a$e5.5.1f1ţ˙˙˙˙˙Č0ĹňĂôL.`?^Ů0D7€˙˙˙˙€Ś€˛€ЀŚ€Ś€Ś€#Ś€+H€3˙˙˙˙€1€1€˙˙˙˙@ހ€ Q€j€ ™€< Ś€H H€Z˙˙˙˙ €1€1€˙˙˙˙@ހ€Q€j€ЀgŚ€Ś€Ś€#Ś€+v~ € €– €Ÿ €¨ €ą €ş €Ă €Ě €Ő €Ţ  €ç! €ń" €ű# €$ €% €&Ő€#˙˙˙˙'€1€1€˙˙˙˙(€ހ€)H€j€˙˙˙˙*€1€1€˙˙˙˙+@ހ€,Q€j€-™€*.ހ8/AssetMetaDataguiddata[0]data[1]data[2]data[3]pathNametimeCreatedoriginalChangesetoriginalNameoriginalParentHash128originalDigestbytes[0]bytes[1]bytes[2]bytes[3]bytes[4]bytes[5]bytes[6]bytes[7]bytes[8]bytes[9]bytes[10]bytes[11]bytes[12]bytes[13]bytes[14]bytes[15]labelsassetStoreReflicenseType ˙˙z{ď@îČă5^(H'7€˙˙˙˙€Ś€˛€ Ő€ ހ#.€,†€Ä€ ހ#.€,H€Ť€˙˙˙˙€1€1€˙˙˙˙ @ހ€ Q€j€ Ő€5˙˙˙˙ €1€1€˙˙˙˙ €ހ€€j€˙˙˙˙€H€›€˙˙˙˙€1€1€˙˙˙˙@ހ€Q€j€y€ € ހ#.€, €I@ž€X @ހ#.€,H€]˙˙˙˙€1€1€˙˙˙˙@ހ€Q€j€H€h˙˙˙˙€1€1€˙˙˙˙ @ހ€!Q€j€"H€z˙˙˙˙#€1€1€˙˙˙˙$@ހ€%Q€j€&MonoImporterPPtrm_FileIDm_PathIDm_DefaultReferencesexecutionOrdericonm_UserDatam_AssetBundleNamem_AssetBundleVariants˙˙˙8-l'€Łć„hŒÎA,Œ€7€˙˙˙˙€Ś€˛€Ő€ ހ.€†€Ä€ ހ.€H€Ť€˙˙˙˙€1€1€˙˙˙˙ @ހ€ Q€j€ H€ę€˙˙˙˙ €1€1€˙˙˙˙ @ހ€Q€j€ń€(˙˙˙˙€1€1€˙˙˙˙€ހ€€j€˙˙˙˙€H€›€˙˙˙˙€1€1€˙˙˙˙@ހ€Q€j€y€ € ހ.€y€< ހ.€ހCH€T˙˙˙˙€1€1€˙˙˙˙ @ހ€!Q€j€"H€`˙˙˙˙#€1€1€˙˙˙˙$@ހ€%Q€j€&H€l˙˙˙˙'€1€1€˙˙˙˙(@ހ€)Q€j€*L€{+PPtrm_FileIDm_PathIDm_DefaultReferencesm_Iconm_ExecutionOrderm_ClassNamem_Namespacem_AssemblyNamem_IsEditorScriptœ @ŕyŻŕ…đuę‹Í>C˛ŽĹ‚Ęq˝BAAssets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs VirtualInputŕusing System; using System.Collections.Generic; using UnityEngine; namespace UnityStandardAssets.CrossPlatformInput { public abstract class VirtualInput { public Vector3 virtualMousePosition { get; private set; } protected Dictionary m_VirtualAxes = new Dictionary(); // Dictionary to store the name relating to the virtual axes protected Dictionary m_VirtualButtons = new Dictionary(); protected List m_AlwaysUseVirtual = new List(); // list of the axis and button names that have been flagged to always use a virtual axis or button public bool AxisExists(string name) { return m_VirtualAxes.ContainsKey(name); } public bool ButtonExists(string name) { return m_VirtualButtons.ContainsKey(name); } public void RegisterVirtualAxis(CrossPlatformInputManager.VirtualAxis axis) { // check if we already have an axis with that name and log and error if we do if (m_VirtualAxes.ContainsKey(axis.name)) { Debug.LogError("There is already a virtual axis named " + axis.name + " registered."); } else { // add any new axes m_VirtualAxes.Add(axis.name, axis); // if we dont want to match with the input manager setting then revert to always using virtual if (!axis.matchWithInputManager) { m_AlwaysUseVirtual.Add(axis.name); } } } public void RegisterVirtualButton(CrossPlatformInputManager.VirtualButton button) { // check if already have a buttin with that name and log an error if we do if (m_VirtualButtons.ContainsKey(button.name)) { Debug.LogError("There is already a virtual button named " + button.name + " registered."); } else { // add any new buttons m_VirtualButtons.Add(button.name, button); // if we dont want to match to the input manager then always use a virtual axis if (!button.matchWithInputManager) { m_AlwaysUseVirtual.Add(button.name); } } } public void UnRegisterVirtualAxis(string name) { // if we have an axis with that name then remove it from our dictionary of registered axes if (m_VirtualAxes.ContainsKey(name)) { m_VirtualAxes.Remove(name); } } public void UnRegisterVirtualButton(string name) { // if we have a button with this name then remove it from our dictionary of registered buttons if (m_VirtualButtons.ContainsKey(name)) { m_VirtualButtons.Remove(name); } } // returns a reference to a named virtual axis if it exists otherwise null public CrossPlatformInputManager.VirtualAxis VirtualAxisReference(string name) { return m_VirtualAxes.ContainsKey(name) ? m_VirtualAxes[name] : null; } public void SetVirtualMousePositionX(float f) { virtualMousePosition = new Vector3(f, virtualMousePosition.y, virtualMousePosition.z); } public void SetVirtualMousePositionY(float f) { virtualMousePosition = new Vector3(virtualMousePosition.x, f, virtualMousePosition.z); } public void SetVirtualMousePositionZ(float f) { virtualMousePosition = new Vector3(virtualMousePosition.x, virtualMousePosition.y, f); } public abstract float GetAxis(string name, bool raw); public abstract bool GetButton(string name); public abstract bool GetButtonDown(string name); public abstract bool GetButtonUp(string name); public abstract void SetButtonDown(string name); public abstract void SetButtonUp(string name); public abstract void SetAxisPositive(string name); public abstract void SetAxisNegative(string name); public abstract void SetAxisZero(string name); public abstract void SetAxis(string name, float value); public abstract Vector3 MousePosition(); } } VirtualInput&UnityStandardAssets.CrossPlatformInputAssembly-CSharp-firstpass.dll