Tweak post processing and debug console
- Tweak SSAO settings - Add history browsing functionality to the console - Add controls: "Previous Command" (up) and "Next Command" (down) - Fix a bug in the console which prevented very long logs in the console
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492502ef98
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@ -42,10 +42,10 @@ MonoBehaviour:
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ambientOcclusion:
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m_Enabled: 1
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m_Settings:
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intensity: 0.65
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radius: 0.25
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sampleCount: 10
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downsampling: 1
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intensity: 1
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radius: 0.1
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sampleCount: 16
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downsampling: 0
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forceForwardCompatibility: 0
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ambientOnly: 0
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highPrecision: 0
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@ -456,7 +456,7 @@ RectTransform:
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 1000}
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m_SizeDelta: {x: 0, y: 300}
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m_Pivot: {x: 0.5, y: 0}
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--- !u!114 &566501562
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MonoBehaviour:
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@ -756,7 +756,7 @@ MonoBehaviour:
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m_Script: {fileID: 1980459831, guid: f70555f144d8491a825f0804e09c671c, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_UiScaleMode: 0
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m_UiScaleMode: 1
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m_ReferencePixelsPerUnit: 100
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m_ScaleFactor: 1
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m_ReferenceResolution: {x: 800, y: 600}
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@ -1328,7 +1328,10 @@ MonoBehaviour:
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Panel: {fileID: 2000206069}
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InputField: {fileID: 270758323}
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TextField: {fileID: 1815899005}
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Visible: 0
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Visible: 1
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RowLength: 80
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MaxLinesUntilCleanup: 30
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LineCountSavedFromCleanup: 15
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--- !u!4 &1463006272
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Transform:
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m_ObjectHideFlags: 0
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@ -1602,6 +1605,7 @@ MonoBehaviour:
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ID: 0
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Mesh: {fileID: 1229079791}
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BlinkLength: 1
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BlinkBrightness: 1.5
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BlinkColor: {r: 1, g: 0.6, b: 0, a: 1}
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--- !u!65 &1988211394
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BoxCollider:
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@ -35,7 +35,27 @@ namespace Cyber.Console {
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/// </summary>
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public bool Visible = false;
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/// <summary>
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/// The length of a row in the console in characters.
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/// </summary>
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public int RowLength = 80;
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/// <summary>
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/// The linecount threshold when the <see cref="TextField"/> is cleaned
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/// up so it has <see cref="LineCountSavedFromCleanup"/> lines left.
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/// </summary>
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public int MaxLinesUntilCleanup = 48;
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/// <summary>
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/// See <see cref="MaxLinesUntilCleanup"/>.
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/// </summary>
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public int LineCountSavedFromCleanup = 24;
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private Dictionary<string, DebugConsoleAction> Actions = new Dictionary<string, DebugConsoleAction>();
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private List<string> Lines = new List<string>();
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private List<string> Commands = new List<string>();
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private int LastCommandIndex = 0;
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private string LastUnexecutedCommand = "";
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/// <summary>
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/// Creates a new <see cref="DebugConsole"/>, and sets the <see cref="Term"/>'s singleton.
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@ -51,7 +71,11 @@ namespace Cyber.Console {
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if (InputField.text.Length == 0) {
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return;
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}
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// Log this command
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Println(InputField.text);
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Commands.Add(InputField.text);
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LastCommandIndex = Commands.Count;
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List<string> Arguments = new List<string>();
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MatchCollection Matches = CommandPartRegex.Matches(InputField.text + " ");
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for (int i = 0; i < Matches.Count; i++) {
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@ -65,6 +89,8 @@ namespace Cyber.Console {
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break;
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}
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}
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// Clear the input field
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InputField.text = "";
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InputField.ActivateInputField();
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}
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@ -93,12 +119,40 @@ namespace Cyber.Console {
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}
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/// <summary>
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/// Prints text into the Console.
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/// Prints text into the Console. Wraps text at <see cref="RowLength"/>.
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/// </summary>
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/// <remarks>
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/// If the linecount exceeds <see cref="MaxLinesUntilCleanup"/>, the
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/// console is cleared to the point that it only has
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/// <see cref="LineCountSavedFromCleanup"/> lines.
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/// </remarks>
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/// <param name="text">Text.</param>
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/// \todo Handle removing history when it gets very long. Very long console logs might cause problems when displaying new prints.
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public void Print(string text) {
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TextField.text += text;
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// Wrap lines and log them to Lines
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int Index = 0;
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int EscapeIndex = 0;
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do {
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int NewLineIndex = text.IndexOf("\n", Index) + 1;
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if (NewLineIndex == 0 || NewLineIndex > Index + RowLength) {
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NewLineIndex = Index + Mathf.Min(text.Length - Index, RowLength);
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}
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string Line = text.Substring(Index, NewLineIndex - Index).Replace("\n", "");
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Index = NewLineIndex;
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Lines.Add(Line);
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TextField.text += Line + "\n";
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EscapeIndex++;
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} while (Index < text.Length && EscapeIndex < 10);
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if (Lines.Count > MaxLinesUntilCleanup) {
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// The print history is too long, clear up until there are only
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// a small amount left (so the user doesn't notice the cleanup)
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string NewLog = "";
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Lines.RemoveRange(0, Lines.Count - LineCountSavedFromCleanup);
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foreach (string Line in Lines) {
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NewLog += Line;
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}
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TextField.text = NewLog;
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}
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}
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private void Start() {
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@ -135,6 +189,18 @@ namespace Cyber.Console {
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AddCommand("shutdown", "Shuts the game down.", (args) => {
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Application.Quit();
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});
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// Set an accurate row length (if the panel is set)
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if (Panel != null && Panel.GetComponent<RectTransform>() != null) {
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CharacterInfo CharInfo;
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TextField.font.RequestCharactersInTexture("W", TextField.fontSize,
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TextField.fontStyle);
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TextField.font.GetCharacterInfo('W', out CharInfo,
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TextField.fontSize, TextField.fontStyle);
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float CharacterWidth = CharInfo.glyphWidth - 1;
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float PanelWidth = Panel.GetComponent<RectTransform>().rect.width;
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RowLength = (int) (PanelWidth / CharacterWidth);
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}
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}
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private void Update() {
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@ -145,6 +211,24 @@ namespace Cyber.Console {
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if (Input.GetButtonDown("Enter Command")) {
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CallCommand();
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}
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if (Input.GetButtonDown("Previous Command")) {
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if (LastCommandIndex - 1 >= 0) {
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if (LastCommandIndex == Commands.Count) {
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// The last command is the last one that was executed
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// Save the currently written command so it can be returned to
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LastUnexecutedCommand = InputField.text;
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}
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InputField.text = Commands[--LastCommandIndex];
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}
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}
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if (Input.GetButtonDown("Next Command")) {
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if (LastCommandIndex + 1 < Commands.Count) {
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InputField.text = Commands[++LastCommandIndex];
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} else if (LastCommandIndex + 1 == Commands.Count) {
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LastCommandIndex++;
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InputField.text = LastUnexecutedCommand;
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}
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}
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// Slide up/down animation
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RectTransform Rect = Panel.GetComponent<RectTransform>();
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@ -133,6 +133,38 @@ InputManager:
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type: 0
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axis: 0
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joyNum: 0
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- serializedVersion: 3
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m_Name: Previous Command
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descriptiveName:
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descriptiveNegativeName:
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negativeButton:
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positiveButton: up
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altNegativeButton:
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altPositiveButton:
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gravity: 1000
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dead: 0.001
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sensitivity: 1000
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snap: 0
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invert: 0
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type: 0
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axis: 0
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joyNum: 0
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- serializedVersion: 3
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m_Name: Next Command
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descriptiveName:
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descriptiveNegativeName:
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negativeButton:
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positiveButton: down
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altNegativeButton:
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altPositiveButton:
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gravity: 1000
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dead: 0.001
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sensitivity: 1000
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snap: 0
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invert: 0
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type: 0
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axis: 0
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joyNum: 0
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- serializedVersion: 3
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m_Name: Mouse X
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descriptiveName:
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