I have a Mayflash GameCube adapter how can I get it to work in unity to move my character around?

I have a Mayflash GameCube adapter.

How can I get it to work in unity to move my character around?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    private Rigidbody2D rb;
    private SpriteRenderer sprite;
    private Animator anim;
    private Collider2D coll;
    private bool doubleJump;
    private bool wasGrounded;
    private float dirX = 0f;
    [SerializeField] private LayerMask jumpableGround;
    [SerializeField] private float moveSpeed = 22f;
    [SerializeField] private float jumpForce = 12f; 
    [SerializeField] private float doubleJumpingForce = 8f;
    private enum MovementState {idle, running, jumping, falling}

    private void Start()
    {
       rb = GetComponent<Rigidbody2D>();
       sprite = GetComponent<SpriteRenderer>();
       coll = GetComponent <BoxCollider2D>();
       anim = GetComponent<Animator>();
       wasGrounded = false;
    }

    private void Update()
    {
    
        dirX = Input.GetAxis("Horizontal");
        rb.velocity = new Vector2(dirX * moveSpeed, rb.velocity.y); 

        if (wasGrounded && !IsGrounded())
        {
            doubleJump = true;
        }

        if (Input.GetButtonDown("Jump"))
        {
            if (IsGrounded() || doubleJump)
            {
                rb.velocity = new Vector2(rb.velocity.x, doubleJump ? doubleJumpingForce : jumpForce);

                if (doubleJump)
                {
                    doubleJump = false;
                }
            }
        }

        if (IsGrounded())
        {
            doubleJump = false;
        }

        wasGrounded = IsGrounded();

        UpdateAnimationState();
    }

    private void UpdateAnimationState()
    {
        MovementState state;
        
        if (dirX > 0f) 
        {
            state = MovementState.running;
            sprite.flipX = false;
        }
        else if (dirX < 0f) 
        {
            state = MovementState.running; 
            sprite.flipX = true;   
        }
        else
        {
            state = MovementState.idle;
        }
        if (rb.velocity.y > .1f)
        {
            state = MovementState.jumping;
        }
        else if (rb.velocity.y < -.1f)
        {
            state = MovementState.falling;
        }

        anim.SetInteger("state", (int)state);
    }
    bool IsGrounded()
    {
        return Physics2D.BoxCast(coll.bounds.center, coll.bounds.size, 0f, Vector2.down, .1f, jumpableGround);
    }
}