浏览代码

Improvement: DeviceDisplayConfigurator and DeviceDisplaySettings

/V2
andytouch 4 年前
当前提交
ba6a9254
共有 34 个文件被更改,包括 522 次插入213 次删除
  1. 24
      InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplayConfigurator.asset
  2. 142
      InputSystem_Warriors_Project/Assets/Scenes/Scene_Example_Warriors.unity
  3. 71
      InputSystem_Warriors_Project/Assets/Scripts/Editor/DeviceDisplayConfiguratorEditor.cs
  4. 52
      InputSystem_Warriors_Project/Assets/Scripts/Utilities/DeviceDisplayConfigurator.cs
  5. 2
      InputSystem_Warriors_Project/Assets/Scripts/Utilities/DeviceDisplaySettings.cs.meta
  6. 25
      InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplaySettings_GamepadGeneric.asset
  7. 8
      InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplaySettings_GamepadGeneric.asset.meta
  8. 25
      InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplaySettings_Keyboard.asset
  9. 8
      InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplaySettings_Keyboard.asset.meta
  10. 29
      InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplaySettings_NintendoSwitchProController.asset
  11. 8
      InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplaySettings_NintendoSwitchProController.asset.meta
  12. 29
      InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplaySettings_PlayStationDualshock4.asset
  13. 8
      InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplaySettings_PlayStationDualshock4.asset.meta
  14. 29
      InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplaySettings_XboxController.asset
  15. 8
      InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplaySettings_XboxController.asset.meta
  16. 109
      InputSystem_Warriors_Project/Assets/Scripts/Editor/DeviceDisplaySettingsEditor.cs
  17. 11
      InputSystem_Warriors_Project/Assets/Scripts/Editor/DeviceDisplaySettingsEditor.cs.meta
  18. 25
      InputSystem_Warriors_Project/Assets/Scripts/Utilities/DeviceDisplaySettings.cs
  19. 26
      InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplayIconSet_NintendoSwitchProController.asset
  20. 8
      InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplayIconSet_NintendoSwitchProController.asset.meta
  21. 26
      InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplayIconSet_Playstation4.asset
  22. 8
      InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplayIconSet_Playstation4.asset.meta
  23. 26
      InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplayIconSet_Xbox.asset
  24. 8
      InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplayIconSet_Xbox.asset.meta
  25. 20
      InputSystem_Warriors_Project/Assets/Scripts/Utilities/DeviceDisplayIconSet.cs
  26. 0
      /InputSystem_Warriors_Project/Assets/Scripts/Utilities/DeviceDisplaySettings.cs.meta
  27. 0
      /InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_L.png
  28. 0
      /InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_L.png.meta
  29. 0
      /InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_ZL.png
  30. 0
      /InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_ZL.png.meta
  31. 0
      /InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_R.png
  32. 0
      /InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_R.png.meta
  33. 0
      /InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_ZR.png
  34. 0
      /InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_ZR.png.meta

24
InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplayConfigurator.asset


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m_Name: DeviceDisplayConfigurator
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deviceDisplayName: Keyboard
deviceDisplayColor: {r: 1, g: 0.5764706, b: 0, a: 1}
deviceDisplayIconSet: {fileID: 0}
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deviceDisplayName: Xbox
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deviceDisplayName: Nintendo Switch
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deviceDisplayIconSet: {fileID: 11400000, guid: 080ee8a352b96c945bec6b9e49866152,
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deviceDisplayName: Gamepad
deviceDisplayColor: {r: 0.5137255, g: 0, b: 1, a: 1}
deviceDisplayIconSet: {fileID: 0}
deviceDisplaySettings: {fileID: 11400000, guid: 504fb0ee535a2ed4c866e228de2e7f90,
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disconnectedDeviceSettings:
disconnectedDisplayName: Disconnected!
disconnectedDisplayColor: {r: 0.7075472, g: 0.7075472, b: 0.7075472, a: 1}

142
InputSystem_Warriors_Project/Assets/Scenes/Scene_Example_Warriors.unity


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71
InputSystem_Warriors_Project/Assets/Scripts/Editor/DeviceDisplayConfiguratorEditor.cs


public class DeviceDisplayConfiguratorEditor : Editor
{
private ReorderableList listDevices;
private ReorderableList listDeviceSets;
private Rect rawPathColumn;
private Rect displayNameColumn;
private Rect displayColorColumn;
private Rect displayIconSetColumn;
private void OnEnable()
{

{
serializedObject.Update();
EditorGUILayout.LabelField("Device Settings", EditorStyles.boldLabel);
listDevices.DoLayoutList();
EditorGUILayout.LabelField("Device Sets", EditorStyles.boldLabel);
listDeviceSets.DoLayoutList();
EditorGUILayout.PropertyField(disconnectedDeviceProperty);

void DrawListOfDevices()
{
listDevices = new ReorderableList(serializedObject, serializedObject.FindProperty("listDeviceSettings"), true, true, true, true);
listDeviceSets = new ReorderableList(serializedObject, serializedObject.FindProperty("listDeviceSets"), true, true, true, true);
listDevices.drawHeaderCallback = (Rect rect) => {
listDeviceSets.drawHeaderCallback = (Rect rect) => {
DrawColumnHeaders(rect, 10);
EditorGUI.LabelField(CalculateColumn(rect, 1, 15, 0), "Raw Path Name");
EditorGUI.LabelField(CalculateColumn(rect, 2, 15, 0), "Device Display Settings");
listDevices.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) => {
listDeviceSets.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) => {
var element = listDevices.serializedProperty.GetArrayElementAtIndex(index);
var element = listDeviceSets.serializedProperty.GetArrayElementAtIndex(index);
CalculateColumnSizes(rect, 0);
EditorGUI.PropertyField(rawPathColumn, element.FindPropertyRelative("deviceRawPath"), GUIContent.none);
EditorGUI.PropertyField(displayNameColumn, element.FindPropertyRelative("deviceDisplayName"), GUIContent.none);
EditorGUI.PropertyField(displayIconSetColumn, element.FindPropertyRelative("deviceDisplayIconSet"), GUIContent.none);
EditorGUI.PropertyField(displayColorColumn, element.FindPropertyRelative("deviceDisplayColor"), GUIContent.none);
EditorGUI.PropertyField(CalculateColumn(rect, 1, 0, 0), element.FindPropertyRelative("deviceRawPath"), GUIContent.none);
EditorGUI.PropertyField(CalculateColumn(rect, 2, 10, 10), element.FindPropertyRelative("deviceDisplaySettings"), GUIContent.none);
};
//listDevices.elementHeight = EditorGUIUtility.singleLineHeight;
};
void DrawColumnHeaders(Rect rect, int extraPadding)
Rect CalculateColumn(Rect rect, int columnNumber, float xPadding, float xWidth)
float xPosition = rect.x;
switch (columnNumber)
{
case 1:
xPosition = rect.x + xPadding;
break;
CalculateColumnSizes(rect, extraPadding);
case 2:
xPosition = rect.x + rect.width/2 + xPadding;
break;
}
EditorGUI.LabelField(rawPathColumn, "Raw Path Name");
EditorGUI.LabelField(displayNameColumn, "Display Name");
EditorGUI.LabelField(displayIconSetColumn, "Display Icon Set");
EditorGUI.LabelField(displayColorColumn, "Display Color");
return new Rect(xPosition, rect.y, rect.width / 2 - xWidth, EditorGUIUtility.singleLineHeight);
/*
/*
rawPathColumn = new Rect(rect.x, rect.y, rect.width/2 - 50 - 10, EditorGUIUtility.singleLineHeight);
displayNameColumn = new Rect(rect.x + rect.width/2 - 50, rect.y, rect.width/2 - 60, EditorGUIUtility.singleLineHeight);
displayColorColumn = new Rect(rect.x + rect.width - 100, rect.y, 100, EditorGUIUtility.singleLineHeight);
*/
int gap = 10;
float thirdOfRect = rect.width/3;
rawPathColumn = new Rect(rect.x + extraPadding, rect.y, rect.width / 2 - 10, EditorGUIUtility.singleLineHeight);
deviceDisplaySettingsColumn = new Rect(rect.x + rect.width / 2 + extraPadding, rect.y, rect.width/2, EditorGUIUtility.singleLineHeight);
rawPathColumn = new Rect(rect.x, rect.y, thirdOfRect, EditorGUIUtility.singleLineHeight);
displayNameColumn = new Rect(rect.x + thirdOfRect + gap, rect.y, thirdOfRect - gap - gap, EditorGUIUtility.singleLineHeight);
displayIconSetColumn = new Rect(rect.x + thirdOfRect*2, rect.y, thirdOfRect / 2, EditorGUIUtility.singleLineHeight);
displayColorColumn = new Rect(rect.x + rect.width - thirdOfRect /2 + gap, rect.y, (thirdOfRect / 2) - gap, EditorGUIUtility.singleLineHeight);
*/
}

52
InputSystem_Warriors_Project/Assets/Scripts/Utilities/DeviceDisplayConfigurator.cs


[CreateAssetMenu(fileName = "Device Display Configurator", menuName = "Scriptable Objects/Device Display Configurator", order = 1)]
public class DeviceDisplayConfigurator : ScriptableObject
{
public struct DeviceSettings
public struct DeviceSet
public string deviceDisplayName;
public Color deviceDisplayColor;
public DeviceDisplayIconSet deviceDisplayIconSet;
public DeviceDisplaySettings deviceDisplaySettings;
}
[System.Serializable]

public Color disconnectedDisplayColor;
}
public List<DeviceSettings> listDeviceSettings = new List<DeviceSettings>();
public List<DeviceSet> listDeviceSets = new List<DeviceSet>();
public DisconnectedSettings disconnectedDeviceSettings;

{
string newDisplayName = null;
for(int i = 0; i < listDeviceSettings.Count; i++)
for(int i = 0; i < listDeviceSets.Count; i++)
if(listDeviceSettings[i].deviceRawPath == playerInputDeviceRawPath)
if(listDeviceSets[i].deviceRawPath == playerInputDeviceRawPath)
newDisplayName = listDeviceSettings[i].deviceDisplayName;
newDisplayName = listDeviceSets[i].deviceDisplaySettings.deviceDisplayName;
}
}

Color newDisplayColor = fallbackDisplayColor;
for(int i = 0; i < listDeviceSettings.Count; i++)
for(int i = 0; i < listDeviceSets.Count; i++)
if(listDeviceSettings[i].deviceRawPath == playerInputDeviceRawPath)
if(listDeviceSets[i].deviceRawPath == playerInputDeviceRawPath)
newDisplayColor = listDeviceSettings[i].deviceDisplayColor;
newDisplayColor = listDeviceSets[i].deviceDisplaySettings.deviceDisplayColor;
}
}

Sprite displaySpriteIcon = null;
for(int i = 0; i < listDeviceSettings.Count; i++)
for(int i = 0; i < listDeviceSets.Count; i++)
if(listDeviceSettings[i].deviceRawPath == playerInputDeviceRawPath)
if(listDeviceSets[i].deviceRawPath == playerInputDeviceRawPath)
if(listDeviceSettings[i].deviceDisplayIconSet != null)
if(listDeviceSets[i].deviceDisplaySettings.deviceHasContextIcons != null)
displaySpriteIcon = FilterForDeviceInputBinding(listDeviceSettings[i], playerInputDeviceInputBinding);
displaySpriteIcon = FilterForDeviceInputBinding(listDeviceSets[i], playerInputDeviceInputBinding);
}
}
}

Sprite FilterForDeviceInputBinding(DeviceSettings targetDeviceSetting, string inputBinding)
Sprite FilterForDeviceInputBinding(DeviceSet targetDeviceSet, string inputBinding)
{
Sprite selectedSpriteIcon = null;

selectedSpriteIcon = targetDeviceSetting.deviceDisplayIconSet.buttonNorthIcon;
selectedSpriteIcon = targetDeviceSet.deviceDisplaySettings.buttonNorthIcon;
selectedSpriteIcon = targetDeviceSetting.deviceDisplayIconSet.buttonSouthIcon;
selectedSpriteIcon = targetDeviceSet.deviceDisplaySettings.buttonSouthIcon;
selectedSpriteIcon = targetDeviceSetting.deviceDisplayIconSet.buttonWestIcon;
selectedSpriteIcon = targetDeviceSet.deviceDisplaySettings.buttonWestIcon;
selectedSpriteIcon = targetDeviceSetting.deviceDisplayIconSet.buttonEastIcon;
selectedSpriteIcon = targetDeviceSet.deviceDisplaySettings.buttonEastIcon;
selectedSpriteIcon = targetDeviceSetting.deviceDisplayIconSet.triggerRightFrontIcon;
selectedSpriteIcon = targetDeviceSet.deviceDisplaySettings.triggerRightFrontIcon;
selectedSpriteIcon = targetDeviceSetting.deviceDisplayIconSet.triggerRightBackIcon;
selectedSpriteIcon = targetDeviceSet.deviceDisplaySettings.triggerRightBackIcon;
selectedSpriteIcon = targetDeviceSetting.deviceDisplayIconSet.triggerRightBackIcon;
selectedSpriteIcon = targetDeviceSet.deviceDisplaySettings.triggerRightBackIcon;
selectedSpriteIcon = targetDeviceSetting.deviceDisplayIconSet.triggerLeftFrontIcon;
selectedSpriteIcon = targetDeviceSet.deviceDisplaySettings.triggerLeftFrontIcon;
selectedSpriteIcon = targetDeviceSetting.deviceDisplayIconSet.triggerLeftBackIcon;
selectedSpriteIcon = targetDeviceSet.deviceDisplaySettings.triggerLeftBackIcon;
selectedSpriteIcon = targetDeviceSetting.deviceDisplayIconSet.triggerLeftBackIcon;
selectedSpriteIcon = targetDeviceSet.deviceDisplaySettings.triggerLeftBackIcon;
break;
}

2
InputSystem_Warriors_Project/Assets/Scripts/Utilities/DeviceDisplaySettings.cs.meta


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InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplaySettings_GamepadGeneric.asset


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InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplaySettings_Keyboard.asset


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29
InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplaySettings_NintendoSwitchProController.asset


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InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplaySettings_XboxController.asset


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InputSystem_Warriors_Project/Assets/Scripts/Editor/DeviceDisplaySettingsEditor.cs


using UnityEngine;
using UnityEditor;
using UnityEditorInternal;
[CustomEditor(typeof(DeviceDisplaySettings))]
public class DeviceDisplaySettingsEditor : Editor
{
private DeviceDisplaySettings deviceDisplaySettings;
//Display Name
public SerializedProperty deviceDisplayNameProperty;
//Display Color
public SerializedProperty deviceDisplayColorProperty;
//Icons
public SerializedProperty deviceHasContextIconsProperty;
//Icons - Action Buttons
public SerializedProperty buttonNorthIconProperty;
public SerializedProperty buttonSouthIconProperty;
public SerializedProperty buttonWestIconProperty;
public SerializedProperty buttonEastIconProperty;
//Icon - Triggers
public SerializedProperty triggerRightFrontIconProperty;
public SerializedProperty triggerRightBackIconProperty;
public SerializedProperty triggerLeftFrontIconProperty;
public SerializedProperty triggerLeftBackIconProperty;
void OnEnable()
{
//Display Name
deviceDisplayNameProperty = serializedObject.FindProperty("deviceDisplayName");
//Display Color
deviceDisplayColorProperty = serializedObject.FindProperty("deviceDisplayColor");
//Icons
deviceHasContextIconsProperty = serializedObject.FindProperty("deviceHasContextIcons");
//Icons - Action Buttons
buttonNorthIconProperty = serializedObject.FindProperty("buttonNorthIcon");
buttonSouthIconProperty = serializedObject.FindProperty("buttonSouthIcon");
buttonWestIconProperty = serializedObject.FindProperty("buttonWestIcon");
buttonEastIconProperty = serializedObject.FindProperty("buttonEastIcon");
//Icon - Triggers
triggerRightFrontIconProperty = serializedObject.FindProperty("triggerRightFrontIcon");
triggerRightBackIconProperty = serializedObject.FindProperty("triggerRightBackIcon");
triggerLeftFrontIconProperty = serializedObject.FindProperty("triggerLeftFrontIcon");
triggerLeftBackIconProperty = serializedObject.FindProperty("triggerLeftBackIcon");
}
public override void OnInspectorGUI()
{
deviceDisplaySettings = (DeviceDisplaySettings)target;
serializedObject.Update();
EditorGUILayout.LabelField("Display Name", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(deviceDisplayNameProperty);
DrawSpaceGUI(2);
EditorGUILayout.LabelField("Display Color", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(deviceDisplayColorProperty);
DrawSpaceGUI(2);
EditorGUILayout.LabelField("Icon Settings", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(deviceHasContextIconsProperty);
if(deviceDisplaySettings.deviceHasContextIcons == true)
{
DrawSpaceGUI(3);
EditorGUILayout.LabelField("Icons - Action Buttons", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(buttonNorthIconProperty);
EditorGUILayout.PropertyField(buttonSouthIconProperty);
EditorGUILayout.PropertyField(buttonWestIconProperty);
EditorGUILayout.PropertyField(buttonEastIconProperty);
DrawSpaceGUI(3);
EditorGUILayout.LabelField("Icons - Triggers", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(triggerRightFrontIconProperty);
EditorGUILayout.PropertyField(triggerRightBackIconProperty);
EditorGUILayout.PropertyField(triggerLeftFrontIconProperty);
EditorGUILayout.PropertyField(triggerLeftBackIconProperty);
}
serializedObject.ApplyModifiedProperties();
}
void DrawSpaceGUI(int amountOfSpace)
{
for(int i = 0; i < amountOfSpace; i++)
{
EditorGUILayout.Space();
}
}
}

11
InputSystem_Warriors_Project/Assets/Scripts/Editor/DeviceDisplaySettingsEditor.cs.meta


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25
InputSystem_Warriors_Project/Assets/Scripts/Utilities/DeviceDisplaySettings.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "Device Display Settings", menuName = "Scriptable Objects/Device Display Settings", order = 1)]
public class DeviceDisplaySettings : ScriptableObject
{
public string deviceDisplayName;
public Color deviceDisplayColor;
public bool deviceHasContextIcons;
public Sprite buttonNorthIcon;
public Sprite buttonSouthIcon;
public Sprite buttonWestIcon;
public Sprite buttonEastIcon;
public Sprite triggerRightFrontIcon;
public Sprite triggerRightBackIcon;
public Sprite triggerLeftFrontIcon;
public Sprite triggerLeftBackIcon;
}

26
InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplayIconSet_NintendoSwitchProController.asset


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InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplayIconSet_Playstation4.asset


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26
InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplayIconSet_Xbox.asset


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InputSystem_Warriors_Project/Assets/DeviceDisplaySettings/DeviceDisplayIconSet_Xbox.asset.meta


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20
InputSystem_Warriors_Project/Assets/Scripts/Utilities/DeviceDisplayIconSet.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "Device Display Icon Set", menuName = "Scriptable Objects/Device Display Icon Set", order = 1)]
public class DeviceDisplayIconSet : ScriptableObject
{
[Header("Action Buttons")]
public Sprite buttonNorthIcon;
public Sprite buttonSouthIcon;
public Sprite buttonWestIcon;
public Sprite buttonEastIcon;
[Header("Triggers")]
public Sprite triggerRightFrontIcon;
public Sprite triggerRightBackIcon;
public Sprite triggerLeftFrontIcon;
public Sprite triggerLeftBackIcon;
}

/InputSystem_Warriors_Project/Assets/Scripts/Utilities/DeviceDisplayIconSet.cs.meta → /InputSystem_Warriors_Project/Assets/Scripts/Utilities/DeviceDisplaySettings.cs.meta

/InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_LB.png → /InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_L.png

/InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_LB.png.meta → /InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_L.png.meta

/InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_LT.png → /InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_ZL.png

/InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_LT.png.meta → /InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_ZL.png.meta

/InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_RB.png → /InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_R.png

/InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_RB.png.meta → /InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_R.png.meta

/InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_RT.png → /InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_ZR.png

/InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_RT.png.meta → /InputSystem_Warriors_Project/Assets/UI/InputIcons/NintendoSwitch/Switch_ZR.png.meta

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