Exemple #1
0
    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        InputManager manager = target as InputManager;

        if (GUILayout.Button("反映"))
        {
            generator = new InputManagerGenerator();

            generator.Clear();

            var inputList = manager.GetInputSettingList();
            for (int i = 0; i < inputList.Length; i++)
            {
                var data = inputList[i];
                generator.AddAxis(InputAxis.CreateKeyAxis(data.name, data.negative, data.positive, data.altNegative, data.altPositive));

                if (data.isJoyPadAxisCreate)
                {
                    generator.AddAxis(InputAxis.CreatePadAxis(data.name, data.joyStickNum, data.axisNum));
                }
            }

            Debug.Log("反映成功");
        }
    }
    /// <summary>
    /// グローバルな入力設定を追加する(OK、キャンセルなど)
    /// </summary>
    /// <param name="inputManagerGenerator">Input manager generator.</param>
    private static void AddGlobalInputSettings(InputManagerGenerator inputManagerGenerator)
    {
        // 横方向
        {
            var name = "Horizontal";
            inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "a", "d", "left", "right"));
        }

        // 縦方向
        {
            var name = "Vertical";
            inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "s", "w", "down", "up"));
        }

        // 決定
        {
            var name = "Submit";
            inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, "z", "joystick button 0"));
        }

        // キャンセル
        {
            var name = "Cancel";
            inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, "x", "joystick button 1"));
        }
    }
    public static void EnableSteeringContoller()
    {
        InputManagerGenerator inputManagerGenerator = new InputManagerGenerator();

        // 現在の設定をクリア
        inputManagerGenerator.Clear();

        // ハンドル入力を登録
        {
            var name = "HANDLE";
            inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 1));
            inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "a", "d", "left", "right"));
        }
        // ボタン入力を登録
        foreach (var button in buttons)
        {
            var buttonName = button.Key;
            var inputName  = button.Value;
            inputManagerGenerator.AddAxis(InputAxis.CreateButton(buttonName, inputName, inputName));
        }

        // デフォルト
        {
            inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis("Horizontal", 0, 1));
            inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis("Horizontal", "a", "d", "left", "right"));
            inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis("Vertical", 0, 2));
            inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis("Vertical", "s", "w", "down", "up"));
            inputManagerGenerator.AddAxis(InputAxis.CreateButton("Submit", "enter", "joystick button 0"));
            inputManagerGenerator.AddAxis(InputAxis.CreateButton("Cancel", "escape", "joystick button 1"));
        }

        // 完了
        Debug.Log("ProjectSetting/InputにSteeringControllerを設定しました。");
    }
    /// <summary>
    /// プレイヤーごとの入力設定を追加する
    /// </summary>
    /// <param name="inputManagerGenerator">Input manager generator.</param>
    /// <param name="playerIndex">Player index.</param>
    private static void AddPlayerInputSettings(InputManagerGenerator inputManagerGenerator, int playerIndex)
    {
        if (playerIndex < 0 || playerIndex > 3)
        {
            Debug.LogError("プレイヤーインデックスの値が不正です。");
        }
        string upKey = "", downKey = "", leftKey = "", rightKey = "", attackKey = "";

        GetAxisKey(out upKey, out downKey, out leftKey, out rightKey, out attackKey, playerIndex);

        int joystickNum = playerIndex + 1;

        // 横方向
        {
            var name = string.Format("Player{0} Horizontal", playerIndex);
            inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, joystickNum, 1));
            inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, leftKey, rightKey, "", ""));
        }

        // 縦方向
        {
            var name = string.Format("Player{0} Vertical", playerIndex);
            inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, joystickNum, 2));
            inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, downKey, upKey, "", ""));
        }


        // 攻撃
        {
            var axis   = new InputAxis();
            var name   = string.Format("Player{0} Attack", playerIndex);
            var button = string.Format("joystick {0} button 0", joystickNum);
            inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, button, attackKey));
        }
    }
Exemple #5
0
    /// <summary>
    /// グローバルな入力設定を追加する(OK、キャンセルなど)
    /// </summary>
    /// <param name="inputManagerGenerator">Input manager generator.</param>
    private static void AddGlobalInputSettings(InputManagerGenerator inputManagerGenerator)
    {
        // 横方向
        {
            var name = "Horizontal";
            inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 1));
            inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "a", "d", "left", "right"));
        }

        // 縦方向
        {
            var name = "Vertical";
            inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 2));
            inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "s", "w", "down", "up"));
        }
    }
    /// <summary>
    /// プレイヤーごとの入力設定を追加する
    /// </summary>
    /// <param name="inputManagerGenerator">Input manager generator.</param>
    /// <param name="playerIndex">Player index.</param>
    private static void AddPlayerInputSettings(InputManagerGenerator inputManagerGenerator, int playerIndex)
    {
        if (playerIndex < 0 || playerIndex > 3)
        {
            Debug.LogError("プレイヤーインデックスの値が不正です。");
        }
        string        upKey = "", downKey = "", leftKey = "", rightKey = "";
        List <string> fireKeys;

        GetAxisKey(out upKey, out downKey, out leftKey, out rightKey, out fireKeys, playerIndex);

        int joystickNum = playerIndex + 1;

        Debug.Log("プレイヤー" + joystickNum + "の設定を追加します。");

        // 横方向
        {
            var name = string.Format("P{0}Horizontal", playerIndex);
            inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, joystickNum, 1));
            inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, joystickNum, 5));            //5thAxis
            inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, leftKey, rightKey, "", ""));
        }

        // 縦方向
        {
            var name = string.Format("P{0}Vertical", playerIndex);
            //Yはinvert設定しないとギャクに成る
            inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, joystickNum, 2, true));
            inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, joystickNum, 6, true));            //6thAxis
            inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, downKey, upKey, "", ""));
        }


        // 攻撃
        for (int i = 0; i < FIRENUM; i++)
        {
            var axis   = new InputAxis();
            var name   = string.Format("P{0}Fire{1}", playerIndex, i + 1);
            var button = string.Format("joystick {0} button {1}", joystickNum, i);
            inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, button, fireKeys[i]));
        }
    }
Exemple #7
0
    /** ********************************************************************************
    * @summary グローバルな入力設定を追加する(OK、キャンセルなど)
    ***********************************************************************************/
    private static void AddGlobalInputSettings(InputManagerGenerator inputManagerGenerator)
    {
        // 横方向
        {
            var name = "Horizontal";
            inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 1));
            inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "a", "d", "left", "right"));
        }

        // 縦方向
        {
            var name = "Vertical";
            inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 2));
            inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "s", "w", "down", "up"));
        }

        // 決定
        {
            var name = "OK";
            inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, "z", "joystick button 3"));
        }

        // キャンセル
        {
            var name = "Cancel";
            inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, "x", "joystick button 2"));
        }

        // ポーズ
        {
            var name = "Pause";
            inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, "return", "joystick button 11"));
        }

        // デバッグ用リセット
        {
            var name = "DebugReset";
            inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, "escape", "joystick button 10"));
        }
    }
Exemple #8
0
    /** ********************************************************************************
    * @summary プレイヤーごとの入力設定を追加する
    ***********************************************************************************/
    private static void AddPlayerInputSettings(InputManagerGenerator inputManagerGenerator, int playerIndex)
    {
        if (playerIndex < 0 || playerIndex > 3)
        {
            Debug.LogError("プレイヤーインデックスの値が不正です。");
        }
        string upKey = "", downKey = "", leftKey = "", rightKey = "", jumpKey = "", characterKey = "", eraserKey = "", chalkKey = "", changeStateKey = "", actionKey = "";

        GetAxisKey(out upKey, out downKey, out leftKey, out rightKey, out jumpKey, out characterKey, out eraserKey, out chalkKey, out changeStateKey, out actionKey, playerIndex);

        int joystickNum = playerIndex + 1;

        // 横方向
        {
            var name = string.Format("Player{0} Horizontal", playerIndex);
            inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, joystickNum, 1));
            inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, leftKey, rightKey, "", ""));
        }

        // 縦方向
        {
            var name = string.Format("Player{0} Vertical", playerIndex);
            inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, joystickNum, 2));
            inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, downKey, upKey, "", ""));
        }

        // チョーク

        /*
         * {
         *  var axis = new InputAxis();
         *  var name = string.Format("Player{0} Chalk", playerIndex);
         *  var button = string.Format("joystick {0} button 0", joystickNum);
         *  inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, button, chalkKey));
         * }
         */

        // 黒板消し
        {
            var name   = string.Format("Player{0} Eraser", playerIndex);
            var button = string.Format("joystick {0} button 4", joystickNum);   // 4: L1
            inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, button, eraserKey));
        }

        // キャラクター

        /*
         * {
         *  var axis = new InputAxis();
         *  var name = string.Format("Player{0} Character", playerIndex);
         *  var button = string.Format("joystick {0} button 3", joystickNum);
         *  inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, button, characterKey));
         * }
         */

        // ステート切り替え
        {
            var name   = string.Format("Player{0} ChangeState", playerIndex);
            var button = string.Format("joystick {0} button 5", joystickNum);   // 5: R1
            inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, button, changeStateKey));
        }

        // アクション
        {
            var name   = string.Format("Player{0} Action", playerIndex);
            var button = string.Format("joystick {0} button 0", joystickNum);
            inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, button, actionKey));
        }

        // ジャンプ
        {
            var name   = string.Format("Player{0} Jump", playerIndex);
            var button = string.Format("joystick {0} button 2", joystickNum);
            inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, button, jumpKey));
        }
    }
Exemple #9
0
    /// <summary>
    /// プレイヤーごとの入力設定を追加する
    /// </summary>
    /// <param name="inputManagerGenerator">Input manager generator.</param>
    /// <param name="playerIndex">Player index.</param>
    private static void AddPlayerInputSettings(InputManagerGenerator inputManagerGenerator, int playerIndex, string controllerName)
    {
        if (playerIndex < 0 || playerIndex > 3)
        {
            Debug.LogError("プレイヤーインデックスの値が不正です。");
        }
        string upKey = "", downKey = "", leftKey = "", rightKey = "", attackKey1 = "", attackKey2 = "", attackKey3 = "";

        GetAxisKey(out upKey, out downKey, out leftKey, out rightKey, out attackKey1, out attackKey2, out attackKey3, playerIndex);

        int joystickNum = playerIndex + 1;

        //ここに各コントローラーの設定を作成
        #region BSGPAC02 Series
        if (controllerName == "BSGPAC02 Series")
        {
            //スティック
            //横方向
            {
                var name = string.Format("Player{0}_Horizontal", playerIndex);
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, controllerName, joystickNum, 1));
                inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, leftKey, rightKey, "", ""));
            }

            //縦方向
            {
                var name = string.Format("Player{0}_Vertical", playerIndex);
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, controllerName, joystickNum, 2));
                inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, downKey, upKey, "", ""));
            }


            //攻撃ボタン
            //弱
            {
                var name   = string.Format("Player{0}_Attack1", playerIndex);
                var button = string.Format("joystick {0} button 0", joystickNum);
                inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, button, attackKey1));
            }

            //中
            {
                var name   = string.Format("Player{0}_Attack2", playerIndex);
                var button = string.Format("joystick {0} button 1", joystickNum);
                inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, button, attackKey2));
            }

            //強
            {
                var name   = string.Format("Player{0}_Attack3", playerIndex);
                var button = string.Format("joystick {0} button 2", joystickNum);
                inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, button, attackKey3));
            }


            //決定キーなどの設定
            {
                //決定
                {
                    var name = "OK";
                    inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, "z", "joystick button 1"));
                }

                //キャンセル
                {
                    var name = "Cancel";
                    inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, "x", "joystick button 2"));
                }

                //ポーズ
                {
                    var name = "Pause";
                    inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, "escape", "joystick button 8"));
                }
            }
        }
        #endregion
        #region RAP.N3
        else if (controllerName == "RAP.N3")
        {
            //スティック
            //横方向
            {
                var name = string.Format("Player{0}_Horizontal", playerIndex);
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, controllerName, joystickNum, 1));
                inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, leftKey, rightKey, "", ""));
            }

            //縦方向
            {
                var name = string.Format("Player{0}_Vertical", playerIndex);
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, controllerName, joystickNum, 2));
                inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, downKey, upKey, "", ""));
            }


            //攻撃ボタン
            //弱
            {
                //var axis = new InputAxis();
                var name   = string.Format("Player{0}_Attack1", playerIndex);
                var button = string.Format("joystick {0} button 1", joystickNum);
                inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, button, attackKey1));
            }

            //中
            {
                var name   = string.Format("Player{0}_Attack2", playerIndex);
                var button = string.Format("joystick {0} button 2", joystickNum);
                inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, button, attackKey2));
            }

            //強
            {
                var name   = string.Format("Player{0}_Attack3", playerIndex);
                var button = string.Format("joystick {0} button 7", joystickNum);
                inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, button, attackKey3));
            }


            //決定キーなどの設定
            {
                //決定
                {
                    var name = "OK";
                    inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, "z", "joystick button 0"));
                }

                //キャンセル
                {
                    var name = "Cancel";
                    inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, "x", "joystick button 1"));
                }

                //ポーズ
                {
                    var name = "Pause";
                    inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, "escape", "joystick button 8"));
                }
            }
        }
        #endregion
        #region Logicool Dual Action
        else if (controllerName == "Logicool Dual Action")
        {
            //スティック
            //横方向
            {
                var name = string.Format("Player{0}_Horizontal", playerIndex);
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, controllerName, joystickNum, 1));
                inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, leftKey, rightKey, "", ""));
            }

            //縦方向
            {
                var name = string.Format("Player{0}_Vertical", playerIndex);
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, controllerName, joystickNum, 2));
                inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, downKey, upKey, "", ""));
            }


            //攻撃ボタン
            //弱
            {
                var name   = string.Format("Player{0}_Attack1", playerIndex);
                var button = string.Format("joystick {0} button 0", joystickNum);
                inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, button, attackKey1));
            }

            // 中
            {
                var name   = string.Format("Player{0}_Attack2", playerIndex);
                var button = string.Format("joystick {0} button 1", joystickNum);
                inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, button, attackKey2));
            }

            //強
            {
                var name   = string.Format("Player{0}_Attack3", playerIndex);
                var button = string.Format("joystick {0} button 2", joystickNum);
                inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, button, attackKey3));
            }


            //決定キーなどの設定
            {
                //決定
                {
                    var name = "OK";
                    inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, "z", "joystick button 1"));
                }

                //キャンセル
                {
                    var name = "Cancel";
                    inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, "x", "joystick button0"));
                }

                //ポーズ
                {
                    var name = "Pause";
                    inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, "escape", "joystick button 7"));
                }
            }
        }
        #endregion
        #region Controller (Gamepad F310)
        else if (controllerName == "Controller (Gamepad F310)")
        {
            //スティック
            //横方向
            {
                var name = string.Format("Player{0}_Horizontal", playerIndex);
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, controllerName, joystickNum, 1));
                inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, leftKey, rightKey, "", ""));
            }

            //縦方向
            {
                var name = string.Format("Player{0}_Vertical", playerIndex);
                inputManagerGenerator.AddAxis(InputAxis.CreatePadAxis(name, controllerName, joystickNum, 2));
                inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, downKey, upKey, "", ""));
            }


            //攻撃ボタン
            //弱
            {
                var name   = string.Format("Player{0}_Attack1", playerIndex);
                var button = string.Format("joystick {0} button 0", joystickNum);
                inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, button, attackKey1));
            }

            //中
            {
                var name   = string.Format("Player{0}_Attack2", playerIndex);
                var button = string.Format("joystick {0} button 1", joystickNum);
                inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, button, attackKey2));
            }

            //強
            {
                var name   = string.Format("Player{0}_Attack3", playerIndex);
                var button = string.Format("joystick {0} button 2", joystickNum);
                inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, button, attackKey3));
            }


            //決定キーなどの設定
            {
                //決定
                {
                    var name = "OK";
                    inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, "z", "joystick button 1"));
                }

                //キャンセル
                {
                    var name = "Cancel";
                    inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, "x", "joystick button0"));
                }

                //ポーズ
                {
                    var name = "Pause";
                    inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, "escape", "joystick button 7"));
                }
            }
        }
        #endregion
        //キーボードのみ設定
        else
        {
            #region キーボードのみ
            //スティック
            //横方向
            {
                var name = string.Format("Player{0}_Horizontal", playerIndex);
                inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, leftKey, rightKey, "", ""));
            }

            //縦方向
            {
                var name = string.Format("Player{0}_Vertical", playerIndex);
                inputManagerGenerator.AddAxis(InputAxis.CreateKeyAxis(name, downKey, upKey, "", ""));
            }


            //攻撃ボタン
            //弱
            {
                //var axis = new InputAxis();
                var name = string.Format("Player{0}_Attack1", playerIndex);
                inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, "", attackKey1));
            }

            //中
            {
                var name   = string.Format("Player{0}_Attack2", playerIndex);
                var button = string.Format("joystick {0} button 1", joystickNum);
                inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, "", attackKey2));
            }

            //強
            {
                var name   = string.Format("Player{0}_Attack3", playerIndex);
                var button = string.Format("joystick {0} button 2", joystickNum);
                inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, "", attackKey3));
            }


            //決定キーなどの設定
            {
                //決定
                {
                    var name = "OK";
                    inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, "z", ""));
                }

                //キャンセル
                {
                    var name = "Cancel";
                    inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, "x", ""));
                }

                //ポーズ
                {
                    var name = "Pause";
                    inputManagerGenerator.AddAxis(InputAxis.CreateButton(name, controllerName, "escape", ""));
                }
            }
            #endregion
            Debug.Log("***player" + playerIndex + " -> " + controllerName + " の入力が設定されていません キーボードのみ設定します***");
        }
    }
    /// <summary>
    /// グローバルな入力設定を追加する(OK、キャンセルなど)
    /// </summary>
    /// <param name="inputSettingGenerator">Input manager generator.</param>
    private static void AddGlobalInputSettings(InputSettingGenerator inputSettingGenerator)
    {
        // LX
        {
            var name = "Player0_LX";
            inputSettingGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 1));
            inputSettingGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "a", "d", "left", "right"));
        }
        // LY
        {
            var name = "Player0_LY";
            inputSettingGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 2));
            inputSettingGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "s", "w", "down", "up"));
        }
        // RX
        {
            var name = "Player0_RX";
            inputSettingGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 4));
            inputSettingGenerator.AddAxis(InputAxis.CreatePadAxis(name + "_1", 0, 3));
            inputSettingGenerator.AddAxis(InputAxis.CreatePadAxis(name + "_none", 0, 28));
            inputSettingGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "a", "d", "left", "right"));
        }
        // RY
        {
            var name = "Player0_RY";
            inputSettingGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 5));
            inputSettingGenerator.AddAxis(InputAxis.CreatePadAxis(name + "_1", 0, 4));
            inputSettingGenerator.AddAxis(InputAxis.CreatePadAxis(name + "_none", 0, 28));
            inputSettingGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "s", "w", "down", "up"));
        }
        // DX
        {
            var name = "Player0_DX";
            inputSettingGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 6));
            inputSettingGenerator.AddAxis(InputAxis.CreatePadAxis(name + "_1", 0, 5));
            inputSettingGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "a", "d", "left", "right"));
        }
        // DY
        {
            var name = "Player0_DY";
            inputSettingGenerator.AddAxis(InputAxis.CreatePadAxis(name, 0, 7));
            inputSettingGenerator.AddAxis(InputAxis.CreatePadAxis(name + "_1", 0, 6));
            inputSettingGenerator.AddAxis(InputAxis.CreateKeyAxis(name, "s", "w", "down", "up"));
        }


        // ボタン

        // 0
        {
            var name = "Player0_Btn0";
            inputSettingGenerator.AddAxis(InputAxis.CreateButton(name, "z", 0, "joystick button 0"));
        }

        // 1
        {
            var name = "Player0_Btn1";
            inputSettingGenerator.AddAxis(InputAxis.CreateButton(name, "x", 0, "joystick button 1"));
        }
        // 2
        {
            var name = "Player0_Btn2";
            inputSettingGenerator.AddAxis(InputAxis.CreateButton(name, "a", 0, "joystick button 2"));
        }

        // 3
        {
            var name = "Player0_Btn3";
            inputSettingGenerator.AddAxis(InputAxis.CreateButton(name, "s", 0, "joystick button 3"));
        }

        // 4
        {
            var name = "Player0_Btn4";
            inputSettingGenerator.AddAxis(InputAxis.CreateButton(name, "q", 0, "joystick button 4"));
        }

        // 5
        {
            var name = "Player0_Btn5";
            inputSettingGenerator.AddAxis(InputAxis.CreateButton(name, "w", 0, "joystick button 5"));
        }
        // 6
        {
            var name = "Player0_Btn6";
            inputSettingGenerator.AddAxis(InputAxis.CreateButton(name, "c", 0, "joystick button 6"));
        }

        // 7
        {
            var name = "Player0_Btn7";
            inputSettingGenerator.AddAxis(InputAxis.CreateButton(name, "v", 0, "joystick button 7"));
        }
    }