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…be false (added tests to verify it)
…of some functions
…tedGamepads to a property to prevent external modifications
Merged two variables to a property of type { get; private set; }
…classes that have the same name as those inside SinputSystems. Removed `using SinputSystems;` and manually added `SinputSystems.` to where is needed to prevent conflicts.
… to Enum.GetValues
…s and comparing hashes. The case of two control names having the same hash is nearly impossible Some micro optimizations
…ring SInput.SinputUpdate();
… checks from ShootyPlayer when checking it doesn't matter
Owner
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It will probably take me a while before I can get round to reviewing this properly but a quick scan tells me this is some great work! I'm impressed you managed to figure out so much of the system and improve so much in such a short time! I hope to merge this into the main branch before I get back to work on it :) Thanks so much! |
Bug fix (While searching for the highest axis to use it, a positive axis could override a negative axis of greater magnitude) Removed axisAsButtonHeld from ControlState as it servers the same purpose as Held in all cases to make the code slightly easier Small micro optimizations
Optimization: Replaced some Input.GetKey to use a KeyCode instead of a String
Author
…hanks to the attribute, but it is useful to be able to initialize it manually too
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I have done a lot of optimizations, large and small, without breaking saved mappings and configurations, and with slight API changes that should not require any change to the one using this library.
I have done some testing while working on it, step by step, and I did my best to make sure that there are no bugs, but with so many changes I can't be completely sure.
In build, here is the before and after (about 50% less CPU usage). I think it can be improved further.
The scene used for this test is Local Multiplayer with 2 characters (one in a gamepad and the other in keyboard+mouse)
Thank you.