mirror of
https://github.com/sinai-dev/UnityExplorer.git
synced 2025-06-16 06:08:16 +08:00
Fix for InputSystem in 3.0.0 (temp fix for il2cpp)
This commit is contained in:
parent
97dbecaa2a
commit
c38155ab04
@ -15,7 +15,7 @@ namespace UnityExplorer
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public class ExplorerCore
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{
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public const string NAME = "UnityExplorer";
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public const string VERSION = "3.0.2";
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public const string VERSION = "3.0.2.1";
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public const string AUTHOR = "Sinai";
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public const string GUID = "com.sinai.unityexplorer";
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public const string EXPLORER_FOLDER = @"Mods\UnityExplorer";
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@ -211,6 +211,8 @@ namespace UnityExplorer.Helpers
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return false;
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}
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#else
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public static bool LoadModule(string module) => true;
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#endif
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public static bool IsEnumerable(Type t)
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@ -1,4 +1,5 @@
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using UnityEngine;
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using UnityEngine.EventSystems;
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namespace UnityExplorer.Input
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{
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@ -11,5 +12,12 @@ namespace UnityExplorer.Input
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bool GetMouseButtonDown(int btn);
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bool GetMouseButton(int btn);
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BaseInputModule UIModule { get; }
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PointerEventData InputPointerEvent { get; }
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void AddUIInputModule();
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void ActivateModule();
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}
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}
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@ -2,14 +2,24 @@
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using UnityEngine;
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using UnityExplorer.Helpers;
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using System.Diagnostics.CodeAnalysis;
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using UnityEngine.EventSystems;
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#if CPP
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using UnhollowerBaseLib;
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#endif
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namespace UnityExplorer.Input
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{
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public enum InputType
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{
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InputSystem,
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Legacy,
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None
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}
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public static class InputManager
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{
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public static InputType CurrentType { get; private set; }
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private static IHandleInput m_inputModule;
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public static Vector3 MousePosition => m_inputModule.MousePosition;
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@ -20,23 +30,35 @@ namespace UnityExplorer.Input
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public static bool GetMouseButtonDown(int btn) => m_inputModule.GetMouseButtonDown(btn);
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public static bool GetMouseButton(int btn) => m_inputModule.GetMouseButton(btn);
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public static BaseInputModule UIInput => m_inputModule.UIModule;
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public static PointerEventData InputPointerEvent => m_inputModule.InputPointerEvent;
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public static void ActivateUIModule() => m_inputModule.ActivateModule();
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public static void AddUIModule()
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{
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m_inputModule.AddUIInputModule();
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ActivateUIModule();
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}
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public static void Init()
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{
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#if CPP
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if (InputSystem.TKeyboard != null || (ReflectionHelpers.LoadModule("Unity.InputSystem") && InputSystem.TKeyboard != null))
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{
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m_inputModule = new InputSystem();
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CurrentType = InputType.InputSystem;
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}
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else if (LegacyInput.TInput != null || (ReflectionHelpers.LoadModule("UnityEngine.InputLegacyModule") && LegacyInput.TInput != null))
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{
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m_inputModule = new LegacyInput();
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CurrentType = InputType.Legacy;
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}
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#endif
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if (m_inputModule == null)
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{
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ExplorerCore.LogWarning("Could not find any Input module!");
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m_inputModule = new NoInput();
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CurrentType = InputType.None;
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}
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}
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}
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@ -2,6 +2,9 @@
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using System.Reflection;
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using UnityExplorer.Helpers;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityExplorer.UI;
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using System.Collections.Generic;
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namespace UnityExplorer.Input
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{
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@ -64,24 +67,46 @@ namespace UnityExplorer.Input
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private static PropertyInfo m_positionProp;
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private static MethodInfo m_readVector2InputMethod;
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public Vector2 MousePosition => (Vector2)m_readVector2InputMethod.Invoke(MousePositionInfo, new object[0]);
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public bool GetKeyDown(KeyCode key)
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public Vector2 MousePosition
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{
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var parsedKey = Enum.Parse(TKey, key.ToString());
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var actualKey = m_kbIndexer.GetValue(CurrentKeyboard, new object[] { parsedKey });
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return (bool)m_btnWasPressedProp.GetValue(actualKey, null);
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get
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{
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try
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{
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return (Vector2)m_readVector2InputMethod.Invoke(MousePositionInfo, new object[0]);
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}
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catch
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{
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return Vector2.zero;
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}
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}
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}
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public bool GetKey(KeyCode key)
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internal static Dictionary<KeyCode, object> ActualKeyDict = new Dictionary<KeyCode, object>();
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internal object GetActualKey(KeyCode key)
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{
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var parsed = Enum.Parse(TKey, key.ToString());
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if (!ActualKeyDict.ContainsKey(key))
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{
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var s = key.ToString();
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if (s.Contains("Control"))
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s = s.Replace("Control", "Ctrl");
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else if (s.Contains("Return"))
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s = "Enter";
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var parsed = Enum.Parse(TKey, s);
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var actualKey = m_kbIndexer.GetValue(CurrentKeyboard, new object[] { parsed });
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return (bool)m_btnIsPressedProp.GetValue(actualKey, null);
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ActualKeyDict.Add(key, actualKey);
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}
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return ActualKeyDict[key];
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}
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public bool GetKeyDown(KeyCode key) => (bool)m_btnWasPressedProp.GetValue(GetActualKey(key), null);
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public bool GetKey(KeyCode key) => (bool)m_btnIsPressedProp.GetValue(GetActualKey(key), null);
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public bool GetMouseButtonDown(int btn)
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{
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switch (btn)
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@ -103,5 +128,44 @@ namespace UnityExplorer.Input
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default: throw new NotImplementedException();
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}
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}
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// UI Input
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//public Type TInputSystemUIInputModule
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// => m_tUIInputModule
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// ?? (m_tUIInputModule = ReflectionHelpers.GetTypeByName("UnityEngine.InputSystem.UI.InputSystemUIInputModule"));
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//internal Type m_tUIInputModule;
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public BaseInputModule UIModule => null; // m_newInputModule;
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//internal BaseInputModule m_newInputModule;
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public PointerEventData InputPointerEvent => null;
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public void AddUIInputModule()
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{
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// if (TInputSystemUIInputModule != null)
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// {
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//#if CPP
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// // m_newInputModule = UIManager.CanvasRoot.AddComponent(Il2CppType.From(TInputSystemUIInputModule)).TryCast<BaseInputModule>();
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//#else
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// m_newInputModule = (BaseInputModule)UIManager.CanvasRoot.AddComponent(TInputSystemUIInputModule);
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//#endif
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// }
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// else
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// {
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// ExplorerCore.LogWarning("New input system: Could not find type by name 'UnityEngine.InputSystem.UI.InputSystemUIInputModule'");
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// }
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}
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public void ActivateModule()
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{
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//#if CPP
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// // m_newInputModule.ActivateModule();
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//#else
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// m_newInputModule.ActivateModule();
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//#endif
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}
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}
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}
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@ -2,6 +2,8 @@
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using System.Reflection;
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using UnityExplorer.Helpers;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityExplorer.UI;
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namespace UnityExplorer.Input
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{
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@ -36,5 +38,27 @@ namespace UnityExplorer.Input
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public bool GetMouseButton(int btn) => (bool)m_getMouseButtonMethod.Invoke(null, new object[] { btn });
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public bool GetMouseButtonDown(int btn) => (bool)m_getMouseButtonDownMethod.Invoke(null, new object[] { btn });
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// UI Input module
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public BaseInputModule UIModule => m_inputModule;
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internal StandaloneInputModule m_inputModule;
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public PointerEventData InputPointerEvent =>
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#if CPP
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m_inputModule.m_InputPointerEvent;
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#else
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null;
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#endif
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public void AddUIInputModule()
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{
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m_inputModule = UIManager.CanvasRoot.gameObject.AddComponent<StandaloneInputModule>();
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}
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public void ActivateModule()
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{
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m_inputModule.ActivateModule();
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}
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}
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}
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@ -1,4 +1,5 @@
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using UnityEngine;
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using UnityEngine.EventSystems;
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namespace UnityExplorer.Input
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{
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@ -13,5 +14,10 @@ namespace UnityExplorer.Input
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public bool GetMouseButton(int btn) => false;
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public bool GetMouseButtonDown(int btn) => false;
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public BaseInputModule UIModule => null;
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public PointerEventData InputPointerEvent => null;
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public void ActivateModule() { }
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public void AddUIInputModule() { }
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}
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}
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@ -63,6 +63,8 @@ namespace UnityExplorer.UI
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throw new Exception("Could not find Type 'UnityEngine.Cursor'!");
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}
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ExplorerCore.Log("setting up forceunlockcursor patches...");
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// Get current cursor state and enable cursor
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try
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{
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@ -100,7 +102,7 @@ namespace UnityExplorer.UI
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}
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catch (Exception e)
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{
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ExplorerCore.Log($"Exception on CursorControl.Init! {e.GetType()}, {e.Message}");
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ExplorerCore.Log($"Exception on ForceUnlockCursor.Init! {e.GetType()}, {e.Message}");
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}
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}
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@ -164,13 +166,20 @@ namespace UnityExplorer.UI
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public static void SetEventSystem()
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{
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if (InputManager.CurrentType == InputType.InputSystem)
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return;
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m_settingEventSystem = true;
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UIManager.SetEventSystem();
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EventSystem.current = UIManager.EventSys;
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InputManager.ActivateUIModule();
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m_settingEventSystem = false;
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}
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public static void ReleaseEventSystem()
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{
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if (InputManager.CurrentType == InputType.InputSystem)
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return;
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if (m_lastEventSystem)
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{
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m_settingEventSystem = true;
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@ -8,6 +8,7 @@ using System.IO;
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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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using UnityExplorer.Input;
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#if CPP
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using UnityExplorer.Unstrip;
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#endif
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@ -18,37 +19,13 @@ namespace UnityExplorer.UI
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{
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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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public static StandaloneInputModule InputModule { get; private set; }
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//internal static Material UIMaterial { 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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public static void Init()
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{
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var bundlePath = ExplorerCore.EXPLORER_FOLDER + @"\explorerui.bundle";
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if (File.Exists(bundlePath))
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{
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var bundle = AssetBundle.LoadFromFile(bundlePath);
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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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}
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ResizeCursor = bundle.LoadAsset<Sprite>("cursor");
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ConsoleFont = bundle.LoadAsset<Font>("CONSOLA");
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ExplorerCore.Log("Loaded UI bundle");
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}
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else
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{
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ExplorerCore.LogWarning("Could not find the ExplorerUI Bundle! It should exist at '" + bundlePath + "'");
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return;
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}
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LoadBundle();
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// Create core UI Canvas and Event System handler
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CreateRootCanvas();
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@ -62,12 +39,6 @@ namespace UnityExplorer.UI
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Canvas.ForceUpdateCanvases();
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}
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public static void SetEventSystem()
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{
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EventSystem.current = EventSys;
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InputModule.ActivateModule();
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}
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public static void OnSceneChange()
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{
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SceneExplorer.Instance?.OnSceneChange();
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@ -78,24 +49,21 @@ namespace UnityExplorer.UI
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{
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MainMenu.Instance?.Update();
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if (EventSys && InputModule)
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if (EventSys)
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{
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if (EventSystem.current != EventSys)
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{
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ForceUnlockCursor.SetEventSystem();
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//ForceUnlockCursor.Unlock = true;
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}
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// Fix for games which override the InputModule pointer events (eg, VRChat)
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#if CPP
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if (InputModule.m_InputPointerEvent != null)
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// Fix for games which override the InputModule pointer events (eg, VRChat)
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var evt = InputManager.InputPointerEvent;
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if (evt != null)
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{
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PointerEventData evt = InputModule.m_InputPointerEvent;
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if (!evt.eligibleForClick && evt.selectedObject)
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{
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evt.eligibleForClick = true;
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}
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}
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#endif
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}
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@ -125,6 +93,33 @@ namespace UnityExplorer.UI
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}
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}
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private static void LoadBundle()
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{
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var bundlePath = ExplorerCore.EXPLORER_FOLDER + @"\explorerui.bundle";
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if (File.Exists(bundlePath))
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{
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var bundle = AssetBundle.LoadFromFile(bundlePath);
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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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}
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ResizeCursor = bundle.LoadAsset<Sprite>("cursor");
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ConsoleFont = bundle.LoadAsset<Font>("CONSOLA");
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ExplorerCore.Log("Loaded UI bundle");
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}
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else
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{
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ExplorerCore.LogWarning("Could not find the ExplorerUI Bundle! It should exist at '" + bundlePath + "'");
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return;
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}
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}
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private static GameObject CreateRootCanvas()
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{
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GameObject rootObj = new GameObject("ExplorerCanvas");
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@ -135,8 +130,7 @@ namespace UnityExplorer.UI
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CanvasRoot.transform.position = new Vector3(0f, 0f, 1f);
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EventSys = rootObj.AddComponent<EventSystem>();
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InputModule = rootObj.AddComponent<StandaloneInputModule>();
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InputModule.ActivateModule();
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InputManager.AddUIModule();
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Canvas canvas = rootObj.AddComponent<Canvas>();
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canvas.renderMode = RenderMode.ScreenSpaceCamera;
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@ -25,7 +25,7 @@
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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:\Steam\steamapps\common\Outward</BIECppGameFolder>
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<BIECppGameFolder>D:\Steam\steamapps\common\Outward_IL2CPP</BIECppGameFolder>
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<!-- Set this to the BepInEx Mono Game folder, without the ending '\' character. -->
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<BIEMonoGameFolder>D:\source\Unity Projects\Test\_BUILD_MONO</BIEMonoGameFolder>
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<!-- Set this to the BepInEx Mono Managed folder, without the ending '\' character. -->
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