Add support for Unity Editor release

This commit is contained in:
Sinai 2022-03-21 21:25:51 +11:00
parent efdf2446bd
commit 2285a495be
7 changed files with 124 additions and 39 deletions

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@ -51,6 +51,12 @@ The standalone release can be used with any injector or loader of your choice, b
3. Create an instance of Unity Explorer with `UnityExplorer.ExplorerStandalone.CreateInstance();`
4. Optionally subscribe to the `ExplorerStandalone.OnLog` event to handle logging if you wish
## Unity Editor
1. Download the [`UnityExplorer.Editor`](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.Editor.zip) release.
2. Install the package, either by using the Package Manager and importing the `package.json` file, or by manually dragging the folder into your `Assets` folder.
3. Drag the `Runtime/UnityExplorer` prefab into your scene, or create a GameObject and add the `Explorer Editor Behaviour` script to it.
# Common issues and solutions
Although UnityExplorer should work out of the box for most Unity games, in some cases you may need to tweak the settings for it to work properly.

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@ -0,0 +1,33 @@
#if STANDALONE
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using UnityEngine;
namespace UnityExplorer.Loader.Standalone
{
public class ExplorerEditorBehaviour : MonoBehaviour
{
internal void Awake()
{
ExplorerEditorLoader.Initialize();
DontDestroyOnLoad(this);
this.gameObject.hideFlags = HideFlags.HideAndDontSave;
}
internal void OnDestroy()
{
OnApplicationQuit();
}
internal void OnApplicationQuit()
{
if (UI.UIManager.UIRoot)
Destroy(UI.UIManager.UIRoot.transform.root.gameObject);
}
}
}
#endif

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@ -0,0 +1,41 @@
#if STANDALONE
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using UnityEngine;
namespace UnityExplorer.Loader.Standalone
{
public class ExplorerEditorLoader : ExplorerStandalone
{
public static void Initialize()
{
Instance = new ExplorerEditorLoader();
OnLog += LogHandler;
Instance.configHandler = new StandaloneConfigHandler();
ExplorerCore.Init(Instance);
}
static void LogHandler(string message, LogType logType)
{
switch (logType)
{
case LogType.Assert: Debug.LogError(message); break;
case LogType.Error: Debug.LogError(message); break;
case LogType.Exception: Debug.LogError(message); break;
case LogType.Log: Debug.Log(message); break;
case LogType.Warning: Debug.LogWarning(message); break;
}
}
protected override void CheckExplorerFolder()
{
if (explorerFolder == null)
explorerFolder = Path.Combine(Application.dataPath, "UnityExplorer~");
}
}
}
#endif

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@ -5,9 +5,9 @@ using System.IO;
using System.Reflection;
using UnityEngine;
using UnityExplorer.Config;
using UnityExplorer.Loader.STANDALONE;
using UnityEngine.EventSystems;
using UniverseLib.Input;
using UnityExplorer.Loader.Standalone;
#if CPP
using UnhollowerRuntimeLib;
#endif
@ -16,6 +16,33 @@ namespace UnityExplorer
{
public class ExplorerStandalone : IExplorerLoader
{
public static ExplorerStandalone Instance { get; protected set; }
/// <summary>
/// Invoked whenever Explorer logs something. Subscribe to this to handle logging.
/// </summary>
public static event Action<string, LogType> OnLog;
public string UnhollowedModulesFolder => unhollowedPath;
private string unhollowedPath;
public ConfigHandler ConfigHandler => configHandler;
internal StandaloneConfigHandler configHandler;
public string ExplorerFolder
{
get
{
CheckExplorerFolder();
return explorerFolder;
}
}
protected static string explorerFolder;
Action<object> IExplorerLoader.OnLogMessage => (object log) => { OnLog?.Invoke(log?.ToString() ?? "", LogType.Log); };
Action<object> IExplorerLoader.OnLogWarning => (object log) => { OnLog?.Invoke(log?.ToString() ?? "", LogType.Warning); };
Action<object> IExplorerLoader.OnLogError => (object log) => { OnLog?.Invoke(log?.ToString() ?? "", LogType.Error); };
/// <summary>
/// Call this to initialize UnityExplorer without adding a log listener or Unhollowed modules path.
/// The default Unhollowed path "UnityExplorer\Modules\" will be used.
@ -50,60 +77,33 @@ namespace UnityExplorer
OnLog += logListener;
if (string.IsNullOrEmpty(unhollowedModulesPath) || !Directory.Exists(unhollowedModulesPath))
instance._unhollowedPath = Path.Combine(instance.ExplorerFolder, "Modules");
instance.unhollowedPath = Path.Combine(instance.ExplorerFolder, "Modules");
else
instance._unhollowedPath = unhollowedModulesPath;
instance.unhollowedPath = unhollowedModulesPath;
return instance;
}
public static ExplorerStandalone Instance { get; private set; }
/// <summary>
/// Invoked whenever Explorer logs something. Subscribe to this to handle logging.
/// </summary>
public static event Action<string, LogType> OnLog;
public string UnhollowedModulesFolder => _unhollowedPath;
private string _unhollowedPath;
public ConfigHandler ConfigHandler => _configHandler;
private StandaloneConfigHandler _configHandler;
public string ExplorerFolder
{
get
{
CheckExplorerFolder();
return s_explorerFolder;
}
}
private static string s_explorerFolder;
Action<object> IExplorerLoader.OnLogMessage => (object log) => { OnLog?.Invoke(log?.ToString() ?? "", LogType.Log); };
Action<object> IExplorerLoader.OnLogWarning => (object log) => { OnLog?.Invoke(log?.ToString() ?? "", LogType.Warning); };
Action<object> IExplorerLoader.OnLogError => (object log) => { OnLog?.Invoke(log?.ToString() ?? "", LogType.Error); };
private void Init()
internal void Init()
{
Instance = this;
_configHandler = new StandaloneConfigHandler();
configHandler = new StandaloneConfigHandler();
ExplorerCore.Init(this);
}
private void CheckExplorerFolder()
protected virtual void CheckExplorerFolder()
{
if (s_explorerFolder == null)
if (explorerFolder == null)
{
s_explorerFolder =
explorerFolder =
Path.Combine(
Path.GetDirectoryName(
Uri.UnescapeDataString(new Uri(Assembly.GetExecutingAssembly().CodeBase).AbsolutePath)),
"UnityExplorer");
if (!Directory.Exists(s_explorerFolder))
Directory.CreateDirectory(s_explorerFolder);
if (!Directory.Exists(explorerFolder))
Directory.CreateDirectory(explorerFolder);
}
}
}

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@ -9,7 +9,7 @@ using UnityEngine;
using Tomlet;
using Tomlet.Models;
namespace UnityExplorer.Loader.STANDALONE
namespace UnityExplorer.Loader.Standalone
{
public class StandaloneConfigHandler : ConfigHandler
{

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@ -18,7 +18,10 @@ namespace UnityExplorer.UI
public static int Width => ActiveDisplay.renderingWidth;
public static int Height => ActiveDisplay.renderingHeight;
public static Vector3 MousePosition => Display.RelativeMouseAt(InputManager.MousePosition);
public static Vector3 MousePosition => Application.isEditor
? InputManager.MousePosition
: Display.RelativeMouseAt(InputManager.MousePosition);
public static bool MouseInTargetDisplay => MousePosition.z == ActiveDisplayIndex;
private static Camera canvasCamera;

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@ -265,6 +265,8 @@
<Compile Include="CacheObject\Views\CacheListEntryCell.cs" />
<Compile Include="CacheObject\Views\CacheMemberCell.cs" />
<Compile Include="CacheObject\Views\CacheObjectCell.cs" />
<Compile Include="Loader\Standalone\Editor\ExplorerEditorBehaviour.cs" />
<Compile Include="Loader\Standalone\Editor\ExplorerEditorLoader.cs" />
<Compile Include="Runtime\UnityCrashPrevention.cs" />
<Compile Include="UI\DisplayManager.cs" />
<Compile Include="UI\Notification.cs" />