Cleanup project structure

Restructured the project somewhat and cleaned up classes so that things are where they belong. Created "Helpers" folder and put appropriate helper classes in there.

Important things:
- The "GameObject path" methods are now extension methods on UnityEngine.Transform
- Removed AccessTools (Reflection helpers) as there was no use of it. Replaced with ReflectionHelpers class.
- Some improvements to the "Object Reflection" window, should be a bit faster now. Code cleaned up significantly.
This commit is contained in:
sinaioutlander
2020-08-18 17:11:58 +10:00
parent 1ba9b2eae1
commit 153ad2268b
18 changed files with 530 additions and 547 deletions

View File

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Reflection;
using UnhollowerBaseLib;
using UnhollowerRuntimeLib;
using UnityEngine;
using BF = System.Reflection.BindingFlags;
using ILBF = Il2CppSystem.Reflection.BindingFlags;
namespace Explorer
{
public class ReflectionHelpers
{
public static BF CommonFlags = BF.Public | BF.Instance | BF.NonPublic | BF.Static;
public static ILBF CommonFlags_IL = ILBF.Public | ILBF.NonPublic | ILBF.Instance | ILBF.Static;
public static Il2CppSystem.Type GameObjectType => Il2CppType.Of<GameObject>();
public static Il2CppSystem.Type TransformType => Il2CppType.Of<Transform>();
public static Il2CppSystem.Type ObjectType => Il2CppType.Of<UnityEngine.Object>();
public static Il2CppSystem.Type ComponentType => Il2CppType.Of<Component>();
private static readonly MethodInfo m_tryCastMethodInfo = typeof(Il2CppObjectBase).GetMethod("TryCast");
public static object Il2CppCast(object obj, Type castTo)
{
var generic = m_tryCastMethodInfo.MakeGenericMethod(castTo);
return generic.Invoke(obj, null);
}
public static bool IsList(Type t)
{
return t.IsGenericType
&& t.GetGenericTypeDefinition() is Type typeDef
&& (typeDef.IsAssignableFrom(typeof(List<>)) || typeDef.IsAssignableFrom(typeof(Il2CppSystem.Collections.Generic.List<>)));
}
public static Type GetTypeByName(string typeName)
{
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
{
try
{
if (asm.GetType(typeName) is Type type)
{
return type;
}
}
catch { }
}
return null;
}
public static Type GetActualType(object m_object)
{
if (m_object is Il2CppSystem.Object ilObject)
{
var iltype = ilObject.GetIl2CppType();
return Type.GetType(iltype.AssemblyQualifiedName);
}
else
{
return m_object.GetType();
}
}
public static Type[] GetAllBaseTypes(object m_object)
{
var list = new List<Type>();
if (m_object is Il2CppSystem.Object ilObject)
{
var ilType = ilObject.GetIl2CppType();
if (Type.GetType(ilType.AssemblyQualifiedName) is Type ilTypeToManaged)
{
list.Add(ilTypeToManaged);
while (ilType.BaseType != null)
{
ilType = ilType.BaseType;
if (Type.GetType(ilType.AssemblyQualifiedName) is Type ilBaseTypeToManaged)
{
list.Add(ilBaseTypeToManaged);
}
}
}
}
else
{
var type = m_object.GetType();
list.Add(type);
while (type.BaseType != null)
{
type = type.BaseType;
list.Add(type);
}
}
return list.ToArray();
}
}
}