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RELEASE: Merge develop.
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Assets/Demo/DemoGame.cs

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -3,6 +3,7 @@
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using UnityEngine.EventSystems;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.LowLevel;
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using UnityEngine.InputSystem.UI;
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using UnityEngine.InputSystem.Users;
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using UnityEngine.InputSystem.Utilities;
@@ -311,7 +312,7 @@ public void OnStartGameButton()
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/// switch from one or the other. In that case, while we will stay on the Gamepad control scheme,
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/// we will still unassign the previously used gamepad from the player and assign the newly used one.
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/// </remarks>
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private void OnUnpairedInputDeviceUsed(InputControl control)
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private void OnUnpairedInputDeviceUsed(InputControl control, InputEventPtr eventPtr)
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{
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// We should only listen for unpaired device activity when we're either in the lobby
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// or in single-player mode. In a multi-player game, we turn it off and simply ignore whatever

Assets/Demo/DemoPlayerController.cs

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@@ -317,7 +317,7 @@ public void OnMenu(InputAction.CallbackContext context)
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{
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// Leave menu.
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user.ResumeHaptics();
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//user.ResumeHaptics();
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controls.gameplay.Enable();
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controls.menu.Disable();///REVIEW: this should likely be left to the UI input module
@@ -328,7 +328,7 @@ public void OnMenu(InputAction.CallbackContext context)
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{
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// Enter menu.
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user.PauseHaptics();
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//user.PauseHaptics();
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controls.gameplay.Disable();
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controls.menu.Enable();///REVIEW: this should likely be left to the UI input module

Assets/Demo/SteamController/SteamDemoController.cs

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@@ -36,14 +36,23 @@ private static void RuntimeInitializeOnLoad()
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InputSystem.RegisterLayout<SteamDemoController>(matches: deviceMatcher);
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}
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[InputControl]
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public StickControl move { get; protected set; }
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[InputControl]
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public Vector2Control look { get; protected set; }
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[InputControl]
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public ButtonControl fire { get; protected set; }
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[InputControl]
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public ButtonControl jump { get; protected set; }
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[InputControl]
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public ButtonControl menu { get; protected set; }
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[InputControl]
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public ButtonControl steamEnterMenu { get; protected set; }
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[InputControl]
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public Vector2Control navigate { get; protected set; }
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[InputControl]
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public ButtonControl click { get; protected set; }
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[InputControl]
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public ButtonControl steamExitMenu { get; protected set; }
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protected override void FinishSetup()
@@ -86,6 +95,7 @@ protected override void ResolveSteamActions(ISteamControllerAPI api)
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public SteamHandle<InputAction> navigateHandle { get; private set; }
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public SteamHandle<InputAction> clickHandle { get; private set; }
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public SteamHandle<InputAction> steamExitMenuHandle { get; private set; }
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private SteamActionSetInfo[] m_ActionSets;
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public override ReadOnlyArray<SteamActionSetInfo> steamActionSets
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{
@@ -126,7 +136,10 @@ public unsafe struct SteamDemoControllerState : IInputStateTypeInfo
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{
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public FourCC format
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{
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get { return new FourCC('S', 't', 'e', 'a'); }
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get
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{
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return new FourCC('S', 't', 'e', 'a');
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}
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}
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[InputControl(name = "fire", layout = "Button", bit = 0)]

Assets/QA/Input_Test/Scenes.meta

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{
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"displayName": "InputDeviceTester",
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"description": "A scene containing UI to visualize the controls on various supported input devices."
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}

Assets/Samples/InputDeviceTester/.sample.json.meta

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Assets/QA/Input_Test/Fonts/Kenney Future Narrow.ttf renamed to Assets/Samples/InputDeviceTester/Fonts/Kenney Future Narrow.ttf

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Assets/QA/Input_Test/Fonts/Kenney Future Narrow.ttf.meta renamed to Assets/Samples/InputDeviceTester/Fonts/Kenney Future Narrow.ttf.meta

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