mirror of
https://github.com/sinai-dev/UnityExplorer.git
synced 2025-06-28 02:52:24 +08:00
almost done, just interactive unity structs and a few minor things to finish off.
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@ -9,6 +9,7 @@ using UnityExplorer.Config;
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using UnityExplorer.Helpers;
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using UnityExplorer.UI;
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using UnityExplorer.UI.Shared;
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using System.Reflection;
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namespace UnityExplorer.Inspectors.Reflection
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{
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@ -62,26 +63,22 @@ namespace UnityExplorer.Inspectors.Reflection
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public override void OnValueUpdated()
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{
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RefIDictionary = Value as IDictionary;
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if (Value != null)
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{
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if (m_subContentParent.activeSelf)
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{
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GetCacheEntries();
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RefreshDisplay();
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}
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else
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m_recacheWanted = true;
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}
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else
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m_entries.Clear();
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base.OnValueUpdated();
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if (!Value.IsNullOrDestroyed())
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{
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RefIDictionary = Value as IDictionary;
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UpdateLabel();
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}
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else
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{
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m_baseLabel.text = base.GetLabelForValue();
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RefIDictionary = null;
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}
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if (m_subContentParent.activeSelf)
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{
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GetCacheEntries();
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RefreshDisplay();
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}
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else
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m_recacheWanted = true;
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}
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internal void OnPageTurned()
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@ -89,15 +86,24 @@ namespace UnityExplorer.Inspectors.Reflection
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RefreshDisplay();
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}
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internal void UpdateLabel()
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public override void RefreshUIForValue()
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{
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string count = "?";
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if (m_recacheWanted && RefIDictionary != null)
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count = RefIDictionary.Count.ToString();
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else if (!m_recacheWanted)
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count = m_entries.Count.ToString();
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GetDefaultLabel();
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m_baseLabel.text = $"[{count}] {m_richValueType}";
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if (Value != null)
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{
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string count = "?";
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if (m_recacheWanted && RefIDictionary != null)
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count = RefIDictionary.Count.ToString();
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else if (!m_recacheWanted)
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count = m_entries.Count.ToString();
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m_baseLabel.text = $"[{count}] {m_richValueType}";
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}
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else
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{
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m_baseLabel.text = DefaultLabel;
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}
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}
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public void GetCacheEntries()
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@ -115,6 +121,11 @@ namespace UnityExplorer.Inspectors.Reflection
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m_entries.Clear();
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}
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#if CPP
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if (RefIDictionary == null && !Value.IsNullOrDestroyed())
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RefIDictionary = EnumerateWithReflection();
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#endif
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if (RefIDictionary != null)
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{
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int index = 0;
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@ -194,12 +205,61 @@ namespace UnityExplorer.Inspectors.Reflection
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{
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m_recacheWanted = false;
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GetCacheEntries();
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UpdateLabel();
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RefreshUIForValue();
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}
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RefreshDisplay();
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}
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#region CPP fixes
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#if CPP
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// temp fix for Il2Cpp IDictionary until interfaces are fixed
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private IDictionary EnumerateWithReflection()
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{
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var valueType = Value?.GetType() ?? FallbackType;
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// get keys and values
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var keys = valueType.GetProperty("Keys").GetValue(Value, null);
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var values = valueType.GetProperty("Values").GetValue(Value, null);
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// create lists to hold them
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var keyList = new List<object>();
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var valueList = new List<object>();
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// store entries with reflection
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EnumerateWithReflection(keys, keyList);
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EnumerateWithReflection(values, valueList);
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// make actual mono dictionary
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var dict = (IDictionary)Activator.CreateInstance(typeof(Dictionary<,>)
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.MakeGenericType(m_typeOfKeys, m_typeofValues));
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// finally iterate into mono dictionary
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for (int i = 0; i < keyList.Count; i++)
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dict.Add(keyList[i], valueList[i]);
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return dict;
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}
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private void EnumerateWithReflection(object collection, List<object> list)
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{
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// invoke GetEnumerator
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var enumerator = collection.GetType().GetMethod("GetEnumerator").Invoke(collection, null);
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// get the type of it
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var enumeratorType = enumerator.GetType();
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// reflect MoveNext and Current
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var moveNext = enumeratorType.GetMethod("MoveNext");
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var current = enumeratorType.GetProperty("Current");
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// iterate
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while ((bool)moveNext.Invoke(enumerator, null))
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{
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list.Add(current.GetValue(enumerator, null));
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}
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}
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#endif
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#endregion
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#region UI CONSTRUCTION
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internal GameObject m_listContent;
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@ -228,10 +288,10 @@ namespace UnityExplorer.Inspectors.Reflection
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var scrollRect = scrollObj.GetComponent<RectTransform>();
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scrollRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, 0);
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m_listLayout = OwnerCacheObject.m_mainContent.GetComponent<LayoutElement>();
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m_listLayout = Owner.m_mainContent.GetComponent<LayoutElement>();
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m_listLayout.minHeight = 25;
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m_listLayout.flexibleHeight = 0;
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OwnerCacheObject.m_mainRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, 25);
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Owner.m_mainRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, 25);
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var scrollGroup = m_listContent.GetComponent<VerticalLayoutGroup>();
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scrollGroup.childForceExpandHeight = true;
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