mirror of
https://github.com/sinai-dev/UnityExplorer.git
synced 2025-09-21 05:55:59 +08:00
1.6.4
* Fix for games which do not load InputModule on startup. CppExplorer will now try to load the module itself. * Cleanups
This commit is contained in:
@ -192,7 +192,7 @@ namespace Explorer
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}
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}
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// --------- GUI Draw Function --------- //
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// --------- GUI Draw Function --------- //
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public override void DrawWindow()
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{
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@ -215,11 +215,9 @@ namespace Explorer
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GUILayout.EndVertical();
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}
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catch (Exception e)
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catch
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{
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MelonLogger.Log("Exception drawing ScenePage! " + e.GetType() + ", " + e.Message);
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MelonLogger.Log(e.StackTrace);
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m_currentTransform = null;
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// supress
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}
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}
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@ -229,39 +227,7 @@ namespace Explorer
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// Current Scene label
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GUILayout.Label("Current Scene:", new GUILayoutOption[] { GUILayout.Width(120) });
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try
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{
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// Need to do 'ToList()' so the object isn't cleaned up by Il2Cpp GC.
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var scenes = SceneManager.GetAllScenes().ToList();
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if (scenes.Count > 1)
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{
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int changeWanted = 0;
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if (GUILayout.Button("<", new GUILayoutOption[] { GUILayout.Width(30) }))
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{
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changeWanted = -1;
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}
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if (GUILayout.Button(">", new GUILayoutOption[] { GUILayout.Width(30) }))
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{
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changeWanted = 1;
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}
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if (changeWanted != 0)
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{
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int index = scenes.IndexOf(SceneManager.GetSceneByName(m_currentScene));
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index += changeWanted;
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if (index > scenes.Count - 1)
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{
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index = 0;
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}
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else if (index < 0)
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{
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index = scenes.Count - 1;
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}
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m_currentScene = scenes[index].name;
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}
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}
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}
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catch { }
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SceneChangeButtons();
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GUILayout.Label("<color=cyan>" + m_currentScene + "</color>", null); //new GUILayoutOption[] { GUILayout.Width(250) });
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GUILayout.EndHorizontal();
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@ -269,7 +235,9 @@ namespace Explorer
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// ----- GameObject Search -----
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GUILayout.BeginHorizontal(GUI.skin.box, null);
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GUILayout.Label("<b>Search Scene:</b>", new GUILayoutOption[] { GUILayout.Width(100) });
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m_searchInput = GUILayout.TextField(m_searchInput, null);
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if (GUILayout.Button("Search", new GUILayoutOption[] { GUILayout.Width(80) }))
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{
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Search();
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@ -279,6 +247,39 @@ namespace Explorer
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GUILayout.Space(5);
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}
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private void SceneChangeButtons()
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{
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// Need to do 'ToList()' so the object isn't cleaned up by Il2Cpp GC.
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var scenes = SceneManager.GetAllScenes().ToList();
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if (scenes.Count > 1)
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{
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int changeWanted = 0;
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if (GUILayout.Button("<", new GUILayoutOption[] { GUILayout.Width(30) }))
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{
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changeWanted = -1;
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}
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if (GUILayout.Button(">", new GUILayoutOption[] { GUILayout.Width(30) }))
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{
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changeWanted = 1;
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}
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if (changeWanted != 0)
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{
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int index = scenes.IndexOf(SceneManager.GetSceneByName(m_currentScene));
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index += changeWanted;
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if (index > scenes.Count - 1)
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{
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index = 0;
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}
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else if (index < 0)
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{
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index = scenes.Count - 1;
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}
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m_currentScene = scenes[index].name;
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}
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}
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}
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private void DrawPageButtons()
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{
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GUILayout.BeginHorizontal(null);
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@ -385,8 +385,8 @@ namespace Explorer
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public static IEnumerable<object> GetInstanceClassScanner()
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{
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var query = AppDomain.CurrentDomain.GetAssemblies()
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.SelectMany(ReflectionHelpers.GetTypesSafe)
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.Where(t => t.IsClass && !t.IsAbstract && !t.ContainsGenericParameters);
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.SelectMany(t => t.TryGetTypes())
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.Where(t => t.IsClass && !t.IsAbstract && !t.ContainsGenericParameters);
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var flags = BindingFlags.Public | BindingFlags.Static;
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var flatFlags = flags | BindingFlags.FlattenHierarchy;
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