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a2677e2321 |
3
.github/FUNDING.yml
vendored
Normal file
3
.github/FUNDING.yml
vendored
Normal file
@ -0,0 +1,3 @@
|
||||
# These are supported funding model platforms
|
||||
|
||||
ko_fi: sinaidev
|
60
.github/ISSUE_TEMPLATE/bug_report.yaml
vendored
Normal file
60
.github/ISSUE_TEMPLATE/bug_report.yaml
vendored
Normal file
@ -0,0 +1,60 @@
|
||||
name: Bug Report
|
||||
description: File a bug or crash report
|
||||
title: "[Bug]: "
|
||||
labels: [bug]
|
||||
body:
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
Thanks for submitting a bug report, please fill out as much detail as possible.
|
||||
- type: checkboxes
|
||||
id: latestversion
|
||||
attributes:
|
||||
label: Are you on the latest version of UnityExplorer?
|
||||
description: If not, you must update first.
|
||||
options:
|
||||
- label: Yes, I'm on the latest version of UnityExplorer.
|
||||
required: true
|
||||
- type: dropdown
|
||||
id: version
|
||||
attributes:
|
||||
label: Which release are you using?
|
||||
description: Please select your environment for UnityExplorer.
|
||||
options:
|
||||
- BepInEx IL2CPP
|
||||
- BepInEx 6.X Mono
|
||||
- BepInEx 5.X Mono
|
||||
- MelonLoader IL2CPP
|
||||
- MelonLoader Mono
|
||||
- Standalone IL2CPP
|
||||
- Standalone Mono
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: game
|
||||
attributes:
|
||||
label: Which game did this occur on?
|
||||
description: Please tell us the name of the game. If it's a personal or private project, just let us know the Unity version.
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: what-happened
|
||||
attributes:
|
||||
label: Describe the issue.
|
||||
description: What happened? Should something else have happened instead? Please provide steps to reproduce the issue if possible.
|
||||
placeholder: Tell us what you see!
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: logs
|
||||
attributes:
|
||||
label: Relevant log output
|
||||
description: |
|
||||
Please copy and paste any relevant logs and stack traces.
|
||||
* Unity log: `%userprofile%\AppData\LocalLow\{Company}\{Game}\Player.log` or `output_log.txt`
|
||||
* BepInEx: `BepInEx\LogOutput.log`
|
||||
* MelonLoader: `MelonLoader\latest.log`
|
||||
* Standalone: `{DLL_Location}\UnityExplorer\Logs\` (pick the most recent one)
|
||||
render: shell
|
||||
validations:
|
||||
required: false
|
1
.github/ISSUE_TEMPLATE/config.yml
vendored
Normal file
1
.github/ISSUE_TEMPLATE/config.yml
vendored
Normal file
@ -0,0 +1 @@
|
||||
blank_issues_enabled: false
|
18
.github/ISSUE_TEMPLATE/enhancement.yaml
vendored
Normal file
18
.github/ISSUE_TEMPLATE/enhancement.yaml
vendored
Normal file
@ -0,0 +1,18 @@
|
||||
name: New feature or enhancement
|
||||
description: Suggest or discuss a feature or enhancement for UnityExplorer
|
||||
title: "[Enhancement]: "
|
||||
labels: [enhancement]
|
||||
body:
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
Thanks for taking the time to discuss UnityExplorer, please provide as much detail as possible.
|
||||
- type: textarea
|
||||
id: description
|
||||
attributes:
|
||||
label: Describe the new feature or enhancement
|
||||
description: |
|
||||
Please go into as much detail as necessary in describing the new feature or enhancement.
|
||||
If providing examples or suggestions for the required C# code, please use syntax-highlighted code blocks.
|
||||
validations:
|
||||
required: true
|
13
.github/ISSUE_TEMPLATE/other.yaml
vendored
Normal file
13
.github/ISSUE_TEMPLATE/other.yaml
vendored
Normal file
@ -0,0 +1,13 @@
|
||||
name: Other
|
||||
description: Something else?
|
||||
title: "[Other]: "
|
||||
labels: [Other]
|
||||
body:
|
||||
- type: textarea
|
||||
id: description
|
||||
attributes:
|
||||
label: Describe the issue
|
||||
description: |
|
||||
Please describe the issue in as much detail as possible.
|
||||
validations:
|
||||
required: true
|
92
.github/workflows/dotnet.yml
vendored
Normal file
92
.github/workflows/dotnet.yml
vendored
Normal file
@ -0,0 +1,92 @@
|
||||
name: Build UnityExplorer
|
||||
|
||||
# Controls when the action will run.
|
||||
on:
|
||||
push:
|
||||
branches: [master]
|
||||
# Allows you to run this workflow manually from the Actions tab
|
||||
workflow_dispatch:
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: windows-latest
|
||||
if: "!contains(github.event.head_commit.message, '-noci')"
|
||||
|
||||
steps:
|
||||
# Setup
|
||||
|
||||
- name: Checkout latest
|
||||
uses: actions/checkout@v2
|
||||
|
||||
- name: Setup dotnet
|
||||
uses: actions/setup-dotnet@v2
|
||||
with:
|
||||
dotnet-version: '6.0.x'
|
||||
include-prerelease: true
|
||||
|
||||
# Run build script
|
||||
- run: |
|
||||
./build.ps1
|
||||
|
||||
# Upload artifacts
|
||||
|
||||
# BepInEx IL2CPP
|
||||
- uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: UnityExplorer.BepInEx.IL2CPP.zip
|
||||
path: ./Release/UnityExplorer.BepInEx.IL2CPP/
|
||||
|
||||
# BepInEx IL2CPP CoreCLR
|
||||
- uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: UnityExplorer.BepInEx.IL2CPP.CoreCLR.zip
|
||||
path: ./Release/UnityExplorer.BepInEx.IL2CPP.CoreCLR/
|
||||
|
||||
# BepInEx 5 Mono
|
||||
- uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: UnityExplorer.BepInEx5.Mono.zip
|
||||
path: ./Release/UnityExplorer.BepInEx5.Mono/
|
||||
|
||||
# BepInEx 6 Mono
|
||||
- uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: UnityExplorer.BepInEx6.Mono.zip
|
||||
path: ./Release/UnityExplorer.BepInEx6.Mono/
|
||||
|
||||
# Editor
|
||||
- uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: UnityExplorer.Editor.zip
|
||||
path: ./UnityEditorPackage/
|
||||
|
||||
# MelonLoader IL2CPP net6preview
|
||||
- uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: UnityExplorer.MelonLoader.IL2CPP.net6preview.zip
|
||||
path: ./Release/UnityExplorer.MelonLoader.IL2CPP.net6preview/
|
||||
|
||||
# MelonLoader IL2CPP net472
|
||||
- uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: UnityExplorer.MelonLoader.IL2CPP.zip
|
||||
path: ./Release/UnityExplorer.MelonLoader.IL2CPP/
|
||||
|
||||
# MelonLoader Mono
|
||||
- uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: UnityExplorer.MelonLoader.Mono.zip
|
||||
path: ./Release/UnityExplorer.MelonLoader.Mono/
|
||||
|
||||
# Standalone Il2Cpp
|
||||
- uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: UnityExplorer.Standalone.IL2CPP.zip
|
||||
path: ./Release/UnityExplorer.Standalone.IL2CPP/
|
||||
|
||||
# Standalone Mono
|
||||
- uses: actions/upload-artifact@v2
|
||||
with:
|
||||
name: UnityExplorer.Standalone.Mono.zip
|
||||
path: ./Release/UnityExplorer.Standalone.Mono/
|
||||
|
687
LICENSE
687
LICENSE
@ -1,21 +1,674 @@
|
||||
MIT License
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (c) 2020 sinaioutlander
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
Preamble
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
|
195
README.md
195
README.md
@ -1,51 +1,184 @@
|
||||
# CppExplorer
|
||||
<p align="center">
|
||||
<img align="center" src="img/icon.png">
|
||||
</p>
|
||||
|
||||
[]()
|
||||
<p align="center">
|
||||
🔍 An in-game UI for exploring, debugging and modifying Unity games.
|
||||
</p>
|
||||
<p align="center">
|
||||
✔️ Supports most Unity versions from 5.2 to 2021+ (IL2CPP and Mono).
|
||||
</p>
|
||||
<p align="center">
|
||||
✨ Powered by <a href="https://github.com/sinai-dev/UniverseLib">UniverseLib</a>
|
||||
</p>
|
||||
|
||||
An in-game explorer and a suite of debugging tools for [IL2CPP](https://docs.unity3d.com/Manual/IL2CPP.html) Unity games, using [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader).
|
||||
# Releases [](../../releases)
|
||||
|
||||
This was designed to be an IL2CPP-compatible equivalent to [Runtime Unity Editor](https://github.com/ManlyMarco/RuntimeUnityEditor).
|
||||
[](../../releases/latest) [](https://github.com/sinai-dev/UnityExplorer/actions) [](../../releases/latest)
|
||||
|
||||
## Features
|
||||
* Scene hierarchy explorer
|
||||
* Search loaded assets with filters
|
||||
* Traverse and manipulate GameObjects
|
||||
* Generic Reflection inspector
|
||||
* REPL Console
|
||||
* Inspect-under-mouse
|
||||
⚡ Thunderstore releases: [BepInEx Mono](https://thunderstore.io/package/sinai-dev/UnityExplorer) | [BepInEx IL2CPP](https://gtfo.thunderstore.io/package/sinai-dev/UnityExplorer_IL2CPP) | [MelonLoader IL2CPP](https://boneworks.thunderstore.io/package/sinai-dev/UnityExplorer_IL2CPP_ML)
|
||||
|
||||
## How to install
|
||||
## Release schedule
|
||||
|
||||
Requires [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) to be installed for your game.
|
||||
Releases will be posted at most once per week, generally on weekends.
|
||||
|
||||
1. Download <b>CppExplorer.zip</b> from [Releases](https://github.com/sinaioutlander/CppExplorer/releases).
|
||||
2. Unzip the file into the `Mods` folder in your game's installation directory, created by MelonLoader.
|
||||
3. Make sure it's not in a sub-folder, `CppExplorer.dll` and `mcs.dll` should be directly in the `Mods\` folder.
|
||||
Nightly builds can be found [here](https://github.com/sinai-dev/UnityExplorer/actions).
|
||||
|
||||
## How to use
|
||||
## BepInEx
|
||||
|
||||
* Press F7 to show or hide the menu.
|
||||
* Simply browse through the scene, search for objects, etc, it's pretty self-explanatory.
|
||||
| Release | IL2CPP | Mono |
|
||||
| ------- | ------ | ---- |
|
||||
| BIE 6.X | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.BepInEx.IL2CPP.zip) | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.BepInEx6.Mono.zip) |
|
||||
| BIE 6.X (CoreCLR) | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.BepInEx.IL2CPP.CoreCLR.zip) | ✖ |
|
||||
| BIE 5.X | ✖️ n/a | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.BepInEx5.Mono.zip) |
|
||||
|
||||
## Images
|
||||
1. Unzip the release file into a folder
|
||||
2. Take the `plugins/sinai-dev-UnityExplorer` folder and place it in `BepInEx/plugins/`
|
||||
|
||||
Scene explorer, and inspection of a MonoBehaviour object:
|
||||
<i>Note: BepInEx 6 is obtainable via [builds.bepinex.dev](https://builds.bepinex.dev/projects/bepinex_be)</i>
|
||||
|
||||
[](https://i.imgur.com/Yxizwcz.png)
|
||||
## MelonLoader
|
||||
|
||||
Search feature:
|
||||
| Release | IL2CPP | Mono |
|
||||
| ------- | ------ | ---- |
|
||||
| ML 0.5 | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.MelonLoader.IL2CPP.zip) | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.MelonLoader.Mono.zip) |
|
||||
| ML 0.6 | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.MelonLoader.IL2CPP.net6preview.zip) | ✖️ |
|
||||
|
||||
[](https://i.imgur.com/F9ZfMvz.png)
|
||||
1. Unzip the release file into a folder
|
||||
2. Copy the DLL inside the `Mods` folder into your MelonLoader `Mods` folder
|
||||
3. Copy all of the DLLs inside the `UserLibs` folder into your MelonLoader `UserLibs` folder
|
||||
|
||||
## Standalone
|
||||
|
||||
REPL console:
|
||||
| IL2CPP | Mono |
|
||||
| ------ | ---- |
|
||||
| ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.Standalone.IL2CPP.zip) | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.Standalone.Mono.zip) |
|
||||
|
||||
[](https://i.imgur.com/14Dbtf8.png)
|
||||
The standalone release can be used with any injector or loader of your choice, but it requires you to load the dependencies manually.
|
||||
|
||||
## Credits
|
||||
1. Ensure the required libs are loaded - UniverseLib, HarmonyX and MonoMod. Take them from the [`UnityExplorer.Editor`](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.Editor.zip) release if you need them.
|
||||
2. For IL2CPP, load Il2CppAssemblyUnhollower and start an [Il2CppAssemblyUnhollower runtime](https://github.com/knah/Il2CppAssemblyUnhollower#required-external-setup)
|
||||
2. Load the UnityExplorer DLL
|
||||
3. Create an instance of Unity Explorer with `UnityExplorer.ExplorerStandalone.CreateInstance();`
|
||||
4. Optionally subscribe to the `ExplorerStandalone.OnLog` event to handle logging if you wish
|
||||
|
||||
Written by Sinai.
|
||||
## Unity Editor
|
||||
|
||||
Thanks to:
|
||||
* [ManlyMarco](https://github.com/ManlyMarco) for their [Runtime Unity Editor](https://github.com/ManlyMarco/RuntimeUnityEditor), which I used for the REPL Console and the "Find instances" snippet, and the UI style.
|
||||
* [denikson](https://github.com/denikson) for [mcs-unity](https://github.com/denikson/mcs-unity). I commented out the `SkipVisibilityExt` constructor in `mcs.dll` since it was causing an exception with the Hook it attempted.
|
||||
1. Download the [`UnityExplorer.Editor`](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.Editor.zip) release.
|
||||
2. Install the package, either by using the Package Manager and importing the `package.json` file, or by manually dragging the folder into your `Assets` folder.
|
||||
3. Drag the `Runtime/UnityExplorer` prefab into your scene, or create a GameObject and add the `Explorer Editor Behaviour` script to it.
|
||||
|
||||
# Common issues and solutions
|
||||
|
||||
Although UnityExplorer should work out of the box for most Unity games, in some cases you may need to tweak the settings for it to work properly.
|
||||
|
||||
To adjust the settings, open the config file:
|
||||
* BepInEx: `BepInEx\config\com.sinai.unityexplorer.cfg`
|
||||
* MelonLoader: `UserData\MelonPreferences.cfg`
|
||||
* Standalone: `sinai-dev-UnityExplorer\config.cfg`
|
||||
|
||||
Try adjusting the following settings and see if it fixes your issues:
|
||||
* `Startup_Delay_Time` - increase to 5-10 seconds (or more as needed), can fix issues with UnityExplorer being destroyed or corrupted during startup.
|
||||
* `Disable_EventSystem_Override` - if input is not working properly, try setting this to `true`.
|
||||
|
||||
If these fixes do not work, please create an issue in this repo and I'll do my best to look into it.
|
||||
|
||||
# Features
|
||||
|
||||
<p align="center">
|
||||
<a href="https://raw.githubusercontent.com/sinai-dev/UnityExplorer/master/img/preview.png">
|
||||
<img src="img/preview.png" />
|
||||
</a>
|
||||
</p>
|
||||
|
||||
### Inspector API
|
||||
|
||||
If you want to inspect an object or Type from outside the C# console, use the `InspectorManager` class:
|
||||
|
||||
**To inspect an object:**
|
||||
```csharp
|
||||
UnityExplorer.InspectorManager.Inspect(theObject);
|
||||
```
|
||||
|
||||
**To inspect a Type:**
|
||||
```cs
|
||||
UnityExplorer.InspectorManager.Inspect(typeof(SomeClass));
|
||||
```
|
||||
|
||||
### Object Explorer
|
||||
|
||||
* Use the <b>Scene Explorer</b> tab to traverse the active scenes, as well as the DontDestroyOnLoad and HideAndDontSave objects.
|
||||
* The "HideAndDontSave" scene contains objects with that flag, as well as Assets and Resources which are not in any scene but behave the same way.
|
||||
* You can use the Scene Loader to easily load any of the scenes in the build (may not work for Unity 5.X games)
|
||||
* Use the <b>Object Search</b> tab to search for Unity objects (including GameObjects, Components, etc), C# Singletons or Static Classes.
|
||||
* Use the UnityObject search to look for any objects which derive from `UnityEngine.Object`, with optional filters
|
||||
* The singleton search will look for any classes with a typical "Instance" field, and check it for a current value. This may cause unexpected behaviour in some IL2CPP games as we cannot distinguish between true properties and field-properties, so some property accessors will be invoked.
|
||||
|
||||
### Inspector
|
||||
|
||||
The inspector is used to see detailed information on objects of any type and manipulate their values, as well as to inspect C# Classes with static reflection.
|
||||
|
||||
* The <b>GameObject Inspector</b> (tab prefix `[G]`) is used to inspect a `GameObject`, and to see and manipulate its Transform and Components.
|
||||
* You can edit any of the input fields in the inspector (excluding readonly fields) and press <b>Enter</b> to apply your changes. You can also do this to the GameObject path as a way to change the GameObject's parent. Press the <b>Escape</b> key to cancel your edits.
|
||||
* <i>note: When inspecting a GameObject with a Canvas, the transform controls may be overridden by the RectTransform anchors.</i>
|
||||
* The <b>Reflection Inspectors</b> (tab prefix `[R]` and `[S]`) are used for everything else
|
||||
* Automatic updating is not enabled by default, and you must press Apply for any changes you make to take effect.
|
||||
* Press the `▼` button to expand certain values such as strings, enums, lists, dictionaries, some structs, etc
|
||||
* Use the filters at the top to quickly find the members you are looking for
|
||||
* For `Texture2D`, `Image`, `Sprite` and `Material` objects, there is a `View Texture` button at the top of the inspector which lets you view the Texture(s) and save them as a PNG file.
|
||||
* For `AudioClip` objects there is a `Show Player` button which opens an audio player widget. For clips which are loaded as `DecompressOnLoad`, there is also a button to save them to a `.wav` file.
|
||||
|
||||
### C# Console
|
||||
|
||||
* The C# Console uses the `Mono.CSharp.Evaluator` to define temporary classes or run immediate REPL code.
|
||||
* You can execute a script automatically on startup by naming it `startup.cs` and placing it in the `sinai-dev-UnityExplorer\Scripts\` folder (this folder will be created where you placed the DLL file).
|
||||
* See the "Help" dropdown in the C# console menu for more detailed information.
|
||||
|
||||
### Hook Manager
|
||||
|
||||
* The Hooks panel allows you to hook methods at the click of a button for debugging purposes.
|
||||
* Simply enter any class and hook the methods you want from the menu.
|
||||
* You can edit the source code of the generated hook with the "Edit Hook Source" button. Accepted method names are `Prefix` (which can return `bool` or `void`), `Postfix`, `Finalizer` (which can return `Exception` or `void`), and `Transpiler` (which must return `IEnumerable<HarmonyLib.CodeInstruction>`). You can define multiple patches if you wish.
|
||||
|
||||
### Mouse-Inspect
|
||||
|
||||
* The "Mouse Inspect" dropdown in the "Inspector" panel allows you to inspect objects under the mouse.
|
||||
* <b>World</b>: uses Physics.Raycast to look for Colliders
|
||||
* <b>UI</b>: uses GraphicRaycasters to find UI objects
|
||||
|
||||
### Freecam
|
||||
|
||||
* UnityExplorer provides a basic Free Camera which you can control with your keyboard and mouse.
|
||||
* Unlike all other features of UnityExplorer, you can still use Freecam while UnityExplorer's menu is hidden.
|
||||
* Supports using the game's main Camera or a separate custom Camera.
|
||||
* See the Freecam panel for further instructions and details.
|
||||
|
||||
### Clipboard
|
||||
|
||||
* The "Clipboard" panel allows you to see your current paste value, or clear it (resets it to `null`)
|
||||
* Can copy the value from any member in a Reflection Inspector, Enumerable or Dictionary, and from the target of any Inspector tab
|
||||
* Can paste values onto any member in a Reflection Inspector
|
||||
* Non-parsable arguments in Method/Property Evaluators allow pasting values
|
||||
* The C# Console has helper methods `Copy(obj)` and `Paste()` for accessing the Clipboard
|
||||
|
||||
### Settings
|
||||
|
||||
* You can change the settings via the "Options" tab of the menu, or directly from the config file.
|
||||
* BepInEx: `BepInEx\config\com.sinai.unityexplorer.cfg`
|
||||
* MelonLoader: `UserData\MelonPreferences.cfg`
|
||||
* Standalone `{DLL_location}\sinai-dev-UnityExplorer\config.cfg`
|
||||
|
||||
# Building
|
||||
|
||||
1. Run the `build.ps1` powershell script to build UnityExplorer. Releases are found in the `Release` folder.
|
||||
|
||||
Building individual configurations from your IDE is fine, though note that the intial build process builds into `Release/<version>/...` instead of the subfolders that the powershell script uses. Batch building is not currently supported with the project.
|
||||
|
||||
# Acknowledgments
|
||||
|
||||
* [ManlyMarco](https://github.com/ManlyMarco) for [Runtime Unity Editor](https://github.com/ManlyMarco/RuntimeUnityEditor) \[[license](THIRDPARTY_LICENSES.md#runtimeunityeditor-license)\], the ScriptEvaluator from RUE's REPL console was used as the base for UnityExplorer's C# console.
|
||||
* [Geoffrey Horsington](https://github.com/ghorsington) for [mcs-unity](https://github.com/sinai-dev/mcs-unity) \[no license\], used as the `Mono.CSharp` reference for the C# Console.
|
||||
|
||||
### Disclaimer
|
||||
|
||||
UnityExplorer is in no way associated with Unity Technologies. "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere.
|
||||
|
874
THIRDPARTY_LICENSES.md
Normal file
874
THIRDPARTY_LICENSES.md
Normal file
@ -0,0 +1,874 @@
|
||||
* [RuntimeUnityEditor License](#runtimeunityeditor-license)
|
||||
* [MelonLoader License](#melonloader-license)
|
||||
|
||||
## RuntimeUnityEditor License
|
||||
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
|
||||
|
||||
## MelonLoader License
|
||||
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
|
||||
1. Definitions.
|
||||
|
||||
"License" shall mean the terms and conditions for use, reproduction,
|
||||
and distribution as defined by Sections 1 through 9 of this document.
|
||||
|
||||
"Licensor" shall mean the copyright owner or entity authorized by
|
||||
the copyright owner that is granting the License.
|
||||
|
||||
"Legal Entity" shall mean the union of the acting entity and all
|
||||
other entities that control, are controlled by, or are under common
|
||||
control with that entity. For the purposes of this definition,
|
||||
"control" means (i) the power, direct or indirect, to cause the
|
||||
direction or management of such entity, whether by contract or
|
||||
otherwise, or (ii) ownership of fifty percent (50%) or more of the
|
||||
outstanding shares, or (iii) beneficial ownership of such entity.
|
||||
|
||||
"You" (or "Your") shall mean an individual or Legal Entity
|
||||
exercising permissions granted by this License.
|
||||
|
||||
"Source" form shall mean the preferred form for making modifications,
|
||||
including but not limited to software source code, documentation
|
||||
source, and configuration files.
|
||||
|
||||
"Object" form shall mean any form resulting from mechanical
|
||||
transformation or translation of a Source form, including but
|
||||
not limited to compiled object code, generated documentation,
|
||||
and conversions to other media types.
|
||||
|
||||
"Work" shall mean the work of authorship, whether in Source or
|
||||
Object form, made available under the License, as indicated by a
|
||||
copyright notice that is included in or attached to the work
|
||||
(an example is provided in the Appendix below).
|
||||
|
||||
"Derivative Works" shall mean any work, whether in Source or Object
|
||||
form, that is based on (or derived from) the Work and for which the
|
||||
editorial revisions, annotations, elaborations, or other modifications
|
||||
represent, as a whole, an original work of authorship. For the purposes
|
||||
of this License, Derivative Works shall not include works that remain
|
||||
separable from, or merely link (or bind by name) to the interfaces of,
|
||||
the Work and Derivative Works thereof.
|
||||
|
||||
"Contribution" shall mean any work of authorship, including
|
||||
the original version of the Work and any modifications or additions
|
||||
to that Work or Derivative Works thereof, that is intentionally
|
||||
submitted to Licensor for inclusion in the Work by the copyright owner
|
||||
or by an individual or Legal Entity authorized to submit on behalf of
|
||||
the copyright owner. For the purposes of this definition, "submitted"
|
||||
means any form of electronic, verbal, or written communication sent
|
||||
to the Licensor or its representatives, including but not limited to
|
||||
communication on electronic mailing lists, source code control systems,
|
||||
and issue tracking systems that are managed by, or on behalf of, the
|
||||
Licensor for the purpose of discussing and improving the Work, but
|
||||
excluding communication that is conspicuously marked or otherwise
|
||||
designated in writing by the copyright owner as "Not a Contribution."
|
||||
|
||||
"Contributor" shall mean Licensor and any individual or Legal Entity
|
||||
on behalf of whom a Contribution has been received by Licensor and
|
||||
subsequently incorporated within the Work.
|
||||
|
||||
2. Grant of Copyright License. Subject to the terms and conditions of
|
||||
this License, each Contributor hereby grants to You a perpetual,
|
||||
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||
copyright license to reproduce, prepare Derivative Works of,
|
||||
publicly display, publicly perform, sublicense, and distribute the
|
||||
Work and such Derivative Works in Source or Object form.
|
||||
|
||||
3. Grant of Patent License. Subject to the terms and conditions of
|
||||
this License, each Contributor hereby grants to You a perpetual,
|
||||
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||
(except as stated in this section) patent license to make, have made,
|
||||
use, offer to sell, sell, import, and otherwise transfer the Work,
|
||||
where such license applies only to those patent claims licensable
|
||||
by such Contributor that are necessarily infringed by their
|
||||
Contribution(s) alone or by combination of their Contribution(s)
|
||||
with the Work to which such Contribution(s) was submitted. If You
|
||||
institute patent litigation against any entity (including a
|
||||
cross-claim or counterclaim in a lawsuit) alleging that the Work
|
||||
or a Contribution incorporated within the Work constitutes direct
|
||||
or contributory patent infringement, then any patent licenses
|
||||
granted to You under this License for that Work shall terminate
|
||||
as of the date such litigation is filed.
|
||||
|
||||
4. Redistribution. You may reproduce and distribute copies of the
|
||||
Work or Derivative Works thereof in any medium, with or without
|
||||
modifications, and in Source or Object form, provided that You
|
||||
meet the following conditions:
|
||||
|
||||
(a) You must give any other recipients of the Work or
|
||||
Derivative Works a copy of this License; and
|
||||
|
||||
(b) You must cause any modified files to carry prominent notices
|
||||
stating that You changed the files; and
|
||||
|
||||
(c) You must retain, in the Source form of any Derivative Works
|
||||
that You distribute, all copyright, patent, trademark, and
|
||||
attribution notices from the Source form of the Work,
|
||||
excluding those notices that do not pertain to any part of
|
||||
the Derivative Works; and
|
||||
|
||||
(d) If the Work includes a "NOTICE" text file as part of its
|
||||
distribution, then any Derivative Works that You distribute must
|
||||
include a readable copy of the attribution notices contained
|
||||
within such NOTICE file, excluding those notices that do not
|
||||
pertain to any part of the Derivative Works, in at least one
|
||||
of the following places: within a NOTICE text file distributed
|
||||
as part of the Derivative Works; within the Source form or
|
||||
documentation, if provided along with the Derivative Works; or,
|
||||
within a display generated by the Derivative Works, if and
|
||||
wherever such third-party notices normally appear. The contents
|
||||
of the NOTICE file are for informational purposes only and
|
||||
do not modify the License. You may add Your own attribution
|
||||
notices within Derivative Works that You distribute, alongside
|
||||
or as an addendum to the NOTICE text from the Work, provided
|
||||
that such additional attribution notices cannot be construed
|
||||
as modifying the License.
|
||||
|
||||
You may add Your own copyright statement to Your modifications and
|
||||
may provide additional or different license terms and conditions
|
||||
for use, reproduction, or distribution of Your modifications, or
|
||||
for any such Derivative Works as a whole, provided Your use,
|
||||
reproduction, and distribution of the Work otherwise complies with
|
||||
the conditions stated in this License.
|
||||
|
||||
5. Submission of Contributions. Unless You explicitly state otherwise,
|
||||
any Contribution intentionally submitted for inclusion in the Work
|
||||
by You to the Licensor shall be under the terms and conditions of
|
||||
this License, without any additional terms or conditions.
|
||||
Notwithstanding the above, nothing herein shall supersede or modify
|
||||
the terms of any separate license agreement you may have executed
|
||||
with Licensor regarding such Contributions.
|
||||
|
||||
6. Trademarks. This License does not grant permission to use the trade
|
||||
names, trademarks, service marks, or product names of the Licensor,
|
||||
except as required for reasonable and customary use in describing the
|
||||
origin of the Work and reproducing the content of the NOTICE file.
|
||||
|
||||
7. Disclaimer of Warranty. Unless required by applicable law or
|
||||
agreed to in writing, Licensor provides the Work (and each
|
||||
Contributor provides its Contributions) on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
|
||||
implied, including, without limitation, any warranties or conditions
|
||||
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
|
||||
PARTICULAR PURPOSE. You are solely responsible for determining the
|
||||
appropriateness of using or redistributing the Work and assume any
|
||||
risks associated with Your exercise of permissions under this License.
|
||||
|
||||
8. Limitation of Liability. In no event and under no legal theory,
|
||||
whether in tort (including negligence), contract, or otherwise,
|
||||
unless required by applicable law (such as deliberate and grossly
|
||||
negligent acts) or agreed to in writing, shall any Contributor be
|
||||
liable to You for damages, including any direct, indirect, special,
|
||||
incidental, or consequential damages of any character arising as a
|
||||
result of this License or out of the use or inability to use the
|
||||
Work (including but not limited to damages for loss of goodwill,
|
||||
work stoppage, computer failure or malfunction, or any and all
|
||||
other commercial damages or losses), even if such Contributor
|
||||
has been advised of the possibility of such damages.
|
||||
|
||||
9. Accepting Warranty or Additional Liability. While redistributing
|
||||
the Work or Derivative Works thereof, You may choose to offer,
|
||||
and charge a fee for, acceptance of support, warranty, indemnity,
|
||||
or other liability obligations and/or rights consistent with this
|
||||
License. However, in accepting such obligations, You may act only
|
||||
on Your own behalf and on Your sole responsibility, not on behalf
|
||||
of any other Contributor, and only if You agree to indemnify,
|
||||
defend, and hold each Contributor harmless for any liability
|
||||
incurred by, or claims asserted against, such Contributor by reason
|
||||
of your accepting any such warranty or additional liability.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
Copyright 2020 - 2021 Lava Gang
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
674
UnityEditorPackage/LICENSE.md
Normal file
674
UnityEditorPackage/LICENSE.md
Normal file
@ -0,0 +1,674 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
74
UnityEditorPackage/README.md
Normal file
74
UnityEditorPackage/README.md
Normal file
@ -0,0 +1,74 @@
|
||||
# UnityExplorer
|
||||
|
||||
🔍 An in-game UI for exploring, debugging and modifying Unity games.
|
||||
✔️ Supports most Unity versions from 5.2 to 2021+ (IL2CPP and Mono).
|
||||
✨ Powered by [UniverseLib](https://github.com/sinai-dev/UniverseLib)
|
||||
|
||||
# Setup
|
||||
|
||||
* Install this package, either by using the Package Manager and importing the `package.json` file, or by manually dragging this folder into your Assets folder.
|
||||
* Drag the `Runtime/UnityExplorer` prefab into your scene, or create a GameObject and add the `Explorer Editor Behaviour` script to it.
|
||||
|
||||
# Features
|
||||
|
||||
### Object Explorer
|
||||
|
||||
* Use the <b>Scene Explorer</b> tab to traverse the active scenes, as well as the DontDestroyOnLoad and HideAndDontSave objects.
|
||||
* The "HideAndDontSave" scene contains objects with that flag, as well as Assets and Resources which are not in any scene but behave the same way.
|
||||
* You can use the Scene Loader to easily load any of the scenes in the build (may not work for Unity 5.X games)
|
||||
* Use the <b>Object Search</b> tab to search for Unity objects (including GameObjects, Components, etc), C# Singletons or Static Classes.
|
||||
* Use the UnityObject search to look for any objects which derive from `UnityEngine.Object`, with optional filters
|
||||
* The singleton search will look for any classes with a typical "Instance" field, and check it for a current value. This may cause unexpected behaviour in some IL2CPP games as we cannot distinguish between true properties and field-properties, so some property accessors will be invoked.
|
||||
|
||||
### Inspector
|
||||
|
||||
The inspector is used to see detailed information on objects of any type and manipulate their values, as well as to inspect C# Classes with static reflection.
|
||||
|
||||
* The <b>GameObject Inspector</b> (tab prefix `[G]`) is used to inspect a `GameObject`, and to see and manipulate its Transform and Components.
|
||||
* You can edit any of the input fields in the inspector (excluding readonly fields) and press <b>Enter</b> to apply your changes. You can also do this to the GameObject path as a way to change the GameObject's parent. Press the <b>Escape</b> key to cancel your edits.
|
||||
* <i>note: When inspecting a GameObject with a Canvas, the transform controls may be overridden by the RectTransform anchors.</i>
|
||||
* The <b>Reflection Inspectors</b> (tab prefix `[R]` and `[S]`) are used for everything else
|
||||
* Automatic updating is not enabled by default, and you must press Apply for any changes you make to take effect.
|
||||
* Press the `▼` button to expand certain values such as strings, enums, lists, dictionaries, some structs, etc
|
||||
* Use the filters at the top to quickly find the members you are looking for
|
||||
* For `Texture2D` objects, there is a `View Texture` button at the top of the inspector which lets you view it and save it as a PNG file. Currently there are no other similar helpers yet, but I may add more at some point for Mesh, Sprite, Material, etc
|
||||
|
||||
### C# Console
|
||||
|
||||
* The C# Console uses the `Mono.CSharp.Evaluator` to define temporary classes or run immediate REPL code.
|
||||
* You can execute a script automatically on startup by naming it `startup.cs` and placing it in the `UnityExplorer\Scripts\` folder (this folder will be created where you placed the DLL file).
|
||||
* See the "Help" dropdown in the C# console menu for more detailed information.
|
||||
|
||||
### Hook Manager
|
||||
|
||||
* The Hooks panel allows you to hook methods at the click of a button for debugging purposes.
|
||||
* Simply enter any class (generic types not yet supported) and hook the methods you want from the menu.
|
||||
* You can edit the source code of the generated hook with the "Edit Hook Source" button. Accepted method names are `Prefix` (which can return `bool` or `void`), `Postfix`, `Finalizer` (which can return `Exception` or `void`), and `Transpiler` (which must return `IEnumerable<HarmonyLib.CodeInstruction>`). You can define multiple patches if you wish.
|
||||
|
||||
### Mouse-Inspect
|
||||
|
||||
* The "Mouse Inspect" dropdown in the "Inspector" panel allows you to inspect objects under the mouse.
|
||||
* <b>World</b>: uses Physics.Raycast to look for Colliders
|
||||
* <b>UI</b>: uses GraphicRaycasters to find UI objects
|
||||
|
||||
### Clipboard
|
||||
|
||||
* The "Clipboard" panel allows you to see your current paste value, or clear it (resets it to `null`)
|
||||
* Can copy the value from any member in a Reflection Inspector, Enumerable or Dictionary, and from the target of any Inspector tab
|
||||
* Can paste values onto any member in a Reflection Inspector
|
||||
* Non-parsable arguments in Method/Property Evaluators allow pasting values
|
||||
* The C# Console has helper methods `Copy(obj)` and `Paste()` for accessing the Clipboard
|
||||
|
||||
### Settings
|
||||
|
||||
* You can change the settings via the "Options" tab of the menu, or directly from the config file.
|
||||
* <AssetsFolder>/sinai-dev-UnityExplorer~/config.cfg
|
||||
|
||||
# Acknowledgments
|
||||
|
||||
* [ManlyMarco](https://github.com/ManlyMarco) for [Runtime Unity Editor](https://github.com/ManlyMarco/RuntimeUnityEditor) \[[license](THIRDPARTY_LICENSES.md#runtimeunityeditor-license)\], the ScriptEvaluator from RUE's REPL console was used as the base for UnityExplorer's C# console.
|
||||
* [Geoffrey Horsington](https://github.com/ghorsington) for [mcs-unity](https://github.com/sinai-dev/mcs-unity) \[no license\], used as the `Mono.CSharp` reference for the C# Console.
|
||||
|
||||
### Disclaimer
|
||||
|
||||
UnityExplorer is in no way associated with Unity Technologies. "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere.
|
BIN
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UnityEditorPackage/Runtime/Mono.Cecil.dll
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UnityEditorPackage/Runtime/MonoMod.RuntimeDetour.dll
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BIN
UnityEditorPackage/Runtime/MonoMod.RuntimeDetour.dll
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BIN
UnityEditorPackage/Runtime/MonoMod.Utils.dll
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BIN
UnityEditorPackage/Runtime/MonoMod.Utils.dll
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BIN
UnityEditorPackage/Runtime/Tomlet.dll
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BIN
UnityEditorPackage/Runtime/Tomlet.dll
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BIN
UnityEditorPackage/Runtime/UnityExplorer.STANDALONE.Mono.dll
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BIN
UnityEditorPackage/Runtime/UnityExplorer.STANDALONE.Mono.dll
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45
UnityEditorPackage/Runtime/UnityExplorer.prefab
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45
UnityEditorPackage/Runtime/UnityExplorer.prefab
Normal file
@ -0,0 +1,45 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
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||||
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||||
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||||
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|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
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||||
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|
||||
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||||
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||||
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|
||||
m_EditorClassIdentifier:
|
BIN
UnityEditorPackage/Runtime/UniverseLib.Mono.dll
Normal file
BIN
UnityEditorPackage/Runtime/UniverseLib.Mono.dll
Normal file
Binary file not shown.
BIN
UnityEditorPackage/Runtime/mcs.dll
Normal file
BIN
UnityEditorPackage/Runtime/mcs.dll
Normal file
Binary file not shown.
874
UnityEditorPackage/Third Party Notices.md
Normal file
874
UnityEditorPackage/Third Party Notices.md
Normal file
@ -0,0 +1,874 @@
|
||||
* [RuntimeUnityEditor License](#runtimeunityeditor-license)
|
||||
* [MelonLoader License](#melonloader-license)
|
||||
|
||||
## RuntimeUnityEditor License
|
||||
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
|
||||
|
||||
## MelonLoader License
|
||||
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
|
||||
1. Definitions.
|
||||
|
||||
"License" shall mean the terms and conditions for use, reproduction,
|
||||
and distribution as defined by Sections 1 through 9 of this document.
|
||||
|
||||
"Licensor" shall mean the copyright owner or entity authorized by
|
||||
the copyright owner that is granting the License.
|
||||
|
||||
"Legal Entity" shall mean the union of the acting entity and all
|
||||
other entities that control, are controlled by, or are under common
|
||||
control with that entity. For the purposes of this definition,
|
||||
"control" means (i) the power, direct or indirect, to cause the
|
||||
direction or management of such entity, whether by contract or
|
||||
otherwise, or (ii) ownership of fifty percent (50%) or more of the
|
||||
outstanding shares, or (iii) beneficial ownership of such entity.
|
||||
|
||||
"You" (or "Your") shall mean an individual or Legal Entity
|
||||
exercising permissions granted by this License.
|
||||
|
||||
"Source" form shall mean the preferred form for making modifications,
|
||||
including but not limited to software source code, documentation
|
||||
source, and configuration files.
|
||||
|
||||
"Object" form shall mean any form resulting from mechanical
|
||||
transformation or translation of a Source form, including but
|
||||
not limited to compiled object code, generated documentation,
|
||||
and conversions to other media types.
|
||||
|
||||
"Work" shall mean the work of authorship, whether in Source or
|
||||
Object form, made available under the License, as indicated by a
|
||||
copyright notice that is included in or attached to the work
|
||||
(an example is provided in the Appendix below).
|
||||
|
||||
"Derivative Works" shall mean any work, whether in Source or Object
|
||||
form, that is based on (or derived from) the Work and for which the
|
||||
editorial revisions, annotations, elaborations, or other modifications
|
||||
represent, as a whole, an original work of authorship. For the purposes
|
||||
of this License, Derivative Works shall not include works that remain
|
||||
separable from, or merely link (or bind by name) to the interfaces of,
|
||||
the Work and Derivative Works thereof.
|
||||
|
||||
"Contribution" shall mean any work of authorship, including
|
||||
the original version of the Work and any modifications or additions
|
||||
to that Work or Derivative Works thereof, that is intentionally
|
||||
submitted to Licensor for inclusion in the Work by the copyright owner
|
||||
or by an individual or Legal Entity authorized to submit on behalf of
|
||||
the copyright owner. For the purposes of this definition, "submitted"
|
||||
means any form of electronic, verbal, or written communication sent
|
||||
to the Licensor or its representatives, including but not limited to
|
||||
communication on electronic mailing lists, source code control systems,
|
||||
and issue tracking systems that are managed by, or on behalf of, the
|
||||
Licensor for the purpose of discussing and improving the Work, but
|
||||
excluding communication that is conspicuously marked or otherwise
|
||||
designated in writing by the copyright owner as "Not a Contribution."
|
||||
|
||||
"Contributor" shall mean Licensor and any individual or Legal Entity
|
||||
on behalf of whom a Contribution has been received by Licensor and
|
||||
subsequently incorporated within the Work.
|
||||
|
||||
2. Grant of Copyright License. Subject to the terms and conditions of
|
||||
this License, each Contributor hereby grants to You a perpetual,
|
||||
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||
copyright license to reproduce, prepare Derivative Works of,
|
||||
publicly display, publicly perform, sublicense, and distribute the
|
||||
Work and such Derivative Works in Source or Object form.
|
||||
|
||||
3. Grant of Patent License. Subject to the terms and conditions of
|
||||
this License, each Contributor hereby grants to You a perpetual,
|
||||
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||
(except as stated in this section) patent license to make, have made,
|
||||
use, offer to sell, sell, import, and otherwise transfer the Work,
|
||||
where such license applies only to those patent claims licensable
|
||||
by such Contributor that are necessarily infringed by their
|
||||
Contribution(s) alone or by combination of their Contribution(s)
|
||||
with the Work to which such Contribution(s) was submitted. If You
|
||||
institute patent litigation against any entity (including a
|
||||
cross-claim or counterclaim in a lawsuit) alleging that the Work
|
||||
or a Contribution incorporated within the Work constitutes direct
|
||||
or contributory patent infringement, then any patent licenses
|
||||
granted to You under this License for that Work shall terminate
|
||||
as of the date such litigation is filed.
|
||||
|
||||
4. Redistribution. You may reproduce and distribute copies of the
|
||||
Work or Derivative Works thereof in any medium, with or without
|
||||
modifications, and in Source or Object form, provided that You
|
||||
meet the following conditions:
|
||||
|
||||
(a) You must give any other recipients of the Work or
|
||||
Derivative Works a copy of this License; and
|
||||
|
||||
(b) You must cause any modified files to carry prominent notices
|
||||
stating that You changed the files; and
|
||||
|
||||
(c) You must retain, in the Source form of any Derivative Works
|
||||
that You distribute, all copyright, patent, trademark, and
|
||||
attribution notices from the Source form of the Work,
|
||||
excluding those notices that do not pertain to any part of
|
||||
the Derivative Works; and
|
||||
|
||||
(d) If the Work includes a "NOTICE" text file as part of its
|
||||
distribution, then any Derivative Works that You distribute must
|
||||
include a readable copy of the attribution notices contained
|
||||
within such NOTICE file, excluding those notices that do not
|
||||
pertain to any part of the Derivative Works, in at least one
|
||||
of the following places: within a NOTICE text file distributed
|
||||
as part of the Derivative Works; within the Source form or
|
||||
documentation, if provided along with the Derivative Works; or,
|
||||
within a display generated by the Derivative Works, if and
|
||||
wherever such third-party notices normally appear. The contents
|
||||
of the NOTICE file are for informational purposes only and
|
||||
do not modify the License. You may add Your own attribution
|
||||
notices within Derivative Works that You distribute, alongside
|
||||
or as an addendum to the NOTICE text from the Work, provided
|
||||
that such additional attribution notices cannot be construed
|
||||
as modifying the License.
|
||||
|
||||
You may add Your own copyright statement to Your modifications and
|
||||
may provide additional or different license terms and conditions
|
||||
for use, reproduction, or distribution of Your modifications, or
|
||||
for any such Derivative Works as a whole, provided Your use,
|
||||
reproduction, and distribution of the Work otherwise complies with
|
||||
the conditions stated in this License.
|
||||
|
||||
5. Submission of Contributions. Unless You explicitly state otherwise,
|
||||
any Contribution intentionally submitted for inclusion in the Work
|
||||
by You to the Licensor shall be under the terms and conditions of
|
||||
this License, without any additional terms or conditions.
|
||||
Notwithstanding the above, nothing herein shall supersede or modify
|
||||
the terms of any separate license agreement you may have executed
|
||||
with Licensor regarding such Contributions.
|
||||
|
||||
6. Trademarks. This License does not grant permission to use the trade
|
||||
names, trademarks, service marks, or product names of the Licensor,
|
||||
except as required for reasonable and customary use in describing the
|
||||
origin of the Work and reproducing the content of the NOTICE file.
|
||||
|
||||
7. Disclaimer of Warranty. Unless required by applicable law or
|
||||
agreed to in writing, Licensor provides the Work (and each
|
||||
Contributor provides its Contributions) on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
|
||||
implied, including, without limitation, any warranties or conditions
|
||||
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
|
||||
PARTICULAR PURPOSE. You are solely responsible for determining the
|
||||
appropriateness of using or redistributing the Work and assume any
|
||||
risks associated with Your exercise of permissions under this License.
|
||||
|
||||
8. Limitation of Liability. In no event and under no legal theory,
|
||||
whether in tort (including negligence), contract, or otherwise,
|
||||
unless required by applicable law (such as deliberate and grossly
|
||||
negligent acts) or agreed to in writing, shall any Contributor be
|
||||
liable to You for damages, including any direct, indirect, special,
|
||||
incidental, or consequential damages of any character arising as a
|
||||
result of this License or out of the use or inability to use the
|
||||
Work (including but not limited to damages for loss of goodwill,
|
||||
work stoppage, computer failure or malfunction, or any and all
|
||||
other commercial damages or losses), even if such Contributor
|
||||
has been advised of the possibility of such damages.
|
||||
|
||||
9. Accepting Warranty or Additional Liability. While redistributing
|
||||
the Work or Derivative Works thereof, You may choose to offer,
|
||||
and charge a fee for, acceptance of support, warranty, indemnity,
|
||||
or other liability obligations and/or rights consistent with this
|
||||
License. However, in accepting such obligations, You may act only
|
||||
on Your own behalf and on Your sole responsibility, not on behalf
|
||||
of any other Contributor, and only if You agree to indemnify,
|
||||
defend, and hold each Contributor harmless for any liability
|
||||
incurred by, or claims asserted against, such Contributor by reason
|
||||
of your accepting any such warranty or additional liability.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
Copyright 2020 - 2021 Lava Gang
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
19
UnityEditorPackage/package.json
Normal file
19
UnityEditorPackage/package.json
Normal file
@ -0,0 +1,19 @@
|
||||
{
|
||||
"name": "com.sinai-dev.unityexplorer",
|
||||
"version": "4.7.12",
|
||||
"displayName": "UnityExplorer",
|
||||
"description": "An in-game UI for exploring, debugging and modifying Unity games.",
|
||||
"unity": "2017.1",
|
||||
"documentationUrl": "https://github.com/sinai-dev/UnityExplorer",
|
||||
"changelogUrl": "https://github.com/sinai-dev/UnityExplorer/releases",
|
||||
"licensesUrl": "https://github.com/sinai-dev/UnityExplorer/blob/master/LICENSE",
|
||||
"keywords": [
|
||||
"inspector",
|
||||
"debug",
|
||||
"runtime"
|
||||
],
|
||||
"author": {
|
||||
"name": "Sinai",
|
||||
"url": "https://github.com/sinai-dev"
|
||||
}
|
||||
}
|
155
build.ps1
Normal file
155
build.ps1
Normal file
@ -0,0 +1,155 @@
|
||||
# ----------- MelonLoader IL2CPP (net6) -----------
|
||||
dotnet build src/UnityExplorer.sln -c Release_ML_Cpp_net6
|
||||
$Path = "Release\UnityExplorer.MelonLoader.IL2CPP.net6preview"
|
||||
# ILRepack
|
||||
lib/ILRepack.exe /target:library /lib:lib/net6 /lib:lib/unhollowed /lib:$Path /internalize /out:$Path/UnityExplorer.ML.IL2CPP.net6preview.dll $Path/UnityExplorer.ML.IL2CPP.net6preview.dll $Path/mcs.dll
|
||||
# (cleanup and move files)
|
||||
Remove-Item $Path/UnityExplorer.ML.IL2CPP.net6preview.deps.json
|
||||
Remove-Item $Path/Tomlet.dll
|
||||
Remove-Item $Path/mcs.dll
|
||||
Remove-Item $Path/Iced.dll
|
||||
Remove-Item $Path/UnhollowerBaseLib.dll
|
||||
New-Item -Path "$Path" -Name "Mods" -ItemType "directory" -Force
|
||||
Move-Item -Path $Path/UnityExplorer.ML.IL2CPP.net6preview.dll -Destination $Path/Mods -Force
|
||||
New-Item -Path "$Path" -Name "UserLibs" -ItemType "directory" -Force
|
||||
Move-Item -Path $Path/UniverseLib.IL2CPP.Unhollower.dll -Destination $Path/UserLibs -Force
|
||||
# (create zip archive)
|
||||
Remove-Item $Path/../UnityExplorer.MelonLoader.IL2CPP.net6preview.zip -ErrorAction SilentlyContinue
|
||||
7z a $Path/../UnityExplorer.MelonLoader.IL2CPP.net6preview.zip .\$Path\*
|
||||
|
||||
# ----------- MelonLoader IL2CPP (net472) -----------
|
||||
dotnet build src/UnityExplorer.sln -c Release_ML_Cpp_net472
|
||||
$Path = "Release/UnityExplorer.MelonLoader.IL2CPP"
|
||||
# ILRepack
|
||||
lib/ILRepack.exe /target:library /lib:lib/net472 /lib:lib/net35 /lib:lib/unhollowed /lib:$Path /internalize /out:$Path/UnityExplorer.ML.IL2CPP.dll $Path/UnityExplorer.ML.IL2CPP.dll $Path/mcs.dll
|
||||
# (cleanup and move files)
|
||||
Remove-Item $Path/Tomlet.dll
|
||||
Remove-Item $Path/mcs.dll
|
||||
Remove-Item $Path/Iced.dll
|
||||
Remove-Item $Path/UnhollowerBaseLib.dll
|
||||
New-Item -Path "$Path" -Name "Mods" -ItemType "directory" -Force
|
||||
Move-Item -Path $Path/UnityExplorer.ML.IL2CPP.dll -Destination $Path/Mods -Force
|
||||
New-Item -Path "$Path" -Name "UserLibs" -ItemType "directory" -Force
|
||||
Move-Item -Path $Path/UniverseLib.IL2CPP.Unhollower.dll -Destination $Path/UserLibs -Force
|
||||
# (create zip archive)
|
||||
Remove-Item $Path/../UnityExplorer.MelonLoader.IL2CPP.zip -ErrorAction SilentlyContinue
|
||||
7z a $Path/../UnityExplorer.MelonLoader.IL2CPP.zip .\$Path\*
|
||||
|
||||
# ----------- MelonLoader Mono -----------
|
||||
dotnet build src/UnityExplorer.sln -c Release_ML_Mono
|
||||
$Path = "Release/UnityExplorer.MelonLoader.Mono"
|
||||
# ILRepack
|
||||
lib/ILRepack.exe /target:library /lib:lib/net35 /lib:$Path /internalize /out:$Path/UnityExplorer.ML.Mono.dll $Path/UnityExplorer.ML.Mono.dll $Path/mcs.dll
|
||||
# (cleanup and move files)
|
||||
Remove-Item $Path/Tomlet.dll
|
||||
Remove-Item $Path/mcs.dll
|
||||
New-Item -Path "$Path" -Name "Mods" -ItemType "directory" -Force
|
||||
Move-Item -Path $Path/UnityExplorer.ML.Mono.dll -Destination $Path/Mods -Force
|
||||
New-Item -Path "$Path" -Name "UserLibs" -ItemType "directory" -Force
|
||||
Move-Item -Path $Path/UniverseLib.Mono.dll -Destination $Path/UserLibs -Force
|
||||
# (create zip archive)
|
||||
Remove-Item $Path/../UnityExplorer.MelonLoader.Mono.zip -ErrorAction SilentlyContinue
|
||||
7z a $Path/../UnityExplorer.MelonLoader.Mono.zip .\$Path\*
|
||||
|
||||
# ----------- BepInEx IL2CPP -----------
|
||||
dotnet build src/UnityExplorer.sln -c Release_BIE_Cpp
|
||||
$Path = "Release/UnityExplorer.BepInEx.IL2CPP"
|
||||
# ILRepack
|
||||
lib/ILRepack.exe /target:library /lib:lib/net472 /lib:lib/unhollowed /lib:$Path /internalize /out:$Path/UnityExplorer.BIE.IL2CPP.dll $Path/UnityExplorer.BIE.IL2CPP.dll $Path/mcs.dll $Path/Tomlet.dll
|
||||
# (cleanup and move files)
|
||||
Remove-Item $Path/Tomlet.dll
|
||||
Remove-Item $Path/mcs.dll
|
||||
Remove-Item $Path/Iced.dll
|
||||
Remove-Item $Path/UnhollowerBaseLib.dll
|
||||
New-Item -Path "$Path" -Name "plugins" -ItemType "directory" -Force
|
||||
New-Item -Path "$Path" -Name "plugins/sinai-dev-UnityExplorer" -ItemType "directory" -Force
|
||||
Move-Item -Path $Path/UnityExplorer.BIE.IL2CPP.dll -Destination $Path/plugins/sinai-dev-UnityExplorer -Force
|
||||
Move-Item -Path $Path/UniverseLib.IL2CPP.Unhollower.dll -Destination $Path/plugins/sinai-dev-UnityExplorer -Force
|
||||
# (create zip archive)
|
||||
Remove-Item $Path/../UnityExplorer.BepInEx.IL2CPP.zip -ErrorAction SilentlyContinue
|
||||
7z a $Path/../UnityExplorer.BepInEx.IL2CPP.zip .\$Path\*
|
||||
|
||||
# ----------- BepInEx IL2CPP CoreCLR -----------
|
||||
dotnet build src/UnityExplorer.sln -c Release_BIE_CoreCLR
|
||||
$Path = "Release/UnityExplorer.BepInEx.IL2CPP.CoreCLR"
|
||||
# ILRepack
|
||||
lib/ILRepack.exe /target:library /lib:lib/net472 /lib:lib/net6/ /lib:lib/interop/ /lib:$Path /internalize /out:$Path/UnityExplorer.BIE.IL2CPP.CoreCLR.dll $Path/UnityExplorer.BIE.IL2CPP.CoreCLR.dll $Path/mcs.dll $Path/Tomlet.dll
|
||||
# (cleanup and move files)
|
||||
Remove-Item $Path/Tomlet.dll
|
||||
Remove-Item $Path/mcs.dll
|
||||
Remove-Item $Path/Iced.dll
|
||||
Remove-Item $Path/Il2CppInterop.Common.dll
|
||||
Remove-Item $Path/Il2CppInterop.Runtime.dll
|
||||
Remove-Item $Path/Microsoft.Extensions.Logging.Abstractions.dll
|
||||
Remove-Item $Path/UnityExplorer.BIE.IL2CPP.CoreCLR.deps.json
|
||||
New-Item -Path "$Path" -Name "plugins" -ItemType "directory" -Force
|
||||
New-Item -Path "$Path" -Name "plugins/sinai-dev-UnityExplorer" -ItemType "directory" -Force
|
||||
Move-Item -Path $Path/UnityExplorer.BIE.IL2CPP.CoreCLR.dll -Destination $Path/plugins/sinai-dev-UnityExplorer -Force
|
||||
Move-Item -Path $Path/UniverseLib.IL2CPP.Interop.dll -Destination $Path/plugins/sinai-dev-UnityExplorer -Force
|
||||
# (create zip archive)
|
||||
Remove-Item $Path/../UnityExplorer.BepInEx.IL2CPP.CoreCLR.zip -ErrorAction SilentlyContinue
|
||||
7z a $Path/../UnityExplorer.BepInEx.IL2CPP.CoreCLR.zip .\$Path\*
|
||||
|
||||
# ----------- BepInEx 5 Mono -----------
|
||||
dotnet build src/UnityExplorer.sln -c Release_BIE5_Mono
|
||||
$Path = "Release/UnityExplorer.BepInEx5.Mono"
|
||||
# ILRepack
|
||||
lib/ILRepack.exe /target:library /lib:lib/net35 /lib:$Path /internalize /out:$Path/UnityExplorer.BIE5.Mono.dll $Path/UnityExplorer.BIE5.Mono.dll $Path/mcs.dll $Path/Tomlet.dll
|
||||
# (cleanup and move files)
|
||||
Remove-Item $Path/Tomlet.dll
|
||||
Remove-Item $Path/mcs.dll
|
||||
New-Item -Path "$Path" -Name "plugins" -ItemType "directory" -Force
|
||||
New-Item -Path "$Path" -Name "plugins/sinai-dev-UnityExplorer" -ItemType "directory" -Force
|
||||
Move-Item -Path $Path/UnityExplorer.BIE5.Mono.dll -Destination $Path/plugins/sinai-dev-UnityExplorer -Force
|
||||
Move-Item -Path $Path/UniverseLib.Mono.dll -Destination $Path/plugins/sinai-dev-UnityExplorer -Force
|
||||
# (create zip archive)
|
||||
Remove-Item $Path/../UnityExplorer.BepInEx5.Mono.zip -ErrorAction SilentlyContinue
|
||||
7z a $Path/../UnityExplorer.BepInEx5.Mono.zip .\$Path\*
|
||||
|
||||
# ----------- BepInEx 6 Mono -----------
|
||||
dotnet build src/UnityExplorer.sln -c Release_BIE6_Mono
|
||||
$Path = "Release/UnityExplorer.BepInEx6.Mono"
|
||||
# ILRepack
|
||||
lib/ILRepack.exe /target:library /lib:lib/net35 /lib:$Path /internalize /out:$Path/UnityExplorer.BIE6.Mono.dll $Path/UnityExplorer.BIE6.Mono.dll $Path/mcs.dll $Path/Tomlet.dll
|
||||
# (cleanup and move files)
|
||||
Remove-Item $Path/Tomlet.dll
|
||||
Remove-Item $Path/mcs.dll
|
||||
New-Item -Path "$Path" -Name "plugins" -ItemType "directory" -Force
|
||||
New-Item -Path "$Path" -Name "plugins/sinai-dev-UnityExplorer" -ItemType "directory" -Force
|
||||
Move-Item -Path $Path/UnityExplorer.BIE6.Mono.dll -Destination $Path/plugins/sinai-dev-UnityExplorer -Force
|
||||
Move-Item -Path $Path/UniverseLib.Mono.dll -Destination $Path/plugins/sinai-dev-UnityExplorer -Force
|
||||
# (create zip archive)
|
||||
Remove-Item $Path/../UnityExplorer.BepInEx6.Mono.zip -ErrorAction SilentlyContinue
|
||||
7z a $Path/../UnityExplorer.BepInEx6.Mono.zip .\$Path\*
|
||||
|
||||
# ----------- Standalone Mono -----------
|
||||
dotnet build src/UnityExplorer.sln -c Release_STANDALONE_Mono
|
||||
$Path = "Release/UnityExplorer.Standalone.Mono"
|
||||
# ILRepack
|
||||
lib/ILRepack.exe /target:library /lib:lib/net35 /lib:$Path /internalize /out:$Path/UnityExplorer.Standalone.Mono.dll $Path/UnityExplorer.Standalone.Mono.dll $Path/mcs.dll $Path/Tomlet.dll
|
||||
# (cleanup and move files)
|
||||
Remove-Item $Path/Tomlet.dll
|
||||
Remove-Item $Path/mcs.dll
|
||||
Remove-Item $Path/../UnityExplorer.Standalone.Mono.zip -ErrorAction SilentlyContinue
|
||||
7z a $Path/../UnityExplorer.Standalone.Mono.zip .\$Path\*
|
||||
|
||||
# ----------- Standalone IL2CPP -----------
|
||||
dotnet build src/UnityExplorer.sln -c Release_STANDALONE_Cpp
|
||||
$Path = "Release/UnityExplorer.Standalone.IL2CPP"
|
||||
# ILRepack
|
||||
lib/ILRepack.exe /target:library /lib:lib/net472 /lib:lib/unhollowed /lib:$Path /internalize /out:$Path/UnityExplorer.Standalone.IL2CPP.dll $Path/UnityExplorer.Standalone.IL2CPP.dll $Path/mcs.dll $Path/Tomlet.dll
|
||||
# (cleanup and move files)
|
||||
Remove-Item $Path/Tomlet.dll
|
||||
Remove-Item $Path/mcs.dll
|
||||
Remove-Item $Path/Iced.dll
|
||||
Remove-Item $Path/UnhollowerBaseLib.dll
|
||||
Remove-Item $Path/../UnityExplorer.Standalone.IL2CPP.zip -ErrorAction SilentlyContinue
|
||||
7z a $Path/../UnityExplorer.Standalone.IL2CPP.zip .\$Path\*
|
||||
|
||||
# ----------- Editor (mono) -----------
|
||||
$Path1 = "Release/UnityExplorer.Standalone.Mono"
|
||||
$Path2 = "UnityEditorPackage/Runtime"
|
||||
Copy-Item $Path1/UnityExplorer.STANDALONE.Mono.dll -Destination $Path2
|
||||
Copy-Item $Path1/UniverseLib.Mono.dll -Destination $Path2
|
||||
Remove-Item Release/UnityExplorer.Editor.zip -ErrorAction SilentlyContinue
|
||||
7z a Release/UnityExplorer.Editor.zip .\UnityEditorPackage\*
|
BIN
img/icon.png
Normal file
BIN
img/icon.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 30 KiB |
BIN
img/preview.png
Normal file
BIN
img/preview.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 495 KiB |
BIN
lib/ILRepack.exe
Normal file
BIN
lib/ILRepack.exe
Normal file
Binary file not shown.
BIN
lib/interop/Il2CppSystem.Core.dll
Normal file
BIN
lib/interop/Il2CppSystem.Core.dll
Normal file
Binary file not shown.
BIN
lib/interop/Il2Cppmscorlib.dll
Normal file
BIN
lib/interop/Il2Cppmscorlib.dll
Normal file
Binary file not shown.
BIN
lib/interop/UnityEngine.AssetBundleModule.dll
Normal file
BIN
lib/interop/UnityEngine.AssetBundleModule.dll
Normal file
Binary file not shown.
BIN
lib/interop/UnityEngine.AudioModule.dll
Normal file
BIN
lib/interop/UnityEngine.AudioModule.dll
Normal file
Binary file not shown.
BIN
lib/interop/UnityEngine.CoreModule.dll
Normal file
BIN
lib/interop/UnityEngine.CoreModule.dll
Normal file
Binary file not shown.
BIN
lib/interop/UnityEngine.IMGUIModule.dll
Normal file
BIN
lib/interop/UnityEngine.IMGUIModule.dll
Normal file
Binary file not shown.
BIN
lib/interop/UnityEngine.PhysicsModule.dll
Normal file
BIN
lib/interop/UnityEngine.PhysicsModule.dll
Normal file
Binary file not shown.
BIN
lib/interop/UnityEngine.TextRenderingModule.dll
Normal file
BIN
lib/interop/UnityEngine.TextRenderingModule.dll
Normal file
Binary file not shown.
BIN
lib/interop/UnityEngine.UI.dll
Normal file
BIN
lib/interop/UnityEngine.UI.dll
Normal file
Binary file not shown.
BIN
lib/interop/UnityEngine.UIModule.dll
Normal file
BIN
lib/interop/UnityEngine.UIModule.dll
Normal file
Binary file not shown.
BIN
lib/interop/UnityEngine.dll
Normal file
BIN
lib/interop/UnityEngine.dll
Normal file
Binary file not shown.
BIN
lib/mcs.dll
BIN
lib/mcs.dll
Binary file not shown.
BIN
lib/net35/BepInEx.Core.dll
Normal file
BIN
lib/net35/BepInEx.Core.dll
Normal file
Binary file not shown.
BIN
lib/net35/BepInEx.Unity.dll
Normal file
BIN
lib/net35/BepInEx.Unity.dll
Normal file
Binary file not shown.
BIN
lib/net35/BepInEx.dll
Normal file
BIN
lib/net35/BepInEx.dll
Normal file
Binary file not shown.
BIN
lib/net35/MelonLoader.dll
Normal file
BIN
lib/net35/MelonLoader.dll
Normal file
Binary file not shown.
BIN
lib/net35/UnityEngine.UI.dll
Normal file
BIN
lib/net35/UnityEngine.UI.dll
Normal file
Binary file not shown.
BIN
lib/net35/UnityEngine.dll
Normal file
BIN
lib/net35/UnityEngine.dll
Normal file
Binary file not shown.
BIN
lib/net35/mcs.dll
Normal file
BIN
lib/net35/mcs.dll
Normal file
Binary file not shown.
BIN
lib/net472/BepInEx.Core.dll
Normal file
BIN
lib/net472/BepInEx.Core.dll
Normal file
Binary file not shown.
BIN
lib/net472/BepInEx.IL2CPP.dll
Normal file
BIN
lib/net472/BepInEx.IL2CPP.dll
Normal file
Binary file not shown.
BIN
lib/net6/MelonLoader.dll
Normal file
BIN
lib/net6/MelonLoader.dll
Normal file
Binary file not shown.
BIN
lib/net6/System.Runtime.dll
Normal file
BIN
lib/net6/System.Runtime.dll
Normal file
Binary file not shown.
BIN
lib/net6/mcs.dll
Normal file
BIN
lib/net6/mcs.dll
Normal file
Binary file not shown.
BIN
lib/unhollowed/Il2CppSystem.Core.dll
Normal file
BIN
lib/unhollowed/Il2CppSystem.Core.dll
Normal file
Binary file not shown.
BIN
lib/unhollowed/Il2Cppmscorlib.dll
Normal file
BIN
lib/unhollowed/Il2Cppmscorlib.dll
Normal file
Binary file not shown.
BIN
lib/unhollowed/UnityEngine.AssetBundleModule.dll
Normal file
BIN
lib/unhollowed/UnityEngine.AssetBundleModule.dll
Normal file
Binary file not shown.
BIN
lib/unhollowed/UnityEngine.AudioModule.dll
Normal file
BIN
lib/unhollowed/UnityEngine.AudioModule.dll
Normal file
Binary file not shown.
BIN
lib/unhollowed/UnityEngine.CoreModule.dll
Normal file
BIN
lib/unhollowed/UnityEngine.CoreModule.dll
Normal file
Binary file not shown.
BIN
lib/unhollowed/UnityEngine.IMGUIModule.dll
Normal file
BIN
lib/unhollowed/UnityEngine.IMGUIModule.dll
Normal file
Binary file not shown.
BIN
lib/unhollowed/UnityEngine.PhysicsModule.dll
Normal file
BIN
lib/unhollowed/UnityEngine.PhysicsModule.dll
Normal file
Binary file not shown.
BIN
lib/unhollowed/UnityEngine.TextRenderingModule.dll
Normal file
BIN
lib/unhollowed/UnityEngine.TextRenderingModule.dll
Normal file
Binary file not shown.
BIN
lib/unhollowed/UnityEngine.UI.dll
Normal file
BIN
lib/unhollowed/UnityEngine.UI.dll
Normal file
Binary file not shown.
BIN
lib/unhollowed/UnityEngine.UIModule.dll
Normal file
BIN
lib/unhollowed/UnityEngine.UIModule.dll
Normal file
Binary file not shown.
BIN
lib/unhollowed/UnityEngine.dll
Normal file
BIN
lib/unhollowed/UnityEngine.dll
Normal file
Binary file not shown.
147
src/CSConsole/CSAutoCompleter.cs
Normal file
147
src/CSConsole/CSAutoCompleter.cs
Normal file
@ -0,0 +1,147 @@
|
||||
using System.Text;
|
||||
using UnityExplorer.CSConsole.Lexers;
|
||||
using UnityExplorer.UI.Panels;
|
||||
using UnityExplorer.UI.Widgets.AutoComplete;
|
||||
using UniverseLib.UI.Models;
|
||||
|
||||
namespace UnityExplorer.CSConsole
|
||||
{
|
||||
public class CSAutoCompleter : ISuggestionProvider
|
||||
{
|
||||
public InputFieldRef InputField => ConsoleController.Input;
|
||||
|
||||
public bool AnchorToCaretPosition => true;
|
||||
|
||||
bool ISuggestionProvider.AllowNavigation => true;
|
||||
|
||||
public void OnSuggestionClicked(Suggestion suggestion)
|
||||
{
|
||||
ConsoleController.InsertSuggestionAtCaret(suggestion.UnderlyingValue);
|
||||
AutoCompleteModal.Instance.ReleaseOwnership(this);
|
||||
}
|
||||
|
||||
private readonly HashSet<char> delimiters = new()
|
||||
{
|
||||
'{',
|
||||
'}',
|
||||
',',
|
||||
';',
|
||||
'<',
|
||||
'>',
|
||||
'(',
|
||||
')',
|
||||
'[',
|
||||
']',
|
||||
'=',
|
||||
'|',
|
||||
'&',
|
||||
'?'
|
||||
};
|
||||
|
||||
private readonly List<Suggestion> suggestions = new();
|
||||
|
||||
public void CheckAutocompletes()
|
||||
{
|
||||
if (string.IsNullOrEmpty(InputField.Text))
|
||||
{
|
||||
AutoCompleteModal.Instance.ReleaseOwnership(this);
|
||||
return;
|
||||
}
|
||||
|
||||
suggestions.Clear();
|
||||
|
||||
int caret = Math.Max(0, Math.Min(InputField.Text.Length - 1, InputField.Component.caretPosition - 1));
|
||||
int startIdx = caret;
|
||||
|
||||
// If the character at the caret index is whitespace or delimiter,
|
||||
// or if the next character (if it exists) is not whitespace,
|
||||
// then we don't want to provide suggestions.
|
||||
if (char.IsWhiteSpace(InputField.Text[caret])
|
||||
|| delimiters.Contains(InputField.Text[caret])
|
||||
|| (InputField.Text.Length > caret + 1 && !char.IsWhiteSpace(InputField.Text[caret + 1])))
|
||||
{
|
||||
AutoCompleteModal.Instance.ReleaseOwnership(this);
|
||||
return;
|
||||
}
|
||||
|
||||
// get the current composition string (from caret back to last delimiter)
|
||||
while (startIdx > 0)
|
||||
{
|
||||
startIdx--;
|
||||
char c = InputField.Text[startIdx];
|
||||
if (delimiters.Contains(c) || char.IsWhiteSpace(c))
|
||||
{
|
||||
startIdx++;
|
||||
break;
|
||||
}
|
||||
}
|
||||
string input = InputField.Text.Substring(startIdx, caret - startIdx + 1);
|
||||
|
||||
// Get MCS completions
|
||||
|
||||
string[] evaluatorCompletions = ConsoleController.Evaluator.GetCompletions(input, out string prefix);
|
||||
|
||||
if (evaluatorCompletions != null && evaluatorCompletions.Any())
|
||||
{
|
||||
suggestions.AddRange(from completion in evaluatorCompletions
|
||||
select new Suggestion(GetHighlightString(prefix, completion), completion));
|
||||
}
|
||||
|
||||
// Get manual namespace completions
|
||||
|
||||
foreach (string ns in ReflectionUtility.AllNamespaces)
|
||||
{
|
||||
if (ns.StartsWith(input))
|
||||
{
|
||||
if (!namespaceHighlights.ContainsKey(ns))
|
||||
namespaceHighlights.Add(ns, $"<color=#CCCCCC>{ns}</color>");
|
||||
|
||||
string completion = ns.Substring(input.Length, ns.Length - input.Length);
|
||||
suggestions.Add(new Suggestion(namespaceHighlights[ns], completion));
|
||||
}
|
||||
}
|
||||
|
||||
// Get manual keyword completions
|
||||
|
||||
foreach (string kw in KeywordLexer.keywords)
|
||||
{
|
||||
if (kw.StartsWith(input))// && kw.Length > input.Length)
|
||||
{
|
||||
if (!keywordHighlights.ContainsKey(kw))
|
||||
keywordHighlights.Add(kw, $"<color=#{SignatureHighlighter.keywordBlueHex}>{kw}</color>");
|
||||
|
||||
string completion = kw.Substring(input.Length, kw.Length - input.Length);
|
||||
suggestions.Add(new Suggestion(keywordHighlights[kw], completion));
|
||||
}
|
||||
}
|
||||
|
||||
if (suggestions.Any())
|
||||
{
|
||||
AutoCompleteModal.TakeOwnership(this);
|
||||
AutoCompleteModal.Instance.SetSuggestions(suggestions);
|
||||
}
|
||||
else
|
||||
{
|
||||
AutoCompleteModal.Instance.ReleaseOwnership(this);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private readonly Dictionary<string, string> namespaceHighlights = new();
|
||||
|
||||
private readonly Dictionary<string, string> keywordHighlights = new();
|
||||
|
||||
private readonly StringBuilder highlightBuilder = new();
|
||||
private const string OPEN_HIGHLIGHT = "<color=cyan>";
|
||||
|
||||
private string GetHighlightString(string prefix, string completion)
|
||||
{
|
||||
highlightBuilder.Clear();
|
||||
highlightBuilder.Append(OPEN_HIGHLIGHT);
|
||||
highlightBuilder.Append(prefix);
|
||||
highlightBuilder.Append(SignatureHighlighter.CLOSE_COLOR);
|
||||
highlightBuilder.Append(completion);
|
||||
return highlightBuilder.ToString();
|
||||
}
|
||||
}
|
||||
}
|
747
src/CSConsole/ConsoleController.cs
Normal file
747
src/CSConsole/ConsoleController.cs
Normal file
@ -0,0 +1,747 @@
|
||||
using Mono.CSharp;
|
||||
using System.Collections;
|
||||
using System.Text;
|
||||
using UnityExplorer.UI;
|
||||
using UnityExplorer.UI.Panels;
|
||||
using UniverseLib.Input;
|
||||
using UniverseLib.UI.Models;
|
||||
|
||||
namespace UnityExplorer.CSConsole
|
||||
{
|
||||
public static class ConsoleController
|
||||
{
|
||||
public static ScriptEvaluator Evaluator { get; private set; }
|
||||
public static LexerBuilder Lexer { get; private set; }
|
||||
public static CSAutoCompleter Completer { get; private set; }
|
||||
|
||||
public static bool SRENotSupported { get; private set; }
|
||||
public static int LastCaretPosition { get; private set; }
|
||||
public static float DefaultInputFieldAlpha { get; set; }
|
||||
|
||||
public static bool EnableCtrlRShortcut { get; private set; } = true;
|
||||
public static bool EnableAutoIndent { get; private set; } = true;
|
||||
public static bool EnableSuggestions { get; private set; } = true;
|
||||
|
||||
public static CSConsolePanel Panel => UIManager.GetPanel<CSConsolePanel>(UIManager.Panels.CSConsole);
|
||||
public static InputFieldRef Input => Panel.Input;
|
||||
|
||||
public static string ScriptsFolder => Path.Combine(ExplorerCore.ExplorerFolder, "Scripts");
|
||||
|
||||
static HashSet<string> usingDirectives;
|
||||
static StringBuilder evaluatorOutput;
|
||||
static StringWriter evaluatorStringWriter;
|
||||
static float timeOfLastCtrlR;
|
||||
|
||||
static bool settingCaretCoroutine;
|
||||
static string previousInput;
|
||||
static int previousContentLength = 0;
|
||||
|
||||
static readonly string[] DefaultUsing = new string[]
|
||||
{
|
||||
"System",
|
||||
"System.Linq",
|
||||
"System.Text",
|
||||
"System.Collections",
|
||||
"System.Collections.Generic",
|
||||
"System.Reflection",
|
||||
"UnityEngine",
|
||||
"UniverseLib",
|
||||
#if CPP
|
||||
"UnhollowerBaseLib",
|
||||
"UnhollowerRuntimeLib",
|
||||
#endif
|
||||
};
|
||||
|
||||
const int CSCONSOLE_LINEHEIGHT = 18;
|
||||
|
||||
public static void Init()
|
||||
{
|
||||
try
|
||||
{
|
||||
ResetConsole(false);
|
||||
// ensure the compiler is supported (if this fails then SRE is probably stripped)
|
||||
Evaluator.Compile("0 == 0");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
DisableConsole(ex);
|
||||
return;
|
||||
}
|
||||
|
||||
// Setup console
|
||||
Lexer = new LexerBuilder();
|
||||
Completer = new CSAutoCompleter();
|
||||
|
||||
SetupHelpInteraction();
|
||||
|
||||
Panel.OnInputChanged += OnInputChanged;
|
||||
Panel.InputScroller.OnScroll += OnInputScrolled;
|
||||
Panel.OnCompileClicked += Evaluate;
|
||||
Panel.OnResetClicked += ResetConsole;
|
||||
Panel.OnHelpDropdownChanged += HelpSelected;
|
||||
Panel.OnAutoIndentToggled += OnToggleAutoIndent;
|
||||
Panel.OnCtrlRToggled += OnToggleCtrlRShortcut;
|
||||
Panel.OnSuggestionsToggled += OnToggleSuggestions;
|
||||
Panel.OnPanelResized += OnInputScrolled;
|
||||
|
||||
// Run startup script
|
||||
try
|
||||
{
|
||||
if (!Directory.Exists(ScriptsFolder))
|
||||
Directory.CreateDirectory(ScriptsFolder);
|
||||
|
||||
string startupPath = Path.Combine(ScriptsFolder, "startup.cs");
|
||||
if (File.Exists(startupPath))
|
||||
{
|
||||
ExplorerCore.Log($"Executing startup script from '{startupPath}'...");
|
||||
string text = File.ReadAllText(startupPath);
|
||||
Input.Text = text;
|
||||
Evaluate();
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
ExplorerCore.LogWarning($"Exception executing startup script: {ex}");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#region Evaluating
|
||||
|
||||
static void GenerateTextWriter()
|
||||
{
|
||||
evaluatorOutput = new StringBuilder();
|
||||
evaluatorStringWriter = new StringWriter(evaluatorOutput);
|
||||
}
|
||||
|
||||
public static void ResetConsole() => ResetConsole(true);
|
||||
|
||||
public static void ResetConsole(bool logSuccess = true)
|
||||
{
|
||||
if (SRENotSupported)
|
||||
return;
|
||||
|
||||
if (Evaluator != null)
|
||||
Evaluator.Dispose();
|
||||
|
||||
GenerateTextWriter();
|
||||
Evaluator = new ScriptEvaluator(evaluatorStringWriter)
|
||||
{
|
||||
InteractiveBaseClass = typeof(ScriptInteraction)
|
||||
};
|
||||
|
||||
usingDirectives = new HashSet<string>();
|
||||
foreach (string use in DefaultUsing)
|
||||
AddUsing(use);
|
||||
|
||||
if (logSuccess)
|
||||
ExplorerCore.Log($"C# Console reset");//. Using directives:\r\n{Evaluator.GetUsing()}");
|
||||
}
|
||||
|
||||
public static void AddUsing(string assemblyName)
|
||||
{
|
||||
if (!usingDirectives.Contains(assemblyName))
|
||||
{
|
||||
Evaluate($"using {assemblyName};", true);
|
||||
usingDirectives.Add(assemblyName);
|
||||
}
|
||||
}
|
||||
|
||||
public static void Evaluate()
|
||||
{
|
||||
if (SRENotSupported)
|
||||
return;
|
||||
|
||||
Evaluate(Input.Text);
|
||||
}
|
||||
|
||||
public static void Evaluate(string input, bool supressLog = false)
|
||||
{
|
||||
if (SRENotSupported)
|
||||
return;
|
||||
|
||||
if (evaluatorStringWriter == null || evaluatorOutput == null)
|
||||
{
|
||||
GenerateTextWriter();
|
||||
Evaluator._textWriter = evaluatorStringWriter;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
// Compile the code. If it returned a CompiledMethod, it is REPL.
|
||||
CompiledMethod repl = Evaluator.Compile(input);
|
||||
|
||||
if (repl != null)
|
||||
{
|
||||
// Valid REPL, we have a delegate to the evaluation.
|
||||
try
|
||||
{
|
||||
object ret = null;
|
||||
repl.Invoke(ref ret);
|
||||
string result = ret?.ToString();
|
||||
if (!string.IsNullOrEmpty(result))
|
||||
ExplorerCore.Log($"Invoked REPL, result: {ret}");
|
||||
else
|
||||
ExplorerCore.Log($"Invoked REPL (no return value)");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
ExplorerCore.LogWarning($"Exception invoking REPL: {ex}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// The compiled code was not REPL, so it was a using directive or it defined classes.
|
||||
|
||||
string output = Evaluator._textWriter.ToString();
|
||||
string[] outputSplit = output.Split('\n');
|
||||
if (outputSplit.Length >= 2)
|
||||
output = outputSplit[outputSplit.Length - 2];
|
||||
evaluatorOutput.Clear();
|
||||
|
||||
if (ScriptEvaluator._reportPrinter.ErrorsCount > 0)
|
||||
throw new FormatException($"Unable to compile the code. Evaluator's last output was:\r\n{output}");
|
||||
else if (!supressLog)
|
||||
ExplorerCore.Log($"Code compiled without errors.");
|
||||
}
|
||||
}
|
||||
catch (FormatException fex)
|
||||
{
|
||||
if (!supressLog)
|
||||
ExplorerCore.LogWarning(fex.Message);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
if (!supressLog)
|
||||
ExplorerCore.LogWarning(ex);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
#region Update loop and event listeners
|
||||
|
||||
public static void Update()
|
||||
{
|
||||
if (SRENotSupported)
|
||||
return;
|
||||
|
||||
if (!InputManager.GetKey(KeyCode.LeftControl) && !InputManager.GetKey(KeyCode.RightControl))
|
||||
{
|
||||
if (InputManager.GetKeyDown(KeyCode.Home))
|
||||
JumpToStartOrEndOfLine(true);
|
||||
else if (InputManager.GetKeyDown(KeyCode.End))
|
||||
JumpToStartOrEndOfLine(false);
|
||||
}
|
||||
|
||||
UpdateCaret(out bool caretMoved);
|
||||
|
||||
if (!settingCaretCoroutine && EnableSuggestions)
|
||||
{
|
||||
if (AutoCompleteModal.CheckEscape(Completer))
|
||||
{
|
||||
OnAutocompleteEscaped();
|
||||
return;
|
||||
}
|
||||
|
||||
if (caretMoved)
|
||||
AutoCompleteModal.Instance.ReleaseOwnership(Completer);
|
||||
}
|
||||
|
||||
if (EnableCtrlRShortcut
|
||||
&& (InputManager.GetKey(KeyCode.LeftControl) || InputManager.GetKey(KeyCode.RightControl))
|
||||
&& InputManager.GetKeyDown(KeyCode.R)
|
||||
&& timeOfLastCtrlR.OccuredEarlierThanDefault())
|
||||
{
|
||||
timeOfLastCtrlR = Time.realtimeSinceStartup;
|
||||
Evaluate(Panel.Input.Text);
|
||||
}
|
||||
}
|
||||
|
||||
static void OnInputScrolled() => HighlightVisibleInput(out _);
|
||||
|
||||
static void OnInputChanged(string value)
|
||||
{
|
||||
if (SRENotSupported)
|
||||
return;
|
||||
|
||||
// prevent escape wiping input
|
||||
if (InputManager.GetKeyDown(KeyCode.Escape))
|
||||
{
|
||||
Input.Text = previousInput;
|
||||
|
||||
if (EnableSuggestions && AutoCompleteModal.CheckEscape(Completer))
|
||||
OnAutocompleteEscaped();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
previousInput = value;
|
||||
|
||||
if (EnableSuggestions && AutoCompleteModal.CheckEnter(Completer))
|
||||
OnAutocompleteEnter();
|
||||
|
||||
if (!settingCaretCoroutine)
|
||||
{
|
||||
if (EnableAutoIndent)
|
||||
DoAutoIndent();
|
||||
}
|
||||
|
||||
HighlightVisibleInput(out bool inStringOrComment);
|
||||
|
||||
if (!settingCaretCoroutine)
|
||||
{
|
||||
if (EnableSuggestions)
|
||||
{
|
||||
if (inStringOrComment)
|
||||
AutoCompleteModal.Instance.ReleaseOwnership(Completer);
|
||||
else
|
||||
Completer.CheckAutocompletes();
|
||||
}
|
||||
}
|
||||
|
||||
UpdateCaret(out _);
|
||||
}
|
||||
|
||||
static void OnToggleAutoIndent(bool value)
|
||||
{
|
||||
EnableAutoIndent = value;
|
||||
}
|
||||
|
||||
static void OnToggleCtrlRShortcut(bool value)
|
||||
{
|
||||
EnableCtrlRShortcut = value;
|
||||
}
|
||||
|
||||
static void OnToggleSuggestions(bool value)
|
||||
{
|
||||
EnableSuggestions = value;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
#region Caret position
|
||||
|
||||
static void UpdateCaret(out bool caretMoved)
|
||||
{
|
||||
int prevCaret = LastCaretPosition;
|
||||
caretMoved = false;
|
||||
|
||||
// Override up/down arrow movement when autocompleting
|
||||
if (EnableSuggestions && AutoCompleteModal.CheckNavigation(Completer))
|
||||
{
|
||||
Input.Component.caretPosition = LastCaretPosition;
|
||||
return;
|
||||
}
|
||||
|
||||
if (Input.Component.isFocused)
|
||||
{
|
||||
LastCaretPosition = Input.Component.caretPosition;
|
||||
caretMoved = LastCaretPosition != prevCaret;
|
||||
}
|
||||
|
||||
if (Input.Text.Length == 0)
|
||||
return;
|
||||
|
||||
// If caret moved, ensure caret is visible in the viewport
|
||||
if (caretMoved)
|
||||
{
|
||||
UICharInfo charInfo = Input.TextGenerator.characters[LastCaretPosition];
|
||||
float charTop = charInfo.cursorPos.y;
|
||||
float charBot = charTop - CSCONSOLE_LINEHEIGHT;
|
||||
|
||||
float viewportMin = Input.Transform.rect.height - Input.Transform.anchoredPosition.y - (Input.Transform.rect.height * 0.5f);
|
||||
float viewportMax = viewportMin - Panel.InputScroller.ViewportRect.rect.height;
|
||||
|
||||
float diff = 0f;
|
||||
if (charTop > viewportMin)
|
||||
diff = charTop - viewportMin;
|
||||
else if (charBot < viewportMax)
|
||||
diff = charBot - viewportMax;
|
||||
|
||||
if (Math.Abs(diff) > 1)
|
||||
{
|
||||
RectTransform rect = Input.Transform;
|
||||
rect.anchoredPosition = new Vector2(rect.anchoredPosition.x, rect.anchoredPosition.y - diff);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void SetCaretPosition(int caretPosition)
|
||||
{
|
||||
Input.Component.caretPosition = caretPosition;
|
||||
|
||||
// Fix to make sure we always really set the caret position.
|
||||
// Yields a frame and fixes text-selection issues.
|
||||
settingCaretCoroutine = true;
|
||||
Input.Component.readOnly = true;
|
||||
RuntimeHelper.StartCoroutine(DoSetCaretCoroutine(caretPosition));
|
||||
}
|
||||
|
||||
static IEnumerator DoSetCaretCoroutine(int caretPosition)
|
||||
{
|
||||
Color color = Input.Component.selectionColor;
|
||||
color.a = 0f;
|
||||
Input.Component.selectionColor = color;
|
||||
|
||||
EventSystemHelper.SetSelectionGuard(false);
|
||||
Input.Component.Select();
|
||||
|
||||
yield return null; // ~~~~~~~ YIELD FRAME ~~~~~~~~~
|
||||
|
||||
Input.Component.caretPosition = caretPosition;
|
||||
Input.Component.selectionFocusPosition = caretPosition;
|
||||
LastCaretPosition = Input.Component.caretPosition;
|
||||
|
||||
color.a = DefaultInputFieldAlpha;
|
||||
Input.Component.selectionColor = color;
|
||||
|
||||
Input.Component.readOnly = false;
|
||||
settingCaretCoroutine = false;
|
||||
}
|
||||
|
||||
// For Home and End keys
|
||||
static void JumpToStartOrEndOfLine(bool toStart)
|
||||
{
|
||||
// Determine the current and next line
|
||||
UILineInfo thisline = default;
|
||||
UILineInfo? nextLine = null;
|
||||
for (int i = 0; i < Input.Component.cachedInputTextGenerator.lineCount; i++)
|
||||
{
|
||||
UILineInfo line = Input.Component.cachedInputTextGenerator.lines[i];
|
||||
|
||||
if (line.startCharIdx > LastCaretPosition)
|
||||
{
|
||||
nextLine = line;
|
||||
break;
|
||||
}
|
||||
thisline = line;
|
||||
}
|
||||
|
||||
if (toStart)
|
||||
{
|
||||
// Determine where the indented text begins
|
||||
int endOfLine = nextLine == null ? Input.Text.Length : nextLine.Value.startCharIdx;
|
||||
int indentedStart = thisline.startCharIdx;
|
||||
while (indentedStart < endOfLine - 1 && char.IsWhiteSpace(Input.Text[indentedStart]))
|
||||
indentedStart++;
|
||||
|
||||
// Jump to either the true start or the non-whitespace position,
|
||||
// depending on which one we are not at.
|
||||
if (LastCaretPosition == indentedStart)
|
||||
SetCaretPosition(thisline.startCharIdx);
|
||||
else
|
||||
SetCaretPosition(indentedStart);
|
||||
}
|
||||
else
|
||||
{
|
||||
// If there is no next line, jump to the end of this line (+1, to the invisible next character position)
|
||||
if (nextLine == null)
|
||||
SetCaretPosition(Input.Text.Length);
|
||||
else // jump to the next line start index - 1, ie. end of this line
|
||||
SetCaretPosition(nextLine.Value.startCharIdx - 1);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
#region Lexer Highlighting
|
||||
|
||||
private static void HighlightVisibleInput(out bool inStringOrComment)
|
||||
{
|
||||
inStringOrComment = false;
|
||||
if (string.IsNullOrEmpty(Input.Text))
|
||||
{
|
||||
Panel.HighlightText.text = "";
|
||||
Panel.LineNumberText.text = "1";
|
||||
return;
|
||||
}
|
||||
|
||||
// Calculate the visible lines
|
||||
|
||||
int topLine = -1;
|
||||
int bottomLine = -1;
|
||||
|
||||
// the top and bottom position of the viewport in relation to the text height
|
||||
// they need the half-height adjustment to normalize against the 'line.topY' value.
|
||||
float viewportMin = Input.Transform.rect.height - Input.Transform.anchoredPosition.y - (Input.Transform.rect.height * 0.5f);
|
||||
float viewportMax = viewportMin - Panel.InputScroller.ViewportRect.rect.height;
|
||||
|
||||
for (int i = 0; i < Input.TextGenerator.lineCount; i++)
|
||||
{
|
||||
UILineInfo line = Input.TextGenerator.lines[i];
|
||||
// if not set the top line yet, and top of line is below the viewport top
|
||||
if (topLine == -1 && line.topY <= viewportMin)
|
||||
topLine = i;
|
||||
// if bottom of line is below the viewport bottom
|
||||
if ((line.topY - line.height) >= viewportMax)
|
||||
bottomLine = i;
|
||||
}
|
||||
|
||||
topLine = Math.Max(0, topLine - 1);
|
||||
bottomLine = Math.Min(Input.TextGenerator.lineCount - 1, bottomLine + 1);
|
||||
|
||||
int startIdx = Input.TextGenerator.lines[topLine].startCharIdx;
|
||||
int endIdx = (bottomLine >= Input.TextGenerator.lineCount - 1)
|
||||
? Input.Text.Length - 1
|
||||
: (Input.TextGenerator.lines[bottomLine + 1].startCharIdx - 1);
|
||||
|
||||
|
||||
// Highlight the visible text with the LexerBuilder
|
||||
|
||||
Panel.HighlightText.text = Lexer.BuildHighlightedString(Input.Text, startIdx, endIdx, topLine, LastCaretPosition, out inStringOrComment);
|
||||
|
||||
// Set the line numbers
|
||||
|
||||
// determine true starting line number (not the same as the cached TextGenerator line numbers)
|
||||
int realStartLine = 0;
|
||||
for (int i = 0; i < startIdx; i++)
|
||||
{
|
||||
if (LexerBuilder.IsNewLine(Input.Text[i]))
|
||||
realStartLine++;
|
||||
}
|
||||
realStartLine++;
|
||||
char lastPrev = '\n';
|
||||
|
||||
StringBuilder sb = new();
|
||||
|
||||
// append leading new lines for spacing (no point rendering line numbers we cant see)
|
||||
for (int i = 0; i < topLine; i++)
|
||||
sb.Append('\n');
|
||||
|
||||
// append the displayed line numbers
|
||||
for (int i = topLine; i <= bottomLine; i++)
|
||||
{
|
||||
if (i > 0)
|
||||
lastPrev = Input.Text[Input.TextGenerator.lines[i].startCharIdx - 1];
|
||||
|
||||
// previous line ended with a newline character, this is an actual new line.
|
||||
if (LexerBuilder.IsNewLine(lastPrev))
|
||||
{
|
||||
sb.Append(realStartLine.ToString());
|
||||
realStartLine++;
|
||||
}
|
||||
|
||||
sb.Append('\n');
|
||||
}
|
||||
|
||||
Panel.LineNumberText.text = sb.ToString();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
#region Autocompletes
|
||||
|
||||
public static void InsertSuggestionAtCaret(string suggestion)
|
||||
{
|
||||
settingCaretCoroutine = true;
|
||||
Input.Text = Input.Text.Insert(LastCaretPosition, suggestion);
|
||||
|
||||
SetCaretPosition(LastCaretPosition + suggestion.Length);
|
||||
LastCaretPosition = Input.Component.caretPosition;
|
||||
}
|
||||
|
||||
private static void OnAutocompleteEnter()
|
||||
{
|
||||
// Remove the new line
|
||||
int lastIdx = Input.Component.caretPosition - 1;
|
||||
Input.Text = Input.Text.Remove(lastIdx, 1);
|
||||
|
||||
// Use the selected suggestion
|
||||
Input.Component.caretPosition = LastCaretPosition;
|
||||
Completer.OnSuggestionClicked(AutoCompleteModal.SelectedSuggestion);
|
||||
}
|
||||
|
||||
private static void OnAutocompleteEscaped()
|
||||
{
|
||||
AutoCompleteModal.Instance.ReleaseOwnership(Completer);
|
||||
SetCaretPosition(LastCaretPosition);
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
#region Auto indenting
|
||||
|
||||
private static void DoAutoIndent()
|
||||
{
|
||||
if (Input.Text.Length > previousContentLength)
|
||||
{
|
||||
int inc = Input.Text.Length - previousContentLength;
|
||||
|
||||
if (inc == 1)
|
||||
{
|
||||
int caret = Input.Component.caretPosition;
|
||||
Input.Text = Lexer.IndentCharacter(Input.Text, ref caret);
|
||||
Input.Component.caretPosition = caret;
|
||||
LastCaretPosition = caret;
|
||||
}
|
||||
else
|
||||
{
|
||||
// todo indenting for copy+pasted content
|
||||
|
||||
//ExplorerCore.Log("Content increased by " + inc);
|
||||
//var comp = Input.Text.Substring(PreviousCaretPosition, inc);
|
||||
//ExplorerCore.Log("composition string: " + comp);
|
||||
}
|
||||
}
|
||||
|
||||
previousContentLength = Input.Text.Length;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
#region "Help" interaction
|
||||
|
||||
private static void DisableConsole(Exception ex)
|
||||
{
|
||||
SRENotSupported = true;
|
||||
Input.Component.readOnly = true;
|
||||
Input.Component.textComponent.color = "5d8556".ToColor();
|
||||
|
||||
if (ex is NotSupportedException)
|
||||
{
|
||||
Input.Text = $@"The C# Console has been disabled because System.Reflection.Emit threw a NotSupportedException.
|
||||
|
||||
Easy, dirty fix: (will likely break on game updates)
|
||||
* Download the corlibs for the game's Unity version from here: https://unity.bepinex.dev/corlibs/
|
||||
* Unzip and copy mscorlib.dll (and System.Reflection.Emit DLLs, if present) from the folder
|
||||
* Paste and overwrite the files into <Game>_Data/Managed/
|
||||
|
||||
With UnityDoorstop: (BepInEx only, or if you use UnityDoorstop + Standalone release):
|
||||
* Download the corlibs for the game's Unity version from here: https://unity.bepinex.dev/corlibs/
|
||||
* Unzip and copy mscorlib.dll (and System.Reflection.Emit DLLs, if present) from the folder
|
||||
* Find the folder which contains doorstop_config.ini (the game folder, or your r2modman/ThunderstoreModManager profile folder)
|
||||
* Make a subfolder called 'corlibs' inside this folder.
|
||||
* Paste the DLLs inside the corlibs folder.
|
||||
* In doorstop_config.ini, set 'dllSearchPathOverride=corlibs'.
|
||||
|
||||
Doorstop example:
|
||||
- <Game>\
|
||||
- <Game>_Data\...
|
||||
- BepInEx\...
|
||||
- corlibs\
|
||||
- mscorlib.dll
|
||||
- doorstop_config.ini (with dllSearchPathOverride=corlibs)
|
||||
- <Game>.exe
|
||||
- winhttp.dll";
|
||||
}
|
||||
else
|
||||
{
|
||||
Input.Text = $"The C# Console has been disabled. {ex}";
|
||||
}
|
||||
}
|
||||
|
||||
private static readonly Dictionary<string, string> helpDict = new();
|
||||
|
||||
public static void SetupHelpInteraction()
|
||||
{
|
||||
Dropdown drop = Panel.HelpDropdown;
|
||||
|
||||
helpDict.Add("Help", "");
|
||||
helpDict.Add("Usings", HELP_USINGS);
|
||||
helpDict.Add("REPL", HELP_REPL);
|
||||
helpDict.Add("Classes", HELP_CLASSES);
|
||||
helpDict.Add("Coroutines", HELP_COROUTINES);
|
||||
|
||||
foreach (KeyValuePair<string, string> opt in helpDict)
|
||||
drop.options.Add(new Dropdown.OptionData(opt.Key));
|
||||
}
|
||||
|
||||
public static void HelpSelected(int index)
|
||||
{
|
||||
if (index == 0)
|
||||
return;
|
||||
|
||||
KeyValuePair<string, string> helpText = helpDict.ElementAt(index);
|
||||
|
||||
Input.Text = helpText.Value;
|
||||
|
||||
Panel.HelpDropdown.value = 0;
|
||||
}
|
||||
|
||||
|
||||
internal const string STARTUP_TEXT = @"<color=#5d8556>// Welcome to the UnityExplorer C# Console!
|
||||
|
||||
// It is recommended to use the Log panel (or a console log window) while using this tool.
|
||||
// Use the Help dropdown to see detailed examples of how to use the console.
|
||||
|
||||
// To execute a script automatically on startup, put the script at 'sinai-dev-UnityExplorer\Scripts\startup.cs'</color>";
|
||||
|
||||
internal const string HELP_USINGS = @"// You can add a using directive to any namespace, but you must compile for it to take effect.
|
||||
// It will remain in effect until you Reset the console.
|
||||
using UnityEngine.UI;
|
||||
|
||||
// To see your current usings, use the ""GetUsing();"" helper.
|
||||
// Note: You cannot add usings and evaluate REPL at the same time.";
|
||||
|
||||
internal const string HELP_REPL = @"/* REPL (Read-Evaluate-Print-Loop) is a way to execute code immediately.
|
||||
* REPL code cannot contain any using directives or classes.
|
||||
* The return value of the last line of your REPL will be printed to the log.
|
||||
* Variables defined in REPL will exist until you Reset the console.
|
||||
*/
|
||||
|
||||
// eg: This code would print 'Hello, World!', and then print 6 as the return value.
|
||||
Log(""Hello, world!"");
|
||||
var x = 5;
|
||||
++x;
|
||||
|
||||
/* The following helpers are available in REPL mode:
|
||||
* CurrentTarget; - System.Object, the target of the active Inspector tab
|
||||
* AllTargets; - System.Object[], the targets of all Inspector tabs
|
||||
* Log(obj); - prints a message to the console log
|
||||
* Inspect(obj); - inspect the object with the Inspector
|
||||
* Inspect(someType); - inspect a Type with static reflection
|
||||
* Start(enumerator); - Coroutine, starts the IEnumerator as a Coroutine, and returns the Coroutine.
|
||||
* Stop(coroutine); - stop the Coroutine ONLY if it was started with Start(ienumerator).
|
||||
* Copy(obj); - copies the object to the UnityExplorer Clipboard
|
||||
* Paste(); - System.Object, the contents of the Clipboard.
|
||||
* GetUsing(); - prints the current using directives to the console log
|
||||
* GetVars(); - prints the names and values of the REPL variables you have defined
|
||||
* GetClasses(); - prints the names and members of the classes you have defined
|
||||
* help; - the default REPL help command, contains additional helpers.
|
||||
*/";
|
||||
|
||||
internal const string HELP_CLASSES = @"// Classes you compile will exist until the application closes.
|
||||
// You can soft-overwrite a class by compiling it again with the same name. The old class will still technically exist in memory.
|
||||
|
||||
// Compiled classes can be accessed from both inside and outside this console.
|
||||
// Note: in IL2CPP, you must declare a Namespace to inject these classes with ClassInjector or it will crash the game.
|
||||
|
||||
public class HelloWorld
|
||||
{
|
||||
public static void Main()
|
||||
{
|
||||
UnityExplorer.ExplorerCore.Log(""Hello, world!"");
|
||||
}
|
||||
}
|
||||
|
||||
// In REPL, you could call the example method above with ""HelloWorld.Main();""
|
||||
// Note: The compiler does not allow you to run REPL code and define classes at the same time.
|
||||
|
||||
// In REPL, use the ""GetClasses();"" helper to see the classes you have defined since the last Reset.";
|
||||
|
||||
internal const string HELP_COROUTINES = @"// To start a Coroutine directly, use ""Start(SomeCoroutine());"" in REPL mode.
|
||||
|
||||
// To declare a coroutine, you will need to compile it separately. For example:
|
||||
public class MyCoro
|
||||
{
|
||||
public static IEnumerator Main()
|
||||
{
|
||||
yield return null;
|
||||
UnityExplorer.ExplorerCore.Log(""Hello, world after one frame!"");
|
||||
}
|
||||
}
|
||||
// To run this Coroutine in REPL, it would look like ""Start(MyCoro.Main());""";
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
351
src/CSConsole/LexerBuilder.cs
Normal file
351
src/CSConsole/LexerBuilder.cs
Normal file
@ -0,0 +1,351 @@
|
||||
using System.Text;
|
||||
using UnityExplorer.CSConsole.Lexers;
|
||||
|
||||
namespace UnityExplorer.CSConsole
|
||||
{
|
||||
public struct MatchInfo
|
||||
{
|
||||
public int startIndex;
|
||||
public int endIndex;
|
||||
public bool isStringOrComment;
|
||||
public bool matchToEndOfLine;
|
||||
public string htmlColorTag;
|
||||
}
|
||||
|
||||
public class LexerBuilder
|
||||
{
|
||||
public const char WHITESPACE = ' ';
|
||||
public readonly HashSet<char> IndentOpenChars = new() { '{', '(' };
|
||||
public readonly HashSet<char> IndentCloseChars = new() { '}', ')' };
|
||||
|
||||
private readonly Lexer[] lexers;
|
||||
private readonly HashSet<char> delimiters = new();
|
||||
|
||||
private readonly StringLexer stringLexer = new();
|
||||
private readonly CommentLexer commentLexer = new();
|
||||
|
||||
public LexerBuilder()
|
||||
{
|
||||
lexers = new Lexer[]
|
||||
{
|
||||
commentLexer,
|
||||
stringLexer,
|
||||
new SymbolLexer(),
|
||||
new NumberLexer(),
|
||||
new KeywordLexer(),
|
||||
};
|
||||
|
||||
foreach (Lexer matcher in lexers)
|
||||
{
|
||||
foreach (char c in matcher.Delimiters)
|
||||
{
|
||||
if (!delimiters.Contains(c))
|
||||
delimiters.Add(c);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>The last committed index for a match or no-match. Starts at -1 for a new parse.</summary>
|
||||
public int CommittedIndex { get; private set; }
|
||||
/// <summary>The index of the character we are currently parsing, at minimum it will be CommittedIndex + 1.</summary>
|
||||
public int CurrentIndex { get; private set; }
|
||||
|
||||
/// <summary>The current character we are parsing, determined by CurrentIndex.</summary>
|
||||
public char Current => !EndOfInput ? currentInput[CurrentIndex] : WHITESPACE;
|
||||
/// <summary>The previous character (CurrentIndex - 1), or whitespace if no previous character.</summary>
|
||||
public char Previous => CurrentIndex >= 1 ? currentInput[CurrentIndex - 1] : WHITESPACE;
|
||||
|
||||
/// <summary>Returns true if CurrentIndex is >= the current input length.</summary>
|
||||
public bool EndOfInput => CurrentIndex > currentEndIdx;
|
||||
/// <summary>Returns true if EndOfInput or current character is a new line.</summary>
|
||||
public bool EndOrNewLine => EndOfInput || IsNewLine(Current);
|
||||
|
||||
public static bool IsNewLine(char c) => c == '\n' || c == '\r';
|
||||
|
||||
private string currentInput;
|
||||
private int currentStartIdx;
|
||||
private int currentEndIdx;
|
||||
|
||||
/// <summary>
|
||||
/// Parse the range of the string with the Lexer and build a RichText-highlighted representation of it.
|
||||
/// </summary>
|
||||
/// <param name="input">The entire input string which you want to parse a section (or all) of</param>
|
||||
/// <param name="startIdx">The first character you want to highlight</param>
|
||||
/// <param name="endIdx">The last character you want to highlight</param>
|
||||
/// <param name="leadingLines">The amount of leading empty lines you want before the first character in the return string.</param>
|
||||
/// <returns>A string which contains the amount of leading lines specified, as well as the rich-text highlighted section.</returns>
|
||||
public string BuildHighlightedString(string input, int startIdx, int endIdx, int leadingLines, int caretIdx, out bool caretInStringOrComment)
|
||||
{
|
||||
caretInStringOrComment = false;
|
||||
|
||||
if (string.IsNullOrEmpty(input) || endIdx <= startIdx)
|
||||
return input;
|
||||
|
||||
currentInput = input;
|
||||
currentStartIdx = startIdx;
|
||||
currentEndIdx = endIdx;
|
||||
|
||||
StringBuilder sb = new();
|
||||
|
||||
for (int i = 0; i < leadingLines; i++)
|
||||
sb.Append('\n');
|
||||
|
||||
int lastUnhighlighted = startIdx;
|
||||
foreach (MatchInfo match in GetMatches())
|
||||
{
|
||||
// append non-highlighted text between last match and this
|
||||
for (int i = lastUnhighlighted; i < match.startIndex; i++)
|
||||
sb.Append(input[i]);
|
||||
|
||||
// append the highlighted match
|
||||
sb.Append(match.htmlColorTag);
|
||||
for (int i = match.startIndex; i <= match.endIndex && i <= currentEndIdx; i++)
|
||||
sb.Append(input[i]);
|
||||
sb.Append(SignatureHighlighter.CLOSE_COLOR);
|
||||
|
||||
// update the last unhighlighted start index
|
||||
lastUnhighlighted = match.endIndex + 1;
|
||||
|
||||
int matchEndIdx = match.endIndex;
|
||||
if (match.matchToEndOfLine)
|
||||
{
|
||||
while (input.Length - 1 >= matchEndIdx)
|
||||
{
|
||||
matchEndIdx++;
|
||||
if (IsNewLine(input[matchEndIdx]))
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// check caretIdx to determine inStringOrComment state
|
||||
if (caretIdx >= match.startIndex && (caretIdx <= (matchEndIdx + 1) || (caretIdx >= input.Length && matchEndIdx >= input.Length - 1)))
|
||||
caretInStringOrComment = match.isStringOrComment;
|
||||
}
|
||||
|
||||
// Append trailing unhighlighted input
|
||||
while (lastUnhighlighted <= endIdx)
|
||||
{
|
||||
sb.Append(input[lastUnhighlighted]);
|
||||
lastUnhighlighted++;
|
||||
}
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
|
||||
// Match builder, iterates through each Lexer and returns all matches found.
|
||||
|
||||
public IEnumerable<MatchInfo> GetMatches()
|
||||
{
|
||||
CommittedIndex = currentStartIdx - 1;
|
||||
Rollback();
|
||||
|
||||
while (!EndOfInput)
|
||||
{
|
||||
SkipWhitespace();
|
||||
bool anyMatch = false;
|
||||
int startIndex = CommittedIndex + 1;
|
||||
|
||||
foreach (Lexer lexer in lexers)
|
||||
{
|
||||
if (lexer.TryMatchCurrent(this))
|
||||
{
|
||||
anyMatch = true;
|
||||
|
||||
yield return new MatchInfo
|
||||
{
|
||||
startIndex = startIndex,
|
||||
endIndex = CommittedIndex,
|
||||
htmlColorTag = lexer.ColorTag,
|
||||
isStringOrComment = lexer is StringLexer || lexer is CommentLexer,
|
||||
};
|
||||
break;
|
||||
}
|
||||
else
|
||||
Rollback();
|
||||
}
|
||||
|
||||
if (!anyMatch)
|
||||
{
|
||||
CurrentIndex = CommittedIndex + 1;
|
||||
Commit();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Methods used by the Lexers for interfacing with the current parse process
|
||||
|
||||
public char PeekNext(int amount = 1)
|
||||
{
|
||||
CurrentIndex += amount;
|
||||
return Current;
|
||||
}
|
||||
|
||||
public void Commit()
|
||||
{
|
||||
CommittedIndex = Math.Min(currentEndIdx, CurrentIndex);
|
||||
}
|
||||
|
||||
public void Rollback()
|
||||
{
|
||||
CurrentIndex = CommittedIndex + 1;
|
||||
}
|
||||
|
||||
public void RollbackBy(int amount)
|
||||
{
|
||||
CurrentIndex = Math.Max(CommittedIndex + 1, CurrentIndex - amount);
|
||||
}
|
||||
|
||||
public bool IsDelimiter(char character, bool orWhitespace = false, bool orLetterOrDigit = false)
|
||||
{
|
||||
return delimiters.Contains(character)
|
||||
|| (orWhitespace && char.IsWhiteSpace(character))
|
||||
|| (orLetterOrDigit && char.IsLetterOrDigit(character));
|
||||
}
|
||||
|
||||
private void SkipWhitespace()
|
||||
{
|
||||
// peek and commit as long as there is whitespace
|
||||
while (!EndOfInput && char.IsWhiteSpace(Current))
|
||||
{
|
||||
Commit();
|
||||
PeekNext();
|
||||
}
|
||||
|
||||
if (!char.IsWhiteSpace(Current))
|
||||
Rollback();
|
||||
}
|
||||
|
||||
#region Auto Indenting
|
||||
|
||||
// Using the Lexer for indenting as it already has what we need to tokenize strings and comments.
|
||||
// At the moment this only handles when a single newline or close-delimiter is composed.
|
||||
// Does not handle copy+paste or any other characters yet.
|
||||
|
||||
public string IndentCharacter(string input, ref int caretIndex)
|
||||
{
|
||||
int lastCharIndex = caretIndex - 1;
|
||||
char c = input[lastCharIndex];
|
||||
|
||||
// we only want to indent for new lines and close indents
|
||||
if (!IsNewLine(c) && !IndentCloseChars.Contains(c))
|
||||
return input;
|
||||
|
||||
// perform a light parse up to the caret to determine indent level
|
||||
currentInput = input;
|
||||
currentStartIdx = 0;
|
||||
currentEndIdx = lastCharIndex;
|
||||
CommittedIndex = -1;
|
||||
Rollback();
|
||||
|
||||
int indent = 0;
|
||||
|
||||
while (!EndOfInput)
|
||||
{
|
||||
if (CurrentIndex >= lastCharIndex)
|
||||
{
|
||||
// reached the caret index
|
||||
if (indent <= 0)
|
||||
break;
|
||||
|
||||
if (IsNewLine(c))
|
||||
input = IndentNewLine(input, indent, ref caretIndex);
|
||||
else // closing indent
|
||||
input = IndentCloseDelimiter(input, indent, lastCharIndex, ref caretIndex);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
// Try match strings and comments (Lexer will commit to the end of the match)
|
||||
if (stringLexer.TryMatchCurrent(this) || commentLexer.TryMatchCurrent(this))
|
||||
{
|
||||
PeekNext();
|
||||
continue;
|
||||
}
|
||||
|
||||
// Still parsing, check indent
|
||||
|
||||
if (IndentOpenChars.Contains(Current))
|
||||
indent++;
|
||||
else if (IndentCloseChars.Contains(Current))
|
||||
indent--;
|
||||
|
||||
Commit();
|
||||
PeekNext();
|
||||
}
|
||||
|
||||
return input;
|
||||
}
|
||||
|
||||
private string IndentNewLine(string input, int indent, ref int caretIndex)
|
||||
{
|
||||
// continue until the end of line or next non-whitespace character.
|
||||
// if there's a close-indent on this line, reduce the indent level.
|
||||
while (CurrentIndex < input.Length - 1)
|
||||
{
|
||||
CurrentIndex++;
|
||||
char next = input[CurrentIndex];
|
||||
if (IsNewLine(next))
|
||||
break;
|
||||
if (char.IsWhiteSpace(next))
|
||||
continue;
|
||||
else if (IndentCloseChars.Contains(next))
|
||||
indent--;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
if (indent > 0)
|
||||
{
|
||||
input = input.Insert(caretIndex, new string('\t', indent));
|
||||
caretIndex += indent;
|
||||
}
|
||||
|
||||
return input;
|
||||
}
|
||||
|
||||
private string IndentCloseDelimiter(string input, int indent, int lastCharIndex, ref int caretIndex)
|
||||
{
|
||||
if (CurrentIndex > lastCharIndex)
|
||||
{
|
||||
return input;
|
||||
}
|
||||
|
||||
// lower the indent level by one as we would not have accounted for this closing symbol
|
||||
indent--;
|
||||
|
||||
// go back from the caret to the start of the line, calculate how much indent we need to adjust.
|
||||
while (CurrentIndex > 0)
|
||||
{
|
||||
CurrentIndex--;
|
||||
char prev = input[CurrentIndex];
|
||||
if (IsNewLine(prev))
|
||||
break;
|
||||
if (!char.IsWhiteSpace(prev))
|
||||
{
|
||||
// the line containing the closing bracket has non-whitespace characters before it. do not indent.
|
||||
indent = 0;
|
||||
break;
|
||||
}
|
||||
else if (prev == '\t')
|
||||
indent--;
|
||||
}
|
||||
|
||||
if (indent > 0)
|
||||
{
|
||||
input = input.Insert(caretIndex, new string('\t', indent));
|
||||
caretIndex += indent;
|
||||
}
|
||||
else if (indent < 0)
|
||||
{
|
||||
// line is overly indented
|
||||
input = input.Remove(lastCharIndex - 1, -indent);
|
||||
caretIndex += indent;
|
||||
}
|
||||
|
||||
return input;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
49
src/CSConsole/Lexers/CommentLexer.cs
Normal file
49
src/CSConsole/Lexers/CommentLexer.cs
Normal file
@ -0,0 +1,49 @@
|
||||
namespace UnityExplorer.CSConsole.Lexers
|
||||
{
|
||||
public class CommentLexer : Lexer
|
||||
{
|
||||
private enum CommentType
|
||||
{
|
||||
Line,
|
||||
Block
|
||||
}
|
||||
|
||||
// forest green
|
||||
protected override Color HighlightColor => new(0.34f, 0.65f, 0.29f, 1.0f);
|
||||
|
||||
public override bool TryMatchCurrent(LexerBuilder lexer)
|
||||
{
|
||||
if (lexer.Current == '/')
|
||||
{
|
||||
lexer.PeekNext();
|
||||
if (lexer.Current == '/')
|
||||
{
|
||||
// line comment. read to end of line or file.
|
||||
do
|
||||
{
|
||||
lexer.Commit();
|
||||
lexer.PeekNext();
|
||||
}
|
||||
while (!lexer.EndOrNewLine);
|
||||
|
||||
return true;
|
||||
}
|
||||
else if (lexer.Current == '*')
|
||||
{
|
||||
// block comment, read until end of file or closing '*/'
|
||||
lexer.PeekNext();
|
||||
do
|
||||
{
|
||||
lexer.PeekNext();
|
||||
lexer.Commit();
|
||||
}
|
||||
while (!lexer.EndOfInput && !(lexer.Current == '/' && lexer.Previous == '*'));
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
61
src/CSConsole/Lexers/KeywordLexer.cs
Normal file
61
src/CSConsole/Lexers/KeywordLexer.cs
Normal file
@ -0,0 +1,61 @@
|
||||
using System.Text;
|
||||
|
||||
namespace UnityExplorer.CSConsole.Lexers
|
||||
{
|
||||
public class KeywordLexer : Lexer
|
||||
{
|
||||
// system blue
|
||||
protected override Color HighlightColor => new(0.33f, 0.61f, 0.83f, 1.0f);
|
||||
|
||||
public static readonly HashSet<string> keywords = new()
|
||||
{
|
||||
// reserved keywords
|
||||
"abstract", "as", "base", "bool", "break", "byte", "case", "catch", "char", "checked", "class", "const", "continue",
|
||||
"decimal", "default", "delegate", "do", "double", "else", "enum", "event", "explicit", "extern", "false", "finally",
|
||||
"fixed", "float", "for", "foreach", "goto", "if", "implicit", "in", "int", "interface", "internal", "is", "lock",
|
||||
"long", "namespace", "new", "null", "object", "operator", "out", "override", "params", "private", "protected", "public",
|
||||
"readonly", "ref", "return", "sbyte", "sealed", "short", "sizeof", "stackalloc", "static", "string", "struct", "switch",
|
||||
"this", "throw", "true", "try", "typeof", "uint", "ulong", "unchecked", "unsafe", "ushort", "using", "virtual", "void",
|
||||
"volatile", "while",
|
||||
// contextual keywords
|
||||
"add", "and", "alias", "ascending", "async", "await", "by", "descending", "dynamic", "equals", "from", "get",
|
||||
"global", "group", "init", "into", "join", "let", "managed", "nameof", "not", "notnull", "on",
|
||||
"or", "orderby", "partial", "record", "remove", "select", "set", "unmanaged", "value", "var", "when", "where",
|
||||
"where", "with", "yield", "nint", "nuint"
|
||||
};
|
||||
|
||||
public override bool TryMatchCurrent(LexerBuilder lexer)
|
||||
{
|
||||
char prev = lexer.Previous;
|
||||
char first = lexer.Current;
|
||||
|
||||
// check for keywords
|
||||
if (lexer.IsDelimiter(prev, true) && char.IsLetter(first))
|
||||
{
|
||||
// can be a keyword...
|
||||
|
||||
StringBuilder sb = new();
|
||||
sb.Append(lexer.Current);
|
||||
while (!lexer.EndOfInput && char.IsLetter(lexer.PeekNext()))
|
||||
sb.Append(lexer.Current);
|
||||
|
||||
// next must be whitespace or delimiter
|
||||
if (!lexer.EndOfInput && !(char.IsWhiteSpace(lexer.Current) || lexer.IsDelimiter(lexer.Current)))
|
||||
return false;
|
||||
|
||||
if (keywords.Contains(sb.ToString()))
|
||||
{
|
||||
if (!lexer.EndOfInput)
|
||||
lexer.RollbackBy(1);
|
||||
lexer.Commit();
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
}
|
||||
else
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
14
src/CSConsole/Lexers/Lexer.cs
Normal file
14
src/CSConsole/Lexers/Lexer.cs
Normal file
@ -0,0 +1,14 @@
|
||||
namespace UnityExplorer.CSConsole.Lexers
|
||||
{
|
||||
public abstract class Lexer
|
||||
{
|
||||
public virtual IEnumerable<char> Delimiters => Enumerable.Empty<char>();
|
||||
|
||||
protected abstract Color HighlightColor { get; }
|
||||
|
||||
public string ColorTag => colorTag ?? (colorTag = "<color=#" + HighlightColor.ToHex() + ">");
|
||||
private string colorTag;
|
||||
|
||||
public abstract bool TryMatchCurrent(LexerBuilder lexer);
|
||||
}
|
||||
}
|
30
src/CSConsole/Lexers/NumberLexer.cs
Normal file
30
src/CSConsole/Lexers/NumberLexer.cs
Normal file
@ -0,0 +1,30 @@
|
||||
namespace UnityExplorer.CSConsole.Lexers
|
||||
{
|
||||
public class NumberLexer : Lexer
|
||||
{
|
||||
// Maroon
|
||||
protected override Color HighlightColor => new(0.58f, 0.33f, 0.33f, 1.0f);
|
||||
|
||||
private bool IsNumeric(char c) => char.IsNumber(c) || c == '.';
|
||||
|
||||
public override bool TryMatchCurrent(LexerBuilder lexer)
|
||||
{
|
||||
// previous character must be whitespace or delimiter
|
||||
if (!lexer.IsDelimiter(lexer.Previous, true))
|
||||
return false;
|
||||
|
||||
if (!IsNumeric(lexer.Current))
|
||||
return false;
|
||||
|
||||
while (!lexer.EndOfInput)
|
||||
{
|
||||
lexer.Commit();
|
||||
if (!IsNumeric(lexer.PeekNext()))
|
||||
break;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
77
src/CSConsole/Lexers/StringLexer.cs
Normal file
77
src/CSConsole/Lexers/StringLexer.cs
Normal file
@ -0,0 +1,77 @@
|
||||
namespace UnityExplorer.CSConsole.Lexers
|
||||
{
|
||||
public class StringLexer : Lexer
|
||||
{
|
||||
public override IEnumerable<char> Delimiters => new[] { '"', '\'', };
|
||||
|
||||
// orange
|
||||
protected override Color HighlightColor => new(0.79f, 0.52f, 0.32f, 1.0f);
|
||||
|
||||
public override bool TryMatchCurrent(LexerBuilder lexer)
|
||||
{
|
||||
if (lexer.Current == '"')
|
||||
{
|
||||
if (lexer.Previous == '@')
|
||||
{
|
||||
// verbatim string, continue until un-escaped quote.
|
||||
while (!lexer.EndOfInput)
|
||||
{
|
||||
lexer.Commit();
|
||||
if (lexer.PeekNext() == '"')
|
||||
{
|
||||
lexer.Commit();
|
||||
// possibly the end, check for escaped quotes.
|
||||
// commit the character and flip the escape bool for each quote.
|
||||
bool escaped = false;
|
||||
while (lexer.PeekNext() == '"')
|
||||
{
|
||||
lexer.Commit();
|
||||
escaped = !escaped;
|
||||
}
|
||||
// if the last quote wasnt escaped, that was the end of the string.
|
||||
if (!escaped)
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// normal string
|
||||
// continue until a quote which is not escaped, or end of input
|
||||
|
||||
while (!lexer.EndOfInput)
|
||||
{
|
||||
lexer.Commit();
|
||||
lexer.PeekNext();
|
||||
if ((lexer.Current == '"') && lexer.Previous != '\\')
|
||||
{
|
||||
lexer.Commit();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
else if (lexer.Current == '\'')
|
||||
{
|
||||
// char
|
||||
|
||||
while (!lexer.EndOfInput)
|
||||
{
|
||||
lexer.Commit();
|
||||
lexer.PeekNext();
|
||||
if ((lexer.Current == '\'') && lexer.Previous != '\\')
|
||||
{
|
||||
lexer.Commit();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
else
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
38
src/CSConsole/Lexers/SymbolLexer.cs
Normal file
38
src/CSConsole/Lexers/SymbolLexer.cs
Normal file
@ -0,0 +1,38 @@
|
||||
namespace UnityExplorer.CSConsole.Lexers
|
||||
{
|
||||
public class SymbolLexer : Lexer
|
||||
{
|
||||
// silver
|
||||
protected override Color HighlightColor => new(0.6f, 0.6f, 0.6f);
|
||||
|
||||
// all symbols are delimiters
|
||||
public override IEnumerable<char> Delimiters => symbols.Where(it => it != '.'); // '.' is not a delimiter, only a separator.
|
||||
|
||||
public static bool IsSymbol(char c) => symbols.Contains(c);
|
||||
|
||||
public static readonly HashSet<char> symbols = new()
|
||||
{
|
||||
'[', '{', '(', // open
|
||||
']', '}', ')', // close
|
||||
'.', ',', ';', ':', '?', '@', // special
|
||||
|
||||
// operators
|
||||
'+', '-', '*', '/', '%', '&', '|', '^', '~', '=', '<', '>', '!',
|
||||
};
|
||||
|
||||
public override bool TryMatchCurrent(LexerBuilder lexer)
|
||||
{
|
||||
// previous character must be delimiter, whitespace, or alphanumeric.
|
||||
if (!lexer.IsDelimiter(lexer.Previous, true, true))
|
||||
return false;
|
||||
|
||||
if (IsSymbol(lexer.Current))
|
||||
{
|
||||
lexer.Commit();
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
100
src/CSConsole/ScriptEvaluator.cs
Normal file
100
src/CSConsole/ScriptEvaluator.cs
Normal file
@ -0,0 +1,100 @@
|
||||
using Mono.CSharp;
|
||||
using UnityExplorer.Config;
|
||||
|
||||
// Thanks to ManlyMarco for this
|
||||
|
||||
namespace UnityExplorer.CSConsole
|
||||
{
|
||||
public class ScriptEvaluator : Evaluator, IDisposable
|
||||
{
|
||||
internal TextWriter _textWriter;
|
||||
internal static StreamReportPrinter _reportPrinter;
|
||||
|
||||
private static readonly HashSet<string> StdLib = new(StringComparer.InvariantCultureIgnoreCase)
|
||||
{
|
||||
"mscorlib",
|
||||
"System.Core",
|
||||
"System",
|
||||
"System.Xml"
|
||||
};
|
||||
|
||||
public ScriptEvaluator(TextWriter tw) : base(BuildContext(tw))
|
||||
{
|
||||
_textWriter = tw;
|
||||
|
||||
ImportAppdomainAssemblies();
|
||||
AppDomain.CurrentDomain.AssemblyLoad += OnAssemblyLoad;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
AppDomain.CurrentDomain.AssemblyLoad -= OnAssemblyLoad;
|
||||
_textWriter.Dispose();
|
||||
}
|
||||
|
||||
private void OnAssemblyLoad(object sender, AssemblyLoadEventArgs args)
|
||||
{
|
||||
string name = args.LoadedAssembly.GetName().Name;
|
||||
|
||||
if (StdLib.Contains(name))
|
||||
return;
|
||||
|
||||
Reference(args.LoadedAssembly);
|
||||
}
|
||||
|
||||
private void Reference(Assembly asm)
|
||||
{
|
||||
string name = asm.GetName().Name;
|
||||
|
||||
if (name == "completions") // ignore assemblies generated by mcs' autocomplete.
|
||||
return;
|
||||
|
||||
foreach (string blacklisted in ConfigManager.CSConsole_Assembly_Blacklist.Value.Split(';'))
|
||||
{
|
||||
string bl = blacklisted;
|
||||
if (bl.EndsWith(".dll", StringComparison.OrdinalIgnoreCase))
|
||||
bl = blacklisted.Substring(0, bl.Length - 4);
|
||||
if (string.Equals(bl, name, StringComparison.OrdinalIgnoreCase))
|
||||
return;
|
||||
}
|
||||
|
||||
ReferenceAssembly(asm);
|
||||
}
|
||||
|
||||
private static CompilerContext BuildContext(TextWriter tw)
|
||||
{
|
||||
_reportPrinter = new StreamReportPrinter(tw);
|
||||
|
||||
CompilerSettings settings = new()
|
||||
{
|
||||
Version = LanguageVersion.Experimental,
|
||||
GenerateDebugInfo = false,
|
||||
StdLib = true,
|
||||
Target = Target.Library,
|
||||
WarningLevel = 0,
|
||||
EnhancedWarnings = false
|
||||
};
|
||||
|
||||
return new CompilerContext(settings, _reportPrinter);
|
||||
}
|
||||
|
||||
private void ImportAppdomainAssemblies()
|
||||
{
|
||||
foreach (Assembly assembly in AppDomain.CurrentDomain.GetAssemblies())
|
||||
{
|
||||
string name = assembly.GetName().Name;
|
||||
if (StdLib.Contains(name))
|
||||
continue;
|
||||
|
||||
try
|
||||
{
|
||||
Reference(assembly);
|
||||
}
|
||||
catch // (Exception ex)
|
||||
{
|
||||
//ExplorerCore.LogWarning($"Excepting referencing '{name}': {ex.GetType()}.{ex.Message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
71
src/CSConsole/ScriptInteraction.cs
Normal file
71
src/CSConsole/ScriptInteraction.cs
Normal file
@ -0,0 +1,71 @@
|
||||
using HarmonyLib;
|
||||
using Mono.CSharp;
|
||||
using System.Collections;
|
||||
using System.Text;
|
||||
using UnityExplorer.UI.Panels;
|
||||
|
||||
namespace UnityExplorer.CSConsole
|
||||
{
|
||||
public class ScriptInteraction : InteractiveBase
|
||||
{
|
||||
public static object CurrentTarget
|
||||
=> InspectorManager.ActiveInspector?.Target;
|
||||
|
||||
public static object[] AllTargets
|
||||
=> InspectorManager.Inspectors.Select(it => it.Target).ToArray();
|
||||
|
||||
public static void Log(object message)
|
||||
=> ExplorerCore.Log(message);
|
||||
|
||||
public static void Inspect(object obj)
|
||||
=> InspectorManager.Inspect(obj);
|
||||
|
||||
public static void Inspect(Type type)
|
||||
=> InspectorManager.Inspect(type);
|
||||
|
||||
public static Coroutine Start(IEnumerator ienumerator)
|
||||
=> RuntimeHelper.StartCoroutine(ienumerator);
|
||||
|
||||
public static void Stop(Coroutine coro)
|
||||
=> RuntimeHelper.StopCoroutine(coro);
|
||||
|
||||
public static void Copy(object obj)
|
||||
=> ClipboardPanel.Copy(obj);
|
||||
|
||||
public static object Paste()
|
||||
=> ClipboardPanel.Current;
|
||||
|
||||
public static void GetUsing()
|
||||
=> Log(Evaluator.GetUsing());
|
||||
|
||||
public static void GetVars()
|
||||
{
|
||||
string vars = Evaluator.GetVars()?.Trim();
|
||||
if (string.IsNullOrEmpty(vars))
|
||||
ExplorerCore.LogWarning("No variables seem to be defined!");
|
||||
else
|
||||
Log(vars);
|
||||
}
|
||||
|
||||
public static void GetClasses()
|
||||
{
|
||||
if (AccessTools.Field(typeof(Evaluator), "source_file")
|
||||
.GetValue(Evaluator) is CompilationSourceFile sourceFile
|
||||
&& sourceFile.Containers.Any())
|
||||
{
|
||||
StringBuilder sb = new();
|
||||
sb.Append($"There are {sourceFile.Containers.Count} defined classes:");
|
||||
foreach (TypeDefinition type in sourceFile.Containers.Where(it => it is TypeDefinition))
|
||||
{
|
||||
sb.Append($"\n\n{type.MemberName.Name}:");
|
||||
foreach (MemberCore member in type.Members)
|
||||
sb.Append($"\n\t- {member.AttributeTargets}: \"{member.MemberName.Name}\" ({member.ModFlags})");
|
||||
}
|
||||
Log(sb.ToString());
|
||||
}
|
||||
else
|
||||
ExplorerCore.LogWarning("No classes seem to be defined.");
|
||||
|
||||
}
|
||||
}
|
||||
}
|
45
src/CacheObject/CacheConfigEntry.cs
Normal file
45
src/CacheObject/CacheConfigEntry.cs
Normal file
@ -0,0 +1,45 @@
|
||||
using UnityExplorer.CacheObject.Views;
|
||||
using UnityExplorer.Config;
|
||||
|
||||
namespace UnityExplorer.CacheObject
|
||||
{
|
||||
public class CacheConfigEntry : CacheObjectBase
|
||||
{
|
||||
public CacheConfigEntry(IConfigElement configElement)
|
||||
{
|
||||
this.RefConfigElement = configElement;
|
||||
this.FallbackType = configElement.ElementType;
|
||||
|
||||
this.NameLabelText = $"<color=cyan>{configElement.Name}</color>" +
|
||||
$"\r\n<color=grey><i>{configElement.Description}</i></color>";
|
||||
this.NameLabelTextRaw = string.Empty;
|
||||
|
||||
configElement.OnValueChangedNotify += UpdateValueFromSource;
|
||||
}
|
||||
|
||||
public IConfigElement RefConfigElement;
|
||||
|
||||
public override bool ShouldAutoEvaluate => true;
|
||||
public override bool HasArguments => false;
|
||||
public override bool CanWrite => true;
|
||||
|
||||
public void UpdateValueFromSource()
|
||||
{
|
||||
//if (RefConfigElement.BoxedValue.Equals(this.Value))
|
||||
// return;
|
||||
|
||||
SetValueFromSource(RefConfigElement.BoxedValue);
|
||||
|
||||
if (this.CellView != null)
|
||||
this.SetDataToCell(CellView);
|
||||
}
|
||||
|
||||
public override void TrySetUserValue(object value)
|
||||
{
|
||||
this.Value = value;
|
||||
RefConfigElement.BoxedValue = value;
|
||||
}
|
||||
|
||||
protected override bool TryAutoEvaluateIfUnitialized(CacheObjectCell cell) => true;
|
||||
}
|
||||
}
|
81
src/CacheObject/CacheConstructor.cs
Normal file
81
src/CacheObject/CacheConstructor.cs
Normal file
@ -0,0 +1,81 @@
|
||||
using UnityExplorer.Inspectors;
|
||||
|
||||
namespace UnityExplorer.CacheObject
|
||||
{
|
||||
public class CacheConstructor : CacheMember
|
||||
{
|
||||
public ConstructorInfo CtorInfo { get; }
|
||||
readonly Type typeForStructConstructor;
|
||||
|
||||
public override Type DeclaringType => typeForStructConstructor ?? CtorInfo.DeclaringType;
|
||||
public override bool IsStatic => true;
|
||||
public override bool ShouldAutoEvaluate => false;
|
||||
public override bool CanWrite => false;
|
||||
|
||||
public CacheConstructor(ConstructorInfo ci)
|
||||
{
|
||||
this.CtorInfo = ci;
|
||||
}
|
||||
|
||||
public CacheConstructor(Type typeForStructConstructor)
|
||||
{
|
||||
this.typeForStructConstructor = typeForStructConstructor;
|
||||
}
|
||||
|
||||
public override void SetInspectorOwner(ReflectionInspector inspector, MemberInfo member)
|
||||
{
|
||||
Type ctorReturnType;
|
||||
// if is parameterless struct ctor
|
||||
if (typeForStructConstructor != null)
|
||||
{
|
||||
ctorReturnType = typeForStructConstructor;
|
||||
this.Owner = inspector;
|
||||
|
||||
// eg. Vector3.Vector3()
|
||||
this.NameLabelText = SignatureHighlighter.Parse(typeForStructConstructor, false);
|
||||
NameLabelText += $".{NameLabelText}()";
|
||||
|
||||
this.NameForFiltering = SignatureHighlighter.RemoveHighlighting(NameLabelText);
|
||||
this.NameLabelTextRaw = NameForFiltering;
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
base.SetInspectorOwner(inspector, member);
|
||||
|
||||
Arguments = CtorInfo.GetParameters();
|
||||
ctorReturnType = CtorInfo.DeclaringType;
|
||||
}
|
||||
|
||||
if (ctorReturnType.IsGenericTypeDefinition)
|
||||
GenericArguments = ctorReturnType.GetGenericArguments();
|
||||
}
|
||||
|
||||
protected override object TryEvaluate()
|
||||
{
|
||||
try
|
||||
{
|
||||
Type returnType = DeclaringType;
|
||||
|
||||
if (returnType.IsGenericTypeDefinition)
|
||||
returnType = DeclaringType.MakeGenericType(Evaluator.TryParseGenericArguments());
|
||||
|
||||
object ret;
|
||||
if (HasArguments)
|
||||
ret = Activator.CreateInstance(returnType, Evaluator.TryParseArguments());
|
||||
else
|
||||
ret = Activator.CreateInstance(returnType, ArgumentUtility.EmptyArgs);
|
||||
|
||||
LastException = null;
|
||||
return ret;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
LastException = ex;
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void TrySetValue(object value) => throw new NotImplementedException("You can't set a constructor");
|
||||
}
|
||||
}
|
52
src/CacheObject/CacheField.cs
Normal file
52
src/CacheObject/CacheField.cs
Normal file
@ -0,0 +1,52 @@
|
||||
using UnityExplorer.Inspectors;
|
||||
|
||||
namespace UnityExplorer.CacheObject
|
||||
{
|
||||
public class CacheField : CacheMember
|
||||
{
|
||||
public FieldInfo FieldInfo { get; internal set; }
|
||||
public override Type DeclaringType => FieldInfo.DeclaringType;
|
||||
public override bool IsStatic => FieldInfo.IsStatic;
|
||||
public override bool CanWrite => m_canWrite ?? (bool)(m_canWrite = !(FieldInfo.IsLiteral && !FieldInfo.IsInitOnly));
|
||||
private bool? m_canWrite;
|
||||
|
||||
public override bool ShouldAutoEvaluate => true;
|
||||
|
||||
public CacheField(FieldInfo fi)
|
||||
{
|
||||
this.FieldInfo = fi;
|
||||
}
|
||||
|
||||
public override void SetInspectorOwner(ReflectionInspector inspector, MemberInfo member)
|
||||
{
|
||||
base.SetInspectorOwner(inspector, member);
|
||||
}
|
||||
|
||||
protected override object TryEvaluate()
|
||||
{
|
||||
try
|
||||
{
|
||||
object ret = FieldInfo.GetValue(DeclaringInstance);
|
||||
LastException = null;
|
||||
return ret;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
LastException = ex;
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void TrySetValue(object value)
|
||||
{
|
||||
try
|
||||
{
|
||||
FieldInfo.SetValue(DeclaringInstance, value);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
ExplorerCore.LogWarning(ex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
92
src/CacheObject/CacheKeyValuePair.cs
Normal file
92
src/CacheObject/CacheKeyValuePair.cs
Normal file
@ -0,0 +1,92 @@
|
||||
using UnityExplorer.CacheObject.IValues;
|
||||
using UnityExplorer.CacheObject.Views;
|
||||
|
||||
namespace UnityExplorer.CacheObject
|
||||
{
|
||||
public class CacheKeyValuePair : CacheObjectBase
|
||||
{
|
||||
//public InteractiveList CurrentList { get; set; }
|
||||
|
||||
public int DictIndex;
|
||||
public object DictKey;
|
||||
public object DisplayedKey;
|
||||
|
||||
public bool KeyInputWanted;
|
||||
public bool InspectWanted;
|
||||
public string KeyLabelText;
|
||||
public string KeyInputText;
|
||||
public string KeyInputTypeText;
|
||||
|
||||
public float DesiredKeyWidth;
|
||||
public float DesiredValueWidth;
|
||||
|
||||
public override bool ShouldAutoEvaluate => true;
|
||||
public override bool HasArguments => false;
|
||||
public override bool CanWrite => Owner.CanWrite;
|
||||
|
||||
public void SetDictOwner(InteractiveDictionary dict, int index)
|
||||
{
|
||||
this.Owner = dict;
|
||||
this.DictIndex = index;
|
||||
}
|
||||
|
||||
public void SetKey(object key)
|
||||
{
|
||||
this.DictKey = key;
|
||||
this.DisplayedKey = key.TryCast();
|
||||
|
||||
Type type = DisplayedKey.GetType();
|
||||
if (ParseUtility.CanParse(type))
|
||||
{
|
||||
KeyInputWanted = true;
|
||||
KeyInputText = ParseUtility.ToStringForInput(DisplayedKey, type);
|
||||
KeyInputTypeText = SignatureHighlighter.Parse(type, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
KeyInputWanted = false;
|
||||
InspectWanted = type != typeof(bool) && !type.IsEnum;
|
||||
KeyLabelText = ToStringUtility.ToStringWithType(DisplayedKey, type, true);
|
||||
}
|
||||
}
|
||||
|
||||
public override void SetDataToCell(CacheObjectCell cell)
|
||||
{
|
||||
base.SetDataToCell(cell);
|
||||
|
||||
CacheKeyValuePairCell kvpCell = cell as CacheKeyValuePairCell;
|
||||
|
||||
kvpCell.NameLabel.text = $"{DictIndex}:";
|
||||
kvpCell.HiddenNameLabel.Text = "";
|
||||
kvpCell.Image.color = DictIndex % 2 == 0 ? CacheListEntryCell.EvenColor : CacheListEntryCell.OddColor;
|
||||
|
||||
if (KeyInputWanted)
|
||||
{
|
||||
kvpCell.KeyInputField.UIRoot.SetActive(true);
|
||||
kvpCell.KeyInputTypeLabel.gameObject.SetActive(true);
|
||||
kvpCell.KeyLabel.gameObject.SetActive(false);
|
||||
kvpCell.KeyInspectButton.Component.gameObject.SetActive(false);
|
||||
|
||||
kvpCell.KeyInputField.Text = KeyInputText;
|
||||
kvpCell.KeyInputTypeLabel.text = KeyInputTypeText;
|
||||
}
|
||||
else
|
||||
{
|
||||
kvpCell.KeyInputField.UIRoot.SetActive(false);
|
||||
kvpCell.KeyInputTypeLabel.gameObject.SetActive(false);
|
||||
kvpCell.KeyLabel.gameObject.SetActive(true);
|
||||
kvpCell.KeyInspectButton.Component.gameObject.SetActive(InspectWanted);
|
||||
|
||||
kvpCell.KeyLabel.text = KeyLabelText;
|
||||
}
|
||||
}
|
||||
|
||||
public override void TrySetUserValue(object value)
|
||||
{
|
||||
(Owner as InteractiveDictionary).TrySetValueToKey(DictKey, value, DictIndex);
|
||||
}
|
||||
|
||||
|
||||
protected override bool TryAutoEvaluateIfUnitialized(CacheObjectCell cell) => true;
|
||||
}
|
||||
}
|
38
src/CacheObject/CacheListEntry.cs
Normal file
38
src/CacheObject/CacheListEntry.cs
Normal file
@ -0,0 +1,38 @@
|
||||
using UnityExplorer.CacheObject.IValues;
|
||||
using UnityExplorer.CacheObject.Views;
|
||||
|
||||
namespace UnityExplorer.CacheObject
|
||||
{
|
||||
public class CacheListEntry : CacheObjectBase
|
||||
{
|
||||
public int ListIndex;
|
||||
|
||||
public override bool ShouldAutoEvaluate => true;
|
||||
public override bool HasArguments => false;
|
||||
public override bool CanWrite => Owner?.CanWrite ?? false;
|
||||
|
||||
public void SetListOwner(InteractiveList list, int listIndex)
|
||||
{
|
||||
this.Owner = list;
|
||||
this.ListIndex = listIndex;
|
||||
}
|
||||
|
||||
public override void SetDataToCell(CacheObjectCell cell)
|
||||
{
|
||||
base.SetDataToCell(cell);
|
||||
|
||||
CacheListEntryCell listCell = cell as CacheListEntryCell;
|
||||
|
||||
listCell.NameLabel.text = $"{ListIndex}:";
|
||||
listCell.HiddenNameLabel.Text = "";
|
||||
listCell.Image.color = ListIndex % 2 == 0 ? CacheListEntryCell.EvenColor : CacheListEntryCell.OddColor;
|
||||
}
|
||||
|
||||
public override void TrySetUserValue(object value)
|
||||
{
|
||||
(Owner as InteractiveList).TrySetValueToIndex(value, this.ListIndex);
|
||||
}
|
||||
|
||||
protected override bool TryAutoEvaluateIfUnitialized(CacheObjectCell cell) => true;
|
||||
}
|
||||
}
|
159
src/CacheObject/CacheMember.cs
Normal file
159
src/CacheObject/CacheMember.cs
Normal file
@ -0,0 +1,159 @@
|
||||
using UnityExplorer.CacheObject.Views;
|
||||
using UnityExplorer.Inspectors;
|
||||
using UnityExplorer.UI.Widgets;
|
||||
using UniverseLib.UI.ObjectPool;
|
||||
|
||||
namespace UnityExplorer.CacheObject
|
||||
{
|
||||
public abstract class CacheMember : CacheObjectBase
|
||||
{
|
||||
public abstract Type DeclaringType { get; }
|
||||
public string NameForFiltering { get; protected set; }
|
||||
public object DeclaringInstance => IsStatic ? null : (m_declaringInstance ??= Owner.Target.TryCast(DeclaringType));
|
||||
private object m_declaringInstance;
|
||||
|
||||
public abstract bool IsStatic { get; }
|
||||
public override bool HasArguments => Arguments?.Length > 0 || GenericArguments.Length > 0;
|
||||
public ParameterInfo[] Arguments { get; protected set; } = new ParameterInfo[0];
|
||||
public Type[] GenericArguments { get; protected set; } = ArgumentUtility.EmptyTypes;
|
||||
public EvaluateWidget Evaluator { get; protected set; }
|
||||
public bool Evaluating => Evaluator != null && Evaluator.UIRoot.activeSelf;
|
||||
|
||||
public virtual void SetInspectorOwner(ReflectionInspector inspector, MemberInfo member)
|
||||
{
|
||||
this.Owner = inspector;
|
||||
this.NameLabelText = this switch
|
||||
{
|
||||
CacheMethod => SignatureHighlighter.ParseMethod(member as MethodInfo),
|
||||
CacheConstructor => SignatureHighlighter.ParseConstructor(member as ConstructorInfo),
|
||||
_ => SignatureHighlighter.Parse(member.DeclaringType, false, member),
|
||||
};
|
||||
|
||||
this.NameForFiltering = SignatureHighlighter.RemoveHighlighting(NameLabelText);
|
||||
this.NameLabelTextRaw = NameForFiltering;
|
||||
}
|
||||
|
||||
public override void ReleasePooledObjects()
|
||||
{
|
||||
base.ReleasePooledObjects();
|
||||
|
||||
if (this.Evaluator != null)
|
||||
{
|
||||
this.Evaluator.OnReturnToPool();
|
||||
Pool<EvaluateWidget>.Return(this.Evaluator);
|
||||
this.Evaluator = null;
|
||||
}
|
||||
}
|
||||
|
||||
public override void UnlinkFromView()
|
||||
{
|
||||
if (this.Evaluator != null)
|
||||
this.Evaluator.UIRoot.transform.SetParent(Pool<EvaluateWidget>.Instance.InactiveHolder.transform, false);
|
||||
|
||||
base.UnlinkFromView();
|
||||
}
|
||||
|
||||
protected abstract object TryEvaluate();
|
||||
|
||||
protected abstract void TrySetValue(object value);
|
||||
|
||||
/// <summary>
|
||||
/// Evaluate is called when first shown (if ShouldAutoEvaluate), or else when Evaluate button is clicked, or auto-updated.
|
||||
/// </summary>
|
||||
public void Evaluate()
|
||||
{
|
||||
SetValueFromSource(TryEvaluate());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when user presses the Evaluate button.
|
||||
/// </summary>
|
||||
public void EvaluateAndSetCell()
|
||||
{
|
||||
Evaluate();
|
||||
if (CellView != null)
|
||||
SetDataToCell(CellView);
|
||||
}
|
||||
|
||||
public override void TrySetUserValue(object value)
|
||||
{
|
||||
TrySetValue(value);
|
||||
Evaluate();
|
||||
}
|
||||
|
||||
protected override void SetValueState(CacheObjectCell cell, ValueStateArgs args)
|
||||
{
|
||||
base.SetValueState(cell, args);
|
||||
}
|
||||
|
||||
private static readonly Color evalEnabledColor = new(0.15f, 0.25f, 0.15f);
|
||||
private static readonly Color evalDisabledColor = new(0.15f, 0.15f, 0.15f);
|
||||
|
||||
protected override bool TryAutoEvaluateIfUnitialized(CacheObjectCell objectcell)
|
||||
{
|
||||
CacheMemberCell cell = objectcell as CacheMemberCell;
|
||||
|
||||
cell.EvaluateHolder.SetActive(!ShouldAutoEvaluate);
|
||||
if (!ShouldAutoEvaluate)
|
||||
{
|
||||
cell.EvaluateButton.Component.gameObject.SetActive(true);
|
||||
if (HasArguments)
|
||||
{
|
||||
if (!Evaluating)
|
||||
cell.EvaluateButton.ButtonText.text = $"Evaluate ({Arguments.Length + GenericArguments.Length})";
|
||||
else
|
||||
{
|
||||
cell.EvaluateButton.ButtonText.text = "Hide";
|
||||
Evaluator.UIRoot.transform.SetParent(cell.EvaluateHolder.transform, false);
|
||||
RuntimeHelper.SetColorBlock(cell.EvaluateButton.Component, evalEnabledColor, evalEnabledColor * 1.3f);
|
||||
}
|
||||
}
|
||||
else
|
||||
cell.EvaluateButton.ButtonText.text = "Evaluate";
|
||||
|
||||
if (!Evaluating)
|
||||
RuntimeHelper.SetColorBlock(cell.EvaluateButton.Component, evalDisabledColor, evalDisabledColor * 1.3f);
|
||||
}
|
||||
|
||||
if (State == ValueState.NotEvaluated && !ShouldAutoEvaluate)
|
||||
{
|
||||
SetValueState(cell, ValueStateArgs.Default);
|
||||
cell.RefreshSubcontentButton();
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
if (State == ValueState.NotEvaluated)
|
||||
Evaluate();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void OnEvaluateClicked()
|
||||
{
|
||||
if (!HasArguments)
|
||||
{
|
||||
EvaluateAndSetCell();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Evaluator == null)
|
||||
{
|
||||
this.Evaluator = Pool<EvaluateWidget>.Borrow();
|
||||
Evaluator.OnBorrowedFromPool(this);
|
||||
Evaluator.UIRoot.transform.SetParent((CellView as CacheMemberCell).EvaluateHolder.transform, false);
|
||||
TryAutoEvaluateIfUnitialized(CellView);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Evaluator.UIRoot.activeSelf)
|
||||
Evaluator.UIRoot.SetActive(false);
|
||||
else
|
||||
Evaluator.UIRoot.SetActive(true);
|
||||
|
||||
TryAutoEvaluateIfUnitialized(CellView);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
160
src/CacheObject/CacheMemberFactory.cs
Normal file
160
src/CacheObject/CacheMemberFactory.cs
Normal file
@ -0,0 +1,160 @@
|
||||
using HarmonyLib;
|
||||
using UnityExplorer.Inspectors;
|
||||
using UnityExplorer.Runtime;
|
||||
|
||||
namespace UnityExplorer.CacheObject
|
||||
{
|
||||
public static class CacheMemberFactory
|
||||
{
|
||||
public static List<CacheMember> GetCacheMembers(Type type, ReflectionInspector inspector)
|
||||
{
|
||||
//var list = new List<CacheMember>();
|
||||
HashSet<string> cachedSigs = new();
|
||||
List<CacheMember> props = new();
|
||||
List<CacheMember> fields = new();
|
||||
List<CacheMember> ctors = new();
|
||||
List<CacheMember> methods = new();
|
||||
|
||||
Type[] types = ReflectionUtility.GetAllBaseTypes(type);
|
||||
|
||||
BindingFlags flags = BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Static;
|
||||
if (!inspector.StaticOnly)
|
||||
flags |= BindingFlags.Instance;
|
||||
|
||||
if (!type.IsAbstract)
|
||||
{
|
||||
// Get non-static constructors of the main type.
|
||||
// There's no reason to get the static cctor, it will be invoked when we inspect the class.
|
||||
// Also no point getting ctors on inherited types.
|
||||
foreach (ConstructorInfo ctor in type.GetConstructors(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance))
|
||||
TryCacheMember(ctor, ctors, cachedSigs, type, inspector);
|
||||
|
||||
// structs always have a parameterless constructor
|
||||
if (type.IsValueType)
|
||||
{
|
||||
CacheConstructor cached = new(type);
|
||||
cached.SetFallbackType(type);
|
||||
cached.SetInspectorOwner(inspector, null);
|
||||
ctors.Add(cached);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Type declaringType in types)
|
||||
{
|
||||
foreach (PropertyInfo prop in declaringType.GetProperties(flags))
|
||||
if (prop.DeclaringType == declaringType)
|
||||
TryCacheMember(prop, props, cachedSigs, declaringType, inspector);
|
||||
|
||||
foreach (FieldInfo field in declaringType.GetFields(flags))
|
||||
if (field.DeclaringType == declaringType)
|
||||
TryCacheMember(field, fields, cachedSigs, declaringType, inspector);
|
||||
|
||||
foreach (MethodInfo method in declaringType.GetMethods(flags))
|
||||
if (method.DeclaringType == declaringType)
|
||||
TryCacheMember(method, methods, cachedSigs, declaringType, inspector);
|
||||
|
||||
}
|
||||
|
||||
List<CacheMember> sorted = new();
|
||||
sorted.AddRange(props.OrderBy(it => Array.IndexOf(types, it.DeclaringType))
|
||||
.ThenBy(it => it.NameForFiltering));
|
||||
sorted.AddRange(fields.OrderBy(it => Array.IndexOf(types, it.DeclaringType))
|
||||
.ThenBy(it => it.NameForFiltering));
|
||||
sorted.AddRange(ctors.OrderBy(it => Array.IndexOf(types, it.DeclaringType))
|
||||
.ThenBy(it => it.NameForFiltering));
|
||||
sorted.AddRange(methods.OrderBy(it => Array.IndexOf(types, it.DeclaringType))
|
||||
.ThenBy(it => it.NameForFiltering));
|
||||
return sorted;
|
||||
}
|
||||
|
||||
static void TryCacheMember<T>(MemberInfo member, List<T> list, HashSet<string> cachedSigs,
|
||||
Type declaringType, ReflectionInspector inspector, bool ignorePropertyMethodInfos = true)
|
||||
where T : CacheMember
|
||||
{
|
||||
try
|
||||
{
|
||||
if (UERuntimeHelper.IsBlacklisted(member))
|
||||
return;
|
||||
|
||||
string sig = member switch
|
||||
{
|
||||
MethodBase mb => mb.FullDescription(), // (method or constructor)
|
||||
PropertyInfo or FieldInfo => $"{member.DeclaringType.FullDescription()}.{member.Name}",
|
||||
_ => throw new NotImplementedException(),
|
||||
};
|
||||
|
||||
if (cachedSigs.Contains(sig))
|
||||
return;
|
||||
|
||||
// ExplorerCore.Log($"Trying to cache member {sig}... ({member.MemberType})");
|
||||
|
||||
CacheMember cached;
|
||||
Type returnType;
|
||||
|
||||
switch (member.MemberType)
|
||||
{
|
||||
case MemberTypes.Constructor:
|
||||
{
|
||||
ConstructorInfo ci = member as ConstructorInfo;
|
||||
cached = new CacheConstructor(ci);
|
||||
returnType = ci.DeclaringType;
|
||||
}
|
||||
break;
|
||||
|
||||
case MemberTypes.Method:
|
||||
{
|
||||
MethodInfo mi = member as MethodInfo;
|
||||
if (ignorePropertyMethodInfos
|
||||
&& (mi.Name.StartsWith("get_") || mi.Name.StartsWith("set_")))
|
||||
return;
|
||||
|
||||
cached = new CacheMethod(mi);
|
||||
returnType = mi.ReturnType;
|
||||
break;
|
||||
}
|
||||
|
||||
case MemberTypes.Property:
|
||||
{
|
||||
PropertyInfo pi = member as PropertyInfo;
|
||||
|
||||
if (!pi.CanRead && pi.CanWrite)
|
||||
{
|
||||
// write-only property, cache the set method instead.
|
||||
MethodInfo setMethod = pi.GetSetMethod(true);
|
||||
if (setMethod != null)
|
||||
TryCacheMember(setMethod, list, cachedSigs, declaringType, inspector, false);
|
||||
return;
|
||||
}
|
||||
|
||||
cached = new CacheProperty(pi);
|
||||
returnType = pi.PropertyType;
|
||||
break;
|
||||
}
|
||||
|
||||
case MemberTypes.Field:
|
||||
{
|
||||
FieldInfo fi = member as FieldInfo;
|
||||
cached = new CacheField(fi);
|
||||
returnType = fi.FieldType;
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
cachedSigs.Add(sig);
|
||||
|
||||
cached.SetFallbackType(returnType);
|
||||
cached.SetInspectorOwner(inspector, member);
|
||||
|
||||
list.Add((T)cached);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
ExplorerCore.LogWarning($"Exception caching member {member.DeclaringType.FullName}.{member.Name}!");
|
||||
ExplorerCore.Log(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
53
src/CacheObject/CacheMethod.cs
Normal file
53
src/CacheObject/CacheMethod.cs
Normal file
@ -0,0 +1,53 @@
|
||||
using UnityExplorer.Inspectors;
|
||||
|
||||
namespace UnityExplorer.CacheObject
|
||||
{
|
||||
public class CacheMethod : CacheMember
|
||||
{
|
||||
public MethodInfo MethodInfo { get; }
|
||||
public override Type DeclaringType => MethodInfo.DeclaringType;
|
||||
public override bool CanWrite => false;
|
||||
public override bool IsStatic => MethodInfo.IsStatic;
|
||||
|
||||
public override bool ShouldAutoEvaluate => false;
|
||||
|
||||
public CacheMethod(MethodInfo mi)
|
||||
{
|
||||
this.MethodInfo = mi;
|
||||
}
|
||||
|
||||
public override void SetInspectorOwner(ReflectionInspector inspector, MemberInfo member)
|
||||
{
|
||||
base.SetInspectorOwner(inspector, member);
|
||||
|
||||
Arguments = MethodInfo.GetParameters();
|
||||
if (MethodInfo.IsGenericMethod)
|
||||
GenericArguments = MethodInfo.GetGenericArguments();
|
||||
}
|
||||
|
||||
protected override object TryEvaluate()
|
||||
{
|
||||
try
|
||||
{
|
||||
MethodInfo methodInfo = MethodInfo;
|
||||
if (methodInfo.IsGenericMethod)
|
||||
methodInfo = MethodInfo.MakeGenericMethod(Evaluator.TryParseGenericArguments());
|
||||
|
||||
object ret;
|
||||
if (HasArguments)
|
||||
ret = methodInfo.Invoke(DeclaringInstance, Evaluator.TryParseArguments());
|
||||
else
|
||||
ret = methodInfo.Invoke(DeclaringInstance, ArgumentUtility.EmptyArgs);
|
||||
LastException = null;
|
||||
return ret;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
LastException = ex;
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void TrySetValue(object value) => throw new NotImplementedException("You can't set a method");
|
||||
}
|
||||
}
|
488
src/CacheObject/CacheObjectBase.cs
Normal file
488
src/CacheObject/CacheObjectBase.cs
Normal file
@ -0,0 +1,488 @@
|
||||
using System.Collections;
|
||||
using UnityExplorer.CacheObject.IValues;
|
||||
using UnityExplorer.CacheObject.Views;
|
||||
using UniverseLib.UI;
|
||||
using UniverseLib.UI.ObjectPool;
|
||||
|
||||
namespace UnityExplorer.CacheObject
|
||||
{
|
||||
public enum ValueState
|
||||
{
|
||||
NotEvaluated,
|
||||
Exception,
|
||||
Boolean,
|
||||
Number,
|
||||
String,
|
||||
Enum,
|
||||
Collection,
|
||||
Dictionary,
|
||||
ValueStruct,
|
||||
Color,
|
||||
Unsupported
|
||||
}
|
||||
|
||||
public abstract class CacheObjectBase
|
||||
{
|
||||
public ICacheObjectController Owner { get; set; }
|
||||
public CacheObjectCell CellView { get; internal set; }
|
||||
|
||||
public object Value { get; protected set; }
|
||||
public Type FallbackType { get; protected set; }
|
||||
public ValueState State { get; set; }
|
||||
public Exception LastException { get; protected set; }
|
||||
bool valueIsNull;
|
||||
Type currentValueType;
|
||||
|
||||
// InteractiveValues
|
||||
public InteractiveValue IValue { get; private set; }
|
||||
public Type CurrentIValueType { get; private set; }
|
||||
public bool SubContentShowWanted { get; private set; }
|
||||
|
||||
// UI
|
||||
public string NameLabelText { get; protected set; }
|
||||
public string NameLabelTextRaw { get; protected set; }
|
||||
public string ValueLabelText { get; protected set; }
|
||||
|
||||
// Abstract
|
||||
public abstract bool ShouldAutoEvaluate { get; }
|
||||
public abstract bool HasArguments { get; }
|
||||
public abstract bool CanWrite { get; }
|
||||
|
||||
protected const string NOT_YET_EVAL = "<color=grey>Not yet evaluated</color>";
|
||||
|
||||
public virtual void SetFallbackType(Type fallbackType)
|
||||
{
|
||||
this.FallbackType = fallbackType;
|
||||
this.ValueLabelText = GetValueLabel();
|
||||
}
|
||||
|
||||
public virtual void SetView(CacheObjectCell cellView)
|
||||
{
|
||||
this.CellView = cellView;
|
||||
cellView.Occupant = this;
|
||||
}
|
||||
|
||||
public virtual void UnlinkFromView()
|
||||
{
|
||||
if (this.CellView == null)
|
||||
return;
|
||||
|
||||
this.CellView.Occupant = null;
|
||||
this.CellView = null;
|
||||
|
||||
if (this.IValue != null)
|
||||
this.IValue.UIRoot.transform.SetParent(InactiveIValueHolder.transform, false);
|
||||
}
|
||||
|
||||
public virtual void ReleasePooledObjects()
|
||||
{
|
||||
if (this.IValue != null)
|
||||
ReleaseIValue();
|
||||
|
||||
if (this.CellView != null)
|
||||
UnlinkFromView();
|
||||
}
|
||||
|
||||
// Updating and applying values
|
||||
|
||||
// The only method which sets the CacheObjectBase.Value
|
||||
public virtual void SetValueFromSource(object value)
|
||||
{
|
||||
this.Value = value;
|
||||
|
||||
if (!Value.IsNullOrDestroyed())
|
||||
Value = Value.TryCast();
|
||||
|
||||
ProcessOnEvaluate();
|
||||
|
||||
if (this.IValue != null)
|
||||
{
|
||||
if (SubContentShowWanted)
|
||||
this.IValue.SetValue(Value);
|
||||
else
|
||||
IValue.PendingValueWanted = true;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetUserValue(object value)
|
||||
{
|
||||
value = value.TryCast(FallbackType);
|
||||
|
||||
TrySetUserValue(value);
|
||||
|
||||
if (CellView != null)
|
||||
SetDataToCell(CellView);
|
||||
|
||||
// If the owner's ParentCacheObject is set, we are setting the value of an inspected struct.
|
||||
// Set the inspector target as the value back to that parent.
|
||||
if (Owner.ParentCacheObject != null)
|
||||
Owner.ParentCacheObject.SetUserValue(Owner.Target);
|
||||
}
|
||||
|
||||
public abstract void TrySetUserValue(object value);
|
||||
|
||||
protected virtual void ProcessOnEvaluate()
|
||||
{
|
||||
ValueState prevState = State;
|
||||
|
||||
if (LastException != null)
|
||||
{
|
||||
valueIsNull = true;
|
||||
currentValueType = FallbackType;
|
||||
State = ValueState.Exception;
|
||||
}
|
||||
else if (Value.IsNullOrDestroyed())
|
||||
{
|
||||
valueIsNull = true;
|
||||
State = GetStateForType(FallbackType);
|
||||
}
|
||||
else
|
||||
{
|
||||
valueIsNull = false;
|
||||
State = GetStateForType(Value.GetActualType());
|
||||
}
|
||||
|
||||
if (IValue != null)
|
||||
{
|
||||
// If we changed states (always needs IValue change)
|
||||
// or if the value is null, and the fallback type isnt string (we always want to edit strings).
|
||||
if (State != prevState || (State != ValueState.String && State != ValueState.Exception && Value.IsNullOrDestroyed()))
|
||||
{
|
||||
// need to return IValue
|
||||
ReleaseIValue();
|
||||
SubContentShowWanted = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Set label text
|
||||
this.ValueLabelText = GetValueLabel();
|
||||
}
|
||||
|
||||
public ValueState GetStateForType(Type type)
|
||||
{
|
||||
if (currentValueType == type && (State != ValueState.Exception || LastException != null))
|
||||
return State;
|
||||
|
||||
currentValueType = type;
|
||||
if (type == typeof(bool))
|
||||
return ValueState.Boolean;
|
||||
else if (type.IsPrimitive || type == typeof(decimal))
|
||||
return ValueState.Number;
|
||||
else if (type == typeof(string))
|
||||
return ValueState.String;
|
||||
else if (type.IsEnum)
|
||||
return ValueState.Enum;
|
||||
else if (type == typeof(Color) || type == typeof(Color32))
|
||||
return ValueState.Color;
|
||||
else if (InteractiveValueStruct.SupportsType(type))
|
||||
return ValueState.ValueStruct;
|
||||
else if (ReflectionUtility.IsDictionary(type))
|
||||
return ValueState.Dictionary;
|
||||
else if (!typeof(Transform).IsAssignableFrom(type) && ReflectionUtility.IsEnumerable(type))
|
||||
return ValueState.Collection;
|
||||
else
|
||||
return ValueState.Unsupported;
|
||||
}
|
||||
|
||||
protected string GetValueLabel()
|
||||
{
|
||||
string label = string.Empty;
|
||||
|
||||
switch (State)
|
||||
{
|
||||
case ValueState.NotEvaluated:
|
||||
return $"<i>{NOT_YET_EVAL} ({SignatureHighlighter.Parse(FallbackType, true)})</i>";
|
||||
|
||||
case ValueState.Exception:
|
||||
return $"<i><color=#eb4034>{LastException.ReflectionExToString()}</color></i>";
|
||||
|
||||
// bool and number dont want the label for the value at all
|
||||
case ValueState.Boolean:
|
||||
case ValueState.Number:
|
||||
return null;
|
||||
|
||||
// and valuestruct also doesnt want it if we can parse it
|
||||
case ValueState.ValueStruct:
|
||||
if (ParseUtility.CanParse(currentValueType))
|
||||
return null;
|
||||
break;
|
||||
|
||||
// string wants it trimmed to max 200 chars
|
||||
case ValueState.String:
|
||||
if (!valueIsNull)
|
||||
return $"\"{ToStringUtility.PruneString(Value as string, 200, 5)}\"";
|
||||
break;
|
||||
|
||||
// try to prefix the count of the collection for lists and dicts
|
||||
case ValueState.Collection:
|
||||
if (!valueIsNull)
|
||||
{
|
||||
if (Value is IList iList)
|
||||
label = $"[{iList.Count}] ";
|
||||
else if (Value is ICollection iCol)
|
||||
label = $"[{iCol.Count}] ";
|
||||
else
|
||||
label = "[?] ";
|
||||
}
|
||||
break;
|
||||
|
||||
case ValueState.Dictionary:
|
||||
if (!valueIsNull)
|
||||
{
|
||||
if (Value is IDictionary iDict)
|
||||
label = $"[{iDict.Count}] ";
|
||||
else
|
||||
label = "[?] ";
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
// Cases which dont return will append to ToStringWithType
|
||||
|
||||
return label += ToStringUtility.ToStringWithType(Value, FallbackType, true);
|
||||
}
|
||||
|
||||
// Setting cell state from our model
|
||||
|
||||
/// <summary>Return false if SetCell should abort, true if it should continue.</summary>
|
||||
protected abstract bool TryAutoEvaluateIfUnitialized(CacheObjectCell cell);
|
||||
|
||||
public virtual void SetDataToCell(CacheObjectCell cell)
|
||||
{
|
||||
cell.NameLabel.text = NameLabelText;
|
||||
if (cell.HiddenNameLabel != null)
|
||||
cell.HiddenNameLabel.Text = NameLabelTextRaw ?? string.Empty;
|
||||
cell.ValueLabel.gameObject.SetActive(true);
|
||||
|
||||
cell.SubContentHolder.gameObject.SetActive(SubContentShowWanted);
|
||||
if (IValue != null)
|
||||
{
|
||||
IValue.UIRoot.transform.SetParent(cell.SubContentHolder.transform, false);
|
||||
IValue.SetLayout();
|
||||
}
|
||||
|
||||
bool evaluated = TryAutoEvaluateIfUnitialized(cell);
|
||||
|
||||
if (cell.CopyButton != null)
|
||||
{
|
||||
bool canCopy = State != ValueState.NotEvaluated && State != ValueState.Exception;
|
||||
cell.CopyButton.Component.gameObject.SetActive(canCopy);
|
||||
cell.PasteButton.Component.gameObject.SetActive(canCopy && this.CanWrite);
|
||||
}
|
||||
|
||||
if (!evaluated)
|
||||
return;
|
||||
|
||||
// The following only executes if the object has evaluated.
|
||||
// For members and properties with args, they will return by default now.
|
||||
|
||||
switch (State)
|
||||
{
|
||||
case ValueState.Exception:
|
||||
SetValueState(cell, new(true, subContentButtonActive: true));
|
||||
break;
|
||||
case ValueState.Boolean:
|
||||
SetValueState(cell, new(false, toggleActive: true, applyActive: CanWrite));
|
||||
break;
|
||||
case ValueState.Number:
|
||||
SetValueState(cell, new(false, typeLabelActive: true, inputActive: true, applyActive: CanWrite));
|
||||
break;
|
||||
case ValueState.String:
|
||||
if (valueIsNull)
|
||||
SetValueState(cell, new(true, subContentButtonActive: true));
|
||||
else
|
||||
SetValueState(cell, new(true, false, SignatureHighlighter.StringOrange, subContentButtonActive: true));
|
||||
break;
|
||||
case ValueState.Enum:
|
||||
SetValueState(cell, new(true, subContentButtonActive: CanWrite));
|
||||
break;
|
||||
case ValueState.Color:
|
||||
case ValueState.ValueStruct:
|
||||
if (ParseUtility.CanParse(currentValueType))
|
||||
SetValueState(cell, new(false, false, null, true, false, true, CanWrite, true, true));
|
||||
else
|
||||
SetValueState(cell, new(true, inspectActive: true, subContentButtonActive: true));
|
||||
break;
|
||||
case ValueState.Collection:
|
||||
case ValueState.Dictionary:
|
||||
SetValueState(cell, new(true, inspectActive: !valueIsNull, subContentButtonActive: !valueIsNull));
|
||||
break;
|
||||
case ValueState.Unsupported:
|
||||
SetValueState(cell, new(true, inspectActive: !valueIsNull));
|
||||
break;
|
||||
}
|
||||
|
||||
cell.RefreshSubcontentButton();
|
||||
}
|
||||
|
||||
protected virtual void SetValueState(CacheObjectCell cell, ValueStateArgs args)
|
||||
{
|
||||
// main value label
|
||||
if (args.valueActive)
|
||||
{
|
||||
cell.ValueLabel.text = ValueLabelText;
|
||||
cell.ValueLabel.supportRichText = args.valueRichText;
|
||||
cell.ValueLabel.color = args.valueColor;
|
||||
}
|
||||
else
|
||||
cell.ValueLabel.text = "";
|
||||
|
||||
// Type label (for primitives)
|
||||
cell.TypeLabel.gameObject.SetActive(args.typeLabelActive);
|
||||
if (args.typeLabelActive)
|
||||
cell.TypeLabel.text = SignatureHighlighter.Parse(currentValueType, false);
|
||||
|
||||
// toggle for bools
|
||||
cell.Toggle.gameObject.SetActive(args.toggleActive);
|
||||
if (args.toggleActive)
|
||||
{
|
||||
cell.Toggle.interactable = CanWrite;
|
||||
cell.Toggle.isOn = (bool)Value;
|
||||
cell.ToggleText.text = Value.ToString();
|
||||
}
|
||||
|
||||
// inputfield for numbers
|
||||
cell.InputField.UIRoot.SetActive(args.inputActive);
|
||||
if (args.inputActive)
|
||||
{
|
||||
cell.InputField.Text = ParseUtility.ToStringForInput(Value, currentValueType);
|
||||
cell.InputField.Component.readOnly = !CanWrite;
|
||||
}
|
||||
|
||||
// apply for bool and numbers
|
||||
cell.ApplyButton.Component.gameObject.SetActive(args.applyActive);
|
||||
|
||||
// Inspect button only if last value not null.
|
||||
if (cell.InspectButton != null)
|
||||
cell.InspectButton.Component.gameObject.SetActive(args.inspectActive && !valueIsNull);
|
||||
|
||||
// set subcontent button if needed, and for null strings and exceptions
|
||||
cell.SubContentButton.Component.gameObject.SetActive(
|
||||
args.subContentButtonActive
|
||||
&& (!valueIsNull || State == ValueState.String || State == ValueState.Exception));
|
||||
}
|
||||
|
||||
// CacheObjectCell Apply
|
||||
|
||||
public virtual void OnCellApplyClicked()
|
||||
{
|
||||
if (State == ValueState.Boolean)
|
||||
SetUserValue(this.CellView.Toggle.isOn);
|
||||
else
|
||||
{
|
||||
if (ParseUtility.TryParse(CellView.InputField.Text, currentValueType, out object value, out Exception ex))
|
||||
{
|
||||
SetUserValue(value);
|
||||
}
|
||||
else
|
||||
{
|
||||
ExplorerCore.LogWarning("Unable to parse input!");
|
||||
if (ex != null)
|
||||
ExplorerCore.Log(ex.ReflectionExToString());
|
||||
}
|
||||
}
|
||||
|
||||
SetDataToCell(this.CellView);
|
||||
}
|
||||
|
||||
// IValues
|
||||
|
||||
public virtual void OnCellSubContentToggle()
|
||||
{
|
||||
if (this.IValue == null)
|
||||
{
|
||||
Type ivalueType = InteractiveValue.GetIValueTypeForState(State);
|
||||
|
||||
if (ivalueType == null)
|
||||
return;
|
||||
|
||||
IValue = (InteractiveValue)Pool.Borrow(ivalueType);
|
||||
CurrentIValueType = ivalueType;
|
||||
|
||||
IValue.OnBorrowed(this);
|
||||
IValue.SetValue(this.Value);
|
||||
IValue.UIRoot.transform.SetParent(CellView.SubContentHolder.transform, false);
|
||||
CellView.SubContentHolder.SetActive(true);
|
||||
SubContentShowWanted = true;
|
||||
|
||||
// update our cell after creating the ivalue (the value may have updated, make sure its consistent)
|
||||
this.ProcessOnEvaluate();
|
||||
this.SetDataToCell(this.CellView);
|
||||
}
|
||||
else
|
||||
{
|
||||
SubContentShowWanted = !SubContentShowWanted;
|
||||
CellView.SubContentHolder.SetActive(SubContentShowWanted);
|
||||
|
||||
if (SubContentShowWanted && IValue.PendingValueWanted)
|
||||
{
|
||||
IValue.PendingValueWanted = false;
|
||||
this.ProcessOnEvaluate();
|
||||
this.SetDataToCell(this.CellView);
|
||||
IValue.SetValue(this.Value);
|
||||
}
|
||||
}
|
||||
|
||||
CellView.RefreshSubcontentButton();
|
||||
}
|
||||
|
||||
public virtual void ReleaseIValue()
|
||||
{
|
||||
if (IValue == null)
|
||||
return;
|
||||
|
||||
IValue.ReleaseFromOwner();
|
||||
Pool.Return(CurrentIValueType, IValue);
|
||||
|
||||
IValue = null;
|
||||
}
|
||||
|
||||
internal static GameObject InactiveIValueHolder
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!inactiveIValueHolder)
|
||||
{
|
||||
inactiveIValueHolder = new GameObject("Temp_IValue_Holder");
|
||||
GameObject.DontDestroyOnLoad(inactiveIValueHolder);
|
||||
inactiveIValueHolder.hideFlags = HideFlags.HideAndDontSave;
|
||||
inactiveIValueHolder.transform.parent = UniversalUI.PoolHolder.transform;
|
||||
inactiveIValueHolder.SetActive(false);
|
||||
}
|
||||
return inactiveIValueHolder;
|
||||
}
|
||||
}
|
||||
private static GameObject inactiveIValueHolder;
|
||||
|
||||
// Value state args helper
|
||||
|
||||
public struct ValueStateArgs
|
||||
{
|
||||
public static ValueStateArgs Default { get; } = new(true);
|
||||
|
||||
public Color valueColor;
|
||||
public bool valueActive, valueRichText, typeLabelActive, toggleActive, inputActive, applyActive, inspectActive, subContentButtonActive;
|
||||
|
||||
public ValueStateArgs(bool valueActive = true,
|
||||
bool valueRichText = true,
|
||||
Color? valueColor = null,
|
||||
bool typeLabelActive = false,
|
||||
bool toggleActive = false,
|
||||
bool inputActive = false,
|
||||
bool applyActive = false,
|
||||
bool inspectActive = false,
|
||||
bool subContentButtonActive = false)
|
||||
{
|
||||
this.valueActive = valueActive;
|
||||
this.valueRichText = valueRichText;
|
||||
this.valueColor = valueColor == null ? Color.white : (Color)valueColor;
|
||||
this.typeLabelActive = typeLabelActive;
|
||||
this.toggleActive = toggleActive;
|
||||
this.inputActive = inputActive;
|
||||
this.applyActive = applyActive;
|
||||
this.inspectActive = inspectActive;
|
||||
this.subContentButtonActive = subContentButtonActive;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
66
src/CacheObject/CacheProperty.cs
Normal file
66
src/CacheObject/CacheProperty.cs
Normal file
@ -0,0 +1,66 @@
|
||||
using UnityExplorer.Inspectors;
|
||||
|
||||
namespace UnityExplorer.CacheObject
|
||||
{
|
||||
public class CacheProperty : CacheMember
|
||||
{
|
||||
public PropertyInfo PropertyInfo { get; internal set; }
|
||||
public override Type DeclaringType => PropertyInfo.DeclaringType;
|
||||
public override bool CanWrite => PropertyInfo.CanWrite;
|
||||
public override bool IsStatic => m_isStatic ?? (bool)(m_isStatic = PropertyInfo.GetAccessors(true)[0].IsStatic);
|
||||
private bool? m_isStatic;
|
||||
|
||||
public override bool ShouldAutoEvaluate => !HasArguments;
|
||||
|
||||
public CacheProperty(PropertyInfo pi)
|
||||
{
|
||||
this.PropertyInfo = pi;
|
||||
}
|
||||
|
||||
public override void SetInspectorOwner(ReflectionInspector inspector, MemberInfo member)
|
||||
{
|
||||
base.SetInspectorOwner(inspector, member);
|
||||
|
||||
Arguments = PropertyInfo.GetIndexParameters();
|
||||
}
|
||||
|
||||
protected override object TryEvaluate()
|
||||
{
|
||||
try
|
||||
{
|
||||
object ret;
|
||||
if (HasArguments)
|
||||
ret = PropertyInfo.GetValue(DeclaringInstance, this.Evaluator.TryParseArguments());
|
||||
else
|
||||
ret = PropertyInfo.GetValue(DeclaringInstance, null);
|
||||
LastException = null;
|
||||
return ret;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
LastException = ex;
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void TrySetValue(object value)
|
||||
{
|
||||
if (!CanWrite)
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
bool _static = PropertyInfo.GetAccessors(true)[0].IsStatic;
|
||||
|
||||
if (HasArguments)
|
||||
PropertyInfo.SetValue(DeclaringInstance, value, Evaluator.TryParseArguments());
|
||||
else
|
||||
PropertyInfo.SetValue(DeclaringInstance, value, null);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
ExplorerCore.LogWarning(ex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
47
src/CacheObject/ICacheObjectController.cs
Normal file
47
src/CacheObject/ICacheObjectController.cs
Normal file
@ -0,0 +1,47 @@
|
||||
using System.Collections;
|
||||
using UnityExplorer.CacheObject.Views;
|
||||
|
||||
namespace UnityExplorer.CacheObject
|
||||
{
|
||||
public interface ICacheObjectController
|
||||
{
|
||||
CacheObjectBase ParentCacheObject { get; }
|
||||
|
||||
object Target { get; }
|
||||
Type TargetType { get; }
|
||||
|
||||
bool CanWrite { get; }
|
||||
}
|
||||
|
||||
public static class CacheObjectControllerHelper
|
||||
{
|
||||
// Helper so that this doesn't need to be copy+pasted between each implementation of the interface
|
||||
|
||||
public static void SetCell(CacheObjectCell cell, int index, IList cachedEntries, Action<CacheObjectCell> onDataSetToCell)
|
||||
{
|
||||
if (index < 0 || index >= cachedEntries.Count)
|
||||
{
|
||||
if (cell.Occupant != null)
|
||||
cell.Occupant.UnlinkFromView();
|
||||
|
||||
cell.Disable();
|
||||
return;
|
||||
}
|
||||
|
||||
CacheObjectBase entry = (CacheObjectBase)cachedEntries[index];
|
||||
|
||||
if (entry.CellView != null && entry.CellView != cell)
|
||||
entry.UnlinkFromView();
|
||||
|
||||
if (cell.Occupant != null && cell.Occupant != entry)
|
||||
cell.Occupant.UnlinkFromView();
|
||||
|
||||
if (entry.CellView != cell)
|
||||
entry.SetView(cell);
|
||||
|
||||
entry.SetDataToCell(cell);
|
||||
|
||||
onDataSetToCell?.Invoke(cell);
|
||||
}
|
||||
}
|
||||
}
|
197
src/CacheObject/IValues/InteractiveColor.cs
Normal file
197
src/CacheObject/IValues/InteractiveColor.cs
Normal file
@ -0,0 +1,197 @@
|
||||
using UniverseLib.UI;
|
||||
using UniverseLib.UI.Models;
|
||||
|
||||
namespace UnityExplorer.CacheObject.IValues
|
||||
{
|
||||
public class InteractiveColor : InteractiveValue
|
||||
{
|
||||
public bool IsValueColor32;
|
||||
|
||||
public Color EditedColor;
|
||||
|
||||
private Image colorImage;
|
||||
private readonly InputFieldRef[] inputs = new InputFieldRef[4];
|
||||
private readonly Slider[] sliders = new Slider[4];
|
||||
|
||||
private ButtonRef applyButton;
|
||||
|
||||
private static readonly string[] fieldNames = new[] { "R", "G", "B", "A" };
|
||||
|
||||
public override void OnBorrowed(CacheObjectBase owner)
|
||||
{
|
||||
base.OnBorrowed(owner);
|
||||
|
||||
applyButton.Component.gameObject.SetActive(owner.CanWrite);
|
||||
|
||||
foreach (Slider slider in sliders)
|
||||
slider.interactable = owner.CanWrite;
|
||||
foreach (InputFieldRef input in inputs)
|
||||
input.Component.readOnly = !owner.CanWrite;
|
||||
}
|
||||
|
||||
// owner setting value to this
|
||||
public override void SetValue(object value)
|
||||
{
|
||||
OnOwnerSetValue(value);
|
||||
}
|
||||
|
||||
private void OnOwnerSetValue(object value)
|
||||
{
|
||||
if (value is Color32 c32)
|
||||
{
|
||||
IsValueColor32 = true;
|
||||
EditedColor = c32;
|
||||
inputs[0].Text = c32.r.ToString();
|
||||
inputs[1].Text = c32.g.ToString();
|
||||
inputs[2].Text = c32.b.ToString();
|
||||
inputs[3].Text = c32.a.ToString();
|
||||
foreach (Slider slider in sliders)
|
||||
slider.maxValue = 255;
|
||||
}
|
||||
else
|
||||
{
|
||||
IsValueColor32 = false;
|
||||
EditedColor = (Color)value;
|
||||
inputs[0].Text = EditedColor.r.ToString();
|
||||
inputs[1].Text = EditedColor.g.ToString();
|
||||
inputs[2].Text = EditedColor.b.ToString();
|
||||
inputs[3].Text = EditedColor.a.ToString();
|
||||
foreach (Slider slider in sliders)
|
||||
slider.maxValue = 1;
|
||||
}
|
||||
|
||||
if (colorImage)
|
||||
colorImage.color = EditedColor;
|
||||
}
|
||||
|
||||
// setting value to owner
|
||||
|
||||
public void SetValueToOwner()
|
||||
{
|
||||
if (IsValueColor32)
|
||||
CurrentOwner.SetUserValue((Color32)EditedColor);
|
||||
else
|
||||
CurrentOwner.SetUserValue(EditedColor);
|
||||
}
|
||||
|
||||
private void SetColorField(float val, int fieldIndex)
|
||||
{
|
||||
switch (fieldIndex)
|
||||
{
|
||||
case 0: EditedColor.r = val; break;
|
||||
case 1: EditedColor.g = val; break;
|
||||
case 2: EditedColor.b = val; break;
|
||||
case 3: EditedColor.a = val; break;
|
||||
}
|
||||
|
||||
if (colorImage)
|
||||
colorImage.color = EditedColor;
|
||||
}
|
||||
|
||||
private void OnInputChanged(string val, int fieldIndex)
|
||||
{
|
||||
try
|
||||
{
|
||||
float f;
|
||||
if (IsValueColor32)
|
||||
{
|
||||
byte value = byte.Parse(val);
|
||||
sliders[fieldIndex].value = value;
|
||||
f = (float)((decimal)value / 255);
|
||||
}
|
||||
else
|
||||
{
|
||||
f = float.Parse(val);
|
||||
sliders[fieldIndex].value = f;
|
||||
}
|
||||
|
||||
SetColorField(f, fieldIndex);
|
||||
}
|
||||
catch (ArgumentException) { } // ignore bad user input
|
||||
catch (FormatException) { }
|
||||
catch (OverflowException) { }
|
||||
catch (Exception ex)
|
||||
{
|
||||
ExplorerCore.LogWarning("InteractiveColor OnInput: " + ex.ToString());
|
||||
}
|
||||
}
|
||||
|
||||
private void OnSliderValueChanged(float val, int fieldIndex)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (IsValueColor32)
|
||||
{
|
||||
inputs[fieldIndex].Text = ((byte)val).ToString();
|
||||
val /= 255f;
|
||||
}
|
||||
else
|
||||
{
|
||||
inputs[fieldIndex].Text = val.ToString();
|
||||
}
|
||||
|
||||
SetColorField(val, fieldIndex);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
ExplorerCore.LogWarning("InteractiveColor OnSlider: " + ex.ToString());
|
||||
}
|
||||
}
|
||||
|
||||
// UI Construction
|
||||
|
||||
public override GameObject CreateContent(GameObject parent)
|
||||
{
|
||||
UIRoot = UIFactory.CreateVerticalGroup(parent, "InteractiveColor", false, false, true, true, 3, new Vector4(4, 4, 4, 4),
|
||||
new Color(0.06f, 0.06f, 0.06f));
|
||||
|
||||
// hori group
|
||||
|
||||
GameObject horiGroup = UIFactory.CreateHorizontalGroup(UIRoot, "ColorEditor", false, false, true, true, 5,
|
||||
default, new Color(1, 1, 1, 0), TextAnchor.MiddleLeft);
|
||||
|
||||
// sliders / inputs
|
||||
|
||||
GameObject grid = UIFactory.CreateGridGroup(horiGroup, "Grid", new Vector2(140, 25), new Vector2(2, 2), new Color(1, 1, 1, 0));
|
||||
UIFactory.SetLayoutElement(grid, minWidth: 580, minHeight: 25, flexibleWidth: 0);
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
AddEditorRow(i, grid);
|
||||
|
||||
// apply button
|
||||
|
||||
applyButton = UIFactory.CreateButton(horiGroup, "ApplyButton", "Apply", new Color(0.2f, 0.26f, 0.2f));
|
||||
UIFactory.SetLayoutElement(applyButton.Component.gameObject, minHeight: 25, minWidth: 90);
|
||||
applyButton.OnClick += SetValueToOwner;
|
||||
|
||||
// image of color
|
||||
|
||||
GameObject imgObj = UIFactory.CreateUIObject("ColorImageHelper", horiGroup);
|
||||
UIFactory.SetLayoutElement(imgObj, minHeight: 25, minWidth: 50, flexibleWidth: 50);
|
||||
colorImage = imgObj.AddComponent<Image>();
|
||||
|
||||
return UIRoot;
|
||||
}
|
||||
|
||||
internal void AddEditorRow(int index, GameObject groupObj)
|
||||
{
|
||||
GameObject row = UIFactory.CreateHorizontalGroup(groupObj, "EditorRow_" + fieldNames[index],
|
||||
false, true, true, true, 5, default, new Color(1, 1, 1, 0));
|
||||
|
||||
Text label = UIFactory.CreateLabel(row, "RowLabel", $"{fieldNames[index]}:", TextAnchor.MiddleRight, Color.cyan);
|
||||
UIFactory.SetLayoutElement(label.gameObject, minWidth: 17, flexibleWidth: 0, minHeight: 25);
|
||||
|
||||
InputFieldRef input = UIFactory.CreateInputField(row, "Input", "...");
|
||||
UIFactory.SetLayoutElement(input.UIRoot, minWidth: 40, minHeight: 25, flexibleHeight: 0);
|
||||
inputs[index] = input;
|
||||
input.OnValueChanged += (string val) => { OnInputChanged(val, index); };
|
||||
|
||||
GameObject sliderObj = UIFactory.CreateSlider(row, "Slider", out Slider slider);
|
||||
sliders[index] = slider;
|
||||
UIFactory.SetLayoutElement(sliderObj, minHeight: 25, minWidth: 70, flexibleWidth: 999, flexibleHeight: 0);
|
||||
slider.minValue = 0;
|
||||
slider.maxValue = 1;
|
||||
slider.onValueChanged.AddListener((float val) => { OnSliderValueChanged(val, index); });
|
||||
}
|
||||
}
|
||||
}
|
241
src/CacheObject/IValues/InteractiveDictionary.cs
Normal file
241
src/CacheObject/IValues/InteractiveDictionary.cs
Normal file
@ -0,0 +1,241 @@
|
||||
using System.Collections;
|
||||
using UnityExplorer.CacheObject.Views;
|
||||
using UnityExplorer.UI.Panels;
|
||||
using UniverseLib.UI;
|
||||
using UniverseLib.UI.Widgets.ScrollView;
|
||||
|
||||
namespace UnityExplorer.CacheObject.IValues
|
||||
{
|
||||
public class InteractiveDictionary : InteractiveValue, ICellPoolDataSource<CacheKeyValuePairCell>, ICacheObjectController
|
||||
{
|
||||
CacheObjectBase ICacheObjectController.ParentCacheObject => this.CurrentOwner;
|
||||
object ICacheObjectController.Target => this.CurrentOwner.Value;
|
||||
public Type TargetType { get; private set; }
|
||||
|
||||
public override bool CanWrite => base.CanWrite && RefIDictionary != null && !RefIDictionary.IsReadOnly;
|
||||
|
||||
public Type KeysType;
|
||||
public Type ValuesType;
|
||||
public IDictionary RefIDictionary;
|
||||
|
||||
public int ItemCount => cachedEntries.Count;
|
||||
private readonly List<CacheKeyValuePair> cachedEntries = new();
|
||||
|
||||
public ScrollPool<CacheKeyValuePairCell> DictScrollPool { get; private set; }
|
||||
|
||||
private Text NotSupportedLabel;
|
||||
|
||||
public Text TopLabel;
|
||||
|
||||
public LayoutElement KeyTitleLayout;
|
||||
public LayoutElement ValueTitleLayout;
|
||||
|
||||
public override void OnBorrowed(CacheObjectBase owner)
|
||||
{
|
||||
base.OnBorrowed(owner);
|
||||
|
||||
DictScrollPool.Refresh(true, true);
|
||||
}
|
||||
|
||||
public override void ReleaseFromOwner()
|
||||
{
|
||||
base.ReleaseFromOwner();
|
||||
|
||||
ClearAndRelease();
|
||||
}
|
||||
|
||||
private void ClearAndRelease()
|
||||
{
|
||||
RefIDictionary = null;
|
||||
|
||||
foreach (CacheKeyValuePair entry in cachedEntries)
|
||||
{
|
||||
entry.UnlinkFromView();
|
||||
entry.ReleasePooledObjects();
|
||||
}
|
||||
|
||||
cachedEntries.Clear();
|
||||
}
|
||||
|
||||
public override void SetValue(object value)
|
||||
{
|
||||
if (value == null)
|
||||
{
|
||||
// should never be null
|
||||
ClearAndRelease();
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
Type type = value.GetActualType();
|
||||
ReflectionUtility.TryGetEntryTypes(type, out KeysType, out ValuesType);
|
||||
|
||||
CacheEntries(value);
|
||||
|
||||
TopLabel.text = $"[{cachedEntries.Count}] {SignatureHighlighter.Parse(type, false)}";
|
||||
}
|
||||
|
||||
this.DictScrollPool.Refresh(true, false);
|
||||
}
|
||||
|
||||
private void CacheEntries(object value)
|
||||
{
|
||||
RefIDictionary = value as IDictionary;
|
||||
|
||||
if (ReflectionUtility.TryGetDictEnumerator(value, out IEnumerator<DictionaryEntry> dictEnumerator))
|
||||
{
|
||||
NotSupportedLabel.gameObject.SetActive(false);
|
||||
|
||||
int idx = 0;
|
||||
while (dictEnumerator.MoveNext())
|
||||
{
|
||||
CacheKeyValuePair cache;
|
||||
if (idx >= cachedEntries.Count)
|
||||
{
|
||||
cache = new CacheKeyValuePair();
|
||||
cache.SetDictOwner(this, idx);
|
||||
cachedEntries.Add(cache);
|
||||
}
|
||||
else
|
||||
cache = cachedEntries[idx];
|
||||
|
||||
cache.SetFallbackType(ValuesType);
|
||||
cache.SetKey(dictEnumerator.Current.Key);
|
||||
cache.SetValueFromSource(dictEnumerator.Current.Value);
|
||||
|
||||
idx++;
|
||||
}
|
||||
|
||||
// Remove excess cached entries if dict count decreased
|
||||
if (cachedEntries.Count > idx)
|
||||
{
|
||||
for (int i = cachedEntries.Count - 1; i >= idx; i--)
|
||||
{
|
||||
CacheKeyValuePair cache = cachedEntries[i];
|
||||
if (cache.CellView != null)
|
||||
cache.UnlinkFromView();
|
||||
|
||||
cache.ReleasePooledObjects();
|
||||
cachedEntries.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
NotSupportedLabel.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
// Setting value to dictionary
|
||||
|
||||
public void TrySetValueToKey(object key, object value, int keyIndex)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (!RefIDictionary.Contains(key))
|
||||
{
|
||||
ExplorerCore.LogWarning("Unable to set key! Key may have been boxed to/from Il2Cpp Object.");
|
||||
return;
|
||||
}
|
||||
|
||||
RefIDictionary[key] = value;
|
||||
|
||||
CacheKeyValuePair entry = cachedEntries[keyIndex];
|
||||
entry.SetValueFromSource(value);
|
||||
if (entry.CellView != null)
|
||||
entry.SetDataToCell(entry.CellView);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
ExplorerCore.LogWarning($"Exception setting IDictionary key! {ex}");
|
||||
}
|
||||
}
|
||||
|
||||
// KVP entry scroll pool
|
||||
|
||||
public void OnCellBorrowed(CacheKeyValuePairCell cell) { }
|
||||
|
||||
public void SetCell(CacheKeyValuePairCell cell, int index)
|
||||
{
|
||||
CacheObjectControllerHelper.SetCell(cell, index, cachedEntries, SetCellLayout);
|
||||
}
|
||||
|
||||
public int AdjustedWidth => (int)UIRect.rect.width - 80;
|
||||
|
||||
public override void SetLayout()
|
||||
{
|
||||
float minHeight = 5f;
|
||||
|
||||
KeyTitleLayout.minWidth = AdjustedWidth * 0.44f;
|
||||
ValueTitleLayout.minWidth = AdjustedWidth * 0.55f;
|
||||
|
||||
foreach (CacheKeyValuePairCell cell in DictScrollPool.CellPool)
|
||||
{
|
||||
SetCellLayout(cell);
|
||||
if (cell.Enabled)
|
||||
minHeight += cell.Rect.rect.height;
|
||||
}
|
||||
|
||||
this.scrollLayout.minHeight = Math.Min(InspectorPanel.CurrentPanelHeight - 400f, minHeight);
|
||||
}
|
||||
|
||||
private void SetCellLayout(CacheObjectCell objcell)
|
||||
{
|
||||
CacheKeyValuePairCell cell = objcell as CacheKeyValuePairCell;
|
||||
cell.KeyGroupLayout.minWidth = cell.AdjustedWidth * 0.44f;
|
||||
cell.RightGroupLayout.minWidth = cell.AdjustedWidth * 0.55f;
|
||||
|
||||
if (cell.Occupant?.IValue != null)
|
||||
cell.Occupant.IValue.SetLayout();
|
||||
}
|
||||
|
||||
private LayoutElement scrollLayout;
|
||||
private RectTransform UIRect;
|
||||
|
||||
public override GameObject CreateContent(GameObject parent)
|
||||
{
|
||||
UIRoot = UIFactory.CreateVerticalGroup(parent, "InteractiveDict", true, true, true, true, 6, new Vector4(10, 3, 15, 4),
|
||||
new Color(0.05f, 0.05f, 0.05f));
|
||||
UIFactory.SetLayoutElement(UIRoot, flexibleWidth: 9999, minHeight: 25, flexibleHeight: 475);
|
||||
UIRoot.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
|
||||
UIRect = UIRoot.GetComponent<RectTransform>();
|
||||
|
||||
// Entries label
|
||||
|
||||
TopLabel = UIFactory.CreateLabel(UIRoot, "EntryLabel", "not set", TextAnchor.MiddleLeft, fontSize: 16);
|
||||
TopLabel.horizontalOverflow = HorizontalWrapMode.Overflow;
|
||||
|
||||
// key / value titles
|
||||
|
||||
GameObject titleGroup = UIFactory.CreateUIObject("TitleGroup", UIRoot);
|
||||
UIFactory.SetLayoutElement(titleGroup, minHeight: 25, flexibleWidth: 9999, flexibleHeight: 0);
|
||||
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(titleGroup, false, true, true, true, padLeft: 65, padRight: 0, childAlignment: TextAnchor.LowerLeft);
|
||||
|
||||
Text keyTitle = UIFactory.CreateLabel(titleGroup, "KeyTitle", "Keys", TextAnchor.MiddleLeft);
|
||||
UIFactory.SetLayoutElement(keyTitle.gameObject, minWidth: 100, flexibleWidth: 0);
|
||||
KeyTitleLayout = keyTitle.GetComponent<LayoutElement>();
|
||||
|
||||
Text valueTitle = UIFactory.CreateLabel(titleGroup, "ValueTitle", "Values", TextAnchor.MiddleLeft);
|
||||
UIFactory.SetLayoutElement(valueTitle.gameObject, minWidth: 100, flexibleWidth: 0);
|
||||
ValueTitleLayout = valueTitle.GetComponent<LayoutElement>();
|
||||
|
||||
// entry scroll pool
|
||||
|
||||
DictScrollPool = UIFactory.CreateScrollPool<CacheKeyValuePairCell>(UIRoot, "EntryList", out GameObject scrollObj,
|
||||
out GameObject _, new Color(0.09f, 0.09f, 0.09f));
|
||||
UIFactory.SetLayoutElement(scrollObj, minHeight: 150, flexibleHeight: 0);
|
||||
DictScrollPool.Initialize(this, SetLayout);
|
||||
scrollLayout = scrollObj.GetComponent<LayoutElement>();
|
||||
|
||||
NotSupportedLabel = UIFactory.CreateLabel(DictScrollPool.Content.gameObject, "NotSupportedMessage",
|
||||
"The IDictionary failed to enumerate. This is likely due to an issue with Unhollowed interfaces.",
|
||||
TextAnchor.MiddleLeft, Color.red);
|
||||
|
||||
UIFactory.SetLayoutElement(NotSupportedLabel.gameObject, minHeight: 25, flexibleWidth: 9999);
|
||||
NotSupportedLabel.gameObject.SetActive(false);
|
||||
|
||||
return UIRoot;
|
||||
}
|
||||
}
|
||||
}
|
244
src/CacheObject/IValues/InteractiveEnum.cs
Normal file
244
src/CacheObject/IValues/InteractiveEnum.cs
Normal file
@ -0,0 +1,244 @@
|
||||
using System.Collections.Specialized;
|
||||
using UnityExplorer.UI.Panels;
|
||||
using UnityExplorer.UI.Widgets.AutoComplete;
|
||||
using UniverseLib.UI;
|
||||
using UniverseLib.UI.Models;
|
||||
|
||||
namespace UnityExplorer.CacheObject.IValues
|
||||
{
|
||||
public class InteractiveEnum : InteractiveValue
|
||||
{
|
||||
public bool IsFlags;
|
||||
public Type EnumType;
|
||||
|
||||
private Type lastType;
|
||||
|
||||
public OrderedDictionary CurrentValues;
|
||||
|
||||
private InputFieldRef inputField;
|
||||
private ButtonRef enumHelperButton;
|
||||
private EnumCompleter enumCompleter;
|
||||
|
||||
private GameObject toggleHolder;
|
||||
private readonly List<Toggle> flagToggles = new();
|
||||
private readonly List<Text> flagTexts = new();
|
||||
|
||||
public CachedEnumValue ValueAtIndex(int idx) => (CachedEnumValue)CurrentValues[idx];
|
||||
public CachedEnumValue ValueAtKey(object key) => (CachedEnumValue)CurrentValues[key];
|
||||
|
||||
// Setting value from owner
|
||||
public override void SetValue(object value)
|
||||
{
|
||||
EnumType = value.GetType();
|
||||
|
||||
if (lastType != EnumType)
|
||||
{
|
||||
CurrentValues = GetEnumValues(EnumType);
|
||||
|
||||
IsFlags = EnumType.GetCustomAttributes(typeof(FlagsAttribute), true) is object[] fa && fa.Any();
|
||||
if (IsFlags)
|
||||
SetupTogglesForEnumType();
|
||||
else
|
||||
{
|
||||
inputField.Component.gameObject.SetActive(true);
|
||||
enumHelperButton.Component.gameObject.SetActive(true);
|
||||
toggleHolder.SetActive(false);
|
||||
}
|
||||
|
||||
enumCompleter.EnumType = EnumType;
|
||||
enumCompleter.CacheEnumValues();
|
||||
|
||||
lastType = EnumType;
|
||||
}
|
||||
|
||||
if (!IsFlags)
|
||||
inputField.Text = value.ToString();
|
||||
else
|
||||
SetTogglesForValue(value);
|
||||
|
||||
this.enumCompleter.chosenSuggestion = value.ToString();
|
||||
AutoCompleteModal.Instance.ReleaseOwnership(this.enumCompleter);
|
||||
}
|
||||
|
||||
private void SetTogglesForValue(object value)
|
||||
{
|
||||
try
|
||||
{
|
||||
for (int i = 0; i < CurrentValues.Count; i++)
|
||||
flagToggles[i].isOn = (value as Enum).HasFlag(ValueAtIndex(i).ActualValue as Enum);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
ExplorerCore.LogWarning("Exception setting flag toggles: " + ex);
|
||||
}
|
||||
}
|
||||
|
||||
// Setting value to owner
|
||||
|
||||
private void OnApplyClicked()
|
||||
{
|
||||
try
|
||||
{
|
||||
if (!IsFlags)
|
||||
{
|
||||
if (ParseUtility.TryParse(this.inputField.Text, EnumType, out object value, out Exception ex))
|
||||
CurrentOwner.SetUserValue(value);
|
||||
else
|
||||
throw ex;
|
||||
}
|
||||
else
|
||||
{
|
||||
SetValueFromFlags();
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
ExplorerCore.LogWarning("Exception setting from dropdown: " + ex);
|
||||
}
|
||||
}
|
||||
|
||||
private void SetValueFromFlags()
|
||||
{
|
||||
try
|
||||
{
|
||||
List<string> values = new();
|
||||
for (int i = 0; i < CurrentValues.Count; i++)
|
||||
{
|
||||
if (flagToggles[i].isOn)
|
||||
values.Add(ValueAtIndex(i).Name);
|
||||
}
|
||||
|
||||
CurrentOwner.SetUserValue(Enum.Parse(EnumType, string.Join(", ", values.ToArray())));
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
ExplorerCore.LogWarning("Exception setting from flag toggles: " + ex);
|
||||
}
|
||||
}
|
||||
|
||||
// UI Construction
|
||||
|
||||
private void EnumHelper_OnClick()
|
||||
{
|
||||
enumCompleter.HelperButtonClicked();
|
||||
}
|
||||
|
||||
public override GameObject CreateContent(GameObject parent)
|
||||
{
|
||||
UIRoot = UIFactory.CreateVerticalGroup(parent, "InteractiveEnum", false, false, true, true, 3, new Vector4(4, 4, 4, 4),
|
||||
new Color(0.06f, 0.06f, 0.06f));
|
||||
UIFactory.SetLayoutElement(UIRoot, minHeight: 25, flexibleHeight: 9999, flexibleWidth: 9999);
|
||||
|
||||
GameObject hori = UIFactory.CreateUIObject("Hori", UIRoot);
|
||||
UIFactory.SetLayoutElement(hori, minHeight: 25, flexibleWidth: 9999);
|
||||
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(hori, false, false, true, true, 2);
|
||||
|
||||
ButtonRef applyButton = UIFactory.CreateButton(hori, "ApplyButton", "Apply", new Color(0.2f, 0.27f, 0.2f));
|
||||
UIFactory.SetLayoutElement(applyButton.Component.gameObject, minHeight: 25, minWidth: 100);
|
||||
applyButton.OnClick += OnApplyClicked;
|
||||
|
||||
inputField = UIFactory.CreateInputField(hori, "InputField", "Enter name or underlying value...");
|
||||
UIFactory.SetLayoutElement(inputField.UIRoot, minHeight: 25, flexibleHeight: 50, minWidth: 100, flexibleWidth: 1000);
|
||||
inputField.Component.lineType = InputField.LineType.MultiLineNewline;
|
||||
inputField.UIRoot.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
|
||||
enumHelperButton = UIFactory.CreateButton(hori, "EnumHelper", "▼");
|
||||
UIFactory.SetLayoutElement(enumHelperButton.Component.gameObject, minWidth: 25, minHeight: 25, flexibleWidth: 0, flexibleHeight: 0);
|
||||
enumHelperButton.OnClick += EnumHelper_OnClick;
|
||||
|
||||
enumCompleter = new EnumCompleter(this.EnumType, this.inputField);
|
||||
|
||||
toggleHolder = UIFactory.CreateUIObject("ToggleHolder", UIRoot);
|
||||
UIFactory.SetLayoutGroup<VerticalLayoutGroup>(toggleHolder, false, false, true, true, 4);
|
||||
UIFactory.SetLayoutElement(toggleHolder, minHeight: 25, flexibleWidth: 9999, flexibleHeight: 9999);
|
||||
|
||||
return UIRoot;
|
||||
}
|
||||
|
||||
private void SetupTogglesForEnumType()
|
||||
{
|
||||
toggleHolder.SetActive(true);
|
||||
inputField.Component.gameObject.SetActive(false);
|
||||
enumHelperButton.Component.gameObject.SetActive(false);
|
||||
|
||||
// create / set / hide toggles
|
||||
for (int i = 0; i < CurrentValues.Count || i < flagToggles.Count; i++)
|
||||
{
|
||||
if (i >= CurrentValues.Count)
|
||||
{
|
||||
if (i >= flagToggles.Count)
|
||||
break;
|
||||
|
||||
flagToggles[i].gameObject.SetActive(false);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (i >= flagToggles.Count)
|
||||
AddToggleRow();
|
||||
|
||||
flagToggles[i].isOn = false;
|
||||
flagTexts[i].text = ValueAtIndex(i).Name;
|
||||
}
|
||||
}
|
||||
|
||||
private void AddToggleRow()
|
||||
{
|
||||
GameObject row = UIFactory.CreateUIObject("ToggleRow", toggleHolder);
|
||||
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(row, false, false, true, true, 2);
|
||||
UIFactory.SetLayoutElement(row, minHeight: 25, flexibleWidth: 9999);
|
||||
|
||||
GameObject toggleObj = UIFactory.CreateToggle(row, "ToggleObj", out Toggle toggle, out Text toggleText);
|
||||
UIFactory.SetLayoutElement(toggleObj, minHeight: 25, flexibleWidth: 9999);
|
||||
|
||||
flagToggles.Add(toggle);
|
||||
flagTexts.Add(toggleText);
|
||||
}
|
||||
|
||||
#region Enum cache
|
||||
|
||||
internal static readonly Dictionary<string, OrderedDictionary> enumCache = new();
|
||||
|
||||
internal static OrderedDictionary GetEnumValues(Type enumType)
|
||||
{
|
||||
//isFlags = enumType.GetCustomAttributes(typeof(FlagsAttribute), true) is object[] fa && fa.Any();
|
||||
|
||||
if (!enumCache.ContainsKey(enumType.AssemblyQualifiedName))
|
||||
{
|
||||
OrderedDictionary dict = new();
|
||||
HashSet<string> addedNames = new();
|
||||
|
||||
int i = 0;
|
||||
foreach (object value in Enum.GetValues(enumType))
|
||||
{
|
||||
string name = value.ToString();
|
||||
if (addedNames.Contains(name))
|
||||
continue;
|
||||
addedNames.Add(name);
|
||||
|
||||
dict.Add(value, new CachedEnumValue(value, i, name));
|
||||
i++;
|
||||
}
|
||||
|
||||
enumCache.Add(enumType.AssemblyQualifiedName, dict);
|
||||
}
|
||||
|
||||
return enumCache[enumType.AssemblyQualifiedName];
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
public struct CachedEnumValue
|
||||
{
|
||||
public CachedEnumValue(object value, int index, string name)
|
||||
{
|
||||
EnumIndex = index;
|
||||
Name = name;
|
||||
ActualValue = value;
|
||||
}
|
||||
|
||||
public readonly object ActualValue;
|
||||
public int EnumIndex;
|
||||
public readonly string Name;
|
||||
}
|
||||
}
|
258
src/CacheObject/IValues/InteractiveList.cs
Normal file
258
src/CacheObject/IValues/InteractiveList.cs
Normal file
@ -0,0 +1,258 @@
|
||||
using System.Collections;
|
||||
using UnityExplorer.CacheObject.Views;
|
||||
using UnityExplorer.UI.Panels;
|
||||
using UniverseLib.UI;
|
||||
using UniverseLib.UI.Widgets.ScrollView;
|
||||
|
||||
namespace UnityExplorer.CacheObject.IValues
|
||||
{
|
||||
public class InteractiveList : InteractiveValue, ICellPoolDataSource<CacheListEntryCell>, ICacheObjectController
|
||||
{
|
||||
CacheObjectBase ICacheObjectController.ParentCacheObject => this.CurrentOwner;
|
||||
object ICacheObjectController.Target => this.CurrentOwner.Value;
|
||||
public Type TargetType { get; private set; }
|
||||
|
||||
public override bool CanWrite => base.CanWrite && ((RefIList != null && !RefIList.IsReadOnly) || IsWritableGenericIList);
|
||||
|
||||
public Type EntryType;
|
||||
public IList RefIList;
|
||||
|
||||
private bool IsWritableGenericIList;
|
||||
private PropertyInfo genericIndexer;
|
||||
|
||||
public int ItemCount => cachedEntries.Count;
|
||||
private readonly List<CacheListEntry> cachedEntries = new();
|
||||
|
||||
public ScrollPool<CacheListEntryCell> ListScrollPool { get; private set; }
|
||||
|
||||
public Text TopLabel;
|
||||
private LayoutElement scrollLayout;
|
||||
private Text NotSupportedLabel;
|
||||
|
||||
public override void OnBorrowed(CacheObjectBase owner)
|
||||
{
|
||||
base.OnBorrowed(owner);
|
||||
|
||||
ListScrollPool.Refresh(true, true);
|
||||
}
|
||||
|
||||
public override void ReleaseFromOwner()
|
||||
{
|
||||
base.ReleaseFromOwner();
|
||||
|
||||
ClearAndRelease();
|
||||
}
|
||||
|
||||
private void ClearAndRelease()
|
||||
{
|
||||
RefIList = null;
|
||||
|
||||
foreach (CacheListEntry entry in cachedEntries)
|
||||
{
|
||||
entry.UnlinkFromView();
|
||||
entry.ReleasePooledObjects();
|
||||
}
|
||||
|
||||
cachedEntries.Clear();
|
||||
}
|
||||
|
||||
// List entry scroll pool
|
||||
|
||||
public override void SetLayout()
|
||||
{
|
||||
float minHeight = 5f;
|
||||
|
||||
foreach (CacheListEntryCell cell in ListScrollPool.CellPool)
|
||||
{
|
||||
if (cell.Enabled)
|
||||
minHeight += cell.Rect.rect.height;
|
||||
}
|
||||
|
||||
this.scrollLayout.minHeight = Math.Min(InspectorPanel.CurrentPanelHeight - 400f, minHeight);
|
||||
}
|
||||
|
||||
public void OnCellBorrowed(CacheListEntryCell cell) { } // not needed
|
||||
|
||||
public void SetCell(CacheListEntryCell cell, int index)
|
||||
{
|
||||
CacheObjectControllerHelper.SetCell(cell, index, cachedEntries, null);
|
||||
}
|
||||
|
||||
// Setting the List value itself to this model
|
||||
public override void SetValue(object value)
|
||||
{
|
||||
if (value == null)
|
||||
{
|
||||
// should never be null
|
||||
if (cachedEntries.Any())
|
||||
ClearAndRelease();
|
||||
}
|
||||
else
|
||||
{
|
||||
Type type = value.GetActualType();
|
||||
ReflectionUtility.TryGetEntryType(type, out EntryType);
|
||||
|
||||
CacheEntries(value);
|
||||
|
||||
TopLabel.text = $"[{cachedEntries.Count}] {SignatureHighlighter.Parse(type, false)}";
|
||||
}
|
||||
|
||||
//this.ScrollPoolLayout.minHeight = Math.Min(400f, 35f * values.Count);
|
||||
this.ListScrollPool.Refresh(true, false);
|
||||
}
|
||||
|
||||
private void CacheEntries(object value)
|
||||
{
|
||||
RefIList = value as IList;
|
||||
|
||||
// Check if the type implements IList<T> but not IList (ie. Il2CppArrayBase)
|
||||
if (RefIList == null)
|
||||
CheckGenericIList(value);
|
||||
else
|
||||
IsWritableGenericIList = false;
|
||||
|
||||
int idx = 0;
|
||||
|
||||
if (ReflectionUtility.TryGetEnumerator(value, out IEnumerator enumerator))
|
||||
{
|
||||
NotSupportedLabel.gameObject.SetActive(false);
|
||||
|
||||
while (enumerator.MoveNext())
|
||||
{
|
||||
object entry = enumerator.Current;
|
||||
|
||||
// If list count increased, create new cache entries
|
||||
CacheListEntry cache;
|
||||
if (idx >= cachedEntries.Count)
|
||||
{
|
||||
cache = new CacheListEntry();
|
||||
cache.SetListOwner(this, idx);
|
||||
cachedEntries.Add(cache);
|
||||
}
|
||||
else
|
||||
cache = cachedEntries[idx];
|
||||
|
||||
cache.SetFallbackType(this.EntryType);
|
||||
cache.SetValueFromSource(entry);
|
||||
idx++;
|
||||
}
|
||||
|
||||
// Remove excess cached entries if list count decreased
|
||||
if (cachedEntries.Count > idx)
|
||||
{
|
||||
for (int i = cachedEntries.Count - 1; i >= idx; i--)
|
||||
{
|
||||
CacheListEntry cache = cachedEntries[i];
|
||||
if (cache.CellView != null)
|
||||
cache.UnlinkFromView();
|
||||
|
||||
cache.ReleasePooledObjects();
|
||||
cachedEntries.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
NotSupportedLabel.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
private void CheckGenericIList(object value)
|
||||
{
|
||||
try
|
||||
{
|
||||
Type type = value.GetType();
|
||||
if (type.GetInterfaces().Any(it => it.IsGenericType && it.GetGenericTypeDefinition() == typeof(IList<>)))
|
||||
IsWritableGenericIList = !(bool)type.GetProperty("IsReadOnly").GetValue(value, null);
|
||||
else
|
||||
IsWritableGenericIList = false;
|
||||
|
||||
if (IsWritableGenericIList)
|
||||
{
|
||||
// Find the "this[int index]" property.
|
||||
// It might be a private implementation.
|
||||
foreach (PropertyInfo prop in type.GetProperties(ReflectionUtility.FLAGS))
|
||||
{
|
||||
if ((prop.Name == "Item"
|
||||
|| (prop.Name.StartsWith("System.Collections.Generic.IList<") && prop.Name.EndsWith(">.Item")))
|
||||
&& prop.GetIndexParameters() is ParameterInfo[] parameters
|
||||
&& parameters.Length == 1
|
||||
&& parameters[0].ParameterType == typeof(int))
|
||||
{
|
||||
genericIndexer = prop;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (genericIndexer == null)
|
||||
{
|
||||
ExplorerCore.LogWarning($"Failed to find indexer property for IList<T> type '{type.FullName}'!");
|
||||
IsWritableGenericIList = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
ExplorerCore.LogWarning($"Exception processing IEnumerable for IList<T> check: {ex.ReflectionExToString()}");
|
||||
IsWritableGenericIList = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Setting the value of an index to the list
|
||||
|
||||
public void TrySetValueToIndex(object value, int index)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (!IsWritableGenericIList)
|
||||
{
|
||||
RefIList[index] = value;
|
||||
}
|
||||
else
|
||||
{
|
||||
genericIndexer.SetValue(CurrentOwner.Value, value, new object[] { index });
|
||||
}
|
||||
|
||||
CacheListEntry entry = cachedEntries[index];
|
||||
entry.SetValueFromSource(value);
|
||||
|
||||
if (entry.CellView != null)
|
||||
entry.SetDataToCell(entry.CellView);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
ExplorerCore.LogWarning($"Exception setting IList value: {ex}");
|
||||
}
|
||||
}
|
||||
|
||||
public override GameObject CreateContent(GameObject parent)
|
||||
{
|
||||
UIRoot = UIFactory.CreateVerticalGroup(parent, "InteractiveList", true, true, true, true, 6, new Vector4(10, 3, 15, 4),
|
||||
new Color(0.05f, 0.05f, 0.05f));
|
||||
UIFactory.SetLayoutElement(UIRoot, flexibleWidth: 9999, minHeight: 25, flexibleHeight: 600);
|
||||
UIRoot.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
|
||||
// Entries label
|
||||
|
||||
TopLabel = UIFactory.CreateLabel(UIRoot, "EntryLabel", "not set", TextAnchor.MiddleLeft, fontSize: 16);
|
||||
TopLabel.horizontalOverflow = HorizontalWrapMode.Overflow;
|
||||
|
||||
// entry scroll pool
|
||||
|
||||
ListScrollPool = UIFactory.CreateScrollPool<CacheListEntryCell>(UIRoot, "EntryList", out GameObject scrollObj,
|
||||
out GameObject _, new Color(0.09f, 0.09f, 0.09f));
|
||||
UIFactory.SetLayoutElement(scrollObj, minHeight: 400, flexibleHeight: 0);
|
||||
ListScrollPool.Initialize(this, SetLayout);
|
||||
scrollLayout = scrollObj.GetComponent<LayoutElement>();
|
||||
|
||||
NotSupportedLabel = UIFactory.CreateLabel(ListScrollPool.Content.gameObject, "NotSupportedMessage",
|
||||
"The IEnumerable failed to enumerate. This is likely due to an issue with Unhollowed interfaces.",
|
||||
TextAnchor.MiddleLeft, Color.red);
|
||||
|
||||
UIFactory.SetLayoutElement(NotSupportedLabel.gameObject, minHeight: 25, flexibleWidth: 9999);
|
||||
NotSupportedLabel.gameObject.SetActive(false);
|
||||
|
||||
return UIRoot;
|
||||
}
|
||||
}
|
||||
}
|
127
src/CacheObject/IValues/InteractiveString.cs
Normal file
127
src/CacheObject/IValues/InteractiveString.cs
Normal file
@ -0,0 +1,127 @@
|
||||
using UnityExplorer.Config;
|
||||
using UniverseLib.UI;
|
||||
using UniverseLib.UI.Models;
|
||||
|
||||
namespace UnityExplorer.CacheObject.IValues
|
||||
{
|
||||
public class InteractiveString : InteractiveValue
|
||||
{
|
||||
private string RealValue;
|
||||
public string EditedValue = "";
|
||||
|
||||
public InputFieldRef inputField;
|
||||
public ButtonRef ApplyButton;
|
||||
|
||||
public GameObject SaveFileRow;
|
||||
public InputFieldRef SaveFilePath;
|
||||
|
||||
public override void OnBorrowed(CacheObjectBase owner)
|
||||
{
|
||||
base.OnBorrowed(owner);
|
||||
|
||||
bool canWrite = owner.CanWrite && owner.State != ValueState.Exception;
|
||||
inputField.Component.readOnly = !canWrite;
|
||||
ApplyButton.Component.gameObject.SetActive(canWrite);
|
||||
|
||||
SaveFilePath.Text = Path.Combine(ConfigManager.Default_Output_Path.Value, "untitled.txt");
|
||||
}
|
||||
|
||||
private bool IsStringTooLong(string s)
|
||||
{
|
||||
if (s == null)
|
||||
return false;
|
||||
|
||||
return s.Length >= UniversalUI.MAX_INPUTFIELD_CHARS;
|
||||
}
|
||||
|
||||
public override void SetValue(object value)
|
||||
{
|
||||
if (CurrentOwner.State == ValueState.Exception)
|
||||
value = CurrentOwner.LastException.ToString();
|
||||
|
||||
RealValue = value as string;
|
||||
SaveFileRow.SetActive(IsStringTooLong(RealValue));
|
||||
|
||||
if (value == null)
|
||||
{
|
||||
inputField.Text = "";
|
||||
EditedValue = "";
|
||||
}
|
||||
else
|
||||
{
|
||||
EditedValue = (string)value;
|
||||
inputField.Text = EditedValue;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnApplyClicked()
|
||||
{
|
||||
CurrentOwner.SetUserValue(EditedValue);
|
||||
}
|
||||
|
||||
private void OnInputChanged(string input)
|
||||
{
|
||||
EditedValue = input;
|
||||
SaveFileRow.SetActive(IsStringTooLong(EditedValue));
|
||||
}
|
||||
|
||||
private void OnSaveFileClicked()
|
||||
{
|
||||
if (RealValue == null)
|
||||
return;
|
||||
|
||||
if (string.IsNullOrEmpty(SaveFilePath.Text))
|
||||
{
|
||||
ExplorerCore.LogWarning("Cannot save an empty file path!");
|
||||
return;
|
||||
}
|
||||
|
||||
string path = IOUtility.EnsureValidFilePath(SaveFilePath.Text);
|
||||
|
||||
if (File.Exists(path))
|
||||
File.Delete(path);
|
||||
|
||||
File.WriteAllText(path, RealValue);
|
||||
}
|
||||
|
||||
public override GameObject CreateContent(GameObject parent)
|
||||
{
|
||||
UIRoot = UIFactory.CreateVerticalGroup(parent, "InteractiveString", false, false, true, true, 3, new Vector4(4, 4, 4, 4),
|
||||
new Color(0.06f, 0.06f, 0.06f));
|
||||
|
||||
// Save to file helper
|
||||
|
||||
SaveFileRow = UIFactory.CreateUIObject("SaveFileRow", UIRoot);
|
||||
UIFactory.SetLayoutElement(SaveFileRow, flexibleWidth: 9999);
|
||||
UIFactory.SetLayoutGroup<VerticalLayoutGroup>(SaveFileRow, false, true, true, true, 3);
|
||||
|
||||
UIFactory.CreateLabel(SaveFileRow, "Info", "<color=red>String is too long! Save to file if you want to see the full string.</color>",
|
||||
TextAnchor.MiddleLeft);
|
||||
|
||||
GameObject horizRow = UIFactory.CreateUIObject("Horiz", SaveFileRow);
|
||||
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(horizRow, false, false, true, true, 4);
|
||||
|
||||
ButtonRef saveButton = UIFactory.CreateButton(horizRow, "SaveButton", "Save file");
|
||||
UIFactory.SetLayoutElement(saveButton.Component.gameObject, minHeight: 25, minWidth: 100, flexibleWidth: 0);
|
||||
saveButton.OnClick += OnSaveFileClicked;
|
||||
|
||||
SaveFilePath = UIFactory.CreateInputField(horizRow, "SaveInput", "...");
|
||||
UIFactory.SetLayoutElement(SaveFilePath.UIRoot, minHeight: 25, flexibleWidth: 9999);
|
||||
|
||||
// Main Input / apply
|
||||
|
||||
ApplyButton = UIFactory.CreateButton(UIRoot, "ApplyButton", "Apply", new Color(0.2f, 0.27f, 0.2f));
|
||||
UIFactory.SetLayoutElement(ApplyButton.Component.gameObject, minHeight: 25, minWidth: 100, flexibleWidth: 0);
|
||||
ApplyButton.OnClick += OnApplyClicked;
|
||||
|
||||
inputField = UIFactory.CreateInputField(UIRoot, "InputField", "empty");
|
||||
inputField.UIRoot.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
UIFactory.SetLayoutElement(inputField.UIRoot, minHeight: 25, flexibleHeight: 500, flexibleWidth: 9999);
|
||||
inputField.Component.lineType = InputField.LineType.MultiLineNewline;
|
||||
inputField.OnValueChanged += OnInputChanged;
|
||||
|
||||
return UIRoot;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
56
src/CacheObject/IValues/InteractiveValue.cs
Normal file
56
src/CacheObject/IValues/InteractiveValue.cs
Normal file
@ -0,0 +1,56 @@
|
||||
using UniverseLib.UI.ObjectPool;
|
||||
|
||||
namespace UnityExplorer.CacheObject.IValues
|
||||
{
|
||||
public abstract class InteractiveValue : IPooledObject
|
||||
{
|
||||
public static Type GetIValueTypeForState(ValueState state)
|
||||
{
|
||||
return state switch
|
||||
{
|
||||
ValueState.Exception or ValueState.String => typeof(InteractiveString),
|
||||
ValueState.Enum => typeof(InteractiveEnum),
|
||||
ValueState.Collection => typeof(InteractiveList),
|
||||
ValueState.Dictionary => typeof(InteractiveDictionary),
|
||||
ValueState.ValueStruct => typeof(InteractiveValueStruct),
|
||||
ValueState.Color => typeof(InteractiveColor),
|
||||
_ => null,
|
||||
};
|
||||
}
|
||||
|
||||
public GameObject UIRoot { get; set; }
|
||||
public float DefaultHeight => -1f;
|
||||
|
||||
public virtual bool CanWrite => this.CurrentOwner.CanWrite;
|
||||
|
||||
public CacheObjectBase CurrentOwner => owner;
|
||||
private CacheObjectBase owner;
|
||||
|
||||
public bool PendingValueWanted;
|
||||
|
||||
public virtual void OnBorrowed(CacheObjectBase owner)
|
||||
{
|
||||
if (this.owner != null)
|
||||
{
|
||||
ExplorerCore.LogWarning("Setting an IValue's owner but there is already one set. Maybe it wasn't cleaned up?");
|
||||
ReleaseFromOwner();
|
||||
}
|
||||
|
||||
this.owner = owner;
|
||||
}
|
||||
|
||||
public virtual void ReleaseFromOwner()
|
||||
{
|
||||
if (this.owner == null)
|
||||
return;
|
||||
|
||||
this.owner = null;
|
||||
}
|
||||
|
||||
public abstract void SetValue(object value);
|
||||
|
||||
public virtual void SetLayout() { }
|
||||
|
||||
public abstract GameObject CreateContent(GameObject parent);
|
||||
}
|
||||
}
|
205
src/CacheObject/IValues/InteractiveValueStruct.cs
Normal file
205
src/CacheObject/IValues/InteractiveValueStruct.cs
Normal file
@ -0,0 +1,205 @@
|
||||
using UniverseLib.UI;
|
||||
using UniverseLib.UI.Models;
|
||||
|
||||
namespace UnityExplorer.CacheObject.IValues
|
||||
{
|
||||
public class InteractiveValueStruct : InteractiveValue
|
||||
{
|
||||
#region Struct cache / wrapper
|
||||
|
||||
public class StructInfo
|
||||
{
|
||||
public bool IsSupported;
|
||||
public FieldInfo[] Fields;
|
||||
|
||||
public StructInfo(bool isSupported, FieldInfo[] fields)
|
||||
{
|
||||
IsSupported = isSupported;
|
||||
Fields = fields;
|
||||
}
|
||||
|
||||
public void SetValue(object instance, string input, int fieldIndex)
|
||||
{
|
||||
FieldInfo field = Fields[fieldIndex];
|
||||
|
||||
object val;
|
||||
if (field.FieldType == typeof(string))
|
||||
val = input;
|
||||
else
|
||||
{
|
||||
if (!ParseUtility.TryParse(input, field.FieldType, out val, out Exception ex))
|
||||
{
|
||||
ExplorerCore.LogWarning("Unable to parse input!");
|
||||
if (ex != null) ExplorerCore.Log(ex.ReflectionExToString());
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
field.SetValue(instance, val);
|
||||
}
|
||||
|
||||
public string GetValue(object instance, int fieldIndex)
|
||||
{
|
||||
FieldInfo field = Fields[fieldIndex];
|
||||
object value = field.GetValue(instance);
|
||||
return ParseUtility.ToStringForInput(value, field.FieldType);
|
||||
}
|
||||
}
|
||||
|
||||
private static readonly Dictionary<string, StructInfo> typeSupportCache = new();
|
||||
|
||||
private const BindingFlags INSTANCE_FLAGS = BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public;
|
||||
private const string SYSTEM_VOID = "System.Void";
|
||||
|
||||
public static bool SupportsType(Type type)
|
||||
{
|
||||
if (!type.IsValueType || string.IsNullOrEmpty(type.AssemblyQualifiedName) || type.FullName == SYSTEM_VOID)
|
||||
return false;
|
||||
|
||||
if (typeSupportCache.TryGetValue(type.AssemblyQualifiedName, out StructInfo info))
|
||||
return info.IsSupported;
|
||||
|
||||
bool supported = false;
|
||||
|
||||
FieldInfo[] fields = type.GetFields(INSTANCE_FLAGS);
|
||||
if (fields.Length > 0)
|
||||
{
|
||||
if (fields.Any(it => !ParseUtility.CanParse(it.FieldType)))
|
||||
{
|
||||
supported = false;
|
||||
info = new StructInfo(supported, null);
|
||||
}
|
||||
else
|
||||
{
|
||||
supported = true;
|
||||
info = new StructInfo(supported, fields);
|
||||
}
|
||||
}
|
||||
|
||||
typeSupportCache.Add(type.AssemblyQualifiedName, info);
|
||||
|
||||
return supported;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public object RefInstance;
|
||||
|
||||
public StructInfo CurrentInfo;
|
||||
private Type lastStructType;
|
||||
|
||||
private ButtonRef applyButton;
|
||||
private readonly List<GameObject> fieldRows = new();
|
||||
private readonly List<InputFieldRef> inputFields = new();
|
||||
private readonly List<Text> labels = new();
|
||||
|
||||
public override void OnBorrowed(CacheObjectBase owner)
|
||||
{
|
||||
base.OnBorrowed(owner);
|
||||
|
||||
applyButton.Component.gameObject.SetActive(owner.CanWrite);
|
||||
}
|
||||
|
||||
// Setting value from owner to this
|
||||
|
||||
public override void SetValue(object value)
|
||||
{
|
||||
RefInstance = value;
|
||||
|
||||
Type type = RefInstance.GetType();
|
||||
|
||||
if (type != lastStructType)
|
||||
{
|
||||
CurrentInfo = typeSupportCache[type.AssemblyQualifiedName];
|
||||
SetupUIForType();
|
||||
lastStructType = type;
|
||||
}
|
||||
|
||||
for (int i = 0; i < CurrentInfo.Fields.Length; i++)
|
||||
{
|
||||
inputFields[i].Text = CurrentInfo.GetValue(RefInstance, i);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnApplyClicked()
|
||||
{
|
||||
try
|
||||
{
|
||||
for (int i = 0; i < CurrentInfo.Fields.Length; i++)
|
||||
{
|
||||
CurrentInfo.SetValue(RefInstance, inputFields[i].Text, i);
|
||||
}
|
||||
|
||||
CurrentOwner.SetUserValue(RefInstance);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
ExplorerCore.LogWarning("Exception setting value: " + ex);
|
||||
}
|
||||
}
|
||||
|
||||
// UI Setup for type
|
||||
|
||||
private void SetupUIForType()
|
||||
{
|
||||
for (int i = 0; i < CurrentInfo.Fields.Length || i <= inputFields.Count; i++)
|
||||
{
|
||||
if (i >= CurrentInfo.Fields.Length)
|
||||
{
|
||||
if (i >= inputFields.Count)
|
||||
break;
|
||||
|
||||
fieldRows[i].SetActive(false);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (i >= inputFields.Count)
|
||||
AddEditorRow();
|
||||
|
||||
fieldRows[i].SetActive(true);
|
||||
|
||||
string label = SignatureHighlighter.Parse(CurrentInfo.Fields[i].FieldType, false);
|
||||
label += $" <color={SignatureHighlighter.FIELD_INSTANCE}>{CurrentInfo.Fields[i].Name}</color>:";
|
||||
labels[i].text = label;
|
||||
}
|
||||
}
|
||||
|
||||
private void AddEditorRow()
|
||||
{
|
||||
GameObject row = UIFactory.CreateUIObject("HoriGroup", UIRoot);
|
||||
//row.AddComponent<ContentSizeFitter>().horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
UIFactory.SetLayoutElement(row, minHeight: 25, flexibleWidth: 9999);
|
||||
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(row, false, false, true, true, 8, childAlignment: TextAnchor.MiddleLeft);
|
||||
|
||||
fieldRows.Add(row);
|
||||
|
||||
Text label = UIFactory.CreateLabel(row, "Label", "notset", TextAnchor.MiddleLeft);
|
||||
UIFactory.SetLayoutElement(label.gameObject, minHeight: 25, minWidth: 50, flexibleWidth: 0);
|
||||
label.horizontalOverflow = HorizontalWrapMode.Wrap;
|
||||
labels.Add(label);
|
||||
|
||||
InputFieldRef input = UIFactory.CreateInputField(row, "InputField", "...");
|
||||
UIFactory.SetLayoutElement(input.UIRoot, minHeight: 25, minWidth: 200);
|
||||
ContentSizeFitter fitter = input.UIRoot.AddComponent<ContentSizeFitter>();
|
||||
fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
fitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
input.Component.lineType = InputField.LineType.MultiLineNewline;
|
||||
inputFields.Add(input);
|
||||
}
|
||||
|
||||
// UI Construction
|
||||
|
||||
public override GameObject CreateContent(GameObject parent)
|
||||
{
|
||||
UIRoot = UIFactory.CreateVerticalGroup(parent, "InteractiveValueStruct", false, false, true, true, 3, new Vector4(4, 4, 4, 4),
|
||||
new Color(0.06f, 0.06f, 0.06f), TextAnchor.MiddleLeft);
|
||||
UIFactory.SetLayoutElement(UIRoot, minHeight: 25, flexibleWidth: 9999);
|
||||
|
||||
applyButton = UIFactory.CreateButton(UIRoot, "ApplyButton", "Apply", new Color(0.2f, 0.27f, 0.2f));
|
||||
UIFactory.SetLayoutElement(applyButton.Component.gameObject, minHeight: 25, minWidth: 175);
|
||||
applyButton.OnClick += OnApplyClicked;
|
||||
|
||||
return UIRoot;
|
||||
}
|
||||
}
|
||||
}
|
80
src/CacheObject/Views/CacheConfigCell.cs
Normal file
80
src/CacheObject/Views/CacheConfigCell.cs
Normal file
@ -0,0 +1,80 @@
|
||||
using UniverseLib.UI;
|
||||
|
||||
namespace UnityExplorer.CacheObject.Views
|
||||
{
|
||||
public class ConfigEntryCell : CacheObjectCell
|
||||
{
|
||||
public override GameObject CreateContent(GameObject parent)
|
||||
{
|
||||
// Main layout
|
||||
|
||||
UIRoot = UIFactory.CreateUIObject(this.GetType().Name, parent, new Vector2(100, 30));
|
||||
Rect = UIRoot.GetComponent<RectTransform>();
|
||||
UIFactory.SetLayoutGroup<VerticalLayoutGroup>(UIRoot, false, false, true, true, 4, 4, 4, 4, 4, childAlignment: TextAnchor.UpperLeft);
|
||||
UIFactory.SetLayoutElement(UIRoot, minWidth: 100, flexibleWidth: 9999, minHeight: 30, flexibleHeight: 600);
|
||||
UIRoot.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
|
||||
// Left label
|
||||
|
||||
NameLabel = UIFactory.CreateLabel(UIRoot, "NameLabel", "<notset>", TextAnchor.MiddleLeft);
|
||||
NameLabel.horizontalOverflow = HorizontalWrapMode.Wrap;
|
||||
UIFactory.SetLayoutElement(NameLabel.gameObject, minHeight: 25, flexibleWidth: 9999, flexibleHeight: 300);
|
||||
NameLayout = NameLabel.GetComponent<LayoutElement>();
|
||||
|
||||
// horizontal group
|
||||
|
||||
GameObject horiGroup = UIFactory.CreateUIObject("RightHoriGroup", UIRoot);
|
||||
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(horiGroup, false, false, true, true, 4, childAlignment: TextAnchor.UpperLeft);
|
||||
UIFactory.SetLayoutElement(horiGroup, minHeight: 25, minWidth: 200, flexibleWidth: 9999, flexibleHeight: 800);
|
||||
|
||||
SubContentButton = UIFactory.CreateButton(horiGroup, "SubContentButton", "▲", subInactiveColor);
|
||||
UIFactory.SetLayoutElement(SubContentButton.Component.gameObject, minWidth: 25, minHeight: 25, flexibleWidth: 0, flexibleHeight: 0);
|
||||
SubContentButton.OnClick += SubContentClicked;
|
||||
|
||||
// Type label
|
||||
|
||||
TypeLabel = UIFactory.CreateLabel(horiGroup, "TypeLabel", "<notset>", TextAnchor.MiddleLeft);
|
||||
TypeLabel.horizontalOverflow = HorizontalWrapMode.Wrap;
|
||||
UIFactory.SetLayoutElement(TypeLabel.gameObject, minHeight: 25, flexibleHeight: 150, minWidth: 60, flexibleWidth: 0);
|
||||
|
||||
// Bool and number value interaction
|
||||
|
||||
GameObject toggleObj = UIFactory.CreateToggle(horiGroup, "Toggle", out Toggle, out ToggleText);
|
||||
UIFactory.SetLayoutElement(toggleObj, minWidth: 70, minHeight: 25, flexibleWidth: 0, flexibleHeight: 0);
|
||||
ToggleText.color = SignatureHighlighter.KeywordBlue;
|
||||
Toggle.onValueChanged.AddListener(ToggleClicked);
|
||||
|
||||
InputField = UIFactory.CreateInputField(horiGroup, "InputField", "...");
|
||||
UIFactory.SetLayoutElement(InputField.UIRoot, minWidth: 150, flexibleWidth: 0, minHeight: 25, flexibleHeight: 0);
|
||||
|
||||
// Apply
|
||||
|
||||
ApplyButton = UIFactory.CreateButton(horiGroup, "ApplyButton", "Apply", new Color(0.15f, 0.19f, 0.15f));
|
||||
UIFactory.SetLayoutElement(ApplyButton.Component.gameObject, minWidth: 70, minHeight: 25, flexibleWidth: 0, flexibleHeight: 0);
|
||||
ApplyButton.OnClick += ApplyClicked;
|
||||
|
||||
// Main value label
|
||||
|
||||
ValueLabel = UIFactory.CreateLabel(horiGroup, "ValueLabel", "Value goes here", TextAnchor.MiddleLeft);
|
||||
ValueLabel.horizontalOverflow = HorizontalWrapMode.Wrap;
|
||||
UIFactory.SetLayoutElement(ValueLabel.gameObject, minHeight: 25, flexibleHeight: 150, flexibleWidth: 9999);
|
||||
|
||||
// Subcontent
|
||||
|
||||
SubContentHolder = UIFactory.CreateUIObject("SubContent", UIRoot);
|
||||
UIFactory.SetLayoutElement(SubContentHolder.gameObject, minHeight: 30, flexibleHeight: 600, minWidth: 100, flexibleWidth: 9999);
|
||||
UIFactory.SetLayoutGroup<VerticalLayoutGroup>(SubContentHolder, true, true, true, true, 2, childAlignment: TextAnchor.UpperLeft);
|
||||
//SubContentHolder.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.MinSize;
|
||||
SubContentHolder.SetActive(false);
|
||||
|
||||
// Bottom separator
|
||||
GameObject separator = UIFactory.CreateUIObject("BottomSeperator", UIRoot);
|
||||
UIFactory.SetLayoutElement(separator, minHeight: 1, flexibleHeight: 0, flexibleWidth: 9999);
|
||||
separator.AddComponent<Image>().color = Color.black;
|
||||
|
||||
return UIRoot;
|
||||
}
|
||||
|
||||
protected override void ConstructEvaluateHolder(GameObject parent) { }
|
||||
}
|
||||
}
|
85
src/CacheObject/Views/CacheKeyValuePairCell.cs
Normal file
85
src/CacheObject/Views/CacheKeyValuePairCell.cs
Normal file
@ -0,0 +1,85 @@
|
||||
using UnityExplorer.CacheObject.IValues;
|
||||
using UniverseLib.UI;
|
||||
using UniverseLib.UI.Models;
|
||||
|
||||
namespace UnityExplorer.CacheObject.Views
|
||||
{
|
||||
public class CacheKeyValuePairCell : CacheObjectCell
|
||||
{
|
||||
public Image Image { get; private set; }
|
||||
public InteractiveDictionary DictOwner => Occupant.Owner as InteractiveDictionary;
|
||||
|
||||
public LayoutElement KeyGroupLayout;
|
||||
public Text KeyLabel;
|
||||
public ButtonRef KeyInspectButton;
|
||||
public InputFieldRef KeyInputField;
|
||||
public Text KeyInputTypeLabel;
|
||||
|
||||
public static Color EvenColor = new(0.07f, 0.07f, 0.07f);
|
||||
public static Color OddColor = new(0.063f, 0.063f, 0.063f);
|
||||
|
||||
public int AdjustedWidth => (int)Rect.rect.width - 70;
|
||||
|
||||
//public int HalfWidth => (int)(0.5f * Rect.rect.width) - 75;
|
||||
//public int AdjustedKeyWidth => HalfWidth - 50;
|
||||
//public int AdjustedRightWidth => HalfWidth;
|
||||
|
||||
private void KeyInspectClicked()
|
||||
{
|
||||
InspectorManager.Inspect((Occupant as CacheKeyValuePair).DictKey, this.Occupant);
|
||||
}
|
||||
|
||||
public override GameObject CreateContent(GameObject parent)
|
||||
{
|
||||
GameObject root = base.CreateContent(parent);
|
||||
|
||||
Image = root.AddComponent<Image>();
|
||||
|
||||
this.NameLayout.minWidth = 70;
|
||||
this.NameLayout.flexibleWidth = 0;
|
||||
this.NameLayout.minHeight = 30;
|
||||
this.NameLayout.flexibleHeight = 0;
|
||||
this.NameLabel.alignment = TextAnchor.MiddleRight;
|
||||
|
||||
this.RightGroupLayout.minWidth = AdjustedWidth * 0.55f;
|
||||
|
||||
// Key area
|
||||
GameObject keyGroup = UIFactory.CreateUIObject("KeyHolder", root.transform.Find("HoriGroup").gameObject);
|
||||
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(keyGroup, false, false, true, true, 2, 0, 0, 4, 4, childAlignment: TextAnchor.MiddleLeft);
|
||||
KeyGroupLayout = UIFactory.SetLayoutElement(keyGroup, minHeight: 30, minWidth: (int)(AdjustedWidth * 0.44f), flexibleWidth: 0);
|
||||
|
||||
// set to be after the NameLabel (our index label), and before the main horizontal group.
|
||||
keyGroup.transform.SetSiblingIndex(1);
|
||||
|
||||
// key Inspect
|
||||
|
||||
KeyInspectButton = UIFactory.CreateButton(keyGroup, "KeyInspectButton", "Inspect", new Color(0.15f, 0.15f, 0.15f));
|
||||
UIFactory.SetLayoutElement(KeyInspectButton.Component.gameObject, minWidth: 60, flexibleWidth: 0, minHeight: 25, flexibleHeight: 0);
|
||||
KeyInspectButton.OnClick += KeyInspectClicked;
|
||||
|
||||
// label
|
||||
|
||||
KeyLabel = UIFactory.CreateLabel(keyGroup, "KeyLabel", "<i>empty</i>", TextAnchor.MiddleLeft);
|
||||
UIFactory.SetLayoutElement(KeyLabel.gameObject, minWidth: 50, flexibleWidth: 999, minHeight: 25);
|
||||
|
||||
// Type label for input field
|
||||
|
||||
KeyInputTypeLabel = UIFactory.CreateLabel(keyGroup, "InputTypeLabel", "<i>null</i>", TextAnchor.MiddleLeft);
|
||||
UIFactory.SetLayoutElement(KeyInputTypeLabel.gameObject, minWidth: 55, flexibleWidth: 0, minHeight: 25, flexibleHeight: 0);
|
||||
|
||||
// input field
|
||||
|
||||
KeyInputField = UIFactory.CreateInputField(keyGroup, "KeyInput", "empty");
|
||||
UIFactory.SetLayoutElement(KeyInputField.UIRoot, minHeight: 25, flexibleHeight: 0, flexibleWidth: 0, preferredWidth: 200);
|
||||
//KeyInputField.lineType = InputField.LineType.MultiLineNewline;
|
||||
KeyInputField.Component.readOnly = true;
|
||||
|
||||
return root;
|
||||
}
|
||||
|
||||
protected override void ConstructEvaluateHolder(GameObject parent)
|
||||
{
|
||||
// not used
|
||||
}
|
||||
}
|
||||
}
|
38
src/CacheObject/Views/CacheListEntryCell.cs
Normal file
38
src/CacheObject/Views/CacheListEntryCell.cs
Normal file
@ -0,0 +1,38 @@
|
||||
using UnityExplorer.CacheObject.IValues;
|
||||
|
||||
namespace UnityExplorer.CacheObject.Views
|
||||
{
|
||||
public class CacheListEntryCell : CacheObjectCell
|
||||
{
|
||||
public Image Image { get; private set; }
|
||||
public InteractiveList ListOwner => Occupant.Owner as InteractiveList;
|
||||
|
||||
public static Color EvenColor = new(0.12f, 0.12f, 0.12f);
|
||||
public static Color OddColor = new(0.1f, 0.1f, 0.1f);
|
||||
|
||||
public override GameObject CreateContent(GameObject parent)
|
||||
{
|
||||
GameObject root = base.CreateContent(parent);
|
||||
|
||||
Image = root.AddComponent<Image>();
|
||||
|
||||
this.NameLayout.minWidth = 40;
|
||||
this.NameLayout.flexibleWidth = 50;
|
||||
this.NameLayout.minHeight = 25;
|
||||
this.NameLayout.flexibleHeight = 0;
|
||||
this.NameLabel.alignment = TextAnchor.MiddleRight;
|
||||
|
||||
return root;
|
||||
}
|
||||
|
||||
protected override void ConstructEvaluateHolder(GameObject parent)
|
||||
{
|
||||
// not used
|
||||
}
|
||||
|
||||
//protected override void ConstructUpdateToggle(GameObject parent)
|
||||
//{
|
||||
// // not used
|
||||
//}
|
||||
}
|
||||
}
|
31
src/CacheObject/Views/CacheMemberCell.cs
Normal file
31
src/CacheObject/Views/CacheMemberCell.cs
Normal file
@ -0,0 +1,31 @@
|
||||
using UniverseLib.UI;
|
||||
using UniverseLib.UI.Models;
|
||||
|
||||
namespace UnityExplorer.CacheObject.Views
|
||||
{
|
||||
public class CacheMemberCell : CacheObjectCell
|
||||
{
|
||||
public CacheMember MemberOccupant => Occupant as CacheMember;
|
||||
|
||||
public GameObject EvaluateHolder;
|
||||
public ButtonRef EvaluateButton;
|
||||
|
||||
protected virtual void EvaluateClicked()
|
||||
{
|
||||
this.MemberOccupant.OnEvaluateClicked();
|
||||
}
|
||||
|
||||
protected override void ConstructEvaluateHolder(GameObject parent)
|
||||
{
|
||||
// Evaluate vert group
|
||||
|
||||
EvaluateHolder = UIFactory.CreateUIObject("EvalGroup", parent);
|
||||
UIFactory.SetLayoutGroup<VerticalLayoutGroup>(EvaluateHolder, false, false, true, true, 3);
|
||||
UIFactory.SetLayoutElement(EvaluateHolder, minHeight: 25, flexibleWidth: 9999, flexibleHeight: 775);
|
||||
|
||||
EvaluateButton = UIFactory.CreateButton(EvaluateHolder, "EvaluateButton", "Evaluate", new Color(0.15f, 0.15f, 0.15f));
|
||||
UIFactory.SetLayoutElement(EvaluateButton.Component.gameObject, minWidth: 100, minHeight: 25);
|
||||
EvaluateButton.OnClick += EvaluateClicked;
|
||||
}
|
||||
}
|
||||
}
|
221
src/CacheObject/Views/CacheObjectCell.cs
Normal file
221
src/CacheObject/Views/CacheObjectCell.cs
Normal file
@ -0,0 +1,221 @@
|
||||
using UnityExplorer.UI.Panels;
|
||||
using UniverseLib.UI;
|
||||
using UniverseLib.UI.Models;
|
||||
using UniverseLib.UI.Widgets.ScrollView;
|
||||
|
||||
namespace UnityExplorer.CacheObject.Views
|
||||
{
|
||||
public abstract class CacheObjectCell : ICell
|
||||
{
|
||||
#region ICell
|
||||
|
||||
public float DefaultHeight => 30f;
|
||||
|
||||
public GameObject UIRoot { get; set; }
|
||||
|
||||
public bool Enabled => m_enabled;
|
||||
private bool m_enabled;
|
||||
|
||||
public RectTransform Rect { get; set; }
|
||||
|
||||
public void Disable()
|
||||
{
|
||||
m_enabled = false;
|
||||
UIRoot.SetActive(false);
|
||||
}
|
||||
|
||||
public void Enable()
|
||||
{
|
||||
m_enabled = true;
|
||||
UIRoot.SetActive(true);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public CacheObjectBase Occupant { get; set; }
|
||||
public bool SubContentActive => SubContentHolder.activeSelf;
|
||||
|
||||
public LayoutElement NameLayout;
|
||||
public GameObject RightGroupContent;
|
||||
public LayoutElement RightGroupLayout;
|
||||
public GameObject SubContentHolder;
|
||||
|
||||
public Text NameLabel;
|
||||
public InputFieldRef HiddenNameLabel; // for selecting the name label
|
||||
public Text TypeLabel;
|
||||
public Text ValueLabel;
|
||||
public Toggle Toggle;
|
||||
public Text ToggleText;
|
||||
public InputFieldRef InputField;
|
||||
|
||||
public ButtonRef InspectButton;
|
||||
public ButtonRef SubContentButton;
|
||||
public ButtonRef ApplyButton;
|
||||
|
||||
public ButtonRef CopyButton;
|
||||
public ButtonRef PasteButton;
|
||||
|
||||
public readonly Color subInactiveColor = new(0.23f, 0.23f, 0.23f);
|
||||
public readonly Color subActiveColor = new(0.23f, 0.33f, 0.23f);
|
||||
|
||||
protected virtual void ApplyClicked()
|
||||
{
|
||||
Occupant.OnCellApplyClicked();
|
||||
}
|
||||
|
||||
protected virtual void InspectClicked()
|
||||
{
|
||||
InspectorManager.Inspect(Occupant.Value, this.Occupant);
|
||||
}
|
||||
|
||||
protected virtual void ToggleClicked(bool value)
|
||||
{
|
||||
ToggleText.text = value.ToString();
|
||||
}
|
||||
|
||||
protected virtual void SubContentClicked()
|
||||
{
|
||||
this.Occupant.OnCellSubContentToggle();
|
||||
}
|
||||
|
||||
protected virtual void OnCopyClicked()
|
||||
{
|
||||
ClipboardPanel.Copy(this.Occupant.Value);
|
||||
}
|
||||
|
||||
protected virtual void OnPasteClicked()
|
||||
{
|
||||
if (ClipboardPanel.TryPaste(this.Occupant.FallbackType, out object paste))
|
||||
this.Occupant.SetUserValue(paste);
|
||||
}
|
||||
|
||||
public void RefreshSubcontentButton()
|
||||
{
|
||||
this.SubContentButton.ButtonText.text = SubContentHolder.activeSelf ? "▼" : "▲";
|
||||
Color color = SubContentHolder.activeSelf ? subActiveColor : subInactiveColor;
|
||||
RuntimeHelper.SetColorBlock(SubContentButton.Component, color, color * 1.3f);
|
||||
}
|
||||
|
||||
protected abstract void ConstructEvaluateHolder(GameObject parent);
|
||||
|
||||
public virtual GameObject CreateContent(GameObject parent)
|
||||
{
|
||||
// Main layout
|
||||
|
||||
UIRoot = UIFactory.CreateUIObject(this.GetType().Name, parent, new Vector2(100, 30));
|
||||
Rect = UIRoot.GetComponent<RectTransform>();
|
||||
UIFactory.SetLayoutGroup<VerticalLayoutGroup>(UIRoot, false, false, true, true, childAlignment: TextAnchor.UpperLeft);
|
||||
UIFactory.SetLayoutElement(UIRoot, minWidth: 100, flexibleWidth: 9999, minHeight: 30, flexibleHeight: 600);
|
||||
UIRoot.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
|
||||
GameObject horiRow = UIFactory.CreateUIObject("HoriGroup", UIRoot);
|
||||
UIFactory.SetLayoutElement(horiRow, minHeight: 29, flexibleHeight: 150, flexibleWidth: 9999);
|
||||
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(horiRow, false, false, true, true, 5, 2, childAlignment: TextAnchor.UpperLeft);
|
||||
horiRow.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
|
||||
// Left name label
|
||||
|
||||
NameLabel = UIFactory.CreateLabel(horiRow, "NameLabel", "<notset>", TextAnchor.MiddleLeft);
|
||||
NameLabel.horizontalOverflow = HorizontalWrapMode.Wrap;
|
||||
NameLayout = UIFactory.SetLayoutElement(NameLabel.gameObject, minHeight: 25, minWidth: 20, flexibleHeight: 300, flexibleWidth: 0);
|
||||
UIFactory.SetLayoutGroup<VerticalLayoutGroup>(NameLabel.gameObject, true, true, true, true);
|
||||
|
||||
HiddenNameLabel = UIFactory.CreateInputField(NameLabel.gameObject, "HiddenNameLabel", "");
|
||||
RectTransform hiddenRect = HiddenNameLabel.Component.GetComponent<RectTransform>();
|
||||
hiddenRect.anchorMin = Vector2.zero;
|
||||
hiddenRect.anchorMax = Vector2.one;
|
||||
HiddenNameLabel.Component.readOnly = true;
|
||||
HiddenNameLabel.Component.lineType = UnityEngine.UI.InputField.LineType.MultiLineNewline;
|
||||
HiddenNameLabel.Component.textComponent.horizontalOverflow = HorizontalWrapMode.Wrap;
|
||||
HiddenNameLabel.Component.gameObject.GetComponent<Image>().color = Color.clear;
|
||||
HiddenNameLabel.Component.textComponent.color = Color.clear;
|
||||
UIFactory.SetLayoutElement(HiddenNameLabel.Component.gameObject, minHeight: 25, minWidth: 20, flexibleHeight: 300, flexibleWidth: 0);
|
||||
|
||||
// Right vertical group
|
||||
|
||||
RightGroupContent = UIFactory.CreateUIObject("RightGroup", horiRow);
|
||||
UIFactory.SetLayoutGroup<VerticalLayoutGroup>(RightGroupContent, false, false, true, true, 4, childAlignment: TextAnchor.UpperLeft);
|
||||
UIFactory.SetLayoutElement(RightGroupContent, minHeight: 25, minWidth: 200, flexibleWidth: 9999, flexibleHeight: 800);
|
||||
RightGroupLayout = RightGroupContent.GetComponent<LayoutElement>();
|
||||
|
||||
ConstructEvaluateHolder(RightGroupContent);
|
||||
|
||||
// Right horizontal group
|
||||
|
||||
GameObject rightHoriGroup = UIFactory.CreateUIObject("RightHoriGroup", RightGroupContent);
|
||||
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(rightHoriGroup, false, false, true, true, 4, childAlignment: TextAnchor.UpperLeft);
|
||||
UIFactory.SetLayoutElement(rightHoriGroup, minHeight: 25, minWidth: 200, flexibleWidth: 9999, flexibleHeight: 800);
|
||||
|
||||
SubContentButton = UIFactory.CreateButton(rightHoriGroup, "SubContentButton", "▲", subInactiveColor);
|
||||
UIFactory.SetLayoutElement(SubContentButton.Component.gameObject, minWidth: 25, minHeight: 25, flexibleWidth: 0, flexibleHeight: 0);
|
||||
SubContentButton.OnClick += SubContentClicked;
|
||||
|
||||
// Type label
|
||||
|
||||
TypeLabel = UIFactory.CreateLabel(rightHoriGroup, "ReturnLabel", "<notset>", TextAnchor.MiddleLeft);
|
||||
TypeLabel.horizontalOverflow = HorizontalWrapMode.Wrap;
|
||||
UIFactory.SetLayoutElement(TypeLabel.gameObject, minHeight: 25, flexibleHeight: 150, minWidth: 45, flexibleWidth: 0);
|
||||
|
||||
// Bool and number value interaction
|
||||
|
||||
GameObject toggleObj = UIFactory.CreateToggle(rightHoriGroup, "Toggle", out Toggle, out ToggleText);
|
||||
UIFactory.SetLayoutElement(toggleObj, minWidth: 70, minHeight: 25, flexibleWidth: 0, flexibleHeight: 0);
|
||||
ToggleText.color = SignatureHighlighter.KeywordBlue;
|
||||
Toggle.onValueChanged.AddListener(ToggleClicked);
|
||||
|
||||
InputField = UIFactory.CreateInputField(rightHoriGroup, "InputField", "...");
|
||||
UIFactory.SetLayoutElement(InputField.UIRoot, minWidth: 150, flexibleWidth: 0, minHeight: 25, flexibleHeight: 0);
|
||||
|
||||
// Apply
|
||||
|
||||
ApplyButton = UIFactory.CreateButton(rightHoriGroup, "ApplyButton", "Apply", new Color(0.15f, 0.19f, 0.15f));
|
||||
UIFactory.SetLayoutElement(ApplyButton.Component.gameObject, minWidth: 70, minHeight: 25, flexibleWidth: 0, flexibleHeight: 0);
|
||||
ApplyButton.OnClick += ApplyClicked;
|
||||
|
||||
// Inspect
|
||||
|
||||
InspectButton = UIFactory.CreateButton(rightHoriGroup, "InspectButton", "Inspect", new Color(0.15f, 0.15f, 0.15f));
|
||||
UIFactory.SetLayoutElement(InspectButton.Component.gameObject, minWidth: 70, flexibleWidth: 0, minHeight: 25);
|
||||
InspectButton.OnClick += InspectClicked;
|
||||
|
||||
// Main value label
|
||||
|
||||
ValueLabel = UIFactory.CreateLabel(rightHoriGroup, "ValueLabel", "Value goes here", TextAnchor.MiddleLeft);
|
||||
ValueLabel.horizontalOverflow = HorizontalWrapMode.Wrap;
|
||||
UIFactory.SetLayoutElement(ValueLabel.gameObject, minHeight: 25, flexibleHeight: 150, flexibleWidth: 9999);
|
||||
|
||||
// Copy and Paste buttons
|
||||
|
||||
GameObject buttonHolder = UIFactory.CreateHorizontalGroup(rightHoriGroup, "CopyPasteButtons", false, false, true, true, 4,
|
||||
bgColor: new(1, 1, 1, 0), childAlignment: TextAnchor.MiddleLeft);
|
||||
UIFactory.SetLayoutElement(buttonHolder, minWidth: 60, flexibleWidth: 0);
|
||||
|
||||
CopyButton = UIFactory.CreateButton(buttonHolder, "CopyButton", "Copy", new Color(0.13f, 0.13f, 0.13f, 1f));
|
||||
UIFactory.SetLayoutElement(CopyButton.Component.gameObject, minHeight: 25, minWidth: 28, flexibleWidth: 0);
|
||||
CopyButton.ButtonText.color = Color.yellow;
|
||||
CopyButton.ButtonText.fontSize = 10;
|
||||
CopyButton.OnClick += OnCopyClicked;
|
||||
|
||||
PasteButton = UIFactory.CreateButton(buttonHolder, "PasteButton", "Paste", new Color(0.13f, 0.13f, 0.13f, 1f));
|
||||
UIFactory.SetLayoutElement(PasteButton.Component.gameObject, minHeight: 25, minWidth: 28, flexibleWidth: 0);
|
||||
PasteButton.ButtonText.color = Color.green;
|
||||
PasteButton.ButtonText.fontSize = 10;
|
||||
PasteButton.OnClick += OnPasteClicked;
|
||||
|
||||
// Subcontent
|
||||
|
||||
SubContentHolder = UIFactory.CreateUIObject("SubContent", UIRoot);
|
||||
UIFactory.SetLayoutElement(SubContentHolder.gameObject, minHeight: 30, flexibleHeight: 600, minWidth: 100, flexibleWidth: 9999);
|
||||
UIFactory.SetLayoutGroup<VerticalLayoutGroup>(SubContentHolder, true, true, true, true, 2, childAlignment: TextAnchor.UpperLeft);
|
||||
//SubContentHolder.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.MinSize;
|
||||
SubContentHolder.SetActive(false);
|
||||
|
||||
// Bottom separator
|
||||
GameObject separator = UIFactory.CreateUIObject("BottomSeperator", UIRoot);
|
||||
UIFactory.SetLayoutElement(separator, minHeight: 1, flexibleHeight: 0, flexibleWidth: 9999);
|
||||
separator.AddComponent<Image>().color = Color.black;
|
||||
|
||||
return UIRoot;
|
||||
}
|
||||
}
|
||||
}
|
73
src/Config/ConfigElement.cs
Normal file
73
src/Config/ConfigElement.cs
Normal file
@ -0,0 +1,73 @@
|
||||
namespace UnityExplorer.Config
|
||||
{
|
||||
public class ConfigElement<T> : IConfigElement
|
||||
{
|
||||
public string Name { get; }
|
||||
public string Description { get; }
|
||||
|
||||
public bool IsInternal { get; }
|
||||
public Type ElementType => typeof(T);
|
||||
|
||||
public Action<T> OnValueChanged;
|
||||
public Action OnValueChangedNotify { get; set; }
|
||||
|
||||
public object DefaultValue { get; }
|
||||
|
||||
public ConfigHandler Handler => IsInternal
|
||||
? ConfigManager.InternalHandler
|
||||
: ConfigManager.Handler;
|
||||
|
||||
public T Value
|
||||
{
|
||||
get => m_value;
|
||||
set => SetValue(value);
|
||||
}
|
||||
private T m_value;
|
||||
|
||||
object IConfigElement.BoxedValue
|
||||
{
|
||||
get => m_value;
|
||||
set => SetValue((T)value);
|
||||
}
|
||||
|
||||
public ConfigElement(string name, string description, T defaultValue, bool isInternal = false)
|
||||
{
|
||||
Name = name;
|
||||
Description = description;
|
||||
|
||||
m_value = defaultValue;
|
||||
DefaultValue = defaultValue;
|
||||
|
||||
IsInternal = isInternal;
|
||||
|
||||
ConfigManager.RegisterConfigElement(this);
|
||||
}
|
||||
|
||||
private void SetValue(T value)
|
||||
{
|
||||
if ((m_value == null && value == null) || (m_value != null && m_value.Equals(value)))
|
||||
return;
|
||||
|
||||
m_value = value;
|
||||
|
||||
Handler.SetConfigValue(this, value);
|
||||
|
||||
OnValueChanged?.Invoke(value);
|
||||
OnValueChangedNotify?.Invoke();
|
||||
|
||||
Handler.OnAnyConfigChanged();
|
||||
}
|
||||
|
||||
object IConfigElement.GetLoaderConfigValue() => GetLoaderConfigValue();
|
||||
|
||||
public T GetLoaderConfigValue()
|
||||
{
|
||||
return Handler.GetConfigValue(this);
|
||||
}
|
||||
|
||||
public void RevertToDefaultValue()
|
||||
{
|
||||
Value = (T)DefaultValue;
|
||||
}
|
||||
}
|
||||
}
|
19
src/Config/ConfigHandler.cs
Normal file
19
src/Config/ConfigHandler.cs
Normal file
@ -0,0 +1,19 @@
|
||||
namespace UnityExplorer.Config
|
||||
{
|
||||
public abstract class ConfigHandler
|
||||
{
|
||||
public abstract void RegisterConfigElement<T>(ConfigElement<T> element);
|
||||
|
||||
public abstract void SetConfigValue<T>(ConfigElement<T> element, T value);
|
||||
|
||||
public abstract T GetConfigValue<T>(ConfigElement<T> element);
|
||||
|
||||
public abstract void Init();
|
||||
|
||||
public abstract void LoadConfig();
|
||||
|
||||
public abstract void SaveConfig();
|
||||
|
||||
public virtual void OnAnyConfigChanged() { }
|
||||
}
|
||||
}
|
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Reference in New Issue
Block a user