diff --git a/Runtime/Scripts/InputModules/AimerInputModule.cs b/Runtime/Scripts/InputModules/AimerInputModule.cs
deleted file mode 100644
index 291c9cc..0000000
--- a/Runtime/Scripts/InputModules/AimerInputModule.cs
+++ /dev/null
@@ -1,165 +0,0 @@
-/// Credit Chris Trueman
-/// Sourced from - http://forum.unity3d.com/threads/use-reticle-like-mouse-for-worldspace-uis.295271/
-
-using UnityEngine.UI.Extensions;
-
-namespace UnityEngine.EventSystems.Extensions
-{
- [RequireComponent(typeof(EventSystem))]
- [AddComponentMenu("Event/Extensions/Aimer Input Module")]
- public class AimerInputModule : PointerInputModule
- {
- ///
- /// The Input axis name used to activate the object under the reticle.
- ///
- public string activateAxis = "Submit";
-
- ///
- /// The aimer offset position. Aimer is center screen use this offset to change that.
- ///
- public Vector2 aimerOffset = new Vector2(0, 0);
-
- ///
- /// The object under aimer. A static access field that lets you know what is under the aimer.
- /// This field can return null.
- ///
- public static GameObject objectUnderAimer;
-
- protected AimerInputModule() { }
-
- public override void ActivateModule()
- {
- StandaloneInputModule StandAloneSystem = GetComponent();
-
- if (StandAloneSystem != null && StandAloneSystem.enabled)
- {
- Debug.LogError("Aimer Input Module is incompatible with the StandAloneInputSystem, " +
- "please remove it from the Event System in this scene or disable it when this module is in use");
- }
- }
-
- public override void Process()
- {
- bool pressed = UIExtensionsInputManager.GetButtonDown(activateAxis);
- bool released = UIExtensionsInputManager.GetButtonUp(activateAxis);
-
- PointerEventData pointer = GetAimerPointerEventData();
-
- ProcessInteraction(pointer, pressed, released);
-
- if (!released)
- ProcessMove(pointer);
- else
- RemovePointerData(pointer);
- }
-
- protected virtual PointerEventData GetAimerPointerEventData()
- {
- PointerEventData pointerData;
-
- //Not certain on the use of this.
- //I know that -1 is the mouse and anything positive would be a finger/touch, 0 being the first finger, 1 being the second and so one till the system limit is reached.
- //So that is the reason I choose -2.
- GetPointerData(-2, out pointerData, true);
-
- pointerData.Reset();
-
- pointerData.position = new Vector2(Screen.width * 0.5f, Screen.height * 0.5f) + aimerOffset;
-
- eventSystem.RaycastAll(pointerData, m_RaycastResultCache);
- var raycast = FindFirstRaycast(m_RaycastResultCache);
- pointerData.pointerCurrentRaycast = raycast;
- m_RaycastResultCache.Clear();
- return pointerData;
- }
-
- private void ProcessInteraction(PointerEventData pointer, bool pressed, bool released)
- {
- var currentOverGo = pointer.pointerCurrentRaycast.gameObject;
-
- objectUnderAimer = ExecuteEvents.GetEventHandler(currentOverGo);//we only want objects that we can submit on.
-
- if (pressed)
- {
- pointer.eligibleForClick = true;
- pointer.delta = Vector2.zero;
- pointer.pressPosition = pointer.position;
- pointer.pointerPressRaycast = pointer.pointerCurrentRaycast;
-
- // search for the control that will receive the press
- // if we can't find a press handler set the press
- // handler to be what would receive a click.
- var newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointer, ExecuteEvents.submitHandler);
-
- // didn't find a press handler... search for a click handler
- if (newPressed == null)
- {
- newPressed = ExecuteEvents.ExecuteHierarchy(currentOverGo, pointer, ExecuteEvents.pointerDownHandler);
- if (newPressed == null)
- newPressed = ExecuteEvents.GetEventHandler(currentOverGo);
- }
- else
- {
- pointer.eligibleForClick = false;
- }
-
- if (newPressed != pointer.pointerPress)
- {
- pointer.pointerPress = newPressed;
- pointer.rawPointerPress = currentOverGo;
- pointer.clickCount = 0;
- }
-
- // Save the drag handler as well
- pointer.pointerDrag = ExecuteEvents.GetEventHandler(currentOverGo);
-
- if (pointer.pointerDrag != null)
- ExecuteEvents.Execute(pointer.pointerDrag, pointer, ExecuteEvents.beginDragHandler);
- }
-
- if (released)
- {
- //Debug.Log("Executing pressup on: " + pointer.pointerPress);
- ExecuteEvents.Execute(pointer.pointerPress, pointer, ExecuteEvents.pointerUpHandler);
-
- //Debug.Log("KeyCode: " + pointer.eventData.keyCode);
-
- // see if we mouse up on the same element that we clicked on...
- var pointerUpHandler = ExecuteEvents.GetEventHandler(currentOverGo);
-
- // PointerClick
- if (pointer.pointerPress == pointerUpHandler && pointer.eligibleForClick)
- {
- float time = Time.unscaledTime;
-
- if (time - pointer.clickTime < 0.3f)
- ++pointer.clickCount;
- else
- pointer.clickCount = 1;
- pointer.clickTime = time;
-
- ExecuteEvents.Execute(pointer.pointerPress, pointer, ExecuteEvents.pointerClickHandler);
- }
- else if (pointer.pointerDrag != null)
- {
- ExecuteEvents.ExecuteHierarchy(currentOverGo, pointer, ExecuteEvents.dropHandler);
- }
-
- pointer.eligibleForClick = false;
- pointer.pointerPress = null;
- pointer.rawPointerPress = null;
-
- if (pointer.pointerDrag != null)
- ExecuteEvents.Execute(pointer.pointerDrag, pointer, ExecuteEvents.endDragHandler);
-
- pointer.pointerDrag = null;
- }
- }
-
- public override void DeactivateModule()
- {
- base.DeactivateModule();
- ClearSelection();
- }
- }
-}
\ No newline at end of file
diff --git a/Runtime/Scripts/InputModules/AimerInputModule.cs.meta b/Runtime/Scripts/InputModules/AimerInputModule.cs.meta
deleted file mode 100644
index ee7993f..0000000
--- a/Runtime/Scripts/InputModules/AimerInputModule.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 08b9f423b73fdfb47b59e7de89863600
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Runtime/Scripts/InputModules/GamePadInputModule.cs b/Runtime/Scripts/InputModules/GamePadInputModule.cs
deleted file mode 100644
index 22ffef9..0000000
--- a/Runtime/Scripts/InputModules/GamePadInputModule.cs
+++ /dev/null
@@ -1,228 +0,0 @@
-/// Credit Simon (simonDarksideJ) Jackson
-/// Sourced from - UI SIM source and My Brain
-
-using UnityEngine.UI.Extensions;
-
-namespace UnityEngine.EventSystems
-{
- [AddComponentMenu("Event/Extensions/GamePad Input Module")]
- public class GamePadInputModule : BaseInputModule
- {
- private float m_PrevActionTime;
- Vector2 m_LastMoveVector;
- int m_ConsecutiveMoveCount = 0;
-
- protected GamePadInputModule()
- {}
-
- [SerializeField]
- private string m_HorizontalAxis = "Horizontal";
-
- ///
- /// Name of the vertical axis for movement (if axis events are used).
- ///
- [SerializeField]
- private string m_VerticalAxis = "Vertical";
-
- ///
- /// Name of the submit button.
- ///
- [SerializeField]
- private string m_SubmitButton = "Submit";
-
- ///
- /// Name of the submit button.
- ///
- [SerializeField]
- private string m_CancelButton = "Cancel";
-
- [SerializeField]
- private float m_InputActionsPerSecond = 10;
-
- [SerializeField]
- private float m_RepeatDelay = 0.1f;
-
- public float inputActionsPerSecond
- {
- get { return m_InputActionsPerSecond; }
- set { m_InputActionsPerSecond = value; }
- }
-
- public float repeatDelay
- {
- get { return m_RepeatDelay; }
- set { m_RepeatDelay = value; }
- }
-
- ///
- /// Name of the horizontal axis for movement (if axis events are used).
- ///
- public string horizontalAxis
- {
- get { return m_HorizontalAxis; }
- set { m_HorizontalAxis = value; }
- }
-
- ///
- /// Name of the vertical axis for movement (if axis events are used).
- ///
- public string verticalAxis
- {
- get { return m_VerticalAxis; }
- set { m_VerticalAxis = value; }
- }
-
- public string submitButton
- {
- get { return m_SubmitButton; }
- set { m_SubmitButton = value; }
- }
-
- public string cancelButton
- {
- get { return m_CancelButton; }
- set { m_CancelButton = value; }
- }
-
- public override bool ShouldActivateModule()
- {
- if (!base.ShouldActivateModule())
- return false;
-
- var shouldActivate = true;
- shouldActivate |= UIExtensionsInputManager.GetButtonDown(m_SubmitButton);
- shouldActivate |= UIExtensionsInputManager.GetButtonDown(m_CancelButton);
- shouldActivate |= !Mathf.Approximately(UIExtensionsInputManager.GetAxisRaw(m_HorizontalAxis), 0.0f);
- shouldActivate |= !Mathf.Approximately(UIExtensionsInputManager.GetAxisRaw(m_VerticalAxis), 0.0f);
- return shouldActivate;
- }
-
- public override void ActivateModule()
- {
- StandaloneInputModule StandAloneSystem = GetComponent();
-
- if (StandAloneSystem && StandAloneSystem.enabled)
- {
- Debug.LogError("StandAloneInputSystem should not be used with the GamePadInputModule, " +
- "please remove it from the Event System in this scene or disable it when this module is in use");
- }
-
- base.ActivateModule();
-
- var toSelect = eventSystem.currentSelectedGameObject;
- if (toSelect == null)
- toSelect = eventSystem.firstSelectedGameObject;
-
- eventSystem.SetSelectedGameObject(toSelect, GetBaseEventData());
- }
-
- public override void DeactivateModule()
- {
- base.DeactivateModule();
- }
-
- public override void Process()
- {
- bool usedEvent = SendUpdateEventToSelectedObject();
-
- if (eventSystem.sendNavigationEvents)
- {
- if (!usedEvent)
- usedEvent |= SendMoveEventToSelectedObject();
-
- if (!usedEvent)
- SendSubmitEventToSelectedObject();
- }
- }
-
- ///
- /// Process submit keys.
- ///
- protected bool SendSubmitEventToSelectedObject()
- {
- if (eventSystem.currentSelectedGameObject == null)
- return false;
-
- var data = GetBaseEventData();
- if (UIExtensionsInputManager.GetButtonDown(m_SubmitButton))
- ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.submitHandler);
-
- if (UIExtensionsInputManager.GetButtonDown(m_CancelButton))
- ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.cancelHandler);
- return data.used;
- }
-
- private Vector2 GetRawMoveVector()
- {
- Vector2 move = Vector2.zero;
- move.x = UIExtensionsInputManager.GetAxisRaw(m_HorizontalAxis);
- move.y = UIExtensionsInputManager.GetAxisRaw(m_VerticalAxis);
-
- if (UIExtensionsInputManager.GetButtonDown(m_HorizontalAxis))
- {
- if (move.x < 0)
- move.x = -1f;
- if (move.x > 0)
- move.x = 1f;
- }
- if (UIExtensionsInputManager.GetButtonDown(m_VerticalAxis))
- {
- if (move.y < 0)
- move.y = -1f;
- if (move.y > 0)
- move.y = 1f;
- }
- return move;
- }
-
- ///
- /// Process events.
- ///
- protected bool SendMoveEventToSelectedObject()
- {
- float time = Time.unscaledTime;
-
- Vector2 movement = GetRawMoveVector();
- if (Mathf.Approximately(movement.x, 0f) && Mathf.Approximately(movement.y, 0f))
- {
- m_ConsecutiveMoveCount = 0;
- return false;
- }
-
- // If user pressed key again, always allow event
- bool allow = UIExtensionsInputManager.GetButtonDown(m_HorizontalAxis) || UIExtensionsInputManager.GetButtonDown(m_VerticalAxis);
- bool similarDir = (Vector2.Dot(movement, m_LastMoveVector) > 0);
- if (!allow)
- {
- // Otherwise, user held down key or axis.
- // If direction didn't change at least 90 degrees, wait for delay before allowing consecutive event.
- if (similarDir && m_ConsecutiveMoveCount == 1)
- allow = (time > m_PrevActionTime + m_RepeatDelay);
- // If direction changed at least 90 degree, or we already had the delay, repeat at repeat rate.
- else
- allow = (time > m_PrevActionTime + 1f / m_InputActionsPerSecond);
- }
- if (!allow)
- return false;
-
- var axisEventData = GetAxisEventData(movement.x, movement.y, 0.6f);
- ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler);
- if (!similarDir)
- m_ConsecutiveMoveCount = 0;
- m_ConsecutiveMoveCount++;
- m_PrevActionTime = time;
- m_LastMoveVector = movement;
- return axisEventData.used;
- }
-
- protected bool SendUpdateEventToSelectedObject()
- {
- if (eventSystem.currentSelectedGameObject == null)
- return false;
-
- var data = GetBaseEventData();
- ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.updateSelectedHandler);
- return data.used;
- }
- }
-}
diff --git a/Runtime/Scripts/InputModules/GamePadInputModule.cs.meta b/Runtime/Scripts/InputModules/GamePadInputModule.cs.meta
deleted file mode 100644
index a331d60..0000000
--- a/Runtime/Scripts/InputModules/GamePadInputModule.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 26158f38115d49a4a915f46c7eced4ab
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData: