriptiveName:
507 | descriptiveNegativeName:
508 | negativeButton:
509 | positiveButton:
510 | altNegativeButton:
511 | altPositiveButton:
512 | gravity: 0.3
513 | dead: 0.1
514 | sensitivity: 1
515 | snap: 0
516 | invert: 0
517 | type: 2
518 | axis: 1
519 | joyNum: 4
520 | - serializedVersion: 3
521 | m_Name: Gamepad4A3
522 | descriptiveName:
523 | descriptiveNegativeName:
524 | negativeButton:
525 | positiveButton:
526 | altNegativeButton:
527 | altPositiveButton:
528 | gravity: 0.3
529 | dead: 0.1
530 | sensitivity: 1
531 | snap: 0
532 | invert: 0
533 | type: 2
534 | axis: 2
535 | joyNum: 4
536 | - serializedVersion: 3
537 | m_Name: Gamepad4A4
538 | descriptiveName:
539 | descriptiveNegativeName:
540 | negativeButton:
541 | positiveButton:
542 | altNegativeButton:
543 | altPositiveButton:
544 | gravity: 0.3
545 | dead: 0.1
546 | sensitivity: 1
547 | snap: 0
548 | invert: 0
549 | type: 2
550 | axis: 3
551 | joyNum: 4
552 | - serializedVersion: 3
553 | m_Name: Gamepad4A5
554 | descriptiveName:
555 | descriptiveNegativeName:
556 | negativeButton:
557 | positiveButton:
558 | altNegativeButton:
559 | altPositiveButton:
560 | gravity: 0.3
561 | dead: 0.1
562 | sensitivity: 1
563 | snap: 0
564 | invert: 0
565 | type: 2
566 | axis: 4
567 | joyNum: 4
568 | - serializedVersion: 3
569 | m_Name: Gamepad4A6
570 | descriptiveName:
571 | descriptiveNegativeName:
572 | negativeButton:
573 | positiveButton:
574 | altNegativeButton:
575 | altPositiveButton:
576 | gravity: 0.3
577 | dead: 0.1
578 | sensitivity: 1
579 | snap: 0
580 | invert: 0
581 | type: 2
582 | axis: 5
583 | joyNum: 4
584 | - serializedVersion: 3
585 | m_Name: Gamepad4A7
586 | descriptiveName:
587 | descriptiveNegativeName:
588 | negativeButton:
589 | positiveButton:
590 | altNegativeButton:
591 | altPositiveButton:
592 | gravity: 0.3
593 | dead: 0.1
594 | sensitivity: 1
595 | snap: 0
596 | invert: 0
597 | type: 2
598 | axis: 6
599 | joyNum: 4
600 | - serializedVersion: 3
601 | m_Name: Gamepad4A8
602 | descriptiveName:
603 | descriptiveNegativeName:
604 | negativeButton:
605 | positiveButton:
606 | altNegativeButton:
607 | altPositiveButton:
608 | gravity: 0.3
609 | dead: 0.1
610 | sensitivity: 1
611 | snap: 0
612 | invert: 0
613 | type: 2
614 | axis: 7
615 | joyNum: 4
616 | - serializedVersion: 3
617 | m_Name: Gamepad4A9
618 | descriptiveName:
619 | descriptiveNegativeName:
620 | negativeButton:
621 | positiveButton:
622 | altNegativeButton:
623 | altPositiveButton:
624 | gravity: 0.3
625 | dead: 0.1
626 | sensitivity: 1
627 | snap: 0
628 | invert: 0
629 | type: 2
630 | axis: 8
631 | joyNum: 4
632 | - serializedVersion: 3
633 | m_Name: Gamepad4A10
634 | descriptiveName:
635 | descriptiveNegativeName:
636 | negativeButton:
637 | positiveButton:
638 | altNegativeButton:
639 | altPositiveButton:
640 | gravity: 0.3
641 | dead: 0.1
642 | sensitivity: 1
643 | snap: 0
644 | invert: 0
645 | type: 2
646 | axis: 9
647 | joyNum: 4
648 |
649 |
--------------------------------------------------------------------------------
/InputManagerAdder/.vs/InputManagerAdder/v15/Server/sqlite3/db.lock:
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/InputManagerAdder/.vs/InputManagerAdder/v15/Server/sqlite3/storage.ide:
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/InputManagerAdder/InputManagerAdder/App.config:
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/InputManagerAdder/InputManagerAdder/App.xaml:
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/InputManagerAdder/InputManagerAdder/App.xaml.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Configuration;
4 | using System.Data;
5 | using System.Linq;
6 | using System.Threading.Tasks;
7 | using System.Windows;
8 |
9 | namespace InputManagerAdder
10 | {
11 | ///
12 | /// Interaction logic for App.xaml
13 | ///
14 | public partial class App : Application
15 | {
16 | }
17 | }
18 |
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/InputManagerAdder/InputManagerAdder/MainWindow.xaml:
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18 |
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/InputManagerAdder/InputManagerAdder/MainWindow.xaml.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 | using System.Windows;
7 | using System.Windows.Controls;
8 | using System.Windows.Data;
9 | using System.Windows.Documents;
10 | using System.Windows.Input;
11 | using System.Windows.Media;
12 | using System.Windows.Media.Imaging;
13 | using System.Windows.Navigation;
14 | using System.Windows.Shapes;
15 | using System.IO;
16 | using System.Reflection;
17 | namespace InputManagerAdder
18 | {
19 | ///
20 | /// Interaction logic for MainWindow.xaml
21 | ///
22 | public partial class MainWindow : Window
23 | {
24 | bool replace;
25 | public MainWindow()
26 | {
27 | InitializeComponent();
28 | }
29 | private void Button_Click(object sender, RoutedEventArgs e)
30 | {
31 | if (File.Exists(Directory.GetCurrentDirectory() + "/InputManager.asset"))
32 | {
33 | using (FileStream fs = File.Open(Directory.GetCurrentDirectory() + "/InputManager.asset", FileMode.Open))
34 | {
35 | byte[] bytes = new byte[fs.Length];
36 | for (int i = 0; i < bytes.Length; i++)
37 | {
38 | bytes[i] = (byte)fs.ReadByte();
39 | }
40 | File.WriteAllBytes(Directory.GetCurrentDirectory() + "/InputManagerBackup.asset", bytes);
41 | }
42 | }
43 | if (!replace)
44 | {
45 | string addText = Encoding.ASCII.GetString(global::InputManagerAdder.Properties.Resources.InputManager);
46 | File.AppendAllText(Directory.GetCurrentDirectory() + "/InputManager.asset", DeleteLines(addText, 7));
47 | MessageBoxResult result = MessageBox.Show("You have added the controller inputs.");
48 | if (result == MessageBoxResult.OK)
49 | {
50 | Application.Current.Shutdown();
51 | }
52 | }
53 | else
54 | {
55 | using (FileStream fs = File.Create(Directory.GetCurrentDirectory() + "/InputManager.asset"))
56 | {
57 | byte[] replaceArray = global::InputManagerAdder.Properties.Resources.InputManager;
58 | fs.Write(replaceArray, 0, replaceArray.Length);
59 | }
60 | MessageBoxResult result = MessageBox.Show("You have replaced all inputs with the controller inputs.");
61 | if (result == MessageBoxResult.OK)
62 | {
63 | Application.Current.Shutdown();
64 | }
65 |
66 | }
67 |
68 | }
69 | public static string DeleteLines(string s, int linesToRemove)
70 | {
71 | return s.Split(Environment.NewLine.ToCharArray(),
72 | linesToRemove + 1
73 | ).Skip(linesToRemove)
74 | .FirstOrDefault();
75 | }
76 | private void CheckBox_Checked(object sender, RoutedEventArgs e)
77 | {
78 | replace = (sender as CheckBox).IsChecked.Value;
79 | }
80 | private void CheckBox_UnChecked(object sender, RoutedEventArgs e)
81 | {
82 | replace = (sender as CheckBox).IsChecked.Value;
83 | }
84 | }
85 | }
86 |
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/InputManagerAdder/InputManagerAdder/Properties/AssemblyInfo.cs:
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1 | using System.Reflection;
2 | using System.Resources;
3 | using System.Runtime.CompilerServices;
4 | using System.Runtime.InteropServices;
5 | using System.Windows;
6 |
7 | // General Information about an assembly is controlled through the following
8 | // set of attributes. Change these attribute values to modify the information
9 | // associated with an assembly.
10 | [assembly: AssemblyTitle("InputManagerAdder")]
11 | [assembly: AssemblyDescription("")]
12 | [assembly: AssemblyConfiguration("")]
13 | [assembly: AssemblyCompany("")]
14 | [assembly: AssemblyProduct("InputManagerAdder")]
15 | [assembly: AssemblyCopyright("Copyright © 2017")]
16 | [assembly: AssemblyTrademark("")]
17 | [assembly: AssemblyCulture("")]
18 |
19 | // Setting ComVisible to false makes the types in this assembly not visible
20 | // to COM components. If you need to access a type in this assembly from
21 | // COM, set the ComVisible attribute to true on that type.
22 | [assembly: ComVisible(false)]
23 |
24 | //In order to begin building localizable applications, set
25 | //CultureYouAreCodingWith in your .csproj file
26 | //inside a . For example, if you are using US english
27 | //in your source files, set the to en-US. Then uncomment
28 | //the NeutralResourceLanguage attribute below. Update the "en-US" in
29 | //the line below to match the UICulture setting in the project file.
30 |
31 | //[assembly: NeutralResourcesLanguage("en-US", UltimateResourceFallbackLocation.Satellite)]
32 |
33 |
34 | [assembly: ThemeInfo(
35 | ResourceDictionaryLocation.None, //where theme specific resource dictionaries are located
36 | //(used if a resource is not found in the page,
37 | // or application resource dictionaries)
38 | ResourceDictionaryLocation.SourceAssembly //where the generic resource dictionary is located
39 | //(used if a resource is not found in the page,
40 | // app, or any theme specific resource dictionaries)
41 | )]
42 |
43 |
44 | // Version information for an assembly consists of the following four values:
45 | //
46 | // Major Version
47 | // Minor Version
48 | // Build Number
49 | // Revision
50 | //
51 | // You can specify all the values or you can default the Build and Revision Numbers
52 | // by using the '*' as shown below:
53 | // [assembly: AssemblyVersion("1.0.*")]
54 | [assembly: AssemblyVersion("1.0.0.0")]
55 | [assembly: AssemblyFileVersion("1.0.0.0")]
56 |
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/InputManagerAdder/InputManagerAdder/Properties/Resources.Designer.cs:
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1 | //------------------------------------------------------------------------------
2 | //
3 | // This code was generated by a tool.
4 | // Runtime Version:4.0.30319.42000
5 | //
6 | // Changes to this file may cause incorrect behavior and will be lost if
7 | // the code is regenerated.
8 | //
9 | //------------------------------------------------------------------------------
10 |
11 | namespace InputManagerAdder.Properties {
12 | using System;
13 |
14 |
15 | ///
16 | /// A strongly-typed resource class, for looking up localized strings, etc.
17 | ///
18 | // This class was auto-generated by the StronglyTypedResourceBuilder
19 | // class via a tool like ResGen or Visual Studio.
20 | // To add or remove a member, edit your .ResX file then rerun ResGen
21 | // with the /str option, or rebuild your VS project.
22 | [global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "15.0.0.0")]
23 | [global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
24 | [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
25 | internal class Resources {
26 |
27 | private static global::System.Resources.ResourceManager resourceMan;
28 |
29 | private static global::System.Globalization.CultureInfo resourceCulture;
30 |
31 | [global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
32 | internal Resources() {
33 | }
34 |
35 | ///
36 | /// Returns the cached ResourceManager instance used by this class.
37 | ///
38 | [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
39 | internal static global::System.Resources.ResourceManager ResourceManager {
40 | get {
41 | if (object.ReferenceEquals(resourceMan, null)) {
42 | global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("InputManagerAdder.Properties.Resources", typeof(Resources).Assembly);
43 | resourceMan = temp;
44 | }
45 | return resourceMan;
46 | }
47 | }
48 |
49 | ///
50 | /// Overrides the current thread's CurrentUICulture property for all
51 | /// resource lookups using this strongly typed resource class.
52 | ///
53 | [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
54 | internal static global::System.Globalization.CultureInfo Culture {
55 | get {
56 | return resourceCulture;
57 | }
58 | set {
59 | resourceCulture = value;
60 | }
61 | }
62 |
63 | ///
64 | /// Looks up a localized resource of type System.Byte[].
65 | ///
66 | internal static byte[] InputManager {
67 | get {
68 | object obj = ResourceManager.GetObject("InputManager", resourceCulture);
69 | return ((byte[])(obj));
70 | }
71 | }
72 | }
73 | }
74 |
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/InputManagerAdder/InputManagerAdder/Properties/Resources.resx:
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1 |
2 |
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62 |
63 |
64 |
65 |
66 |
67 |
68 |
69 |
70 |
71 |
72 |
73 |
74 |
75 |
76 |
77 |
78 |
79 |
80 |
81 |
82 |
83 |
84 |
85 |
86 |
87 |
88 |
89 |
90 |
91 |
92 |
93 |
94 |
95 |
96 |
97 |
98 |
99 |
100 |
101 |
102 |
103 |
104 |
105 |
106 |
107 |
108 |
109 | text/microsoft-resx
110 |
111 |
112 | 2.0
113 |
114 |
115 | System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
116 |
117 |
118 | System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
119 |
120 |
121 |
122 | ..\Resources\InputManager.asset;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
123 |
124 |
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/InputManagerAdder/InputManagerAdder/Properties/Settings.Designer.cs:
--------------------------------------------------------------------------------
1 | //------------------------------------------------------------------------------
2 | //
3 | // This code was generated by a tool.
4 | // Runtime Version:4.0.30319.42000
5 | //
6 | // Changes to this file may cause incorrect behavior and will be lost if
7 | // the code is regenerated.
8 | //
9 | //------------------------------------------------------------------------------
10 |
11 | namespace InputManagerAdder.Properties
12 | {
13 |
14 |
15 | [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
16 | [global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")]
17 | internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase
18 | {
19 |
20 | private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
21 |
22 | public static Settings Default
23 | {
24 | get
25 | {
26 | return defaultInstance;
27 | }
28 | }
29 | }
30 | }
31 |
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/InputManagerAdder/InputManagerAdder/Properties/Settings.settings:
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
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/InputManagerAdder/InputManagerAdder/Resources/InputManager.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!13 &1
4 | InputManager:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 2
7 | m_Axes:
8 | - serializedVersion: 3
9 | m_Name: Gamepad1AX
10 | descriptiveName:
11 | descriptiveNegativeName:
12 | negativeButton:
13 | positiveButton:
14 | altNegativeButton:
15 | altPositiveButton:
16 | gravity: 0.3
17 | dead: 0.1
18 | sensitivity: 1
19 | snap: 0
20 | invert: 0
21 | type: 2
22 | axis: 0
23 | joyNum: 1
24 | - serializedVersion: 3
25 | m_Name: Gamepad1AY
26 | descriptiveName:
27 | descriptiveNegativeName:
28 | negativeButton:
29 | positiveButton:
30 | altNegativeButton:
31 | altPositiveButton:
32 | gravity: 0.3
33 | dead: 0.1
34 | sensitivity: 1
35 | snap: 0
36 | invert: 0
37 | type: 2
38 | axis: 1
39 | joyNum: 1
40 | - serializedVersion: 3
41 | m_Name: Gamepad1A3
42 | descriptiveName:
43 | descriptiveNegativeName:
44 | negativeButton:
45 | positiveButton:
46 | altNegativeButton:
47 | altPositiveButton:
48 | gravity: 0.3
49 | dead: 0.1
50 | sensitivity: 1
51 | snap: 0
52 | invert: 0
53 | type: 2
54 | axis: 2
55 | joyNum: 1
56 | - serializedVersion: 3
57 | m_Name: Gamepad1A4
58 | descriptiveName:
59 | descriptiveNegativeName:
60 | negativeButton:
61 | positiveButton:
62 | altNegativeButton:
63 | altPositiveButton:
64 | gravity: 0.3
65 | dead: 0.1
66 | sensitivity: 1
67 | snap: 0
68 | invert: 0
69 | type: 2
70 | axis: 3
71 | joyNum: 1
72 | - serializedVersion: 3
73 | m_Name: Gamepad1A5
74 | descriptiveName:
75 | descriptiveNegativeName:
76 | negativeButton:
77 | positiveButton:
78 | altNegativeButton:
79 | altPositiveButton:
80 | gravity: 0.3
81 | dead: 0.1
82 | sensitivity: 1
83 | snap: 0
84 | invert: 0
85 | type: 2
86 | axis: 4
87 | joyNum: 1
88 | - serializedVersion: 3
89 | m_Name: Gamepad1A6
90 | descriptiveName:
91 | descriptiveNegativeName:
92 | negativeButton:
93 | positiveButton:
94 | altNegativeButton:
95 | altPositiveButton:
96 | gravity: 0.3
97 | dead: 0.1
98 | sensitivity: 1
99 | snap: 0
100 | invert: 0
101 | type: 2
102 | axis: 5
103 | joyNum: 1
104 | - serializedVersion: 3
105 | m_Name: Gamepad1A7
106 | descriptiveName:
107 | descriptiveNegativeName:
108 | negativeButton:
109 | positiveButton:
110 | altNegativeButton:
111 | altPositiveButton:
112 | gravity: 0.3
113 | dead: 0.1
114 | sensitivity: 1
115 | snap: 0
116 | invert: 0
117 | type: 2
118 | axis: 6
119 | joyNum: 1
120 | - serializedVersion: 3
121 | m_Name: Gamepad1A8
122 | descriptiveName:
123 | descriptiveNegativeName:
124 | negativeButton:
125 | positiveButton:
126 | altNegativeButton:
127 | altPositiveButton:
128 | gravity: 0.3
129 | dead: 0.1
130 | sensitivity: 1
131 | snap: 0
132 | invert: 0
133 | type: 2
134 | axis: 7
135 | joyNum: 1
136 | - serializedVersion: 3
137 | m_Name: Gamepad1A9
138 | descriptiveName:
139 | descriptiveNegativeName:
140 | negativeButton:
141 | positiveButton:
142 | altNegativeButton:
143 | altPositiveButton:
144 | gravity: 0.3
145 | dead: 0.1
146 | sensitivity: 1
147 | snap: 0
148 | invert: 0
149 | type: 2
150 | axis: 8
151 | joyNum: 1
152 | - serializedVersion: 3
153 | m_Name: Gamepad1A10
154 | descriptiveName:
155 | descriptiveNegativeName:
156 | negativeButton:
157 | positiveButton:
158 | altNegativeButton:
159 | altPositiveButton:
160 | gravity: 0.3
161 | dead: 0.1
162 | sensitivity: 1
163 | snap: 0
164 | invert: 0
165 | type: 2
166 | axis: 9
167 | joyNum: 1
168 | - serializedVersion: 3
169 | m_Name: Gamepad2AX
170 | descriptiveName:
171 | descriptiveNegativeName:
172 | negativeButton:
173 | positiveButton:
174 | altNegativeButton:
175 | altPositiveButton:
176 | gravity: 0.3
177 | dead: 0.1
178 | sensitivity: 1
179 | snap: 0
180 | invert: 0
181 | type: 2
182 | axis: 0
183 | joyNum: 2
184 | - serializedVersion: 3
185 | m_Name: Gamepad2AY
186 | descriptiveName:
187 | descriptiveNegativeName:
188 | negativeButton:
189 | positiveButton:
190 | altNegativeButton:
191 | altPositiveButton:
192 | gravity: 0.3
193 | dead: 0.1
194 | sensitivity: 1
195 | snap: 0
196 | invert: 0
197 | type: 2
198 | axis: 1
199 | joyNum: 2
200 | - serializedVersion: 3
201 | m_Name: Gamepad2A3
202 | descriptiveName:
203 | descriptiveNegativeName:
204 | negativeButton:
205 | positiveButton:
206 | altNegativeButton:
207 | altPositiveButton:
208 | gravity: 0.3
209 | dead: 0.1
210 | sensitivity: 1
211 | snap: 0
212 | invert: 0
213 | type: 2
214 | axis: 2
215 | joyNum: 2
216 | - serializedVersion: 3
217 | m_Name: Gamepad2A4
218 | descriptiveName:
219 | descriptiveNegativeName:
220 | negativeButton:
221 | positiveButton:
222 | altNegativeButton:
223 | altPositiveButton:
224 | gravity: 0.3
225 | dead: 0.1
226 | sensitivity: 1
227 | snap: 0
228 | invert: 0
229 | type: 2
230 | axis: 3
231 | joyNum: 2
232 | - serializedVersion: 3
233 | m_Name: Gamepad2A5
234 | descriptiveName:
235 | descriptiveNegativeName:
236 | negativeButton:
237 | positiveButton:
238 | altNegativeButton:
239 | altPositiveButton:
240 | gravity: 0.3
241 | dead: 0.1
242 | sensitivity: 1
243 | snap: 0
244 | invert: 0
245 | type: 2
246 | axis: 4
247 | joyNum: 2
248 | - serializedVersion: 3
249 | m_Name: Gamepad2A6
250 | descriptiveName:
251 | descriptiveNegativeName:
252 | negativeButton:
253 | positiveButton:
254 | altNegativeButton:
255 | altPositiveButton:
256 | gravity: 0.3
257 | dead: 0.1
258 | sensitivity: 1
259 | snap: 0
260 | invert: 0
261 | type: 2
262 | axis: 5
263 | joyNum: 2
264 | - serializedVersion: 3
265 | m_Name: Gamepad2A7
266 | descriptiveName:
267 | descriptiveNegativeName:
268 | negativeButton:
269 | positiveButton:
270 | altNegativeButton:
271 | altPositiveButton:
272 | gravity: 0.3
273 | dead: 0.1
274 | sensitivity: 1
275 | snap: 0
276 | invert: 0
277 | type: 2
278 | axis: 6
279 | joyNum: 2
280 | - serializedVersion: 3
281 | m_Name: Gamepad2A8
282 | descriptiveName:
283 | descriptiveNegativeName:
284 | negativeButton:
285 | positiveButton:
286 | altNegativeButton:
287 | altPositiveButton:
288 | gravity: 0.3
289 | dead: 0.1
290 | sensitivity: 1
291 | snap: 0
292 | invert: 0
293 | type: 2
294 | axis: 7
295 | joyNum: 2
296 | - serializedVersion: 3
297 | m_Name: Gamepad2A9
298 | descriptiveName:
299 | descriptiveNegativeName:
300 | negativeButton:
301 | positiveButton:
302 | altNegativeButton:
303 | altPositiveButton:
304 | gravity: 0.3
305 | dead: 0.1
306 | sensitivity: 1
307 | snap: 0
308 | invert: 0
309 | type: 2
310 | axis: 8
311 | joyNum: 2
312 | - serializedVersion: 3
313 | m_Name: Gamepad2A10
314 | descriptiveName:
315 | descriptiveNegativeName:
316 | negativeButton:
317 | positiveButton:
318 | altNegativeButton:
319 | altPositiveButton:
320 | gravity: 0.3
321 | dead: 0.1
322 | sensitivity: 1
323 | snap: 0
324 | invert: 0
325 | type: 2
326 | axis: 9
327 | joyNum: 2
328 | - serializedVersion: 3
329 | m_Name: Gamepad3AX
330 | descriptiveName:
331 | descriptiveNegativeName:
332 | negativeButton:
333 | positiveButton:
334 | altNegativeButton:
335 | altPositiveButton:
336 | gravity: 0.3
337 | dead: 0.1
338 | sensitivity: 1
339 | snap: 0
340 | invert: 0
341 | type: 2
342 | axis: 0
343 | joyNum: 3
344 | - serializedVersion: 3
345 | m_Name: Gamepad3AY
346 | descriptiveName:
347 | descriptiveNegativeName:
348 | negativeButton:
349 | positiveButton:
350 | altNegativeButton:
351 | altPositiveButton:
352 | gravity: 0.3
353 | dead: 0.1
354 | sensitivity: 1
355 | snap: 0
356 | invert: 0
357 | type: 2
358 | axis: 1
359 | joyNum: 3
360 | - serializedVersion: 3
361 | m_Name: Gamepad3A3
362 | descriptiveName:
363 | descriptiveNegativeName:
364 | negativeButton:
365 | positiveButton:
366 | altNegativeButton:
367 | altPositiveButton:
368 | gravity: 0.3
369 | dead: 0.1
370 | sensitivity: 1
371 | snap: 0
372 | invert: 0
373 | type: 2
374 | axis: 2
375 | joyNum: 3
376 | - serializedVersion: 3
377 | m_Name: Gamepad3A4
378 | descriptiveName:
379 | descriptiveNegativeName:
380 | negativeButton:
381 | positiveButton:
382 | altNegativeButton:
383 | altPositiveButton:
384 | gravity: 0.3
385 | dead: 0.1
386 | sensitivity: 1
387 | snap: 0
388 | invert: 0
389 | type: 2
390 | axis: 3
391 | joyNum: 3
392 | - serializedVersion: 3
393 | m_Name: Gamepad3A5
394 | descriptiveName:
395 | descriptiveNegativeName:
396 | negativeButton:
397 | positiveButton:
398 | altNegativeButton:
399 | altPositiveButton:
400 | gravity: 0.3
401 | dead: 0.1
402 | sensitivity: 1
403 | snap: 0
404 | invert: 0
405 | type: 2
406 | axis: 4
407 | joyNum: 3
408 | - serializedVersion: 3
409 | m_Name: Gamepad3A6
410 | descriptiveName:
411 | descriptiveNegativeName:
412 | negativeButton:
413 | positiveButton:
414 | altNegativeButton:
415 | altPositiveButton:
416 | gravity: 0.3
417 | dead: 0.1
418 | sensitivity: 1
419 | snap: 0
420 | invert: 0
421 | type: 2
422 | axis: 5
423 | joyNum: 3
424 | - serializedVersion: 3
425 | m_Name: Gamepad3A7
426 | descriptiveName:
427 | descriptiveNegativeName:
428 | negativeButton:
429 | positiveButton:
430 | altNegativeButton:
431 | altPositiveButton:
432 | gravity: 0.3
433 | dead: 0.1
434 | sensitivity: 1
435 | snap: 0
436 | invert: 0
437 | type: 2
438 | axis: 6
439 | joyNum: 3
440 | - serializedVersion: 3
441 | m_Name: Gamepad3A8
442 | descriptiveName:
443 | descriptiveNegativeName:
444 | negativeButton:
445 | positiveButton:
446 | altNegativeButton:
447 | altPositiveButton:
448 | gravity: 0.3
449 | dead: 0.1
450 | sensitivity: 1
451 | snap: 0
452 | invert: 0
453 | type: 2
454 | axis: 7
455 | joyNum: 3
456 | - serializedVersion: 3
457 | m_Name: Gamepad3A9
458 | descriptiveName:
459 | descriptiveNegativeName:
460 | negativeButton:
461 | positiveButton:
462 | altNegativeButton:
463 | altPositiveButton:
464 | gravity: 0.3
465 | dead: 0.1
466 | sensitivity: 1
467 | snap: 0
468 | invert: 0
469 | type: 2
470 | axis: 8
471 | joyNum: 3
472 | - serializedVersion: 3
473 | m_Name: Gamepad3A10
474 | descriptiveName:
475 | descriptiveNegativeName:
476 | negativeButton:
477 | positiveButton:
478 | altNegativeButton:
479 | altPositiveButton:
480 | gravity: 0.3
481 | dead: 0.1
482 | sensitivity: 1
483 | snap: 0
484 | invert: 0
485 | type: 2
486 | axis: 9
487 | joyNum: 3
488 | - serializedVersion: 3
489 | m_Name: Gamepad4AX
490 | descriptiveName:
491 | descriptiveNegativeName:
492 | negativeButton:
493 | positiveButton:
494 | altNegativeButton:
495 | altPositiveButton:
496 | gravity: 0.3
497 | dead: 0.1
498 | sensitivity: 1
499 | snap: 0
500 | invert: 0
501 | type: 2
502 | axis: 0
503 | joyNum: 4
504 | - serializedVersion: 3
505 | m_Name: Gamepad4AY
506 | descriptiveName:
507 | descriptiveNegativeName:
508 | negativeButton:
509 | positiveButton:
510 | altNegativeButton:
511 | altPositiveButton:
512 | gravity: 0.3
513 | dead: 0.1
514 | sensitivity: 1
515 | snap: 0
516 | invert: 0
517 | type: 2
518 | axis: 1
519 | joyNum: 4
520 | - serializedVersion: 3
521 | m_Name: Gamepad4A3
522 | descriptiveName:
523 | descriptiveNegativeName:
524 | negativeButton:
525 | positiveButton:
526 | altNegativeButton:
527 | altPositiveButton:
528 | gravity: 0.3
529 | dead: 0.1
530 | sensitivity: 1
531 | snap: 0
532 | invert: 0
533 | type: 2
534 | axis: 2
535 | joyNum: 4
536 | - serializedVersion: 3
537 | m_Name: Gamepad4A4
538 | descriptiveName:
539 | descriptiveNegativeName:
540 | negativeButton:
541 | positiveButton:
542 | altNegativeButton:
543 | altPositiveButton:
544 | gravity: 0.3
545 | dead: 0.1
546 | sensitivity: 1
547 | snap: 0
548 | invert: 0
549 | type: 2
550 | axis: 3
551 | joyNum: 4
552 | - serializedVersion: 3
553 | m_Name: Gamepad4A5
554 | descriptiveName:
555 | descriptiveNegativeName:
556 | negativeButton:
557 | positiveButton:
558 | altNegativeButton:
559 | altPositiveButton:
560 | gravity: 0.3
561 | dead: 0.1
562 | sensitivity: 1
563 | snap: 0
564 | invert: 0
565 | type: 2
566 | axis: 4
567 | joyNum: 4
568 | - serializedVersion: 3
569 | m_Name: Gamepad4A6
570 | descriptiveName:
571 | descriptiveNegativeName:
572 | negativeButton:
573 | positiveButton:
574 | altNegativeButton:
575 | altPositiveButton:
576 | gravity: 0.3
577 | dead: 0.1
578 | sensitivity: 1
579 | snap: 0
580 | invert: 0
581 | type: 2
582 | axis: 5
583 | joyNum: 4
584 | - serializedVersion: 3
585 | m_Name: Gamepad4A7
586 | descriptiveName:
587 | descriptiveNegativeName:
588 | negativeButton:
589 | positiveButton:
590 | altNegativeButton:
591 | altPositiveButton:
592 | gravity: 0.3
593 | dead: 0.1
594 | sensitivity: 1
595 | snap: 0
596 | invert: 0
597 | type: 2
598 | axis: 6
599 | joyNum: 4
600 | - serializedVersion: 3
601 | m_Name: Gamepad4A8
602 | descriptiveName:
603 | descriptiveNegativeName:
604 | negativeButton:
605 | positiveButton:
606 | altNegativeButton:
607 | altPositiveButton:
608 | gravity: 0.3
609 | dead: 0.1
610 | sensitivity: 1
611 | snap: 0
612 | invert: 0
613 | type: 2
614 | axis: 7
615 | joyNum: 4
616 | - serializedVersion: 3
617 | m_Name: Gamepad4A9
618 | descriptiveName:
619 | descriptiveNegativeName:
620 | negativeButton:
621 | positiveButton:
622 | altNegativeButton:
623 | altPositiveButton:
624 | gravity: 0.3
625 | dead: 0.1
626 | sensitivity: 1
627 | snap: 0
628 | invert: 0
629 | type: 2
630 | axis: 8
631 | joyNum: 4
632 | - serializedVersion: 3
633 | m_Name: Gamepad4A10
634 | descriptiveName:
635 | descriptiveNegativeName:
636 | negativeButton:
637 | positiveButton:
638 | altNegativeButton:
639 | altPositiveButton:
640 | gravity: 0.3
641 | dead: 0.1
642 | sensitivity: 1
643 | snap: 0
644 | invert: 0
645 | type: 2
646 | axis: 9
647 | joyNum: 4
648 |
--------------------------------------------------------------------------------
/InputManagerAdder/InputManagerAdder/bin/Release/InputManagerAdder.exe.config:
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1 |
2 |
3 |
4 |
5 |
6 |
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/InputManagerAdder/InputManagerAdder/obj/Debug/App.g.cs:
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1 | #pragma checksum "..\..\App.xaml" "{ff1816ec-aa5e-4d10-87f7-6f4963833460}" "67D43C10815F7D36F5B35C3621805224929A6B84"
2 | //------------------------------------------------------------------------------
3 | //
4 | // This code was generated by a tool.
5 | // Runtime Version:4.0.30319.42000
6 | //
7 | // Changes to this file may cause incorrect behavior and will be lost if
8 | // the code is regenerated.
9 | //
10 | //------------------------------------------------------------------------------
11 |
12 | using InputManagerAdder;
13 | using System;
14 | using System.Diagnostics;
15 | using System.Windows;
16 | using System.Windows.Automation;
17 | using System.Windows.Controls;
18 | using System.Windows.Controls.Primitives;
19 | using System.Windows.Data;
20 | using System.Windows.Documents;
21 | using System.Windows.Ink;
22 | using System.Windows.Input;
23 | using System.Windows.Markup;
24 | using System.Windows.Media;
25 | using System.Windows.Media.Animation;
26 | using System.Windows.Media.Effects;
27 | using System.Windows.Media.Imaging;
28 | using System.Windows.Media.Media3D;
29 | using System.Windows.Media.TextFormatting;
30 | using System.Windows.Navigation;
31 | using System.Windows.Shapes;
32 | using System.Windows.Shell;
33 |
34 |
35 | namespace InputManagerAdder {
36 |
37 |
38 | ///
39 | /// App
40 | ///
41 | public partial class App : System.Windows.Application {
42 |
43 | ///
44 | /// InitializeComponent
45 | ///
46 | [System.Diagnostics.DebuggerNonUserCodeAttribute()]
47 | [System.CodeDom.Compiler.GeneratedCodeAttribute("PresentationBuildTasks", "4.0.0.0")]
48 | public void InitializeComponent() {
49 |
50 | #line 5 "..\..\App.xaml"
51 | this.StartupUri = new System.Uri("MainWindow.xaml", System.UriKind.Relative);
52 |
53 | #line default
54 | #line hidden
55 | }
56 |
57 | ///
58 | /// Application Entry Point.
59 | ///
60 | [System.STAThreadAttribute()]
61 | [System.Diagnostics.DebuggerNonUserCodeAttribute()]
62 | [System.CodeDom.Compiler.GeneratedCodeAttribute("PresentationBuildTasks", "4.0.0.0")]
63 | public static void Main() {
64 | InputManagerAdder.App app = new InputManagerAdder.App();
65 | app.InitializeComponent();
66 | app.Run();
67 | }
68 | }
69 | }
70 |
71 |
--------------------------------------------------------------------------------
/InputManagerAdder/InputManagerAdder/obj/Debug/App.g.i.cs:
--------------------------------------------------------------------------------
1 | #pragma checksum "..\..\App.xaml" "{ff1816ec-aa5e-4d10-87f7-6f4963833460}" "67D43C10815F7D36F5B35C3621805224929A6B84"
2 | //------------------------------------------------------------------------------
3 | //
4 | // This code was generated by a tool.
5 | // Runtime Version:4.0.30319.42000
6 | //
7 | // Changes to this file may cause incorrect behavior and will be lost if
8 | // the code is regenerated.
9 | //
10 | //------------------------------------------------------------------------------
11 |
12 | using InputManagerAdder;
13 | using System;
14 | using System.Diagnostics;
15 | using System.Windows;
16 | using System.Windows.Automation;
17 | using System.Windows.Controls;
18 | using System.Windows.Controls.Primitives;
19 | using System.Windows.Data;
20 | using System.Windows.Documents;
21 | using System.Windows.Ink;
22 | using System.Windows.Input;
23 | using System.Windows.Markup;
24 | using System.Windows.Media;
25 | using System.Windows.Media.Animation;
26 | using System.Windows.Media.Effects;
27 | using System.Windows.Media.Imaging;
28 | using System.Windows.Media.Media3D;
29 | using System.Windows.Media.TextFormatting;
30 | using System.Windows.Navigation;
31 | using System.Windows.Shapes;
32 | using System.Windows.Shell;
33 |
34 |
35 | namespace InputManagerAdder {
36 |
37 |
38 | ///
39 | /// App
40 | ///
41 | public partial class App : System.Windows.Application {
42 |
43 | ///
44 | /// InitializeComponent
45 | ///
46 | [System.Diagnostics.DebuggerNonUserCodeAttribute()]
47 | [System.CodeDom.Compiler.GeneratedCodeAttribute("PresentationBuildTasks", "4.0.0.0")]
48 | public void InitializeComponent() {
49 |
50 | #line 5 "..\..\App.xaml"
51 | this.StartupUri = new System.Uri("MainWindow.xaml", System.UriKind.Relative);
52 |
53 | #line default
54 | #line hidden
55 | }
56 |
57 | ///
58 | /// Application Entry Point.
59 | ///
60 | [System.STAThreadAttribute()]
61 | [System.Diagnostics.DebuggerNonUserCodeAttribute()]
62 | [System.CodeDom.Compiler.GeneratedCodeAttribute("PresentationBuildTasks", "4.0.0.0")]
63 | public static void Main() {
64 | InputManagerAdder.App app = new InputManagerAdder.App();
65 | app.InitializeComponent();
66 | app.Run();
67 | }
68 | }
69 | }
70 |
71 |
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/InputManagerAdder/InputManagerAdder/obj/Debug/InputManagerAdder.Properties.Resources.resources:
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https://raw.githubusercontent.com/beef331/Unity-Controller-Manager/3e953b324a7a1671df05b9423f06368919a77656/InputManagerAdder/InputManagerAdder/obj/Debug/InputManagerAdder.Properties.Resources.resources
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/InputManagerAdder/InputManagerAdder/obj/Debug/InputManagerAdder.csproj.FileListAbsolute.txt:
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1 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\bin\Debug\InputManagerAdder.exe.config
2 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\bin\Debug\InputManagerAdder.exe
3 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\bin\Debug\InputManagerAdder.pdb
4 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Debug\InputManagerAdder.csprojResolveAssemblyReference.cache
5 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Debug\MainWindow.g.cs
6 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Debug\App.g.cs
7 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Debug\InputManagerAdder_MarkupCompile.cache
8 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Debug\InputManagerAdder_MarkupCompile.lref
9 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Debug\MainWindow.baml
10 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Debug\InputManagerAdder.g.resources
11 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Debug\InputManagerAdder.Properties.Resources.resources
12 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Debug\InputManagerAdder.csproj.GenerateResource.Cache
13 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Debug\InputManagerAdder.csproj.CoreCompileInputs.cache
14 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Debug\InputManagerAdder.exe
15 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Debug\InputManagerAdder.pdb
16 |
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/InputManagerAdder/InputManagerAdder/obj/Debug/InputManagerAdder_MarkupCompile.lref:
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1 |
2 |
3 | FD:\WPF For Input manager\InputManagerAdder\InputManagerAdder\MainWindow.xaml;;
4 |
5 |
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/InputManagerAdder/InputManagerAdder/obj/Debug/MainWindow.baml:
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https://raw.githubusercontent.com/beef331/Unity-Controller-Manager/3e953b324a7a1671df05b9423f06368919a77656/InputManagerAdder/InputManagerAdder/obj/Debug/MainWindow.baml
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/InputManagerAdder/InputManagerAdder/obj/Debug/MainWindow.g.cs:
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1 | #pragma checksum "..\..\MainWindow.xaml" "{ff1816ec-aa5e-4d10-87f7-6f4963833460}" "E90E96FFC6B0B4C16F95C72F899ADEDED28D9062"
2 | //------------------------------------------------------------------------------
3 | //
4 | // This code was generated by a tool.
5 | // Runtime Version:4.0.30319.42000
6 | //
7 | // Changes to this file may cause incorrect behavior and will be lost if
8 | // the code is regenerated.
9 | //
10 | //------------------------------------------------------------------------------
11 |
12 | using InputManagerAdder;
13 | using System;
14 | using System.Diagnostics;
15 | using System.Windows;
16 | using System.Windows.Automation;
17 | using System.Windows.Controls;
18 | using System.Windows.Controls.Primitives;
19 | using System.Windows.Data;
20 | using System.Windows.Documents;
21 | using System.Windows.Ink;
22 | using System.Windows.Input;
23 | using System.Windows.Markup;
24 | using System.Windows.Media;
25 | using System.Windows.Media.Animation;
26 | using System.Windows.Media.Effects;
27 | using System.Windows.Media.Imaging;
28 | using System.Windows.Media.Media3D;
29 | using System.Windows.Media.TextFormatting;
30 | using System.Windows.Navigation;
31 | using System.Windows.Shapes;
32 | using System.Windows.Shell;
33 |
34 |
35 | namespace InputManagerAdder {
36 |
37 |
38 | ///
39 | /// MainWindow
40 | ///
41 | public partial class MainWindow : System.Windows.Window, System.Windows.Markup.IComponentConnector {
42 |
43 | private bool _contentLoaded;
44 |
45 | ///
46 | /// InitializeComponent
47 | ///
48 | [System.Diagnostics.DebuggerNonUserCodeAttribute()]
49 | [System.CodeDom.Compiler.GeneratedCodeAttribute("PresentationBuildTasks", "4.0.0.0")]
50 | public void InitializeComponent() {
51 | if (_contentLoaded) {
52 | return;
53 | }
54 | _contentLoaded = true;
55 | System.Uri resourceLocater = new System.Uri("/InputManagerAdder;component/mainwindow.xaml", System.UriKind.Relative);
56 |
57 | #line 1 "..\..\MainWindow.xaml"
58 | System.Windows.Application.LoadComponent(this, resourceLocater);
59 |
60 | #line default
61 | #line hidden
62 | }
63 |
64 | [System.Diagnostics.DebuggerNonUserCodeAttribute()]
65 | [System.CodeDom.Compiler.GeneratedCodeAttribute("PresentationBuildTasks", "4.0.0.0")]
66 | [System.ComponentModel.EditorBrowsableAttribute(System.ComponentModel.EditorBrowsableState.Never)]
67 | [System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Design", "CA1033:InterfaceMethodsShouldBeCallableByChildTypes")]
68 | [System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Maintainability", "CA1502:AvoidExcessiveComplexity")]
69 | [System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1800:DoNotCastUnnecessarily")]
70 | void System.Windows.Markup.IComponentConnector.Connect(int connectionId, object target) {
71 | switch (connectionId)
72 | {
73 | case 1:
74 |
75 | #line 11 "..\..\MainWindow.xaml"
76 | ((System.Windows.Controls.Button)(target)).Click += new System.Windows.RoutedEventHandler(this.Button_Click);
77 |
78 | #line default
79 | #line hidden
80 | return;
81 | case 2:
82 |
83 | #line 12 "..\..\MainWindow.xaml"
84 | ((System.Windows.Controls.CheckBox)(target)).Checked += new System.Windows.RoutedEventHandler(this.CheckBox_Checked);
85 |
86 | #line default
87 | #line hidden
88 |
89 | #line 12 "..\..\MainWindow.xaml"
90 | ((System.Windows.Controls.CheckBox)(target)).Unchecked += new System.Windows.RoutedEventHandler(this.CheckBox_UnChecked);
91 |
92 | #line default
93 | #line hidden
94 | return;
95 | }
96 | this._contentLoaded = true;
97 | }
98 | }
99 | }
100 |
101 |
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/InputManagerAdder/InputManagerAdder/obj/Debug/MainWindow.g.i.cs:
--------------------------------------------------------------------------------
1 | #pragma checksum "..\..\MainWindow.xaml" "{ff1816ec-aa5e-4d10-87f7-6f4963833460}" "E90E96FFC6B0B4C16F95C72F899ADEDED28D9062"
2 | //------------------------------------------------------------------------------
3 | //
4 | // This code was generated by a tool.
5 | // Runtime Version:4.0.30319.42000
6 | //
7 | // Changes to this file may cause incorrect behavior and will be lost if
8 | // the code is regenerated.
9 | //
10 | //------------------------------------------------------------------------------
11 |
12 | using InputManagerAdder;
13 | using System;
14 | using System.Diagnostics;
15 | using System.Windows;
16 | using System.Windows.Automation;
17 | using System.Windows.Controls;
18 | using System.Windows.Controls.Primitives;
19 | using System.Windows.Data;
20 | using System.Windows.Documents;
21 | using System.Windows.Ink;
22 | using System.Windows.Input;
23 | using System.Windows.Markup;
24 | using System.Windows.Media;
25 | using System.Windows.Media.Animation;
26 | using System.Windows.Media.Effects;
27 | using System.Windows.Media.Imaging;
28 | using System.Windows.Media.Media3D;
29 | using System.Windows.Media.TextFormatting;
30 | using System.Windows.Navigation;
31 | using System.Windows.Shapes;
32 | using System.Windows.Shell;
33 |
34 |
35 | namespace InputManagerAdder {
36 |
37 |
38 | ///
39 | /// MainWindow
40 | ///
41 | public partial class MainWindow : System.Windows.Window, System.Windows.Markup.IComponentConnector {
42 |
43 | private bool _contentLoaded;
44 |
45 | ///
46 | /// InitializeComponent
47 | ///
48 | [System.Diagnostics.DebuggerNonUserCodeAttribute()]
49 | [System.CodeDom.Compiler.GeneratedCodeAttribute("PresentationBuildTasks", "4.0.0.0")]
50 | public void InitializeComponent() {
51 | if (_contentLoaded) {
52 | return;
53 | }
54 | _contentLoaded = true;
55 | System.Uri resourceLocater = new System.Uri("/InputManagerAdder;component/mainwindow.xaml", System.UriKind.Relative);
56 |
57 | #line 1 "..\..\MainWindow.xaml"
58 | System.Windows.Application.LoadComponent(this, resourceLocater);
59 |
60 | #line default
61 | #line hidden
62 | }
63 |
64 | [System.Diagnostics.DebuggerNonUserCodeAttribute()]
65 | [System.CodeDom.Compiler.GeneratedCodeAttribute("PresentationBuildTasks", "4.0.0.0")]
66 | [System.ComponentModel.EditorBrowsableAttribute(System.ComponentModel.EditorBrowsableState.Never)]
67 | [System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Design", "CA1033:InterfaceMethodsShouldBeCallableByChildTypes")]
68 | [System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Maintainability", "CA1502:AvoidExcessiveComplexity")]
69 | [System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1800:DoNotCastUnnecessarily")]
70 | void System.Windows.Markup.IComponentConnector.Connect(int connectionId, object target) {
71 | switch (connectionId)
72 | {
73 | case 1:
74 |
75 | #line 11 "..\..\MainWindow.xaml"
76 | ((System.Windows.Controls.Button)(target)).Click += new System.Windows.RoutedEventHandler(this.Button_Click);
77 |
78 | #line default
79 | #line hidden
80 | return;
81 | case 2:
82 |
83 | #line 12 "..\..\MainWindow.xaml"
84 | ((System.Windows.Controls.CheckBox)(target)).Checked += new System.Windows.RoutedEventHandler(this.CheckBox_Checked);
85 |
86 | #line default
87 | #line hidden
88 |
89 | #line 12 "..\..\MainWindow.xaml"
90 | ((System.Windows.Controls.CheckBox)(target)).Unchecked += new System.Windows.RoutedEventHandler(this.CheckBox_UnChecked);
91 |
92 | #line default
93 | #line hidden
94 | return;
95 | }
96 | this._contentLoaded = true;
97 | }
98 | }
99 | }
100 |
101 |
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/InputManagerAdder/InputManagerAdder/obj/Release/App.g.cs:
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1 | #pragma checksum "..\..\App.xaml" "{ff1816ec-aa5e-4d10-87f7-6f4963833460}" "67D43C10815F7D36F5B35C3621805224929A6B84"
2 | //------------------------------------------------------------------------------
3 | //
4 | // This code was generated by a tool.
5 | // Runtime Version:4.0.30319.42000
6 | //
7 | // Changes to this file may cause incorrect behavior and will be lost if
8 | // the code is regenerated.
9 | //
10 | //------------------------------------------------------------------------------
11 |
12 | using InputManagerAdder;
13 | using System;
14 | using System.Diagnostics;
15 | using System.Windows;
16 | using System.Windows.Automation;
17 | using System.Windows.Controls;
18 | using System.Windows.Controls.Primitives;
19 | using System.Windows.Data;
20 | using System.Windows.Documents;
21 | using System.Windows.Ink;
22 | using System.Windows.Input;
23 | using System.Windows.Markup;
24 | using System.Windows.Media;
25 | using System.Windows.Media.Animation;
26 | using System.Windows.Media.Effects;
27 | using System.Windows.Media.Imaging;
28 | using System.Windows.Media.Media3D;
29 | using System.Windows.Media.TextFormatting;
30 | using System.Windows.Navigation;
31 | using System.Windows.Shapes;
32 | using System.Windows.Shell;
33 |
34 |
35 | namespace InputManagerAdder {
36 |
37 |
38 | ///
39 | /// App
40 | ///
41 | public partial class App : System.Windows.Application {
42 |
43 | ///
44 | /// InitializeComponent
45 | ///
46 | [System.Diagnostics.DebuggerNonUserCodeAttribute()]
47 | [System.CodeDom.Compiler.GeneratedCodeAttribute("PresentationBuildTasks", "4.0.0.0")]
48 | public void InitializeComponent() {
49 |
50 | #line 5 "..\..\App.xaml"
51 | this.StartupUri = new System.Uri("MainWindow.xaml", System.UriKind.Relative);
52 |
53 | #line default
54 | #line hidden
55 | }
56 |
57 | ///
58 | /// Application Entry Point.
59 | ///
60 | [System.STAThreadAttribute()]
61 | [System.Diagnostics.DebuggerNonUserCodeAttribute()]
62 | [System.CodeDom.Compiler.GeneratedCodeAttribute("PresentationBuildTasks", "4.0.0.0")]
63 | public static void Main() {
64 | InputManagerAdder.App app = new InputManagerAdder.App();
65 | app.InitializeComponent();
66 | app.Run();
67 | }
68 | }
69 | }
70 |
71 |
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/InputManagerAdder/InputManagerAdder/obj/Release/App.g.i.cs:
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1 | #pragma checksum "..\..\App.xaml" "{ff1816ec-aa5e-4d10-87f7-6f4963833460}" "67D43C10815F7D36F5B35C3621805224929A6B84"
2 | //------------------------------------------------------------------------------
3 | //
4 | // This code was generated by a tool.
5 | // Runtime Version:4.0.30319.42000
6 | //
7 | // Changes to this file may cause incorrect behavior and will be lost if
8 | // the code is regenerated.
9 | //
10 | //------------------------------------------------------------------------------
11 |
12 | using InputManagerAdder;
13 | using System;
14 | using System.Diagnostics;
15 | using System.Windows;
16 | using System.Windows.Automation;
17 | using System.Windows.Controls;
18 | using System.Windows.Controls.Primitives;
19 | using System.Windows.Data;
20 | using System.Windows.Documents;
21 | using System.Windows.Ink;
22 | using System.Windows.Input;
23 | using System.Windows.Markup;
24 | using System.Windows.Media;
25 | using System.Windows.Media.Animation;
26 | using System.Windows.Media.Effects;
27 | using System.Windows.Media.Imaging;
28 | using System.Windows.Media.Media3D;
29 | using System.Windows.Media.TextFormatting;
30 | using System.Windows.Navigation;
31 | using System.Windows.Shapes;
32 | using System.Windows.Shell;
33 |
34 |
35 | namespace InputManagerAdder {
36 |
37 |
38 | ///
39 | /// App
40 | ///
41 | public partial class App : System.Windows.Application {
42 |
43 | ///
44 | /// InitializeComponent
45 | ///
46 | [System.Diagnostics.DebuggerNonUserCodeAttribute()]
47 | [System.CodeDom.Compiler.GeneratedCodeAttribute("PresentationBuildTasks", "4.0.0.0")]
48 | public void InitializeComponent() {
49 |
50 | #line 5 "..\..\App.xaml"
51 | this.StartupUri = new System.Uri("MainWindow.xaml", System.UriKind.Relative);
52 |
53 | #line default
54 | #line hidden
55 | }
56 |
57 | ///
58 | /// Application Entry Point.
59 | ///
60 | [System.STAThreadAttribute()]
61 | [System.Diagnostics.DebuggerNonUserCodeAttribute()]
62 | [System.CodeDom.Compiler.GeneratedCodeAttribute("PresentationBuildTasks", "4.0.0.0")]
63 | public static void Main() {
64 | InputManagerAdder.App app = new InputManagerAdder.App();
65 | app.InitializeComponent();
66 | app.Run();
67 | }
68 | }
69 | }
70 |
71 |
--------------------------------------------------------------------------------
/InputManagerAdder/InputManagerAdder/obj/Release/InputManagerAdder.Properties.Resources.resources:
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https://raw.githubusercontent.com/beef331/Unity-Controller-Manager/3e953b324a7a1671df05b9423f06368919a77656/InputManagerAdder/InputManagerAdder/obj/Release/InputManagerAdder.Properties.Resources.resources
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/InputManagerAdder/InputManagerAdder/obj/Release/InputManagerAdder.csproj.FileListAbsolute.txt:
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1 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\bin\Release\InputManagerAdder.exe.config
2 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\bin\Release\InputManagerAdder.exe
3 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\bin\Release\InputManagerAdder.pdb
4 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Release\MainWindow.g.cs
5 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Release\App.g.cs
6 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Release\InputManagerAdder_MarkupCompile.cache
7 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Release\InputManagerAdder_MarkupCompile.lref
8 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Release\MainWindow.baml
9 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Release\InputManagerAdder.g.resources
10 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Release\InputManagerAdder.Properties.Resources.resources
11 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Release\InputManagerAdder.csproj.GenerateResource.Cache
12 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Release\InputManagerAdder.csproj.CoreCompileInputs.cache
13 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Release\InputManagerAdder.exe
14 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Release\InputManagerAdder.pdb
15 | D:\WPF For Input manager\InputManagerAdder\InputManagerAdder\obj\Release\InputManagerAdder.csprojResolveAssemblyReference.cache
16 | D:\Unity-Controller-Manager\InputManagerAdder\InputManagerAdder\bin\Release\InputManagerAdder.exe.config
17 | D:\Unity-Controller-Manager\InputManagerAdder\InputManagerAdder\bin\Release\InputManagerAdder.exe
18 | D:\Unity-Controller-Manager\InputManagerAdder\InputManagerAdder\bin\Release\InputManagerAdder.pdb
19 | D:\Unity-Controller-Manager\InputManagerAdder\InputManagerAdder\obj\Release\InputManagerAdder.csprojResolveAssemblyReference.cache
20 | D:\Unity-Controller-Manager\InputManagerAdder\InputManagerAdder\obj\Release\MainWindow.g.cs
21 | D:\Unity-Controller-Manager\InputManagerAdder\InputManagerAdder\obj\Release\App.g.cs
22 | D:\Unity-Controller-Manager\InputManagerAdder\InputManagerAdder\obj\Release\InputManagerAdder_MarkupCompile.cache
23 | D:\Unity-Controller-Manager\InputManagerAdder\InputManagerAdder\obj\Release\InputManagerAdder_MarkupCompile.lref
24 | D:\Unity-Controller-Manager\InputManagerAdder\InputManagerAdder\obj\Release\MainWindow.baml
25 | D:\Unity-Controller-Manager\InputManagerAdder\InputManagerAdder\obj\Release\InputManagerAdder.g.resources
26 | D:\Unity-Controller-Manager\InputManagerAdder\InputManagerAdder\obj\Release\InputManagerAdder.Properties.Resources.resources
27 | D:\Unity-Controller-Manager\InputManagerAdder\InputManagerAdder\obj\Release\InputManagerAdder.csproj.GenerateResource.Cache
28 | D:\Unity-Controller-Manager\InputManagerAdder\InputManagerAdder\obj\Release\InputManagerAdder.csproj.CoreCompileInputs.cache
29 | D:\Unity-Controller-Manager\InputManagerAdder\InputManagerAdder\obj\Release\InputManagerAdder.exe
30 | D:\Unity-Controller-Manager\InputManagerAdder\InputManagerAdder\obj\Release\InputManagerAdder.pdb
31 |
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1 |
2 |
3 | FD:\Unity-Controller-Manager\InputManagerAdder\InputManagerAdder\MainWindow.xaml;;
4 |
5 |
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1 |
2 |
3 | FD:\Unity-Controller-Manager\InputManagerAdder\InputManagerAdder\MainWindow.xaml;;
4 |
5 |
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/InputManagerAdder/InputManagerAdder/obj/Release/MainWindow.g.cs:
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1 | #pragma checksum "..\..\MainWindow.xaml" "{ff1816ec-aa5e-4d10-87f7-6f4963833460}" "B8749B5040DA7A2F4146554530100687CF20FE12"
2 | //------------------------------------------------------------------------------
3 | //
4 | // This code was generated by a tool.
5 | // Runtime Version:4.0.30319.42000
6 | //
7 | // Changes to this file may cause incorrect behavior and will be lost if
8 | // the code is regenerated.
9 | //
10 | //------------------------------------------------------------------------------
11 |
12 | using InputManagerAdder;
13 | using System;
14 | using System.Diagnostics;
15 | using System.Windows;
16 | using System.Windows.Automation;
17 | using System.Windows.Controls;
18 | using System.Windows.Controls.Primitives;
19 | using System.Windows.Data;
20 | using System.Windows.Documents;
21 | using System.Windows.Ink;
22 | using System.Windows.Input;
23 | using System.Windows.Markup;
24 | using System.Windows.Media;
25 | using System.Windows.Media.Animation;
26 | using System.Windows.Media.Effects;
27 | using System.Windows.Media.Imaging;
28 | using System.Windows.Media.Media3D;
29 | using System.Windows.Media.TextFormatting;
30 | using System.Windows.Navigation;
31 | using System.Windows.Shapes;
32 | using System.Windows.Shell;
33 |
34 |
35 | namespace InputManagerAdder {
36 |
37 |
38 | ///
39 | /// MainWindow
40 | ///
41 | public partial class MainWindow : System.Windows.Window, System.Windows.Markup.IComponentConnector {
42 |
43 | private bool _contentLoaded;
44 |
45 | ///
46 | /// InitializeComponent
47 | ///
48 | [System.Diagnostics.DebuggerNonUserCodeAttribute()]
49 | [System.CodeDom.Compiler.GeneratedCodeAttribute("PresentationBuildTasks", "4.0.0.0")]
50 | public void InitializeComponent() {
51 | if (_contentLoaded) {
52 | return;
53 | }
54 | _contentLoaded = true;
55 | System.Uri resourceLocater = new System.Uri("/InputManagerAdder;component/mainwindow.xaml", System.UriKind.Relative);
56 |
57 | #line 1 "..\..\MainWindow.xaml"
58 | System.Windows.Application.LoadComponent(this, resourceLocater);
59 |
60 | #line default
61 | #line hidden
62 | }
63 |
64 | [System.Diagnostics.DebuggerNonUserCodeAttribute()]
65 | [System.CodeDom.Compiler.GeneratedCodeAttribute("PresentationBuildTasks", "4.0.0.0")]
66 | [System.ComponentModel.EditorBrowsableAttribute(System.ComponentModel.EditorBrowsableState.Never)]
67 | [System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Design", "CA1033:InterfaceMethodsShouldBeCallableByChildTypes")]
68 | [System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Maintainability", "CA1502:AvoidExcessiveComplexity")]
69 | [System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1800:DoNotCastUnnecessarily")]
70 | void System.Windows.Markup.IComponentConnector.Connect(int connectionId, object target) {
71 | switch (connectionId)
72 | {
73 | case 1:
74 |
75 | #line 12 "..\..\MainWindow.xaml"
76 | ((System.Windows.Controls.Button)(target)).Click += new System.Windows.RoutedEventHandler(this.Button_Click);
77 |
78 | #line default
79 | #line hidden
80 | return;
81 | case 2:
82 |
83 | #line 13 "..\..\MainWindow.xaml"
84 | ((System.Windows.Controls.CheckBox)(target)).Checked += new System.Windows.RoutedEventHandler(this.CheckBox_Checked);
85 |
86 | #line default
87 | #line hidden
88 |
89 | #line 13 "..\..\MainWindow.xaml"
90 | ((System.Windows.Controls.CheckBox)(target)).Unchecked += new System.Windows.RoutedEventHandler(this.CheckBox_UnChecked);
91 |
92 | #line default
93 | #line hidden
94 | return;
95 | }
96 | this._contentLoaded = true;
97 | }
98 | }
99 | }
100 |
101 |
--------------------------------------------------------------------------------
/InputManagerAdder/InputManagerAdder/obj/Release/MainWindow.g.i.cs:
--------------------------------------------------------------------------------
1 | #pragma checksum "..\..\MainWindow.xaml" "{ff1816ec-aa5e-4d10-87f7-6f4963833460}" "B8749B5040DA7A2F4146554530100687CF20FE12"
2 | //------------------------------------------------------------------------------
3 | //
4 | // This code was generated by a tool.
5 | // Runtime Version:4.0.30319.42000
6 | //
7 | // Changes to this file may cause incorrect behavior and will be lost if
8 | // the code is regenerated.
9 | //
10 | //------------------------------------------------------------------------------
11 |
12 | using InputManagerAdder;
13 | using System;
14 | using System.Diagnostics;
15 | using System.Windows;
16 | using System.Windows.Automation;
17 | using System.Windows.Controls;
18 | using System.Windows.Controls.Primitives;
19 | using System.Windows.Data;
20 | using System.Windows.Documents;
21 | using System.Windows.Ink;
22 | using System.Windows.Input;
23 | using System.Windows.Markup;
24 | using System.Windows.Media;
25 | using System.Windows.Media.Animation;
26 | using System.Windows.Media.Effects;
27 | using System.Windows.Media.Imaging;
28 | using System.Windows.Media.Media3D;
29 | using System.Windows.Media.TextFormatting;
30 | using System.Windows.Navigation;
31 | using System.Windows.Shapes;
32 | using System.Windows.Shell;
33 |
34 |
35 | namespace InputManagerAdder {
36 |
37 |
38 | ///
39 | /// MainWindow
40 | ///
41 | public partial class MainWindow : System.Windows.Window, System.Windows.Markup.IComponentConnector {
42 |
43 | private bool _contentLoaded;
44 |
45 | ///
46 | /// InitializeComponent
47 | ///
48 | [System.Diagnostics.DebuggerNonUserCodeAttribute()]
49 | [System.CodeDom.Compiler.GeneratedCodeAttribute("PresentationBuildTasks", "4.0.0.0")]
50 | public void InitializeComponent() {
51 | if (_contentLoaded) {
52 | return;
53 | }
54 | _contentLoaded = true;
55 | System.Uri resourceLocater = new System.Uri("/InputManagerAdder;component/mainwindow.xaml", System.UriKind.Relative);
56 |
57 | #line 1 "..\..\MainWindow.xaml"
58 | System.Windows.Application.LoadComponent(this, resourceLocater);
59 |
60 | #line default
61 | #line hidden
62 | }
63 |
64 | [System.Diagnostics.DebuggerNonUserCodeAttribute()]
65 | [System.CodeDom.Compiler.GeneratedCodeAttribute("PresentationBuildTasks", "4.0.0.0")]
66 | [System.ComponentModel.EditorBrowsableAttribute(System.ComponentModel.EditorBrowsableState.Never)]
67 | [System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Design", "CA1033:InterfaceMethodsShouldBeCallableByChildTypes")]
68 | [System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Maintainability", "CA1502:AvoidExcessiveComplexity")]
69 | [System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1800:DoNotCastUnnecessarily")]
70 | void System.Windows.Markup.IComponentConnector.Connect(int connectionId, object target) {
71 | switch (connectionId)
72 | {
73 | case 1:
74 |
75 | #line 12 "..\..\MainWindow.xaml"
76 | ((System.Windows.Controls.Button)(target)).Click += new System.Windows.RoutedEventHandler(this.Button_Click);
77 |
78 | #line default
79 | #line hidden
80 | return;
81 | case 2:
82 |
83 | #line 13 "..\..\MainWindow.xaml"
84 | ((System.Windows.Controls.CheckBox)(target)).Checked += new System.Windows.RoutedEventHandler(this.CheckBox_Checked);
85 |
86 | #line default
87 | #line hidden
88 |
89 | #line 13 "..\..\MainWindow.xaml"
90 | ((System.Windows.Controls.CheckBox)(target)).Unchecked += new System.Windows.RoutedEventHandler(this.CheckBox_UnChecked);
91 |
92 | #line default
93 | #line hidden
94 | return;
95 | }
96 | this._contentLoaded = true;
97 | }
98 | }
99 | }
100 |
101 |
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/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2017 beef331
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
/NetCoreInputAdder/NetCoreInputAdder.csproj:
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1 |
2 |
3 |
4 | Exe
5 | netcoreapp2.0
6 |
7 |
8 |
9 |
--------------------------------------------------------------------------------
/NetCoreInputAdder/Program.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.IO;
3 | using System.Net;
4 | using System.Text;
5 | namespace NetCoreInputAdder {
6 | class Program {
7 | static string axesURL = "https://raw.githubusercontent.com/beef331/Unity-Controller-Manager/master/InputManager.asset";
8 | static void Main (string[] args) {
9 | Stream stream = HttpWebRequest.Create (axesURL).GetResponse ().GetResponseStream ();
10 | Start: ;
11 | Console.Write ("Type the directory to the Unity project folder.\nFollowed by -R to replace old axes or -K to keep old axes.");
12 | Console.WriteLine ("\nA backup will be saved.");
13 | string input = Console.ReadLine ();
14 | if (input.Contains (" ")) {
15 | string option = input.Split (" ") [1];
16 | input = input.Split (" ") [0];
17 | input = input[input.Length-1] == '/' ? input.Substring(0,input.Length-1): input;
18 | input = String.Format ("{0}/ProjectSettings", input);
19 | ColouredMessage(input,ConsoleColor.Green);
20 | if (Directory.Exists (input)) {
21 | if (option.Equals ("-R") || option.Equals("-r") || option.Equals("--replace")) {
22 | string file;
23 | using (StreamReader fileSR = new StreamReader(File.OpenRead (input + "/InputManager.asset"))) {
24 | file = fileSR.ReadToEnd();
25 | }
26 | using (StreamWriter sw = new StreamWriter( File.OpenWrite (input + "/OldInputManager.asset"))) {
27 | sw.Write(file);
28 | }
29 | using (FileStream fs = File.OpenWrite (input + "/InputManager.asset")) {
30 |
31 | stream.CopyTo (fs);
32 | }
33 | }if(option.Equals("-K") || option.Equals("-k") || option.Equals("--keep")){
34 | StreamReader sr = new StreamReader(stream);
35 | for(int i =0;i < 7;i++){
36 | sr.ReadLine();
37 | }
38 | string inputAdder = sr.ReadToEnd();
39 | string file;
40 | using (StreamReader fileSR = new StreamReader(File.OpenRead (input + "/InputManager.asset"))) {
41 | file = fileSR.ReadToEnd();
42 | }
43 | using(StreamWriter fileSW = new StreamWriter(File.OpenWrite(input + "/OldInputManager.asset"))){
44 | fileSW.Write(file);
45 | }
46 | file += inputAdder;
47 | using(StreamWriter sw = new StreamWriter(File.OpenWrite(input +"/InputManager.asset"))){
48 | sw.Write(file);
49 | }
50 | }
51 | }else{
52 | ColouredMessage("Path does not exist,please supply unity directory",ConsoleColor.Red);
53 | goto Start;
54 | }
55 | } else {
56 | ColouredMessage("Path and command required.",ConsoleColor.Red);
57 | goto Start;
58 | }
59 | }
60 |
61 | static void ColouredMessage (string message,ConsoleColor fontCol) {
62 | ConsoleColor temp = Console.ForegroundColor;
63 | Console.ForegroundColor = fontCol;
64 | Console.WriteLine (message);
65 | Console.ForegroundColor = temp;
66 | }
67 | }
68 | }
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1 | {
2 | "version": 1,
3 | "dgSpecHash": "BOyEzVULCcvEcBoT7P9xVFkKsDWqeUgrmD0YtMG+vFW8xn4U3ddPz60+A78veQaFulFy+LIr1bWGsZDJKAlNvQ==",
4 | "success": true
5 | }
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1 |
2 |
3 |
4 | True
5 | NuGet
6 | /home/jason/NetCoreInputAdder/obj/project.assets.json
7 | /home/jason/.nuget/packages/
8 | /home/jason/.nuget/packages/;/usr/share/dotnet/sdk/NuGetFallbackFolder
9 | PackageReference
10 | 4.7.0
11 |
12 |
13 | $(MSBuildAllProjects);$(MSBuildThisFileFullPath)
14 |
15 |
16 |
17 |
18 |
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1 |
2 |
3 |
4 | $(MSBuildAllProjects);$(MSBuildThisFileFullPath)
5 |
6 |
7 |
8 |
9 |
10 |
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/NetCoreInputAdder/obj/project.assets.json:
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1 | {
2 | "version": 3,
3 | "targets": {
4 | ".NETCoreApp,Version=v2.0": {
5 | "Microsoft.NETCore.App/2.0.0": {
6 | "type": "package",
7 | "dependencies": {
8 | "Microsoft.NETCore.DotNetHostPolicy": "2.0.0",
9 | "Microsoft.NETCore.Platforms": "2.0.0",
10 | "NETStandard.Library": "2.0.0"
11 | },
12 | "compile": {
13 | "ref/netcoreapp2.0/Microsoft.CSharp.dll": {},
14 | "ref/netcoreapp2.0/Microsoft.VisualBasic.dll": {},
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/README.md:
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1 | # Unity-Controller-Manager
2 | This is an attempt at a good Unity Controller Input Manager using the default Unity Input Manager. Currently it is setup to easily assign up to four XInput controllers for
3 | ```diff
4 | +Windows(Tested)
5 | -Mac(Untested)
6 | +Linux(Tested)
7 | ```
8 | ## How to use
9 | Included is a tool for Windows that automates adding the controller inputs that ControllerManager.cs has hardcoded in. This makes it easy to add controller support to any project. If not on a Windows platform one would either have to add them in the inspector of Unity or copy and paste the InputManager.asset file data from the resource folder into their own InputManager.
10 | #### Windows
11 | After building the WPF application from the InputManagerAdder, simply drop the .exe into the ProjectSettings folder of any Unity Project. Run it then decide which option you want. After running it, a backup is saved, but running it again will replace it.
12 | Finally add the "ControllerManager.cs" file to the desired Unity project. The project is ready for controller support.
13 |
14 | #### Other Platforms
15 | Open up InputManager.asset in your favourite text editor. Then go to the ProjectSettings folder in the project root directory. Open up the InputManager.asset and either replace it completely, or if you desire to keep old InputAxes skip copying
16 | ```
17 | %YAML 1.1
18 | %TAG !u! tag:unity3d.com,2011:
19 | --- !u!13 &1
20 | InputManager:
21 | m_ObjectHideFlags: 0
22 | serializedVersion: 2
23 | m_Axes:
24 | ```
25 | and paste it at the bottom of the Unity Projects' InputManager.asset.
26 | Finally add the "ControllerManager.cs" file to the desired Unity project. The project is ready for controller support.
27 |
28 | #### Coding Doccumentation
29 | First the Controller Namespace needs to be added in the script that intends to use the controllers.
30 | ```
31 | using Controller;
32 | ```
33 | After that Gamepad needs to be initialized with a integer between 1 and 4.
34 | ```
35 | //This will give playerOne the controller Unity identifies is the first
36 | GamePad playerOne = new GamePad(1)
37 | ```
38 | For each controller the inputs either need to be read from a file path, or defaulted using the ResetToDefault function.
39 | ```
40 | //This will give set playerOne to default values for your platform.
41 | playerOne.ResetToDefault();
42 | ```
43 |
44 | Then input can easily be got similar to Unity's default Input.Get system. Just like Unity there are 3 states a button can be in and a function to easily get them(Up,Down,Stay).
45 | ```
46 | if(playerOne.GetAxis(InputAxis.LEFTX) > 0){
47 | //Do Something
48 | }
49 | ```
50 |
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