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https://github.com/sinai-dev/UnityExplorer.git
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Add option to disable EventSystem override
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parent
041f2938f7
commit
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@ -21,6 +21,7 @@ namespace UnityExplorer.Core.Config
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public static ConfigElement<bool> Force_Unlock_Mouse;
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public static ConfigElement<KeyCode> Force_Unlock_Toggle;
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public static ConfigElement<bool> Aggressive_Mouse_Unlock;
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public static ConfigElement<bool> Disable_EventSystem_Override;
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public static ConfigElement<string> Default_Output_Path;
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public static ConfigElement<bool> Log_Unity_Debug;
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public static ConfigElement<bool> Hide_On_Startup;
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@ -93,7 +94,11 @@ namespace UnityExplorer.Core.Config
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KeyCode.None);
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Aggressive_Mouse_Unlock = new ConfigElement<bool>("Aggressive Mouse Unlock",
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"Use WaitForEndOfFrame to aggressively force the Mouse to be unlocked (requires game restart).",
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"Use WaitForEndOfFrame to aggressively force the Mouse to be unlocked.\n<b>Requires restart to take effect.</b>",
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false);
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Disable_EventSystem_Override = new ConfigElement<bool>("Disable EventSystem override",
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"If enabled, UnityExplorer will not override the EventSystem from the game.\n<b>May require restart to take effect.</b>",
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false);
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Log_Unity_Debug = new ConfigElement<bool>("Log Unity Debug",
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@ -37,12 +37,15 @@ namespace UnityExplorer.Core.Input
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lastVisibleState = Cursor.visible;
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SetupPatches();
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UpdateCursorControl();
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// Hook up config values
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// Force Unlock Mouse
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Unlock = ConfigManager.Force_Unlock_Mouse.Value;
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ConfigManager.Force_Unlock_Mouse.OnValueChanged += (bool val) => { Unlock = val; };
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// Aggressive Mouse Unlock
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if (ConfigManager.Aggressive_Mouse_Unlock.Value)
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SetupAggressiveUnlock();
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}
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@ -83,7 +86,7 @@ namespace UnityExplorer.Core.Input
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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if (UIManager.EventSys)
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if (!ConfigManager.Disable_EventSystem_Override.Value && UIManager.EventSys)
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SetEventSystem();
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}
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else
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@ -91,7 +94,7 @@ namespace UnityExplorer.Core.Input
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Cursor.lockState = lastLockMode;
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Cursor.visible = lastVisibleState;
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if (UIManager.EventSys)
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if (!ConfigManager.Disable_EventSystem_Override.Value && UIManager.EventSys)
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ReleaseEventSystem();
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}
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@ -160,26 +163,19 @@ namespace UnityExplorer.Core.Input
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public static void Prefix_EventSystem_set_current(ref EventSystem value)
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{
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if (!UIManager.EventSys)
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{
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if (value)
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{
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lastEventSystem = value;
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lastInputModule = value.currentInputModule;
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}
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return;
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}
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if (!settingEventSystem && value != UIManager.EventSys)
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if (!settingEventSystem && value)
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{
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lastEventSystem = value;
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lastInputModule = value?.currentInputModule;
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lastInputModule = value.currentInputModule;
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}
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if (ShouldActuallyUnlock)
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{
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value = UIManager.EventSys;
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value.enabled = true;
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}
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if (!UIManager.EventSys)
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return;
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if (!settingEventSystem && ShouldActuallyUnlock && !ConfigManager.Disable_EventSystem_Override.Value)
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{
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value = UIManager.EventSys;
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value.enabled = true;
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}
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}
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@ -145,7 +145,7 @@ namespace UnityExplorer.UI
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if (InputManager.GetKeyDown(ConfigManager.Force_Unlock_Toggle.Value))
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CursorUnlocker.Unlock = !CursorUnlocker.Unlock;
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if (EventSystem.current != EventSys)
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if (!ConfigManager.Disable_EventSystem_Override.Value && EventSystem.current != EventSys)
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CursorUnlocker.SetEventSystem();
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UIPanel.UpdateFocus();
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