Fixing my Input System for Ludum Dare Day 2
Introduction
I have finally fixed / commented all of the bugs. Now it's time to finally start re-adding features.

As I said previously: editor is my main priority and luckily I've managed to re-add most of the essential features. I can add and remove items, edit some very basic values and save. I had to jump into the mess that is the content tree and trim out almost all of the code. And finally, here we are.
Deleting items
Everything was easy to reimplement, except for deleting. Currently there are 2 ways of deleting items: by pressing the minus in the content tree (easy) or clicking the delete button in the inspector (hard). Because the inspector doesn't know what and where the item is located I had to make a separate virtual method to handle that for every item separately. So in the end I have this lovely peace of linq code.

Inspector
I unfortunately don't have enough time to add the fancy inspector concept from my previous post, so here's the ugly version...

Normally the keys should be separated into individual lists and there should be a popups instead of the ugly text fields. As you can hear, this isn't that simple or fast to add. So unfortunately I will have to write the paths manually for this jam :/
The same is with axes: normally there should be a button to select a binding, but for now you will have to copy and pase the guids manually.

Broken things
Sadly, not everything is working. This includes: - window preferences - editing groups in the inspector - duplicating items - error icons next to items
They however aren't ascrutial as the other features, so I'm not gonna add them now. Worst case scenario I can just enter debug mode and edit the map in Unity's inspector or edit the file manually in notepad.
Next features
Next I'm gonna work on reading input and hopefully adding gamepad support using xinput. From what I read, xinput is fairly simple to get started with, so I have high hopes it's gonna go smoothly