mirror of
https://github.com/sinai-dev/UnityExplorer.git
synced 2025-06-15 13:57:31 +08:00
Swapping to INI instead of XML config, including an AssetBundle for old (5.6.1) Unity versions.
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lib/INIFileParser.dll
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lib/INIFileParser.dll
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resources/Older Unity bundle/explorerui.bundle
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resources/Older Unity bundle/explorerui.bundle
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@ -1,18 +1,22 @@
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using System;
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using System.IO;
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using System.Xml.Serialization;
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using UnityEngine;
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using IniParser;
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using IniParser.Parser;
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namespace UnityExplorer.Config
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{
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public class ModConfig
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{
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[XmlIgnore] public static readonly XmlSerializer Serializer = new XmlSerializer(typeof(ModConfig));
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public static ModConfig Instance;
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//[XmlIgnore] private const string EXPLORER_FOLDER = @"Mods\UnityExplorer";
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[XmlIgnore] private const string SETTINGS_PATH = ExplorerCore.EXPLORER_FOLDER + @"\config.xml";
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internal static readonly IniDataParser _parser = new IniDataParser();
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internal const string INI_PATH = ExplorerCore.EXPLORER_FOLDER + @"\config.ini";
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[XmlIgnore] public static ModConfig Instance;
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static ModConfig()
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{
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_parser.Configuration.CommentString = "#";
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}
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// Actual configs
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public KeyCode Main_Menu_Toggle = KeyCode.F7;
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@ -31,38 +35,66 @@ namespace UnityExplorer.Config
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public static void OnLoad()
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{
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Instance = new ModConfig();
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if (LoadSettings())
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return;
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Instance = new ModConfig();
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SaveSettings();
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}
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public static bool LoadSettings()
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{
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if (!File.Exists(SETTINGS_PATH))
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if (!File.Exists(INI_PATH))
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return false;
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try
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string ini = File.ReadAllText(INI_PATH);
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var data = _parser.Parse(ini);
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foreach (var config in data.Sections["Config"])
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{
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using (var file = File.OpenRead(SETTINGS_PATH))
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Instance = (ModConfig)Serializer.Deserialize(file);
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}
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catch
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{
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return false;
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switch (config.KeyName)
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{
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case "Main_Menu_Toggle":
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Instance.Main_Menu_Toggle = (KeyCode)Enum.Parse(typeof(KeyCode), config.Value);
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break;
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case "Force_Unlock_Mouse":
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Instance.Force_Unlock_Mouse = bool.Parse(config.Value);
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break;
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case "Default_Page_Limit":
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Instance.Default_Page_Limit = int.Parse(config.Value);
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break;
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case "Log_Unity_Debug":
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Instance.Log_Unity_Debug = bool.Parse(config.Value);
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break;
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case "Save_Logs_To_Disk":
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Instance.Save_Logs_To_Disk = bool.Parse(config.Value);
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break;
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case "Default_Output_Path":
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Instance.Default_Output_Path = config.Value;
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break;
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}
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}
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return Instance != null;
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return true;
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}
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public static void SaveSettings()
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{
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if (File.Exists(SETTINGS_PATH))
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File.Delete(SETTINGS_PATH);
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var data = new IniParser.Model.IniData();
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using (var file = File.Create(SETTINGS_PATH))
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Serializer.Serialize(file, Instance);
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data.Sections.AddSection("Config");
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var sec = data.Sections["Config"];
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sec.AddKey("Main_Menu_Toggle", Instance.Main_Menu_Toggle.ToString());
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sec.AddKey("Force_Unlock_Mouse", Instance.Force_Unlock_Mouse.ToString());
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sec.AddKey("Default_Page_Limit", Instance.Default_Page_Limit.ToString());
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sec.AddKey("Log_Unity_Debug", Instance.Log_Unity_Debug.ToString());
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sec.AddKey("Save_Logs_To_Disk", Instance.Save_Logs_To_Disk.ToString());
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sec.AddKey("Default_Output_Path", Instance.Default_Output_Path);
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File.WriteAllText(INI_PATH, data.ToString());
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}
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}
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}
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@ -5,6 +5,7 @@
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<ItemGroup>
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<InputAssemblies Include="$(OutputPath)$(AssemblyName).dll" />
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<InputAssemblies Include="..\lib\mcs.dll" />
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<InputAssemblies Include="..\lib\INIFileParser.dll" />
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</ItemGroup>
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<ILRepack
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@ -4,7 +4,6 @@ using UnityEngine.UI;
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using UnityExplorer.Inspectors;
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using UnityExplorer.UI.Modules;
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using System.IO;
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//using TMPro;
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using System.Reflection;
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using UnityExplorer.Helpers;
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using UnityExplorer.UI.Shared;
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@ -20,9 +19,11 @@ namespace UnityExplorer.UI
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public static GameObject CanvasRoot { get; private set; }
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public static EventSystem EventSys { get; private set; }
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internal static Sprite ResizeCursor { get; private set; }
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internal static Font ConsoleFont { get; private set; }
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internal static Sprite ResizeCursor { get; private set; }
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internal static Shader BackupShader { get; private set; }
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public static void Init()
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{
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LoadBundle();
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@ -100,11 +101,13 @@ namespace UnityExplorer.UI
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{
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var bundle = AssetBundle.LoadFromFile(bundlePath);
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BackupShader = bundle.LoadAsset<Shader>("DefaultUI");
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// Fix for games which don't ship with 'UI/Default' shader.
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if (Graphic.defaultGraphicMaterial.shader?.name != "UI/Default")
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{
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ExplorerCore.Log("This game does not ship with the 'UI/Default' shader, using manual Default Shader...");
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Graphic.defaultGraphicMaterial.shader = bundle.LoadAsset<Shader>("DefaultUI");
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Graphic.defaultGraphicMaterial.shader = BackupShader;
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}
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ResizeCursor = bundle.LoadAsset<Sprite>("cursor");
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@ -24,13 +24,10 @@
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<PlatformTarget>x64</PlatformTarget>
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<Prefer32Bit>false</Prefer32Bit>
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<RootNamespace>UnityExplorer</RootNamespace>
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<!-- Set this to the BepInEx Il2Cpp Game folder, without the ending '\' character. -->
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<BIECppGameFolder>D:\source\Unity Projects\Test\_BUILD</BIECppGameFolder>
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<!-- Set this to the MelonLoader Il2Cpp Game folder, without the ending '\' character. -->
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<MLCppGameFolder>D:\source\Unity Projects\Test\_BUILD</MLCppGameFolder>
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<NuGetPackageImportStamp>
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</NuGetPackageImportStamp>
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</PropertyGroup>
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@ -72,6 +69,10 @@
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="INIFileParser, Version=2.5.2.0, Culture=neutral, PublicKeyToken=79af7b307b65cf3c, processorArchitecture=MSIL">
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<HintPath>packages\ini-parser.2.5.2\lib\net20\INIFileParser.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="System" />
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<Reference Include="System.Core" />
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<Reference Include="System.Xml.Linq" />
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@ -1,4 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<packages>
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<package id="ILRepack.Lib.MSBuild.Task" version="2.0.18.1" targetFramework="net472" />
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<package id="ini-parser" version="2.5.2" targetFramework="net35" />
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</packages>
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