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Do patching in CursorUnlocker, add patch for SetSelectedGameObject
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@ -1,4 +1,5 @@
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using System;
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using HarmonyLib;
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using System;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.EventSystems;
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@ -149,18 +150,73 @@ namespace UnityExplorer.Core.Input
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// Patches
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private static void SetupPatches()
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public static void SetupPatches()
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{
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try
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{
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ExplorerCore.Loader.SetupCursorPatches();
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PrefixPropertySetter(typeof(Cursor),
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"lockState",
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new HarmonyMethod(typeof(CursorUnlocker).GetMethod(nameof(CursorUnlocker.Prefix_set_lockState))));
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PrefixPropertySetter(typeof(Cursor),
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"visible",
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new HarmonyMethod(typeof(CursorUnlocker).GetMethod(nameof(CursorUnlocker.Prefix_set_visible))));
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PrefixPropertySetter(typeof(EventSystem),
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"current",
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new HarmonyMethod(typeof(CursorUnlocker).GetMethod(nameof(CursorUnlocker.Prefix_EventSystem_set_current))));
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PrefixMethod(typeof(EventSystem),
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"SetSelectedGameObject",
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new Type[] { typeof(GameObject), typeof(BaseEventData), typeof(int) },
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new HarmonyMethod(typeof(CursorUnlocker).GetMethod(nameof(CursorUnlocker.Prefix_EventSystem_SetSelectedGameObject))));
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}
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catch (Exception ex)
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{
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ExplorerCore.Log($"Exception setting up Harmony patches:\r\n{ex.ReflectionExToString()}");
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}
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}
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private static void PrefixMethod(Type type, string method, Type[] arguments, HarmonyMethod prefix)
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{
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try
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{
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var processor = ExplorerCore.Harmony.CreateProcessor(type.GetMethod(method, arguments));
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processor.AddPrefix(prefix);
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processor.Patch();
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}
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catch (Exception e)
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{
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ExplorerCore.Log($"Exception setting up Cursor patches: {e.GetType()}, {e.Message}");
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ExplorerCore.LogWarning($"Unable to patch {type.Name}.{method}: {e.Message}");
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}
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}
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private static void PrefixPropertySetter(Type type, string property, HarmonyMethod prefix)
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{
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try
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{
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var processor = ExplorerCore.Harmony.CreateProcessor(type.GetProperty(property).GetSetMethod());
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processor.AddPrefix(prefix);
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processor.Patch();
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}
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catch (Exception e)
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{
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ExplorerCore.Log($"Unable to patch {type.Name}.set_{property}: {e.Message}");
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}
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}
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// Prevent setting non-UnityExplorer objects as selected when menu is open
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public static bool Prefix_EventSystem_SetSelectedGameObject(GameObject __0)
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{
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if (!UIManager.ShowMenu || !UIManager.CanvasRoot)
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return true;
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return __0 && __0.transform.root.gameObject.GetInstanceID() == UIManager.CanvasRoot.GetInstanceID();
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}
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// Force EventSystem.current to be UnityExplorer's when menu is open
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public static void Prefix_EventSystem_set_current(ref EventSystem value)
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{
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if (!settingEventSystem && value)
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