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Project refactor, namespace cleanup, splitting UI/functionality.
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53
src/Core/Runtime/Mono/MonoProvider.cs
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53
src/Core/Runtime/Mono/MonoProvider.cs
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#if MONO
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityExplorer.Core;
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namespace UnityExplorer.Core.Runtime.Mono
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{
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public class MonoProvider : RuntimeProvider
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{
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public override void Initialize()
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{
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Reflection = new MonoReflection();
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TextureUtil = new MonoTextureUtil();
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}
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public override void SetupEvents()
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{
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Application.logMessageReceived += ExplorerCore.Instance.OnUnityLog;
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//SceneManager.sceneLoaded += ExplorerCore.Instance.OnSceneLoaded1;
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//SceneManager.activeSceneChanged += ExplorerCore.Instance.OnSceneLoaded2;
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}
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public override string LayerToName(int layer)
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=> LayerMask.LayerToName(layer);
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public override UnityEngine.Object[] FindObjectsOfTypeAll(Type type)
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=> Resources.FindObjectsOfTypeAll(type);
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private static readonly FieldInfo fi_Scene_handle = typeof(Scene).GetField("m_Handle", ReflectionUtility.CommonFlags);
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public override int GetSceneHandle(Scene scene)
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{
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return (int)fi_Scene_handle.GetValue(scene);
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}
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public override GameObject[] GetRootGameObjects(Scene scene)
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{
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return scene.GetRootGameObjects();
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}
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public override int GetRootCount(Scene scene)
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{
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return scene.rootCount;
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}
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}
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}
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#endif
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