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186 Commits
2.0.4 ... 3.3.1

Author SHA1 Message Date
89f137680e Update DebugConsole.cs 2021-03-31 02:02:12 +11:00
f280b45ed3 3.3.1
* Added a 'Default' button for config values to revert to the default value
* Added an internal config entry to save the window position between sessions
* Reordered the config settings in the menu so the important ones are at the top
* Adjusted the UI for config entries, should be a bit easier to read now.
* Adjusted the UI for Dictionaries, the keys and values now alternate background colors.
* A few other minor UI fixes and tweaks for 3.3.0
2021-03-31 01:42:32 +11:00
456e15020f Update README.md 2021-03-31 00:00:39 +11:00
d33d46927d Update README.md 2021-03-30 23:59:08 +11:00
7a872cecf9 Update UIFactory.cs 2021-03-30 22:34:59 +11:00
b2cbdc1802 Update README.md 2021-03-30 21:31:12 +11:00
3501a28fd1 Restore UnlockMouse config, adjust config saving 2021-03-30 21:23:45 +11:00
40f698122d Revert colorblock changes 2021-03-30 19:55:18 +11:00
0555a644b7 3.3.0 rewrite
* Huge restructure/rewrite. No real changes to any functionality, just a cleaner and more manageable project.
2021-03-30 19:50:04 +11:00
f66a04c93f Update README.md 2021-03-26 23:34:06 +11:00
8f07255d1b Update README.md 2021-03-26 23:12:31 +11:00
46f35129c5 3.2.10
* The following preferences are now persistent between sessions: Active Menu Page, Scene Explorer Hide State, Debug Console Hide State
* The "Resize Cursor" is now just a `↔` Text label instead of a sprite.
* Added support for Unity 5.2+ games (previously was only supporting 5.6)
2021-03-26 19:49:53 +11:00
604c499822 Add Reset button to C# Console 2021-03-26 07:31:30 +11:00
8964c48ba0 Move melon attributes to ExplorerMelonMod.cs 2021-03-26 06:38:59 +11:00
e85a3e0f1e Merge bepinex/melonloader unhollowed libs 2021-03-26 06:04:44 +11:00
c658d393f5 Update README.md 2021-03-26 05:59:17 +11:00
9a45e29e02 Update README.md 2021-03-26 05:53:03 +11:00
418ece55e3 Improve UI inspect-under-mouse 2021-03-26 05:43:53 +11:00
bf455893e7 Include all references in lib folder 2021-03-26 05:40:12 +11:00
6d9cb8205a Update README.md 2021-03-25 18:48:40 +11:00
0f431e997b Update README.md 2021-03-25 18:47:52 +11:00
2107df70ad Improvements to CS Console
* Errors are now logged properly.
* Can now define classes, methods, etc - no longer has to be an expression body.
* Added `StartCoroutine(IEnumerator routine)` helper method to easily run a Coroutine
* Disabling suggestions now properly stops Explorer trying to update suggestion cache instead of just not showing them. In the rare cases that suggestions cause a crash, disabling them will now prevent those crashes.
* Various other misc improvements behind the scenes
2021-03-25 18:39:35 +11:00
a9fbea7c96 (C# Console) Only update autocomplete and indent if they are enabled 2021-03-24 17:14:13 +11:00
77878ddd94 Use reflection for adding Unity log callback to avoid unstripping errors 2021-03-24 17:13:43 +11:00
594abc47f8 Move RuntimeProvider.Init to after config is loaded 2021-03-24 17:13:26 +11:00
5e326916a2 bump version 2021-03-23 16:16:09 +11:00
31c2debb78 fix typo mistake in previous version 2021-03-23 16:15:16 +11:00
d919497e43 Config: use en-us culture, fix recursive exception 2021-03-23 04:47:55 +11:00
0c40b4fad9 Merge branch 'master' of https://github.com/sinai-dev/Explorer 2021-03-21 16:18:56 +11:00
bba912667f fix ToString exception 2021-03-21 16:18:47 +11:00
1807e7c5ff Update TextureUtilProvider.cs 2021-03-21 15:16:36 +11:00
9da2ea9b1b Update README and Lexer namespaces 2021-03-18 18:52:30 +11:00
1a5843f8e1 disable main menu page on failed init 2021-03-18 18:38:51 +11:00
25e48f2f37 Project refactor, namespace cleanup, splitting UI/functionality. 2021-03-18 17:17:29 +11:00
1c0011bef9 bump version 2021-03-16 18:13:14 +11:00
9e996816ef starting work on a cleanup/rewrite 2021-03-16 18:12:39 +11:00
9665753dc8 fix BIE5 mono release 2021-03-16 18:12:26 +11:00
942e9d7555 some commenting 2021-03-14 16:08:53 +11:00
9efb9581f5 Cleanups, method summaries, bump version 2021-03-12 18:41:57 +11:00
f10a462b00 More reflection caching, use deobfuscated names for ToString labels 2021-03-12 18:41:38 +11:00
9072b16c5a Save window size between launches 2021-03-12 18:39:57 +11:00
21408993c2 create subfolder for standalone 2021-03-11 18:40:04 +11:00
7a8b5b50d1 bump version, update readme 2021-03-11 18:32:57 +11:00
1a5e843070 handle ExplorerStandalone update internally 2021-03-11 18:16:52 +11:00
ade7539fde cleanups 2021-03-11 17:57:58 +11:00
5c588e5a03 Update README.md 2021-03-10 05:04:43 +11:00
af094832fe Update README.md 2021-03-09 22:31:26 +11:00
af0ee2e690 Update README.md 2021-03-09 22:29:53 +11:00
d2d6fb4d55 Update README.md 2021-03-09 22:28:43 +11:00
6c25662fe9 Update README.md 2021-03-09 17:36:49 +11:00
4bcf82ca10 separate Bep5 and Bep6 support. Fix enums not backed by ints. 2021-03-09 17:35:54 +11:00
ce38e8ac50 bump to MelonLoader 0.3.0 2021-03-06 17:25:54 +11:00
12cd718f12 3.1.12: store Il2CppToMonoType key as string AssemblyQualifiedName instead of Type object 2021-03-04 01:44:34 +11:00
995e2a3e93 3.1.11: fix potential crash on scene reload 2021-03-03 22:09:14 +11:00
2c95fec646 3.1.10: Add "Hide on startup" config option 2021-02-27 17:04:47 +11:00
69912d7ea4 Prevent GC Mark Overflow on C# Console copy+paste 2021-02-26 17:54:00 +11:00
9c5596ace4 Update lib versions 2021-02-26 17:52:21 +11:00
d4dac58fc8 Fix for deobfuscated unhollowed types not being properly resolved 2021-02-20 19:39:19 +11:00
77b97cbe17 Update README.md 2021-02-03 18:31:29 +11:00
c6f0f34ac0 Update README.md 2021-01-28 02:09:40 +11:00
d1f4f74d32 some ui cleanups (minor) 2021-01-22 21:56:00 +11:00
f13068bf01 Update README.md 2021-01-20 23:05:04 +11:00
dfc288a101 Update README.md 2021-01-20 19:10:13 +11:00
544009dc21 3.1.7
* Added standalone release build (thanks @Alloc86)
* Improved formatting for ToString methods which accept an IFormatProvider
* When editing a struct, the reference to the parent member will now be updated if you modify the struct values.
2021-01-20 17:22:36 +11:00
fdfaaadd89 3.1.6 - don't bother setting pixelPerfect on canvas 2021-01-14 17:46:32 +11:00
58d60a10d4 Update ForceUnlockCursor.cs 2021-01-04 01:23:20 +11:00
0432c6d56c 3.1.5
* Integrate PR from js6pak
2021-01-03 19:27:02 +11:00
8c34aa2be5 Merge pull request #29 from js6pak/embedded-assetbundle
Load assetbundle from EmbeddedResource
2021-01-03 19:13:15 +11:00
4a1c54fac1 Load assetbundle from EmbeddedResource 2021-01-02 19:38:01 +01:00
190467fa5c Update README.md 2020-12-31 18:34:26 +11:00
44f54d9190 3.1.4 2020-12-31 18:32:52 +11:00
3b4ea31b50 Fix Texture2D saver in Mono and for non-readable textures 2020-12-24 18:10:17 +11:00
ad7b05f721 Just disable EventSystem component and not the entire gameobject 2020-12-21 16:33:34 +11:00
852ca8e9eb New attempt at fixing conflicting EventSystem problems in IL2CPP 2020-12-16 14:28:54 +11:00
7386eca0c2 Update UIManager.cs 2020-12-15 19:33:04 +11:00
97325a5f3a Fix an issue causing duplicated clicks in some IL2CPP games, fix setting Component.enabled in IL2CPP 2020-12-15 19:32:50 +11:00
82e52de557 Cleanup and fix Singleton search slightly 2020-12-14 19:26:59 +11:00
28181e2266 Restoring Texture viewer/saver, and Static/Singleton class searching 2020-12-14 18:35:43 +11:00
6dfa4806ce 3.0.8
Reverting to the previous World-Raycast method as it gave more accurate/expected results
2020-12-12 23:24:44 +11:00
27f6a6ca52 Update README.md 2020-12-10 03:21:22 +11:00
cd7b260ea7 Fix in issue where the Behaviour Enabled toggle doesn't work in IL2CPP 2020-12-08 19:42:44 +11:00
ba986274be Bump version 2020-12-07 22:22:25 +11:00
d181c0bee9 Improved Enumerable and Dictionary enumeration in IL2CPP 2020-12-07 22:22:03 +11:00
a9faec8cf9 Some cleanups 2020-12-03 22:12:30 +11:00
a6bf91b7af accidentally replaced the original asset bundle 2020-11-25 16:47:13 +11:00
e7c5170232 3.0.5 2020-11-25 16:41:42 +11:00
be635e46a0 Swapping to INI instead of XML config, including an AssetBundle for old (5.6.1) Unity versions. 2020-11-25 16:40:36 +11:00
687f56eac9 Update README.md 2020-11-23 21:16:29 +11:00
1dfcdb2dca Update build instructions, remove unnecessary references from CS project file 2020-11-23 20:28:22 +11:00
0025c83930 Fix a preprocessor directive 2020-11-23 20:17:54 +11:00
cfa4b12039 3.0.4
see release notes
2020-11-23 18:23:25 +11:00
c7ccdf387c update version 2020-11-22 18:23:07 +11:00
bb46d77a02 3.0.3
* Fixed not being able to set values on Enums
* [MONO] Fixed an issue where GameObjects in no scene (a Resource/Asset) would display nothing for their scene name, instead of "None (Resource/Asset)".
* Some UI layout cleanups and fixes, the Child/Component lists on the GameObject inspector should now expand to fill available height.
2020-11-22 18:22:57 +11:00
c38155ab04 Fix for InputSystem in 3.0.0 (temp fix for il2cpp) 2020-11-20 17:12:40 +11:00
97dbecaa2a Made instance inspector helper (owner gameobject/name), force loading unhollowed Assembly-CSharp on game start 2020-11-19 16:47:18 +11:00
e77e4cce07 fix release links 2020-11-19 01:41:11 +11:00
dcf0bdce48 disabling EventSystem.current patch for bepinex il2cpp as its causing a crash in some games 2020-11-19 00:55:17 +11:00
2a3df5de9d cleanup CacheMembers a bit 2020-11-17 23:26:22 +11:00
44ac4312e8 3.0.1: Update BepInEx build for 5.4.1, remove Test Class inspection on start, update libs, remove commented references 2020-11-17 19:46:54 +11:00
3494b043bc Changing from MIT to GPL 2020-11-17 18:09:21 +11:00
c552c4ac5b Update licensing info 2020-11-17 17:56:48 +11:00
4f88d216d9 move images 2020-11-17 17:08:11 +11:00
095ecd2aeb Create preview.png 2020-11-17 16:40:51 +11:00
5a766682a3 Update README.md 2020-11-17 04:29:23 +11:00
3963674cb2 Merge branch 'master' of https://github.com/sinai-dev/Explorer 2020-11-17 04:27:34 +11:00
7b03554cd2 Update README.md 2020-11-17 04:27:00 +11:00
43442587c5 Update README.md 2020-11-17 03:18:03 +11:00
2f32e29c04 Update overview.png 2020-11-17 03:11:29 +11:00
f946f33d96 Update README.md 2020-11-17 03:08:29 +11:00
7ac905e1f4 Update overview.png 2020-11-17 03:07:10 +11:00
627a317308 Update README.md 2020-11-17 02:56:20 +11:00
48e98a1d33 Merge pull request #22 from sinai-dev/3.0.0-rewrite
3.0.0 rewrite, see release for details
2020-11-17 02:53:13 +11:00
d379d6b129 InteracitveNumber update validation on potential type change 2020-11-17 02:51:20 +11:00
8e2e2abef4 finishing off interactive values 2020-11-17 02:05:45 +11:00
7920c54761 added InteractiveUnityStruct, thats the end of the interactive values for now 2020-11-17 00:52:15 +11:00
fd50996cb2 Merge remote-tracking branch 'origin/master' into 3.0.0-rewrite 2020-11-16 22:54:59 +11:00
5207b1a1c4 fix destroy logic with lists/dicts 2020-11-16 22:44:47 +11:00
91d5fc284f almost done, just interactive unity structs and a few minor things to finish off. 2020-11-16 21:21:04 +11:00
4a1125cf1d Fix SubContentWanted for InteractiveDictionary, remove redundant IValueTypes enum/dict 2020-11-16 01:32:58 +11:00
2e96d09f67 fix SubContentWanted logic for InteractiveEnumerable 2020-11-16 00:56:20 +11:00
8acc85061d InteractiveBool, Il2Cpp>Mono type dict cache, some UI fixes 2020-11-16 00:50:06 +11:00
41f0b0ed55 Implemented Interactive List/Dictionary support (todo IL2CPP) 2020-11-15 21:11:43 +11:00
02eca61f40 a couple minor fixes 2020-11-14 20:42:54 +11:00
2819ced303 Finished argument inputs for Method/Props, some UI cleanups and fixes 2020-11-14 19:51:16 +11:00
755eae293e Update ImageConversionUnstrip.cs 2020-11-14 02:49:14 +11:00
60580c8183 some UI cleanups 2020-11-14 00:46:26 +11:00
e9acd68ee4 fix Autocomplete buttons moving when you click them, rename Console namespace to CSConsole 2020-11-13 23:50:24 +11:00
7a4c7eb498 Fix vertices overflow on debug console, move UISyntaxHighlight 2020-11-13 23:37:04 +11:00
eb693eceb5 add AddListener helper for IL2CPP, cleanup some unity extensions 2020-11-13 23:14:57 +11:00
eedb7dd76f starting reflection inspector filters, some fixes 2020-11-13 21:39:25 +11:00
bc113e9093 A few important fixes
* Reflection on Il2CppSystem-namespace instances has been fixed
* Type/Value Syntax highlighting generalized and improved globally
* Scene changes now refresh the scene-picker dropdown
* probably other minor stuff too
2020-11-13 18:46:36 +11:00
dc449d4a1e DebugConsole save log on quit, some work on CacheObjects, fix missing-material issue on games without default UI Shader 2020-11-12 20:31:08 +11:00
668c8f7c3f Updated README for 3.0 (temp overview pic) 2020-11-12 16:30:41 +11:00
5afebc7d07 Update icon.png 2020-11-12 16:23:30 +11:00
35b0e3808a Update README.md 2020-11-12 16:20:26 +11:00
4b08cb55f5 Update icon.png 2020-11-12 16:16:55 +11:00
a7f86227fb various improvements to reflection inspector and C# console 2020-11-12 16:15:41 +11:00
2077601464 Update README.md 2020-11-12 15:59:34 +11:00
6a7596c40b Update README.md 2020-11-12 15:58:28 +11:00
e4d38af4f5 Lots of fixes, everything basically done except Reflection Inspector 2020-11-11 20:16:43 +11:00
70a1570441 cleanup and refactor C# lexer classes 2020-11-11 00:16:01 +11:00
9c077b3aa3 Update ReflectionInspector.cs 2020-11-10 20:31:48 +11:00
ca90b64378 Revert a temporary attempt at fixing a crash 2020-11-10 20:30:22 +11:00
f87b06989d Removed TextMeshPro dependency, using only vanilla UI now. Also fixes for games which dont ship with Default UI Shader. 2020-11-10 20:18:14 +11:00
6766a8cf4c some early work on Reflection Inspector 2020-11-09 21:38:25 +11:00
5e761e2379 cleanup unstripping 2020-11-09 16:43:19 +11:00
3783638c89 Add TMP bundle, make Debug Console "Clear" reset message count 2020-11-08 22:53:18 +11:00
d038d13867 lots...
* Created a TMP AssetBundle for games which don't have the default TextMeshPro Resources package. This also allows us to use a custom monospace font for the Console and Debug window.
* Unstripped the AssetBundle class (just the stuff we need)
* Finished Search Page
* Finished Options Page (very simple)
* Various refactoring and restructuring of the project
* cleanups
2020-11-08 21:04:41 +11:00
2efc3f6578 Finish GameObject Inspector, start Search page, some other UI changes/fixes 2020-11-06 20:42:16 +11:00
e175e9c438 refactor 2020-11-05 17:33:04 +11:00
a46bc11e42 more progress, GameObject inspector almost done 2020-11-03 20:59:13 +11:00
b9b5d721c8 GameObject inspector taking shape 2020-11-02 20:48:53 +11:00
f4ba14cd13 2.1.0
* Fix a bug with Il2Cpp reflection causing TargetInvocationException and other weird issues.
2020-10-30 19:24:42 +11:00
b5b3e90b09 A little bit of work on Inspectors, fixed a few issues in Mono/BepInEx builds 2020-10-28 20:52:40 +11:00
4263cef26a Update ExplorerCore.cs 2020-10-28 20:49:53 +11:00
626e680510 2.0.9
* Fix an issue in mono builds causing a crash
* Fix for games which only contain one scene
* A few small cleanups
2020-10-28 20:49:18 +11:00
b61ac481b9 Fix null-coalescing operators in the C# console crashing the game 2020-10-28 07:14:00 +11:00
ff684d4d4b Finished scene explorer, lots of cleanups. Inspector and Search left now. 2020-10-28 06:39:26 +11:00
7328610252 a bit more scene page development, cleaned up console page a bit 2020-10-27 01:42:29 +11:00
fd950e2aef finished C# Console and Debug Console, starting work on Scene Explorer 2020-10-27 00:54:08 +11:00
2256828384 cleanup and refactor code editor 2020-10-26 01:07:59 +11:00
32684bc63e Update ColorUtilityUnstrip.cs 2020-10-25 21:28:58 +11:00
648ac941df developed new C# console
Derived heavily from notepad++ and Unity In-Game Code Editor, work will be done to refactor and strip down the code, most of it is unnecessary for our needs anyway. Temporary credit to IGCE for most of it.
2020-10-25 20:57:34 +11:00
0d4b4dc826 Debug console basically finished and working (using TMP now) 2020-10-24 20:18:42 +11:00
7c85969085 Update ExplorerCore.cs 2020-10-24 15:46:11 +11:00
1fce3465c2 Fix bug in ForceUnlockCursor, fix mistake in Reflection Inspector, reduced amount casting with Reflection Inspector 2020-10-24 15:45:37 +11:00
25747503cc Implemented PageHandler proof of concept, fixed something with scrollviews 2020-10-24 00:41:55 +11:00
76c578a9ea little bit more progress, creating main menu page structure 2020-10-23 20:40:44 +11:00
2da293ab21 A bit more progress, got a good framework for the UI going now. 2020-10-23 19:55:02 +11:00
88cbd0e970 cleaned up the resizer, fixed a mistake in UIFactory 2020-10-23 02:56:22 +11:00
a82abe2ec3 Update UIManager.cs 2020-10-23 01:53:19 +11:00
17ee92479c Update UIFactory.cs 2020-10-23 01:52:55 +11:00
508ca27ec2 some early steps remaking the GUI with UnityEngine.UI, working in all tested game so far 2020-10-23 01:50:33 +11:00
8949e3dc7d Revert "some early steps remaking the GUI with UnityEngine.UI, working in all tested game so far"
This reverts commit 4280a071f6.
2020-10-23 01:48:18 +11:00
4280a071f6 some early steps remaking the GUI with UnityEngine.UI, working in all tested game so far 2020-10-23 01:48:00 +11:00
48ed78ec36 A few small fixes 2020-10-22 21:00:33 +11:00
3c964cfef9 2.0.7
* More unstripping fixes. Explorer now works 100% on a blank Unity project (so should therefore work on any Unity game, regardless of stripping).
* Some cleanups
2020-10-18 21:41:04 +11:00
184b037523 Update ReflectionHelpers.cs 2020-10-18 04:46:50 +11:00
a49a918790 faster il2cpp cast, a few cleanups 2020-10-18 04:39:50 +11:00
e3a58bf675 Update CacheMember.cs 2020-10-17 22:00:53 +11:00
cc29dbda30 Update ReflectionInspector.cs 2020-10-16 20:20:36 +11:00
bc0ad5eab6 refactored icalls using icall helper 2020-10-16 19:40:01 +11:00
bdf86a7448 2.0.6 2020-10-14 20:55:44 +11:00
968546d43c 2.0.6
* Unstrip fixes and cleanups
2020-10-14 20:47:19 +11:00
680556d74e Update README.md 2020-10-12 20:23:21 +11:00
f490203b10 2.0.5
* Added Max Results option to Search (default 5000)
* Fixed a TypeInitializationException which can happen when inspecting some classes with Dictionary members
* Fixed an issue which could prevent Input support from initializating
* Improved and fixed the display of TextAsset objects
* A few other minor fixes
2020-10-12 20:15:41 +11:00
191 changed files with 15610 additions and 10368 deletions

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LICENSE
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@ -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/>
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198
README.md
View File

@ -1,41 +1,49 @@
<p align="center">
<img align="center" src="icon.png">
<img align="center" src="img/icon.png">
</p>
<p align="center">
An in-game explorer and a suite of debugging tools for <a href="https://docs.unity3d.com/Manual/IL2CPP.html">IL2CPP</a> and <b>Mono</b> Unity games, using <a href="https://github.com/HerpDerpinstine/MelonLoader">MelonLoader</a> and <a href="https://github.com/BepInEx/BepInEx">BepInEx</a>.<br><br>
<a href="../../releases/latest">
<img src="https://img.shields.io/github/release/sinai-dev/Explorer.svg" />
</a>
<img src="https://img.shields.io/github/downloads/sinai-dev/Explorer/total.svg" />
An in-game explorer and a suite of debugging tools for <a href="https://docs.unity3d.com/Manual/IL2CPP.html">IL2CPP</a> and <b>Mono</b> Unity games, to aid with modding development.
</p>
- [Releases](#releases)
- [Features](#features)
- [How to install](#how-to-install)
- [Mod Config](#mod-config)
- [Mouse Control](#mouse-control)
- [Building](#building)
- [Credits](#credits)
## Releases [![](https://img.shields.io/github/release/sinai-dev/Explorer.svg?label=release%20notes)](../../releases/latest) [![](https://img.shields.io/github/downloads/sinai-dev/Explorer/total.svg)]() [![](https://img.shields.io/github/downloads/sinai-dev/Explorer/latest/total.svg)]()
## Releases
| Mod Loader | Il2Cpp | Mono |
| Mod Loader | IL2CPP | Mono |
| ----------- | ------ | ---- |
| [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) | ✔️ [link](https://github.com/sinai-dev/Explorer/releases/latest/download/Explorer.MelonLoader.Il2Cpp.zip) | ✔️ [link](https://github.com/sinai-dev/Explorer/releases/latest/download/Explorer.MelonLoader.Mono.zip) |
| [BepInEx](https://github.com/BepInEx/BepInEx) | ❔ [link](https://github.com/sinai-dev/Explorer/releases/latest/download/Explorer.BepInEx.Il2Cpp.zip) | ✔️ [link](https://github.com/sinai-dev/Explorer/releases/latest/download/Explorer.BepInEx.Mono.zip) |
| [BepInEx](https://github.com/BepInEx/BepInEx) 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) |
| [BepInEx](https://github.com/BepInEx/BepInEx) 5.X | ✖️ n/a | [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.BepInEx5.Mono.zip) |
| [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) 0.3 | ✅ [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) |
| Standalone | ✅ [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) |
<b>Il2Cpp Issues:</b>
* Some methods may still fail with a `MissingMethodException`, please let me know if you experience this (with full debug log please).
* Reflection may fail with certain types, see [here](https://github.com/knah/Il2CppAssemblyUnhollower#known-issues) for more details.
* Scrolling with mouse wheel in the Explorer menu may not work on all games at the moment.
## How to install
### BepInEx
0. Install [BepInEx](https://github.com/BepInEx/BepInEx) for your game. For IL2CPP you should use [BepInEx 6 (Bleeding Edge)](https://builds.bepis.io/projects/bepinex_be), for Mono you should use [BepInEx 5](https://github.com/BepInEx/BepInEx/releases) (until Mono support stabilizes in BepInEx 6).
1. Download the UnityExplorer release for BepInEx IL2CPP or Mono above.
2. Take the `UnityExplorer.BIE.___.dll` file and put it in `[GameFolder]\BepInEx\plugins\`
3. In IL2CPP, you will need to download the [Unity libs](https://github.com/LavaGang/Unity-Runtime-Libraries) for the game's Unity version and put them in the `BepInEx\unity-libs\` folder.
### MelonLoader
0. Install [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) 0.3+ for your game. Version 0.3 is currently in pre-release, so you must "Enable ALPHA Releases" in your MelonLoader Installer settings to see the option for it.
1. Download the UnityExplorer release for MelonLoader IL2CPP or Mono above.
2. Take the `UnityExplorer.ML.___.dll` file and put it in the `[GameFolder]\Mods\` folder.
### Standalone
The standalone release is based on the BepInEx build, so it requires Harmony 2.0 (or HarmonyX) to function properly.
0. Load the DLL from your mod or inject it. You must also make sure `0Harmony.dll` is loaded, and `UnhollowerBaseLib.dll` for IL2CPP as well.
1. Create an instance of Unity Explorer with `UnityExplorer.ExplorerStandalone.CreateInstance();`
2. Optionally subscribe to the `ExplorerStandalone.OnLog` event to handle logging if you wish.
## Features
<p align="center">
<img src="https://raw.githubusercontent.com/sinai-dev/Explorer/master/overview.png">
<a href="https://raw.githubusercontent.com/sinai-dev/UnityExplorer/master/img/preview.png">
<img src="img/preview.png" />
</a>
</p>
* <b>Scene Explorer</b>: Simple menu to traverse the Transform heirarchy of the scene.
@ -43,90 +51,90 @@
* <b>Reflection Inspector</b>: Inspect Properties and Fields. Can also set primitive values and evaluate primitive methods.
* <b>Search</b>: Search for UnityEngine.Objects with various filters, or use the helpers for static Instances and Classes.
* <b>C# Console</b>: Interactive console for evaluating C# methods on the fly, with some basic helpers.
* <b>Inspect-under-mouse</b>: Hover over an object with a collider and inspect it by clicking on it.
* <b>Inspect-under-mouse</b>: Hover over an object with a collider and inspect it by clicking on it. There's also a UI mode to inspect UI objects.
## How to install
### C# Console Tips
### MelonLoader
Requires [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) to be installed for your game.
The C# Console can be used to define temporary classes and methods, or it can be used to evaluate an expression, but you cannot do both at the same time.
1. Download the relevant release from above.
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, `Explorer.dll` should be directly in the `Mods\` folder.
For example, you could run this code to define a temporary class (it will be visible within the console until you run `Reset();`).
### BepInEx
Requires [BepInEx](https://github.com/BepInEx/BepInEx) to be installed for your game.
1. Download the relevant release from above.
2. Unzip the file into the `BepInEx\plugins\` folder in your game's installation directory, created by BepInEx.
3. Make sure it's not in a sub-folder, `Explorer.dll` should be directly in the `plugins\` folder.
## Mod Config
There is a simple Mod Config for the Explorer. You can access the settings via the "Options" page of the main menu.
`Main Menu Toggle` (KeyCode) | Default: `F7`
* See [this article](https://docs.unity3d.com/ScriptReference/KeyCode.html) for a full list of all accepted KeyCodes.
`Default Window Size` (Vector2) | Default: `x: 550, y: 700`
* Sets the default width and height for all Explorer windows when created.
`Default Items per Page` (int) | Default: `20`
* Sets the default items per page when viewing lists or search results.
`Enable Bitwise Editing` (bool) | Default: `false`
* Whether or not to show the Bitwise Editing helper when inspecting integers
`Enable Tab View` (bool) | Default: `true`
* Whether or not all inspector windows a grouped into a single window with tabs.
`Default Output Path` (string) | Default: `Mods\Explorer`
* Where output is generated to, by default (for Texture PNG saving, etc).
## Mouse Control
Explorer can force the mouse to be visible and unlocked when the menu is open, if you have enabled "Force Unlock Mouse" (Left-Alt toggle). Explorer also attempts to prevent clicking-through onto the game behind the Explorer menu.
If you need more mouse control:
* For VRChat, use [VRCExplorerMouseControl](https://github.com/sinai-dev/VRCExplorerMouseControl)
* For Hellpoint, use [HPExplorerMouseControl](https://github.com/sinai-dev/Hellpoint-Mods/tree/master/HPExplorerMouseControl/HPExplorerMouseControl)
* You can create your own plugin using one of the two plugins above as an example. Usually only a few simple Harmony patches are needed to fix the problem.
For example:
```csharp
using Explorer;
using Harmony; // or 'using HarmonyLib;' for BepInEx
// ...
// You will need to figure out the relevant Class and Method for your game using dnSpy.
[HarmonyPatch(typeof(MyGame.InputManager), nameof(MyGame.InputManager.Update)]
public class InputManager_Update
public class MyClass
{
[HarmonyPrefix]
public static bool Prefix()
public static void Method()
{
// prevent method running if menu open, let it run if not.
return !ExplorerCore.ShowMenu;
UnityExplorer.ExplorerCore.Log("hello");
}
}
```
You could then delete or comment out the class and run the following expression to run that method:
```csharp
MyClass.Method();
```
However, you cannot define a class and run it both at the same time. You must either define class(es) and run that, or define an expression and run that.
You can also make use of the helper methods in the console to simplify some tasks, which you can see listed when the console has nothing entered for input. These methods are **not** accessible within any temporary classes you define, they can only be used in the expression context.
### Logging
Explorer saves all logs to disk (only keeps the most recent 10 logs). They can be found in a "UnityExplorer" folder in the same place as where you put the DLL file.
These logs are also visible in the Debug Console part of the UI.
### Settings
You can change the settings via the "Options" page of the main menu, or directly from the config file.
Depending on the release you are using, the config file will be found at:
* BepInEx: `BepInEx\config\com.sinai.unityexplorer.cfg`
* MelonLoader: `UserData\MelonPreferences.cfg`
* Standalone `{DLL_location}\UnityExplorer\config.ini`
`Main Menu Toggle` (KeyCode)
* Default: `F7`
* See [this article](https://docs.unity3d.com/ScriptReference/KeyCode.html) for a full list of all accepted KeyCodes.
`Force Unlock Mouse` (bool)
* Default: `true`
* Forces the cursor to be unlocked and visible while the UnityExplorer menu is open, and prevents anything else taking control.
`Default Page Limit` (int)
* Default: `25`
* Sets the default items per page when viewing lists or search results.
* <b>Requires a restart to take effect</b>, apart from Reflection Inspector tabs.
`Default Output Path` (string)
* Default: `Mods\UnityExplorer`
* Where output is generated to, by default (for Texture PNG saving, etc).
`Log Unity Debug` (bool)
* Default: `false`
* Listens for Unity `Debug.Log` messages and prints them to UnityExplorer's log.
`Hide on Startup` (bool)
* Default: `false`
* If true, UnityExplorer will be hidden when you start the game, you must open it via the keybind.
## Building
If you'd like to build this yourself, you will need to have installed BepInEx and/or MelonLoader for at least one Unity game. If you want to build all 4 versions, you will need at least one Il2Cpp and one Mono game, with BepInEx and MelonLoader installed for both.
Building the project should be straight-forward, the references are all inside the `lib\` folder.
1. Install MelonLoader or BepInEx for your game.
2. Open the `src\Explorer.csproj` file in a text editor.
3. Set the relevant `GameFolder` values for the versions you want to build, eg. set `MLCppGameFolder` if you want to build for a MelonLoader Il2Cpp game.
4. Open the `src\Explorer.sln` project.
5. Select `Solution 'Explorer' (1 of 1 project)` in the Solution Explorer panel, and set the <b>Active config</b> property to the version you want to build, then build it.
5. The DLLs are built to the `Release\` folder in the root of the repository.
6. If ILRepack fails or is missing, use the NuGet package manager to re-install `ILRepack.Lib.MSBuild.Task`, then re-build.
1. Open the `src\UnityExplorer.sln` project in Visual Studio.
2. Select `Solution 'UnityExplorer' (1 of 1 project)` in the Solution Explorer panel, and set the <b>Active config</b> property to the version you want to build, then build it. Alternatively, use "Batch Build" and select all releases.
3. The DLLs are built to the `Release\` folder in the root of the repository.
4. If ILRepack complains about an error, just change the Active config to a different release and then back again. This sometimes happens for the first time you build the project.
## Credits
## Acknowledgments
Written by Sinai.
* [ManlyMarco](https://github.com/ManlyMarco) for [Runtime Unity Editor](https://github.com/ManlyMarco/RuntimeUnityEditor), snippets from the REPL Console were used for UnityExplorer's C# Console.
* [denikson](https://github.com/denikson) (aka Horse) for [mcs-unity](https://github.com/denikson/mcs-unity), used as the `Mono.CSharp` reference for the C# Console.
* [HerpDerpenstine](https://github.com/HerpDerpinstine) for [MelonCoroutines](https://github.com/LavaGang/MelonLoader/blob/master/MelonLoader.Support.Il2Cpp/MelonCoroutines.cs), they were included for standalone IL2CPP coroutine support.
* [InGameCodeEditor](https://assetstore.unity.com/packages/tools/gui/ingame-code-editor-144254) was used as the base for the syntax highlighting for UnityExplorer's C# console (`UnityExplorer.UI.Main.CSConsole.Lexer`).
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 since it was causing an exception with the Hook it attempted.
### 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.

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Explorer.UI;
namespace Explorer.CacheObject
{
public class CacheEnumerated : CacheObjectBase
{
public int Index { get; set; }
public IList RefIList { get; set; }
public InteractiveEnumerable ParentEnumeration { get; set; }
public override bool CanWrite => RefIList != null && ParentEnumeration.OwnerCacheObject.CanWrite;
public override void SetValue()
{
RefIList[Index] = IValue.Value;
ParentEnumeration.Value = RefIList;
ParentEnumeration.OwnerCacheObject.SetValue();
}
}
}

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@ -1,75 +0,0 @@
using System;
using System.Reflection;
using Explorer.CacheObject;
using UnityEngine;
namespace Explorer
{
public static class CacheFactory
{
public static CacheObjectBase GetCacheObject(object obj)
{
if (obj == null) return null;
return GetCacheObject(obj, ReflectionHelpers.GetActualType(obj));
}
public static CacheObjectBase GetCacheObject(object obj, Type type)
{
var ret = new CacheObjectBase();
ret.Init(obj, type);
return ret;
}
public static CacheMember GetCacheObject(MemberInfo member, object declaringInstance)
{
CacheMember ret;
if (member is MethodInfo mi && CanProcessArgs(mi.GetParameters()))
{
ret = new CacheMethod();
ret.InitMember(mi, declaringInstance);
}
else if (member is PropertyInfo pi && CanProcessArgs(pi.GetIndexParameters()))
{
ret = new CacheProperty();
ret.InitMember(pi, declaringInstance);
}
else if (member is FieldInfo fi)
{
ret = new CacheField();
ret.InitMember(fi, declaringInstance);
}
else
{
return null;
}
return ret;
}
public static bool CanProcessArgs(ParameterInfo[] parameters)
{
foreach (var param in parameters)
{
var pType = param.ParameterType;
if (pType.IsByRef && pType.HasElementType)
{
pType = pType.GetElementType();
}
if (pType.IsPrimitive || pType == typeof(string))
{
continue;
}
else
{
return false;
}
}
return true;
}
}
}

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@ -1,43 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Reflection;
namespace Explorer.CacheObject
{
public class CacheField : CacheMember
{
public override bool IsStatic => (MemInfo as FieldInfo).IsStatic;
public override void InitMember(MemberInfo member, object declaringInstance)
{
base.InitMember(member, declaringInstance);
base.Init(null, (member as FieldInfo).FieldType);
UpdateValue();
}
public override void UpdateValue()
{
try
{
var fi = MemInfo as FieldInfo;
IValue.Value = fi.GetValue(fi.IsStatic ? null : DeclaringInstance);
base.UpdateValue();
}
catch (Exception e)
{
ReflectionException = ReflectionHelpers.ExceptionToString(e);
}
}
public override void SetValue()
{
var fi = MemInfo as FieldInfo;
fi.SetValue(fi.IsStatic ? null : DeclaringInstance, IValue.Value);
}
}
}

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@ -1,226 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
using Explorer.UI;
using Explorer.UI.Shared;
namespace Explorer.CacheObject
{
public class CacheMember : CacheObjectBase
{
public MemberInfo MemInfo { get; set; }
public Type DeclaringType { get; set; }
public object DeclaringInstance { get; set; }
public virtual bool IsStatic { get; private set; }
public override bool HasParameters => m_arguments != null && m_arguments.Length > 0;
public override bool IsMember => true;
public string RichTextName => m_richTextName ?? GetRichTextName();
private string m_richTextName;
public override bool CanWrite => m_canWrite ?? GetCanWrite();
private bool? m_canWrite;
public string ReflectionException { get; set; }
public bool m_evaluated = false;
public bool m_isEvaluating;
public ParameterInfo[] m_arguments = new ParameterInfo[0];
public string[] m_argumentInput = new string[0];
public virtual void InitMember(MemberInfo member, object declaringInstance)
{
MemInfo = member;
DeclaringInstance = declaringInstance;
DeclaringType = member.DeclaringType;
}
public override void UpdateValue()
{
base.UpdateValue();
}
public override void SetValue()
{
// ...
}
public object[] ParseArguments()
{
if (m_arguments.Length < 1)
{
return null;
}
var parsedArgs = new List<object>();
for (int i = 0; i < m_arguments.Length; i++)
{
var input = m_argumentInput[i];
var type = m_arguments[i].ParameterType;
if (type.IsByRef)
{
type = type.GetElementType();
}
if (!string.IsNullOrEmpty(input))
{
if (type == typeof(string))
{
parsedArgs.Add(input);
continue;
}
else
{
try
{
var arg = type.GetMethod("Parse", new Type[] { typeof(string) })
.Invoke(null, new object[] { input });
parsedArgs.Add(arg);
continue;
}
catch
{
ExplorerCore.Log($"Argument #{i} '{m_arguments[i].Name}' ({type.Name}), could not parse input '{input}'.");
}
}
}
// No input, see if there is a default value.
if (HasDefaultValue(m_arguments[i]))
{
parsedArgs.Add(m_arguments[i].DefaultValue);
continue;
}
// Try add a null arg I guess
parsedArgs.Add(null);
}
return parsedArgs.ToArray();
}
public static bool HasDefaultValue(ParameterInfo arg) => arg.DefaultValue != DBNull.Value;
public void DrawArgsInput()
{
GUILayout.Label($"<b><color=orange>Arguments:</color></b>", new GUILayoutOption[0]);
for (int i = 0; i < this.m_arguments.Length; i++)
{
var name = this.m_arguments[i].Name;
var input = this.m_argumentInput[i];
var type = this.m_arguments[i].ParameterType.Name;
var label = $"<color={Syntax.Class_Instance}>{type}</color> ";
label += $"<color={Syntax.Local}>{name}</color>";
if (HasDefaultValue(this.m_arguments[i]))
{
label = $"<i>[{label} = {this.m_arguments[i].DefaultValue ?? "null"}]</i>";
}
GUIUnstrip.BeginHorizontal(new GUILayoutOption[0]);
GUI.skin.label.alignment = TextAnchor.MiddleCenter;
GUILayout.Label(i.ToString(), new GUILayoutOption[] { GUILayout.Width(15) });
GUILayout.Label(label, new GUILayoutOption[] { GUILayout.ExpandWidth(false) });
this.m_argumentInput[i] = GUIUnstrip.TextField(input, new GUILayoutOption[] { GUILayout.ExpandWidth(true) });
GUI.skin.label.alignment = TextAnchor.MiddleLeft;
GUILayout.EndHorizontal();
}
}
private bool GetCanWrite()
{
if (MemInfo is FieldInfo fi)
m_canWrite = !(fi.IsLiteral && !fi.IsInitOnly);
else if (MemInfo is PropertyInfo pi)
m_canWrite = pi.CanWrite;
else
m_canWrite = false;
return (bool)m_canWrite;
}
private string GetRichTextName()
{
string memberColor = "";
bool isStatic = false;
if (MemInfo is FieldInfo fi)
{
if (fi.IsStatic)
{
isStatic = true;
memberColor = Syntax.Field_Static;
}
else
memberColor = Syntax.Field_Instance;
}
else if (MemInfo is MethodInfo mi)
{
if (mi.IsStatic)
{
isStatic = true;
memberColor = Syntax.Method_Static;
}
else
memberColor = Syntax.Method_Instance;
}
else if (MemInfo is PropertyInfo pi)
{
if (pi.GetAccessors()[0].IsStatic)
{
isStatic = true;
memberColor = Syntax.Prop_Static;
}
else
memberColor = Syntax.Prop_Instance;
}
string classColor;
if (MemInfo.DeclaringType.IsValueType)
{
classColor = Syntax.StructGreen;
}
else if (MemInfo.DeclaringType.IsAbstract && MemInfo.DeclaringType.IsSealed)
{
classColor = Syntax.Class_Static;
}
else
{
classColor = Syntax.Class_Instance;
}
m_richTextName = $"<color={classColor}>{MemInfo.DeclaringType.Name}</color>.";
if (isStatic) m_richTextName += "<i>";
m_richTextName += $"<color={memberColor}>{MemInfo.Name}</color>";
if (isStatic) m_richTextName += "</i>";
// generic method args
if (this is CacheMethod cm && cm.GenericArgs.Length > 0)
{
m_richTextName += "<";
var args = "";
for (int i = 0; i < cm.GenericArgs.Length; i++)
{
if (args != "") args += ", ";
args += $"<color={Syntax.StructGreen}>{cm.GenericArgs[i].Name}</color>";
}
m_richTextName += args;
m_richTextName += ">";
}
return m_richTextName;
}
}
}

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@ -1,199 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
using Explorer.UI.Shared;
namespace Explorer.CacheObject
{
public class CacheMethod : CacheMember
{
private CacheObjectBase m_cachedReturnValue;
public override bool HasParameters => base.HasParameters || GenericArgs.Length > 0;
public override bool IsStatic => (MemInfo as MethodInfo).IsStatic;
public Type[] GenericArgs { get; private set; }
public Type[][] GenericConstraints { get; private set; }
public string[] GenericArgInput = new string[0];
public override void InitMember(MemberInfo member, object declaringInstance)
{
base.InitMember(member, declaringInstance);
var mi = MemInfo as MethodInfo;
GenericArgs = mi.GetGenericArguments();
GenericConstraints = GenericArgs.Select(x => x.GetGenericParameterConstraints())
.ToArray();
GenericArgInput = new string[GenericArgs.Length];
m_arguments = mi.GetParameters();
m_argumentInput = new string[m_arguments.Length];
base.Init(null, mi.ReturnType);
}
public override void UpdateValue()
{
// CacheMethod cannot UpdateValue directly. Need to Evaluate.
}
public void Evaluate()
{
MethodInfo mi;
if (GenericArgs.Length > 0)
{
mi = MakeGenericMethodFromInput();
if (mi == null) return;
}
else
{
mi = MemInfo as MethodInfo;
}
object ret = null;
try
{
ret = mi.Invoke(mi.IsStatic ? null : DeclaringInstance, ParseArguments());
m_evaluated = true;
m_isEvaluating = false;
}
catch (Exception e)
{
ExplorerCore.LogWarning($"Exception evaluating: {e.GetType()}, {e.Message}");
ReflectionException = ReflectionHelpers.ExceptionToString(e);
}
if (ret != null)
{
//m_cachedReturnValue = CacheFactory.GetTypeAndCacheObject(ret);
m_cachedReturnValue = CacheFactory.GetCacheObject(ret);
m_cachedReturnValue.UpdateValue();
}
else
{
m_cachedReturnValue = null;
}
}
private MethodInfo MakeGenericMethodFromInput()
{
var mi = MemInfo as MethodInfo;
var list = new List<Type>();
for (int i = 0; i < GenericArgs.Length; i++)
{
var input = GenericArgInput[i];
if (ReflectionHelpers.GetTypeByName(input) is Type t)
{
if (GenericConstraints[i].Length == 0)
{
list.Add(t);
}
else
{
foreach (var constraint in GenericConstraints[i].Where(x => x != null))
{
if (!constraint.IsAssignableFrom(t))
{
ExplorerCore.LogWarning($"Generic argument #{i}, '{input}' is not assignable from the constraint '{constraint}'!");
return null;
}
}
list.Add(t);
}
}
else
{
ExplorerCore.LogWarning($"Generic argument #{i}, could not get any type by the name of '{input}'!" +
$" Make sure you use the full name, including the NameSpace.");
return null;
}
}
// make into a generic with type list
mi = mi.MakeGenericMethod(list.ToArray());
return mi;
}
// ==== GUI DRAW ====
//public override void Draw(Rect window, float width)
//{
// base.Draw(window, width);
//}
public void DrawValue(Rect window, float width)
{
string typeLabel = $"<color={Syntax.Class_Instance}>{IValue.ValueType.FullName}</color>";
if (m_evaluated)
{
if (m_cachedReturnValue != null)
{
m_cachedReturnValue.IValue.DrawValue(window, width);
}
else
{
GUILayout.Label($"null ({typeLabel})", new GUILayoutOption[0]);
}
}
else
{
GUILayout.Label($"<color=grey><i>Not yet evaluated</i></color> ({typeLabel})", new GUILayoutOption[0]);
}
}
public void DrawGenericArgsInput()
{
GUILayout.Label($"<b><color=orange>Generic Arguments:</color></b>", new GUILayoutOption[0]);
for (int i = 0; i < this.GenericArgs.Length; i++)
{
string types = "";
if (this.GenericConstraints[i].Length > 0)
{
foreach (var constraint in this.GenericConstraints[i])
{
if (types != "") types += ", ";
string type;
if (constraint == null)
type = "Any";
else
type = constraint.ToString();
types += $"<color={Syntax.Class_Instance}>{type}</color>";
}
}
else
{
types = $"<color={Syntax.Class_Instance}>Any</color>";
}
var input = this.GenericArgInput[i];
GUIUnstrip.BeginHorizontal(new GUILayoutOption[0]);
GUI.skin.label.alignment = TextAnchor.MiddleCenter;
GUILayout.Label(
$"<color={Syntax.StructGreen}>{this.GenericArgs[i].Name}</color>",
new GUILayoutOption[] { GUILayout.Width(15) }
);
this.GenericArgInput[i] = GUIUnstrip.TextField(input, new GUILayoutOption[] { GUILayout.Width(150) });
GUI.skin.label.alignment = TextAnchor.MiddleLeft;
GUILayout.Label(types, new GUILayoutOption[0]);
GUILayout.EndHorizontal();
}
}
}
}

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@ -1,116 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
using Explorer.UI;
using Explorer.UI.Shared;
namespace Explorer.CacheObject
{
public class CacheObjectBase
{
public InteractiveValue IValue;
public virtual bool CanWrite => false;
public virtual bool HasParameters => false;
public virtual bool IsMember => false;
public bool IsStaticClassSearchResult { get; set; }
public virtual void Init(object obj, Type valueType)
{
if (valueType == null && obj == null)
{
return;
}
//ExplorerCore.Log("Initializing InteractiveValue of type " + valueType.FullName);
InteractiveValue interactive;
if (valueType == typeof(GameObject) || valueType == typeof(Transform))
{
interactive = new InteractiveGameObject();
}
else if (valueType == typeof(Texture2D))
{
interactive = new InteractiveTexture2D();
}
else if (valueType == typeof(Texture))
{
interactive = new InteractiveTexture();
}
else if (valueType == typeof(Sprite))
{
interactive = new InteractiveSprite();
}
else if (valueType.IsPrimitive || valueType == typeof(string))
{
interactive = new InteractivePrimitive();
}
else if (valueType.IsEnum)
{
if (valueType.GetCustomAttributes(typeof(FlagsAttribute), true) is object[] attributes && attributes.Length > 0)
{
interactive = new InteractiveFlags();
}
else
{
interactive = new InteractiveEnum();
}
}
else if (valueType == typeof(Vector2) || valueType == typeof(Vector3) || valueType == typeof(Vector4))
{
interactive = new InteractiveVector();
}
else if (valueType == typeof(Quaternion))
{
interactive = new InteractiveQuaternion();
}
else if (valueType == typeof(Color))
{
interactive = new InteractiveColor();
}
else if (valueType == typeof(Rect))
{
interactive = new InteractiveRect();
}
// must check this before IsEnumerable
else if (ReflectionHelpers.IsDictionary(valueType))
{
interactive = new InteractiveDictionary();
}
else if (ReflectionHelpers.IsEnumerable(valueType))
{
interactive = new InteractiveEnumerable();
}
else
{
interactive = new InteractiveValue();
}
interactive.Value = obj;
interactive.ValueType = valueType;
this.IValue = interactive;
this.IValue.OwnerCacheObject = this;
UpdateValue();
this.IValue.Init();
}
public virtual void Draw(Rect window, float width)
{
IValue.Draw(window, width);
}
public virtual void UpdateValue()
{
IValue.UpdateValue();
}
public virtual void SetValue() => throw new NotImplementedException();
}
}

View File

@ -1,73 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Reflection;
namespace Explorer.CacheObject
{
public class CacheProperty : CacheMember
{
public override bool IsStatic => (MemInfo as PropertyInfo).GetAccessors()[0].IsStatic;
public override void InitMember(MemberInfo member, object declaringInstance)
{
base.InitMember(member, declaringInstance);
var pi = member as PropertyInfo;
this.m_arguments = pi.GetIndexParameters();
this.m_argumentInput = new string[m_arguments.Length];
base.Init(null, pi.PropertyType);
UpdateValue();
}
public override void UpdateValue()
{
if (HasParameters && !m_isEvaluating)
{
// Need to enter parameters first.
return;
}
try
{
var pi = MemInfo as PropertyInfo;
if (pi.CanRead)
{
var target = pi.GetAccessors()[0].IsStatic ? null : DeclaringInstance;
IValue.Value = pi.GetValue(target, ParseArguments());
base.UpdateValue();
}
else // create a dummy value for Write-Only properties.
{
if (IValue.ValueType == typeof(string))
{
IValue.Value = "";
}
else
{
IValue.Value = Activator.CreateInstance(IValue.ValueType);
}
}
}
catch (Exception e)
{
ReflectionException = ReflectionHelpers.ExceptionToString(e);
}
}
public override void SetValue()
{
var pi = MemInfo as PropertyInfo;
var target = pi.GetAccessors()[0].IsStatic ? null : DeclaringInstance;
pi.SetValue(target, IValue.Value, ParseArguments());
}
}
}

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@ -1,69 +0,0 @@
using System.IO;
using System.Xml.Serialization;
using UnityEngine;
namespace Explorer.Config
{
public class ModConfig
{
[XmlIgnore] public static readonly XmlSerializer Serializer = new XmlSerializer(typeof(ModConfig));
[XmlIgnore] private const string EXPLORER_FOLDER = @"Mods\Explorer";
[XmlIgnore] private const string SETTINGS_PATH = EXPLORER_FOLDER + @"\config.xml";
[XmlIgnore] public static ModConfig Instance;
// Actual configs
public KeyCode Main_Menu_Toggle = KeyCode.F7;
public Vector2 Default_Window_Size = new Vector2(550, 700);
public int Default_Page_Limit = 20;
public bool Bitwise_Support = false;
public bool Tab_View = true;
public string Default_Output_Path = @"Mods\Explorer";
public static void OnLoad()
{
if (!Directory.Exists(EXPLORER_FOLDER))
{
Directory.CreateDirectory(EXPLORER_FOLDER);
}
if (LoadSettings()) return;
Instance = new ModConfig();
SaveSettings();
}
// returns true if settings successfully loaded
public static bool LoadSettings()
{
if (!File.Exists(SETTINGS_PATH))
return false;
try
{
using (var file = File.OpenRead(SETTINGS_PATH))
{
Instance = (ModConfig)Serializer.Deserialize(file);
}
}
catch
{
return false;
}
return Instance != null;
}
public static void SaveSettings()
{
if (File.Exists(SETTINGS_PATH))
File.Delete(SETTINGS_PATH);
using (var file = File.Create(SETTINGS_PATH))
{
Serializer.Serialize(file, Instance);
}
}
}
}

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@ -0,0 +1,29 @@
#if MONO
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace UnityExplorer.Core.CSharp
{
public class DummyBehaviour : MonoBehaviour
{
public static DummyBehaviour Instance;
public static void Setup()
{
var obj = new GameObject("Explorer_DummyBehaviour");
DontDestroyOnLoad(obj);
obj.hideFlags |= HideFlags.HideAndDontSave;
obj.AddComponent<DummyBehaviour>();
}
internal void Awake()
{
Instance = this;
}
}
}
#endif

View File

@ -4,22 +4,23 @@ using System.IO;
using System.Reflection;
using Mono.CSharp;
// Thanks to ManlyMarco for this
// Thanks to ManlyMarco for most of this
namespace Explorer.UI.Main
namespace UnityExplorer.Core.CSharp
{
internal class ScriptEvaluator : Evaluator, IDisposable
public class ScriptEvaluator : Evaluator, IDisposable
{
private static readonly HashSet<string> StdLib = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase)
private static readonly HashSet<string> StdLib = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase)
{
"mscorlib", "System.Core", "System", "System.Xml"
"mscorlib", "System.Core", "System", "System.Xml"
};
private readonly TextWriter _logger;
internal static TextWriter _textWriter;
internal static StreamReportPrinter _reportPrinter;
public ScriptEvaluator(TextWriter logger) : base(BuildContext(logger))
public ScriptEvaluator(TextWriter tw) : base(BuildContext(tw))
{
_logger = logger;
_textWriter = tw;
ImportAppdomainAssemblies(ReferenceAssembly);
AppDomain.CurrentDomain.AssemblyLoad += OnAssemblyLoad;
@ -28,20 +29,22 @@ namespace Explorer.UI.Main
public void Dispose()
{
AppDomain.CurrentDomain.AssemblyLoad -= OnAssemblyLoad;
_logger.Dispose();
_textWriter.Dispose();
}
private void OnAssemblyLoad(object sender, AssemblyLoadEventArgs args)
{
string name = args.LoadedAssembly.GetName().Name;
if (StdLib.Contains(name))
return;
ReferenceAssembly(args.LoadedAssembly);
}
private static CompilerContext BuildContext(TextWriter tw)
{
var reporter = new StreamReportPrinter(tw);
_reportPrinter = new StreamReportPrinter(tw);
var settings = new CompilerSettings
{
@ -53,16 +56,19 @@ namespace Explorer.UI.Main
EnhancedWarnings = false
};
return new CompilerContext(settings, reporter);
return new CompilerContext(settings, _reportPrinter);
}
private static void ImportAppdomainAssemblies(Action<Assembly> import)
{
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
foreach (Assembly assembly in AppDomain.CurrentDomain.GetAssemblies())
{
string name = assembly.GetName().Name;
if (StdLib.Contains(name))
{
continue;
}
import(assembly);
}
}

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@ -0,0 +1,66 @@
using System;
using Mono.CSharp;
using System.Collections;
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using UnityExplorer.Core.Runtime;
using UnityExplorer.UI.Main.CSConsole;
using UnityExplorer.UI.Main.Home;
namespace UnityExplorer.Core.CSharp
{
public class ScriptInteraction : InteractiveBase
{
public static void Log(object message)
{
ExplorerCore.Log(message);
}
public static void StartCoroutine(IEnumerator ienumerator)
{
RuntimeProvider.Instance.StartConsoleCoroutine(ienumerator);
}
public static void AddUsing(string directive)
{
CSharpConsole.Instance.AddUsing(directive);
}
public static void GetUsing()
{
ExplorerCore.Log(CSharpConsole.Instance.Evaluator.GetUsing());
}
public static void Reset()
{
CSharpConsole.Instance.ResetConsole();
}
public static object CurrentTarget()
{
return InspectorManager.Instance?.m_activeInspector?.Target;
}
public static object[] AllTargets()
{
int count = InspectorManager.Instance?.m_currentInspectors.Count ?? 0;
object[] ret = new object[count];
for (int i = 0; i < count; i++)
{
ret[i] = InspectorManager.Instance?.m_currentInspectors[i].Target;
}
return ret;
}
public static void Inspect(object obj)
{
InspectorManager.Instance.Inspect(obj);
}
public static void Inspect(Type type)
{
InspectorManager.Instance.Inspect(type);
}
}
}

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@ -0,0 +1,70 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
using UnityExplorer.Core;
using UnityExplorer.UI.Main.CSConsole;
namespace UnityExplorer.Core.CSharp
{
public struct Suggestion
{
public enum Contexts
{
Namespace,
Keyword,
Other
}
// ~~~~ Instance ~~~~
public readonly string Prefix;
public readonly string Addition;
public readonly Contexts Context;
public string Full => Prefix + Addition;
public Color TextColor => GetTextColor();
public Suggestion(string addition, string prefix, Contexts type)
{
Addition = addition;
Prefix = prefix;
Context = type;
}
private Color GetTextColor()
{
switch (Context)
{
case Contexts.Namespace: return Color.grey;
case Contexts.Keyword: return keywordColor;
default: return Color.white;
}
}
// ~~~~ Static ~~~~
public static HashSet<string> Namespaces => m_namespaces ?? GetNamespaces();
private static HashSet<string> m_namespaces;
public static HashSet<string> Keywords => m_keywords ?? (m_keywords = new HashSet<string>(CSLexerHighlighter.validKeywordMatcher.Keywords));
private static HashSet<string> m_keywords;
private static readonly Color keywordColor = new Color(80f / 255f, 150f / 255f, 215f / 255f);
private static HashSet<string> GetNamespaces()
{
HashSet<string> set = new HashSet<string>(
AppDomain.CurrentDomain.GetAssemblies()
.SelectMany(GetTypes)
.Where(x => x.IsPublic && !string.IsNullOrEmpty(x.Namespace))
.Select(x => x.Namespace));
return m_namespaces = set;
IEnumerable<Type> GetTypes(Assembly asm) => asm.TryGetTypes();
}
}
}

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@ -0,0 +1,74 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace UnityExplorer.Core.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 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.Equals(value))
return;
m_value = value;
ConfigManager.Handler.SetConfigValue(this, value);
OnValueChanged?.Invoke(value);
OnValueChangedNotify?.Invoke();
ConfigManager.Handler.OnAnyConfigChanged();
}
object IConfigElement.GetLoaderConfigValue() => GetLoaderConfigValue();
public T GetLoaderConfigValue()
{
return ConfigManager.Handler.GetConfigValue(this);
}
public void RevertToDefaultValue()
{
Value = (T)DefaultValue;
}
}
}

View File

@ -0,0 +1,24 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace UnityExplorer.Core.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() { }
}
}

View File

@ -0,0 +1,214 @@
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityExplorer.UI.Main;
using UnityExplorer.UI.Main.Home;
namespace UnityExplorer.Core.Config
{
public static class ConfigManager
{
// Each Mod Loader has its own ConfigHandler.
// See the UnityExplorer.Loader namespace for the implementations.
public static ConfigHandler Handler { get; private set; }
public static ConfigElement<KeyCode> Main_Menu_Toggle;
public static ConfigElement<bool> Force_Unlock_Mouse;
public static ConfigElement<int> Default_Page_Limit;
public static ConfigElement<string> Default_Output_Path;
public static ConfigElement<bool> Log_Unity_Debug;
public static ConfigElement<bool> Hide_On_Startup;
public static ConfigElement<string> Last_Window_Anchors;
public static ConfigElement<string> Last_Window_Position;
public static ConfigElement<int> Last_Active_Tab;
public static ConfigElement<bool> Last_DebugConsole_State;
public static ConfigElement<bool> Last_SceneExplorer_State;
internal static readonly Dictionary<string, IConfigElement> ConfigElements = new Dictionary<string, IConfigElement>();
public static void Init(ConfigHandler configHandler)
{
Handler = configHandler;
Handler.Init();
CreateConfigElements();
Handler.LoadConfig();
SceneExplorer.OnToggleShow += SceneExplorer_OnToggleShow;
PanelDragger.OnFinishResize += PanelDragger_OnFinishResize;
PanelDragger.OnFinishDrag += PanelDragger_OnFinishDrag;
MainMenu.OnActiveTabChanged += MainMenu_OnActiveTabChanged;
DebugConsole.OnToggleShow += DebugConsole_OnToggleShow;
}
internal static void RegisterConfigElement<T>(ConfigElement<T> configElement)
{
Handler.RegisterConfigElement(configElement);
ConfigElements.Add(configElement.Name, configElement);
}
private static void CreateConfigElements()
{
Main_Menu_Toggle = new ConfigElement<KeyCode>("Main Menu Toggle",
"The UnityEngine.KeyCode to toggle the UnityExplorer Menu.",
KeyCode.F7);
Hide_On_Startup = new ConfigElement<bool>("Hide On Startup",
"Should UnityExplorer be hidden on startup?",
false);
Log_Unity_Debug = new ConfigElement<bool>("Log Unity Debug",
"Should UnityEngine.Debug.Log messages be printed to UnityExplorer's log?",
false);
Force_Unlock_Mouse = new ConfigElement<bool>("Force Unlock Mouse",
"Force the Cursor to be unlocked (visible) when the UnityExplorer menu is open.",
true);
Default_Page_Limit = new ConfigElement<int>("Default Page Limit",
"The default maximum number of elements per 'page' in UnityExplorer.",
25);
Default_Output_Path = new ConfigElement<string>("Default Output Path",
"The default output path when exporting things from UnityExplorer.",
Path.Combine(ExplorerCore.Loader.ExplorerFolder, "Output"));
// Internal configs
Last_Window_Anchors = new ConfigElement<string>("Last_Window_Anchors",
"For internal use, the last anchors of the UnityExplorer window.",
DEFAULT_WINDOW_ANCHORS,
true);
Last_Window_Position = new ConfigElement<string>("Last_Window_Position",
"For internal use, the last position of the UnityExplorer window.",
DEFAULT_WINDOW_POSITION,
true);
Last_Active_Tab = new ConfigElement<int>("Last_Active_Tab",
"For internal use, the last active tab index.",
0,
true);
Last_DebugConsole_State = new ConfigElement<bool>("Last_DebugConsole_State",
"For internal use, the collapsed state of the Debug Console.",
true,
true);
Last_SceneExplorer_State = new ConfigElement<bool>("Last_SceneExplorer_State",
"For internal use, the collapsed state of the Scene Explorer.",
true,
true);
}
// Internal config callback listeners
private static void PanelDragger_OnFinishResize(RectTransform rect)
{
Last_Window_Anchors.Value = rect.RectAnchorsToString();
}
private static void PanelDragger_OnFinishDrag(RectTransform rect)
{
Last_Window_Position.Value = rect.RectPositionToString();
}
private static void MainMenu_OnActiveTabChanged(int page)
{
Last_Active_Tab.Value = page;
}
private static void DebugConsole_OnToggleShow(bool showing)
{
Last_DebugConsole_State.Value = showing;
}
private static void SceneExplorer_OnToggleShow(bool showing)
{
Last_SceneExplorer_State.Value = showing;
}
// Window Anchors helpers
private const string DEFAULT_WINDOW_ANCHORS = "0.25,0.10,0.78,0.95";
private const string DEFAULT_WINDOW_POSITION = "0,0";
internal static CultureInfo _enCulture = new CultureInfo("en-US");
internal static string RectAnchorsToString(this RectTransform rect)
{
try
{
return string.Format(_enCulture, "{0},{1},{2},{3}", new object[]
{
rect.anchorMin.x,
rect.anchorMin.y,
rect.anchorMax.x,
rect.anchorMax.y
});
}
catch
{
return DEFAULT_WINDOW_ANCHORS;
}
}
internal static void SetAnchorsFromString(this RectTransform panel, string stringAnchors)
{
Vector4 anchors;
try
{
var split = stringAnchors.Split(',');
if (split.Length != 4)
throw new Exception();
anchors.x = float.Parse(split[0], _enCulture);
anchors.y = float.Parse(split[1], _enCulture);
anchors.z = float.Parse(split[2], _enCulture);
anchors.w = float.Parse(split[3], _enCulture);
}
catch
{
anchors = new Vector4(0.25f, 0.1f, 0.78f, 0.95f);
}
panel.anchorMin = new Vector2(anchors.x, anchors.y);
panel.anchorMax = new Vector2(anchors.z, anchors.w);
}
internal static string RectPositionToString(this RectTransform rect)
{
return string.Format(_enCulture, "{0},{1}", new object[]
{
rect.localPosition.x, rect.localPosition.y
});
}
internal static void SetPositionFromString(this RectTransform rect, string stringPosition)
{
try
{
var split = stringPosition.Split(',');
if (split.Length != 2)
throw new Exception();
Vector3 vector = rect.localPosition;
vector.x = float.Parse(split[0], _enCulture);
vector.y = float.Parse(split[1], _enCulture);
rect.localPosition = vector;
}
catch //(Exception ex)
{
//ExplorerCore.LogWarning("Exception setting window position: " + ex);
}
}
}
}

View File

@ -0,0 +1,22 @@
using System;
namespace UnityExplorer.Core.Config
{
public interface IConfigElement
{
string Name { get; }
string Description { get; }
bool IsInternal { get; }
Type ElementType { get; }
object BoxedValue { get; set; }
object DefaultValue { get; }
object GetLoaderConfigValue();
void RevertToDefaultValue();
Action OnValueChangedNotify { get; set; }
}
}

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@ -0,0 +1,231 @@
using System;
using UnityEngine;
using UnityExplorer.Core.Unity;
using UnityEngine.EventSystems;
using UnityExplorer.Core.Input;
using BF = System.Reflection.BindingFlags;
using UnityExplorer.Core.Config;
using UnityExplorer.Core;
using UnityExplorer.UI;
#if ML
using Harmony;
#else
using HarmonyLib;
#endif
namespace UnityExplorer.Core.Input
{
public class CursorUnlocker
{
public static bool Unlock
{
get => m_forceUnlock;
set
{
m_forceUnlock = value;
UpdateCursorControl();
}
}
private static bool m_forceUnlock;
public static bool ShouldActuallyUnlock => UIManager.ShowMenu && Unlock;
private static CursorLockMode m_lastLockMode;
private static bool m_lastVisibleState;
private static bool m_currentlySettingCursor = false;
private static Type CursorType
=> m_cursorType
?? (m_cursorType = ReflectionUtility.GetTypeByName("UnityEngine.Cursor"));
private static Type m_cursorType;
public static void Init()
{
SetupPatches();
UpdateCursorControl();
Unlock = true;
ConfigManager.Force_Unlock_Mouse.OnValueChanged += (bool val) => { Unlock = val; };
}
private static void SetupPatches()
{
try
{
if (CursorType == null)
{
throw new Exception("Could not find Type 'UnityEngine.Cursor'!");
}
// Get current cursor state and enable cursor
try
{
m_lastLockMode = (CursorLockMode?)typeof(Cursor).GetProperty("lockState", BF.Public | BF.Static)?.GetValue(null, null)
?? CursorLockMode.None;
m_lastVisibleState = (bool?)typeof(Cursor).GetProperty("visible", BF.Public | BF.Static)?.GetValue(null, null)
?? false;
}
catch { }
// Setup Harmony Patches
TryPatch(typeof(Cursor),
"lockState",
new HarmonyMethod(typeof(CursorUnlocker).GetMethod(nameof(Prefix_set_lockState))),
true);
TryPatch(typeof(Cursor),
"visible",
new HarmonyMethod(typeof(CursorUnlocker).GetMethod(nameof(Prefix_set_visible))),
true);
TryPatch(typeof(EventSystem),
"current",
new HarmonyMethod(typeof(CursorUnlocker).GetMethod(nameof(Prefix_EventSystem_set_current))),
true);
}
catch (Exception e)
{
ExplorerCore.Log($"Exception on ForceUnlockCursor.Init! {e.GetType()}, {e.Message}");
}
}
private static void TryPatch(Type type, string property, HarmonyMethod patch, bool setter)
{
try
{
var harmony = ExplorerCore.Loader.HarmonyInstance;
var prop = type.GetProperty(property);
if (setter) // setter is prefix
{
harmony.Patch(prop.GetSetMethod(), prefix: patch);
}
else // getter is postfix
{
harmony.Patch(prop.GetGetMethod(), postfix: patch);
}
}
catch (Exception e)
{
string suf = setter ? "set_" : "get_";
ExplorerCore.Log($"Unable to patch {type.Name}.{suf}{property}: {e.Message}");
}
}
public static void UpdateCursorControl()
{
try
{
m_currentlySettingCursor = true;
if (ShouldActuallyUnlock)
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
else
{
Cursor.lockState = m_lastLockMode;
Cursor.visible = m_lastVisibleState;
}
m_currentlySettingCursor = false;
}
catch (Exception e)
{
ExplorerCore.Log($"Exception setting Cursor state: {e.GetType()}, {e.Message}");
}
}
// Event system overrides
private static bool m_settingEventSystem;
private static EventSystem m_lastEventSystem;
private static BaseInputModule m_lastInputModule;
public static void SetEventSystem()
{
// temp disabled for new InputSystem
if (InputManager.CurrentType == InputType.InputSystem)
return;
// Disable current event system object
if (m_lastEventSystem || EventSystem.current)
{
if (!m_lastEventSystem)
m_lastEventSystem = EventSystem.current;
//ExplorerCore.Log("Disabling current event system...");
m_lastEventSystem.enabled = false;
//m_lastEventSystem.gameObject.SetActive(false);
}
// Set to our current system
m_settingEventSystem = true;
EventSystem.current = UIManager.EventSys;
UIManager.EventSys.enabled = true;
InputManager.ActivateUIModule();
m_settingEventSystem = false;
}
public static void ReleaseEventSystem()
{
if (InputManager.CurrentType == InputType.InputSystem)
return;
if (m_lastEventSystem)
{
m_lastEventSystem.enabled = true;
//m_lastEventSystem.gameObject.SetActive(true);
m_settingEventSystem = true;
EventSystem.current = m_lastEventSystem;
m_lastInputModule?.ActivateModule();
m_settingEventSystem = false;
}
}
[HarmonyPrefix]
public static void Prefix_EventSystem_set_current(ref EventSystem value)
{
if (!m_settingEventSystem)
{
m_lastEventSystem = value;
m_lastInputModule = value?.currentInputModule;
if (ShouldActuallyUnlock)
value = UIManager.EventSys;
}
}
// Force mouse to stay unlocked and visible while UnlockMouse and ShowMenu are true.
// Also keep track of when anything else tries to set Cursor state, this will be the
// value that we set back to when we close the menu or disable force-unlock.
[HarmonyPrefix]
public static void Prefix_set_lockState(ref CursorLockMode value)
{
if (!m_currentlySettingCursor)
{
m_lastLockMode = value;
if (ShouldActuallyUnlock)
value = CursorLockMode.None;
}
}
[HarmonyPrefix]
public static void Prefix_set_visible(ref bool value)
{
if (!m_currentlySettingCursor)
{
m_lastVisibleState = value;
if (ShouldActuallyUnlock)
value = true;
}
}
}
}

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@ -0,0 +1,23 @@
using UnityEngine;
using UnityEngine.EventSystems;
namespace UnityExplorer.Core.Input
{
public interface IHandleInput
{
Vector2 MousePosition { get; }
bool GetKeyDown(KeyCode key);
bool GetKey(KeyCode key);
bool GetMouseButtonDown(int btn);
bool GetMouseButton(int btn);
BaseInputModule UIModule { get; }
PointerEventData InputPointerEvent { get; }
void AddUIInputModule();
void ActivateModule();
}
}

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using System;
using UnityEngine;
using System.Diagnostics.CodeAnalysis;
using UnityEngine.EventSystems;
namespace UnityExplorer.Core.Input
{
public enum InputType
{
InputSystem,
Legacy,
None
}
public static class InputManager
{
public static InputType CurrentType { get; private set; }
private static IHandleInput m_inputModule;
public static Vector3 MousePosition => m_inputModule.MousePosition;
public static bool GetKeyDown(KeyCode key) => m_inputModule.GetKeyDown(key);
public static bool GetKey(KeyCode key) => m_inputModule.GetKey(key);
public static bool GetMouseButtonDown(int btn) => m_inputModule.GetMouseButtonDown(btn);
public static bool GetMouseButton(int btn) => m_inputModule.GetMouseButton(btn);
public static BaseInputModule UIInput => m_inputModule.UIModule;
public static PointerEventData InputPointerEvent => m_inputModule.InputPointerEvent;
public static void ActivateUIModule() => m_inputModule.ActivateModule();
public static void AddUIModule()
{
m_inputModule.AddUIInputModule();
ActivateUIModule();
}
public static void Init()
{
if (InputSystem.TKeyboard != null || (ReflectionUtility.LoadModule("Unity.InputSystem") && InputSystem.TKeyboard != null))
{
m_inputModule = new InputSystem();
CurrentType = InputType.InputSystem;
}
else if (LegacyInput.TInput != null || (ReflectionUtility.LoadModule("UnityEngine.InputLegacyModule") && LegacyInput.TInput != null))
{
m_inputModule = new LegacyInput();
CurrentType = InputType.Legacy;
}
if (m_inputModule == null)
{
ExplorerCore.LogWarning("Could not find any Input module!");
m_inputModule = new NoInput();
CurrentType = InputType.None;
}
CursorUnlocker.Init();
}
}
}

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using System;
using System.Reflection;
using UnityExplorer.Core.Unity;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityExplorer.UI;
using System.Collections.Generic;
namespace UnityExplorer.Core.Input
{
public class InputSystem : IHandleInput
{
public InputSystem()
{
ExplorerCore.Log("Initializing new InputSystem support...");
m_kbCurrentProp = TKeyboard.GetProperty("current");
m_kbIndexer = TKeyboard.GetProperty("Item", new Type[] { TKey });
var btnControl = ReflectionUtility.GetTypeByName("UnityEngine.InputSystem.Controls.ButtonControl");
m_btnIsPressedProp = btnControl.GetProperty("isPressed");
m_btnWasPressedProp = btnControl.GetProperty("wasPressedThisFrame");
m_mouseCurrentProp = TMouse.GetProperty("current");
m_leftButtonProp = TMouse.GetProperty("leftButton");
m_rightButtonProp = TMouse.GetProperty("rightButton");
m_positionProp = ReflectionUtility.GetTypeByName("UnityEngine.InputSystem.Pointer")
.GetProperty("position");
m_readVector2InputMethod = ReflectionUtility.GetTypeByName("UnityEngine.InputSystem.InputControl`1")
.MakeGenericType(typeof(Vector2))
.GetMethod("ReadValue");
}
public static Type TKeyboard => m_tKeyboard ?? (m_tKeyboard = ReflectionUtility.GetTypeByName("UnityEngine.InputSystem.Keyboard"));
private static Type m_tKeyboard;
public static Type TMouse => m_tMouse ?? (m_tMouse = ReflectionUtility.GetTypeByName("UnityEngine.InputSystem.Mouse"));
private static Type m_tMouse;
public static Type TKey => m_tKey ?? (m_tKey = ReflectionUtility.GetTypeByName("UnityEngine.InputSystem.Key"));
private static Type m_tKey;
private static PropertyInfo m_btnIsPressedProp;
private static PropertyInfo m_btnWasPressedProp;
private static object CurrentKeyboard => m_currentKeyboard ?? (m_currentKeyboard = m_kbCurrentProp.GetValue(null, null));
private static object m_currentKeyboard;
private static PropertyInfo m_kbCurrentProp;
private static PropertyInfo m_kbIndexer;
private static object CurrentMouse => m_currentMouse ?? (m_currentMouse = m_mouseCurrentProp.GetValue(null, null));
private static object m_currentMouse;
private static PropertyInfo m_mouseCurrentProp;
private static object LeftMouseButton => m_lmb ?? (m_lmb = m_leftButtonProp.GetValue(CurrentMouse, null));
private static object m_lmb;
private static PropertyInfo m_leftButtonProp;
private static object RightMouseButton => m_rmb ?? (m_rmb = m_rightButtonProp.GetValue(CurrentMouse, null));
private static object m_rmb;
private static PropertyInfo m_rightButtonProp;
private static object MousePositionInfo => m_pos ?? (m_pos = m_positionProp.GetValue(CurrentMouse, null));
private static object m_pos;
private static PropertyInfo m_positionProp;
private static MethodInfo m_readVector2InputMethod;
public Vector2 MousePosition
{
get
{
try
{
return (Vector2)m_readVector2InputMethod.Invoke(MousePositionInfo, new object[0]);
}
catch
{
return Vector2.zero;
}
}
}
internal static Dictionary<KeyCode, object> ActualKeyDict = new Dictionary<KeyCode, object>();
internal object GetActualKey(KeyCode key)
{
if (!ActualKeyDict.ContainsKey(key))
{
var s = key.ToString();
if (s.Contains("Control"))
s = s.Replace("Control", "Ctrl");
else if (s.Contains("Return"))
s = "Enter";
var parsed = Enum.Parse(TKey, s);
var actualKey = m_kbIndexer.GetValue(CurrentKeyboard, new object[] { parsed });
ActualKeyDict.Add(key, actualKey);
}
return ActualKeyDict[key];
}
public bool GetKeyDown(KeyCode key) => (bool)m_btnWasPressedProp.GetValue(GetActualKey(key), null);
public bool GetKey(KeyCode key) => (bool)m_btnIsPressedProp.GetValue(GetActualKey(key), null);
public bool GetMouseButtonDown(int btn)
{
switch (btn)
{
case 0: return (bool)m_btnWasPressedProp.GetValue(LeftMouseButton, null);
case 1: return (bool)m_btnWasPressedProp.GetValue(RightMouseButton, null);
// case 2: return (bool)_btnWasPressedProp.GetValue(MiddleMouseButton, null);
default: throw new NotImplementedException();
}
}
public bool GetMouseButton(int btn)
{
switch (btn)
{
case 0: return (bool)m_btnIsPressedProp.GetValue(LeftMouseButton, null);
case 1: return (bool)m_btnIsPressedProp.GetValue(RightMouseButton, null);
// case 2: return (bool)_btnIsPressedProp.GetValue(MiddleMouseButton, null);
default: throw new NotImplementedException();
}
}
// UI Input
//public Type TInputSystemUIInputModule
// => m_tUIInputModule
// ?? (m_tUIInputModule = ReflectionHelpers.GetTypeByName("UnityEngine.InputSystem.UI.InputSystemUIInputModule"));
//internal Type m_tUIInputModule;
public BaseInputModule UIModule => null; // m_newInputModule;
//internal BaseInputModule m_newInputModule;
public PointerEventData InputPointerEvent => null;
public void AddUIInputModule()
{
// if (TInputSystemUIInputModule != null)
// {
//#if CPP
// // m_newInputModule = UIManager.CanvasRoot.AddComponent(Il2CppType.From(TInputSystemUIInputModule)).TryCast<BaseInputModule>();
//#else
// m_newInputModule = (BaseInputModule)UIManager.CanvasRoot.AddComponent(TInputSystemUIInputModule);
//#endif
// }
// else
// {
// ExplorerCore.LogWarning("New input system: Could not find type by name 'UnityEngine.InputSystem.UI.InputSystemUIInputModule'");
// }
}
public void ActivateModule()
{
//#if CPP
// // m_newInputModule.ActivateModule();
//#else
// m_newInputModule.ActivateModule();
//#endif
}
}
}

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using System;
using System.Reflection;
using UnityExplorer.Core.Unity;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityExplorer.UI;
namespace UnityExplorer.Core.Input
{
public class LegacyInput : IHandleInput
{
public LegacyInput()
{
ExplorerCore.Log("Initializing Legacy Input support...");
m_mousePositionProp = TInput.GetProperty("mousePosition");
m_getKeyMethod = TInput.GetMethod("GetKey", new Type[] { typeof(KeyCode) });
m_getKeyDownMethod = TInput.GetMethod("GetKeyDown", new Type[] { typeof(KeyCode) });
m_getMouseButtonMethod = TInput.GetMethod("GetMouseButton", new Type[] { typeof(int) });
m_getMouseButtonDownMethod = TInput.GetMethod("GetMouseButtonDown", new Type[] { typeof(int) });
}
public static Type TInput => m_tInput ?? (m_tInput = ReflectionUtility.GetTypeByName("UnityEngine.Input"));
private static Type m_tInput;
private static PropertyInfo m_mousePositionProp;
private static MethodInfo m_getKeyMethod;
private static MethodInfo m_getKeyDownMethod;
private static MethodInfo m_getMouseButtonMethod;
private static MethodInfo m_getMouseButtonDownMethod;
public Vector2 MousePosition => (Vector3)m_mousePositionProp.GetValue(null, null);
public bool GetKey(KeyCode key) => (bool)m_getKeyMethod.Invoke(null, new object[] { key });
public bool GetKeyDown(KeyCode key) => (bool)m_getKeyDownMethod.Invoke(null, new object[] { key });
public bool GetMouseButton(int btn) => (bool)m_getMouseButtonMethod.Invoke(null, new object[] { btn });
public bool GetMouseButtonDown(int btn) => (bool)m_getMouseButtonDownMethod.Invoke(null, new object[] { btn });
// UI Input module
public BaseInputModule UIModule => m_inputModule;
internal StandaloneInputModule m_inputModule;
public PointerEventData InputPointerEvent =>
#if CPP
m_inputModule.m_InputPointerEvent;
#else
null;
#endif
public void AddUIInputModule()
{
m_inputModule = UIManager.CanvasRoot.gameObject.AddComponent<StandaloneInputModule>();
}
public void ActivateModule()
{
m_inputModule.ActivateModule();
}
}
}

23
src/Core/Input/NoInput.cs Normal file
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using UnityEngine;
using UnityEngine.EventSystems;
namespace UnityExplorer.Core.Input
{
// Just a stub for games where no Input module was able to load at all.
public class NoInput : IHandleInput
{
public Vector2 MousePosition => Vector2.zero;
public bool GetKey(KeyCode key) => false;
public bool GetKeyDown(KeyCode key) => false;
public bool GetMouseButton(int btn) => false;
public bool GetMouseButtonDown(int btn) => false;
public BaseInputModule UIModule => null;
public PointerEventData InputPointerEvent => null;
public void ActivateModule() { }
public void AddUIInputModule() { }
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using BF = System.Reflection.BindingFlags;
using UnityExplorer.Core.Runtime;
namespace UnityExplorer.Core
{
public static class ReflectionUtility
{
public const BF CommonFlags = BF.Public | BF.Instance | BF.NonPublic | BF.Static;
/// <summary>
/// Helper for IL2CPP to get the underlying true Type (Unhollowed) of the object.
/// </summary>
/// <param name="obj">The object to get the true Type for.</param>
/// <returns>The most accurate Type of the object which could be identified.</returns>
public static Type GetType(this object obj)
{
if (obj == null)
return null;
return ReflectionProvider.Instance.GetActualType(obj);
}
/// <summary>
/// Cast an object to its underlying Type.
/// </summary>
/// <param name="obj">The object to cast</param>
/// <returns>The object, cast to the underlying Type if possible, otherwise the original object.</returns>
public static object Cast(this object obj)
=> ReflectionProvider.Instance.Cast(obj, GetType(obj));
/// <summary>
/// Cast an object to a Type, if possible.
/// </summary>
/// <param name="obj">The object to cast</param>
/// <param name="castTo">The Type to cast to </param>
/// <returns>The object, cast to the Type provided if possible, otherwise the original object.</returns>
public static object Cast(this object obj, Type castTo)
=> ReflectionProvider.Instance.Cast(obj, castTo);
/// <summary>
/// Check if the provided Type is assignable to IEnumerable.
/// </summary>
/// <param name="t">The Type to check</param>
/// <returns>True if the Type is assignable to IEnumerable, otherwise false.</returns>
public static bool IsEnumerable(this Type t)
=> ReflectionProvider.Instance.IsAssignableFrom(typeof(IEnumerable), t);
/// <summary>
/// Check if the provided Type is assignable to IDictionary.
/// </summary>
/// <param name="t">The Type to check</param>
/// <returns>True if the Type is assignable to IDictionary, otherwise false.</returns>
public static bool IsDictionary(this Type t)
=> ReflectionProvider.Instance.IsAssignableFrom(typeof(IDictionary), t);
/// <summary>
/// [INTERNAL] Used to load Unhollowed DLLs in IL2CPP.
/// </summary>
internal static bool LoadModule(string module)
=> ReflectionProvider.Instance.LoadModule(module);
// cache for GetTypeByName
internal static readonly Dictionary<string, Type> s_typesByName = new Dictionary<string, Type>();
/// <summary>
/// Find a <see cref="Type"/> in the current AppDomain whose <see cref="Type.FullName"/> matches the provided <paramref name="fullName"/>.
/// </summary>
/// <param name="fullName">The <see cref="Type.FullName"/> you want to search for - case sensitive and full matches only.</param>
/// <returns>The Type if found, otherwise null.</returns>
public static Type GetTypeByName(string fullName)
{
s_typesByName.TryGetValue(fullName, out Type ret);
if (ret != null)
return ret;
foreach (var type in from asm in AppDomain.CurrentDomain.GetAssemblies()
from type in asm.TryGetTypes()
select type)
{
if (type.FullName == fullName)
{
ret = type;
break;
}
}
if (s_typesByName.ContainsKey(fullName))
s_typesByName[fullName] = ret;
else
s_typesByName.Add(fullName, ret);
return ret;
}
// cache for GetBaseTypes
internal static readonly Dictionary<string, Type[]> s_cachedTypeInheritance = new Dictionary<string, Type[]>();
/// <summary>
/// Get all base types of the provided Type, including itself.
/// </summary>
public static Type[] GetAllBaseTypes(this object obj) => GetAllBaseTypes(GetType(obj));
/// <summary>
/// Get all base types of the provided Type, including itself.
/// </summary>
public static Type[] GetAllBaseTypes(this Type type)
{
if (type == null)
throw new ArgumentNullException("type");
var name = type.AssemblyQualifiedName;
if (s_cachedTypeInheritance.TryGetValue(name, out Type[] ret))
return ret;
List<Type> list = new List<Type>();
while (type != null)
{
list.Add(type);
type = type.BaseType;
}
ret = list.ToArray();
s_cachedTypeInheritance.Add(name, ret);
return ret;
}
/// <summary>
/// Safely get all valid Types inside an Assembly.
/// </summary>
/// <param name="asm">The Assembly to find Types in.</param>
/// <returns>All possible Types which could be retrieved from the Assembly, or an empty array.</returns>
public static IEnumerable<Type> TryGetTypes(this Assembly asm)
{
try
{
return asm.GetTypes();
}
catch (ReflectionTypeLoadException e)
{
try
{
return asm.GetExportedTypes();
}
catch
{
return e.Types.Where(t => t != null);
}
}
catch
{
return Enumerable.Empty<Type>();
}
}
/// <summary>
/// Helper to display a simple "{ExceptionType}: {Message}" of the exception, and optionally use the inner-most exception.
/// </summary>
/// <param name="e">The Exception to convert to string.</param>
/// <param name="innerMost">Should the inner-most Exception of the stack be used? If false, the Exception you provided will be used directly.</param>
/// <returns>The exception to string.</returns>
public static string ReflectionExToString(this Exception e, bool innerMost = false)
{
if (innerMost)
{
while (e.InnerException != null)
{
#if CPP
if (e.InnerException is System.Runtime.CompilerServices.RuntimeWrappedException)
break;
#endif
e = e.InnerException;
}
}
return $"{e.GetType()}: {e.Message}";
}
}
}

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#if CPP
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnhollowerBaseLib;
using UnhollowerRuntimeLib;
using UnityEngine;
using UnityExplorer.Core.Runtime.Il2Cpp;
namespace UnityExplorer
{
public class AssetBundle
{
// ~~~~~~~~~~~~ Static ~~~~~~~~~~~~
internal delegate IntPtr d_LoadFromFile(IntPtr path, uint crc, ulong offset);
public static AssetBundle LoadFromFile(string path)
{
var iCall = ICallManager.GetICall<d_LoadFromFile>("UnityEngine.AssetBundle::LoadFromFile_Internal");
var ptr = iCall.Invoke(IL2CPP.ManagedStringToIl2Cpp(path), 0u, 0UL);
return new AssetBundle(ptr);
}
private delegate IntPtr d_LoadFromMemory(IntPtr binary, uint crc);
public static AssetBundle LoadFromMemory(byte[] binary, uint crc = 0)
{
var iCall = ICallManager.GetICall<d_LoadFromMemory>("UnityEngine.AssetBundle::LoadFromMemory_Internal");
var ptr = iCall(((Il2CppStructArray<byte>) binary).Pointer, crc);
return new AssetBundle(ptr);
}
// ~~~~~~~~~~~~ Instance ~~~~~~~~~~~~
private readonly IntPtr m_bundlePtr = IntPtr.Zero;
public AssetBundle(IntPtr ptr) { m_bundlePtr = ptr; }
// LoadAllAssets()
internal delegate IntPtr d_LoadAssetWithSubAssets_Internal(IntPtr _this, IntPtr name, IntPtr type);
public UnityEngine.Object[] LoadAllAssets()
{
var iCall = ICallManager.GetICall<d_LoadAssetWithSubAssets_Internal>("UnityEngine.AssetBundle::LoadAssetWithSubAssets_Internal");
var ptr = iCall.Invoke(m_bundlePtr, IL2CPP.ManagedStringToIl2Cpp(""), Il2CppType.Of<UnityEngine.Object>().Pointer);
if (ptr == IntPtr.Zero)
return new UnityEngine.Object[0];
return new Il2CppReferenceArray<UnityEngine.Object>(ptr);
}
// LoadAsset<T>(string name, Type type)
internal delegate IntPtr d_LoadAsset_Internal(IntPtr _this, IntPtr name, IntPtr type);
public T LoadAsset<T>(string name) where T : UnityEngine.Object
{
var iCall = ICallManager.GetICall<d_LoadAsset_Internal>("UnityEngine.AssetBundle::LoadAsset_Internal");
var ptr = iCall.Invoke(m_bundlePtr, IL2CPP.ManagedStringToIl2Cpp(name), Il2CppType.Of<T>().Pointer);
if (ptr == IntPtr.Zero)
return null;
return new UnityEngine.Object(ptr).TryCast<T>();
}
}
}
#endif

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#if CPP
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Runtime.InteropServices;
namespace UnityExplorer.Core.Runtime.Il2Cpp
{
[SuppressMessage("Style", "IDE1006:Naming Styles", Justification = "External methods")]
public static class ICallManager
{
[DllImport("GameAssembly", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
public static extern IntPtr il2cpp_resolve_icall([MarshalAs(UnmanagedType.LPStr)] string name);
private static readonly Dictionary<string, Delegate> iCallCache = new Dictionary<string, Delegate>();
/// <summary>
/// Helper to get and cache an iCall by providing the signature (eg. "UnityEngine.Resources::FindObjectsOfTypeAll").
/// </summary>
/// <typeparam name="T">The Type of Delegate to provide for the iCall.</typeparam>
/// <param name="signature">The signature of the iCall you want to get.</param>
/// <returns>The <typeparamref name="T"/> delegate if successful.</returns>
/// <exception cref="MissingMethodException">If the iCall could not be found.</exception>
public static T GetICall<T>(string signature) where T : Delegate
{
if (iCallCache.ContainsKey(signature))
return (T)iCallCache[signature];
IntPtr ptr = il2cpp_resolve_icall(signature);
if (ptr == IntPtr.Zero)
throw new MissingMethodException($"Could not find any iCall with the signature '{signature}'!");
Delegate iCall = Marshal.GetDelegateForFunctionPointer(ptr, typeof(T));
iCallCache.Add(signature, iCall);
return (T)iCall;
}
private static readonly Dictionary<string, Delegate> s_unreliableCache = new Dictionary<string, Delegate>();
/// <summary>
/// Get an iCall which may be one of multiple different signatures (ie, it changed in different Unity versions).
/// Each possible signature must have the same Type pattern, it can only vary by name.
/// </summary>
public static T GetICallUnreliable<T>(IEnumerable<string> possibleSignatures) where T : Delegate
{
// use the first possible signature as the 'key'.
string key = possibleSignatures.First();
if (s_unreliableCache.ContainsKey(key))
return (T)s_unreliableCache[key];
T iCall;
IntPtr ptr;
foreach (var sig in possibleSignatures)
{
ptr = il2cpp_resolve_icall(sig);
if (ptr != IntPtr.Zero)
{
iCall = (T)Marshal.GetDelegateForFunctionPointer(ptr, typeof(T));
s_unreliableCache.Add(key, iCall);
return iCall;
}
}
throw new MissingMethodException($"Could not find any iCall from list of provided signatures starting with '{key}'!");
}
}
}
#endif

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#if CPP
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnhollowerBaseLib;
using UnityEngine;
// CREDIT HerpDerpenstine
// https://github.com/LavaGang/MelonLoader/blob/master/MelonLoader.Support.Il2Cpp/MelonCoroutines.cs
namespace UnityExplorer.Core.Runtime.Il2Cpp
{
public static class Il2CppCoroutine
{
private struct CoroTuple
{
public object WaitCondition;
public IEnumerator Coroutine;
}
private static readonly List<CoroTuple> ourCoroutinesStore = new List<CoroTuple>();
private static readonly List<IEnumerator> ourNextFrameCoroutines = new List<IEnumerator>();
private static readonly List<IEnumerator> ourWaitForFixedUpdateCoroutines = new List<IEnumerator>();
private static readonly List<IEnumerator> ourWaitForEndOfFrameCoroutines = new List<IEnumerator>();
private static readonly List<IEnumerator> tempList = new List<IEnumerator>();
internal static object Start(IEnumerator routine)
{
if (routine != null) ProcessNextOfCoroutine(routine);
return routine;
}
internal static void Stop(IEnumerator enumerator)
{
if (ourNextFrameCoroutines.Contains(enumerator)) // the coroutine is running itself
ourNextFrameCoroutines.Remove(enumerator);
else
{
int coroTupleIndex = ourCoroutinesStore.FindIndex(c => c.Coroutine == enumerator);
if (coroTupleIndex != -1) // the coroutine is waiting for a subroutine
{
object waitCondition = ourCoroutinesStore[coroTupleIndex].WaitCondition;
if (waitCondition is IEnumerator waitEnumerator)
Stop(waitEnumerator);
ourCoroutinesStore.RemoveAt(coroTupleIndex);
}
}
}
private static void ProcessCoroList(List<IEnumerator> target)
{
if (target.Count == 0) return;
// use a temp list to make sure waits made during processing are not handled by same processing invocation
// additionally, a temp list reduces allocations compared to an array
tempList.AddRange(target);
target.Clear();
foreach (var enumerator in tempList) ProcessNextOfCoroutine(enumerator);
tempList.Clear();
}
internal static void Process()
{
for (var i = ourCoroutinesStore.Count - 1; i >= 0; i--)
{
var tuple = ourCoroutinesStore[i];
if (tuple.WaitCondition is WaitForSeconds waitForSeconds)
{
if ((waitForSeconds.m_Seconds -= Time.deltaTime) <= 0)
{
ourCoroutinesStore.RemoveAt(i);
ProcessNextOfCoroutine(tuple.Coroutine);
}
}
}
ProcessCoroList(ourNextFrameCoroutines);
}
internal static void ProcessWaitForFixedUpdate() => ProcessCoroList(ourWaitForFixedUpdateCoroutines);
internal static void ProcessWaitForEndOfFrame() => ProcessCoroList(ourWaitForEndOfFrameCoroutines);
private static void ProcessNextOfCoroutine(IEnumerator enumerator)
{
try
{
if (!enumerator.MoveNext()) // Run the next step of the coroutine. If it's done, restore the parent routine
{
var indices = ourCoroutinesStore.Select((it, idx) => (idx, it)).Where(it => it.it.WaitCondition == enumerator).Select(it => it.idx).ToList();
for (var i = indices.Count - 1; i >= 0; i--)
{
var index = indices[i];
ourNextFrameCoroutines.Add(ourCoroutinesStore[index].Coroutine);
ourCoroutinesStore.RemoveAt(index);
}
return;
}
}
catch (Exception e)
{
ExplorerCore.LogError(e.ToString());
Stop(FindOriginalCoro(enumerator)); // We want the entire coroutine hierachy to stop when an error happen
}
var next = enumerator.Current;
switch (next)
{
case null:
ourNextFrameCoroutines.Add(enumerator);
return;
case WaitForFixedUpdate _:
ourWaitForFixedUpdateCoroutines.Add(enumerator);
return;
case WaitForEndOfFrame _:
ourWaitForEndOfFrameCoroutines.Add(enumerator);
return;
case WaitForSeconds _:
break; // do nothing, this one is supported in Process
case Il2CppObjectBase il2CppObjectBase:
var nextAsEnumerator = il2CppObjectBase.TryCast<Il2CppSystem.Collections.IEnumerator>();
if (nextAsEnumerator != null) // il2cpp IEnumerator also handles CustomYieldInstruction
next = new Il2CppEnumeratorWrapper(nextAsEnumerator);
else
ExplorerCore.LogWarning($"Unknown coroutine yield object of type {il2CppObjectBase} for coroutine {enumerator}");
break;
}
ourCoroutinesStore.Add(new CoroTuple { WaitCondition = next, Coroutine = enumerator });
if (next is IEnumerator nextCoro)
ProcessNextOfCoroutine(nextCoro);
}
private static IEnumerator FindOriginalCoro(IEnumerator enumerator)
{
int index = ourCoroutinesStore.FindIndex(ct => ct.WaitCondition == enumerator);
if (index == -1)
return enumerator;
return FindOriginalCoro(ourCoroutinesStore[index].Coroutine);
}
private class Il2CppEnumeratorWrapper : IEnumerator
{
private readonly Il2CppSystem.Collections.IEnumerator il2cppEnumerator;
public Il2CppEnumeratorWrapper(Il2CppSystem.Collections.IEnumerator il2CppEnumerator) => il2cppEnumerator = il2CppEnumerator;
public bool MoveNext() => il2cppEnumerator.MoveNext();
public void Reset() => il2cppEnumerator.Reset();
public object Current => il2cppEnumerator.Current;
}
}
}
#endif

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#if CPP
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using BF = System.Reflection.BindingFlags;
using System.Text;
using UnhollowerBaseLib;
using UnhollowerRuntimeLib;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.SceneManagement;
using System.Collections;
using UnityEngine.UI;
using UnityExplorer.Core.Input;
namespace UnityExplorer.Core.Runtime.Il2Cpp
{
public class Il2CppProvider : RuntimeProvider
{
public override void Initialize()
{
Reflection = new Il2CppReflection();
TextureUtil = new Il2CppTextureUtil();
}
public override void SetupEvents()
{
try
{
//Application.add_logMessageReceived(new Action<string, string, LogType>(ExplorerCore.Instance.OnUnityLog));
var logType = ReflectionUtility.GetTypeByName("UnityEngine.Application+LogCallback");
var castMethod = logType.GetMethod("op_Implicit", new[] { typeof(Action<string, string, LogType>) });
var addMethod = typeof(Application).GetMethod("add_logMessageReceived", BF.Static | BF.Public, null, new[] { logType }, null);
addMethod.Invoke(null, new[]
{
castMethod.Invoke(null, new[] { new Action<string, string, LogType>(Application_logMessageReceived) })
});
}
catch
{
ExplorerCore.LogWarning("Exception setting up Unity log listener, make sure Unity libraries have been unstripped!");
}
}
private void Application_logMessageReceived(string condition, string stackTrace, LogType type)
{
ExplorerCore.Log(condition, type, true);
}
public override void StartConsoleCoroutine(IEnumerator routine)
{
Il2CppCoroutine.Start(routine);
}
// Unity API Handlers
// LayerMask.LayerToName
internal delegate IntPtr d_LayerToName(int layer);
public override string LayerToName(int layer)
{
var iCall = ICallManager.GetICall<d_LayerToName>("UnityEngine.LayerMask::LayerToName");
return IL2CPP.Il2CppStringToManaged(iCall.Invoke(layer));
}
// Resources.FindObjectsOfTypeAll
internal delegate IntPtr d_FindObjectsOfTypeAll(IntPtr type);
public override UnityEngine.Object[] FindObjectsOfTypeAll(Type type)
{
var iCall = ICallManager.GetICallUnreliable<d_FindObjectsOfTypeAll>(new[]
{
"UnityEngine.Resources::FindObjectsOfTypeAll",
"UnityEngine.ResourcesAPIInternal::FindObjectsOfTypeAll" // Unity 2020+ updated to this
});
return new Il2CppReferenceArray<UnityEngine.Object>(iCall.Invoke(Il2CppType.From(type).Pointer));
}
public override int GetSceneHandle(Scene scene)
=> scene.handle;
// Scene.GetRootGameObjects();
internal delegate void d_GetRootGameObjects(int handle, IntPtr list);
public override GameObject[] GetRootGameObjects(Scene scene) => GetRootGameObjects(scene.handle);
public static GameObject[] GetRootGameObjects(int handle)
{
if (handle == -1)
return new GameObject[0];
int count = GetRootCount(handle);
if (count < 1)
return new GameObject[0];
var list = new Il2CppSystem.Collections.Generic.List<GameObject>(count);
var iCall = ICallManager.GetICall<d_GetRootGameObjects>("UnityEngine.SceneManagement.Scene::GetRootGameObjectsInternal");
iCall.Invoke(handle, list.Pointer);
return list.ToArray();
}
// Scene.rootCount
internal delegate int d_GetRootCountInternal(int handle);
public override int GetRootCount(Scene scene) => GetRootCount(scene.handle);
public static int GetRootCount(int handle)
{
return ICallManager.GetICall<d_GetRootCountInternal>("UnityEngine.SceneManagement.Scene::GetRootCountInternal")
.Invoke(handle);
}
// Custom check for il2cpp input pointer event
public override void CheckInputPointerEvent()
{
// Some IL2CPP games behave weird with multiple UI Input Systems, some fixes for them.
var evt = InputManager.InputPointerEvent;
if (evt != null)
{
if (!evt.eligibleForClick && evt.selectedObject)
evt.eligibleForClick = true;
}
}
}
}
public static class Il2CppExtensions
{
public static void AddListener(this UnityEvent action, Action listener)
{
action.AddListener(listener);
}
public static void AddListener<T>(this UnityEvent<T> action, Action<T> listener)
{
action.AddListener(listener);
}
public static void SetChildControlHeight(this HorizontalOrVerticalLayoutGroup group, bool value) => group.childControlHeight = value;
public static void SetChildControlWidth(this HorizontalOrVerticalLayoutGroup group, bool value) => group.childControlWidth = value;
}
#endif

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#if CPP
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnhollowerBaseLib;
using UnhollowerRuntimeLib;
using System.Runtime.InteropServices;
using System.Reflection;
using System.Collections;
using System.IO;
using System.Diagnostics.CodeAnalysis;
using UnityExplorer.Core;
using CppType = Il2CppSystem.Type;
using BF = System.Reflection.BindingFlags;
namespace UnityExplorer.Core.Runtime.Il2Cpp
{
[SuppressMessage("Style", "IDE1006:Naming Styles", Justification = "External methods")]
public class Il2CppReflection : ReflectionProvider
{
public Il2CppReflection() : base()
{
Instance = this;
TryLoadGameModules();
}
public override object Cast(object obj, Type castTo)
{
return Il2CppCast(obj, castTo);
}
public override string ProcessTypeNameInString(Type type, string theString, ref string typeName)
{
if (!Il2CppTypeNotNull(type))
return theString;
var cppType = Il2CppType.From(type);
if (cppType != null && s_deobfuscatedTypeNames.ContainsKey(cppType.FullName))
{
typeName = s_deobfuscatedTypeNames[cppType.FullName];
theString = theString.Replace(cppType.FullName, typeName);
}
return theString;
}
public override Type GetActualType(object obj)
{
if (obj == null)
return null;
var type = obj.GetType();
if (obj is Il2CppSystem.Object cppObject)
{
// weird specific case - if the object is an Il2CppSystem.Type, then return so manually.
if (cppObject is CppType)
return typeof(CppType);
if (!string.IsNullOrEmpty(type.Namespace))
{
// Il2CppSystem-namespace objects should just return GetType,
// because using GetIl2CppType returns the System namespace type instead.
if (type.Namespace.StartsWith("System.") || type.Namespace.StartsWith("Il2CppSystem."))
return cppObject.GetType();
}
var cppType = cppObject.GetIl2CppType();
// check if type is injected
IntPtr classPtr = il2cpp_object_get_class(cppObject.Pointer);
if (RuntimeSpecificsStore.IsInjected(classPtr))
{
var typeByName = ReflectionUtility.GetTypeByName(cppType.FullName);
if (typeByName != null)
return typeByName;
}
// this should be fine for all other il2cpp objects
var getType = GetMonoType(cppType);
if (getType != null)
return getType;
}
return type;
}
// caching for GetMonoType
private static readonly Dictionary<string, Type> Il2CppToMonoType = new Dictionary<string, Type>();
// keep deobfuscated type name cache, used to display proper name.
internal static Dictionary<string, string> s_deobfuscatedTypeNames = new Dictionary<string, string>();
/// <summary>
/// Try to get the Mono (Unhollowed) Type representation of the provided <see cref="Il2CppSystem.Type"/>.
/// </summary>
/// <param name="cppType">The Cpp Type you want to convert to Mono.</param>
/// <returns>The Mono Type if found, otherwise null.</returns>
public static Type GetMonoType(CppType cppType)
{
string name = cppType.AssemblyQualifiedName;
if (Il2CppToMonoType.ContainsKey(name))
return Il2CppToMonoType[name];
Type ret = Type.GetType(name);
// Thanks to Slaynash for this deobfuscation snippet!
if (ret == null)
{
string baseName = cppType.FullName;
string baseAssembly = cppType.Assembly.GetName().name;
ret = AppDomain.CurrentDomain
.GetAssemblies()
.FirstOrDefault(a
=> a.GetName().Name == baseAssembly)?
.TryGetTypes()
.FirstOrDefault(t
=> t.CustomAttributes.Any(ca
=> ca.AttributeType.Name == "ObfuscatedNameAttribute"
&& (string)ca.ConstructorArguments[0].Value == baseName));
if (ret != null)
{
// deobfuscated type was found, add to cache.
s_deobfuscatedTypeNames.Add(cppType.FullName, ret.FullName);
}
}
Il2CppToMonoType.Add(name, ret);
return ret;
}
// cached class pointers for Il2CppCast
private static readonly Dictionary<string, IntPtr> s_cppClassPointers = new Dictionary<string, IntPtr>();
/// <summary>
/// Attempt to cast the object to its underlying type.
/// </summary>
/// <param name="obj">The object you want to cast.</param>
/// <returns>The object, as the underlying type if successful or the input value if not.</returns>
public static object Il2CppCast(object obj) => Il2CppCast(obj, Instance.GetActualType(obj));
/// <summary>
/// Attempt to cast the object to the provided type.
/// </summary>
/// <param name="obj">The object you want to cast.</param>
/// <param name="castTo">The Type you want to cast to.</param>
/// <returns>The object, as the type (or a normal C# object) if successful or the input value if not.</returns>
public static object Il2CppCast(object obj, Type castTo)
{
if (!(obj is Il2CppSystem.Object ilObj))
return obj;
if (!Il2CppTypeNotNull(castTo, out IntPtr castToPtr))
return obj;
IntPtr castFromPtr = il2cpp_object_get_class(ilObj.Pointer);
if (!il2cpp_class_is_assignable_from(castToPtr, castFromPtr))
return obj;
if (RuntimeSpecificsStore.IsInjected(castToPtr))
return UnhollowerBaseLib.Runtime.ClassInjectorBase.GetMonoObjectFromIl2CppPointer(ilObj.Pointer);
return Activator.CreateInstance(castTo, ilObj.Pointer);
}
/// <summary>
/// Get the Il2Cpp Class Pointer for the provided Mono (Unhollowed) Type.
/// </summary>
/// <param name="type">The Mono/Unhollowed Type you want the Il2Cpp Class Pointer for.</param>
/// <returns>True if successful, false if not.</returns>
public static bool Il2CppTypeNotNull(Type type) => Il2CppTypeNotNull(type, out _);
/// <summary>
/// Get the Il2Cpp Class Pointer for the provided Mono (Unhollowed) Type.
/// </summary>
/// <param name="type">The Mono/Unhollowed Type you want the Il2Cpp Class Pointer for.</param>
/// <param name="il2cppPtr">The IntPtr for the Il2Cpp class, or IntPtr.Zero if not found.</param>
/// <returns>True if successful, false if not.</returns>
public static bool Il2CppTypeNotNull(Type type, out IntPtr il2cppPtr)
{
if (s_cppClassPointers.TryGetValue(type.AssemblyQualifiedName, out il2cppPtr))
return il2cppPtr != IntPtr.Zero;
il2cppPtr = (IntPtr)typeof(Il2CppClassPointerStore<>)
.MakeGenericType(new Type[] { type })
.GetField("NativeClassPtr", BF.Public | BF.Static)
.GetValue(null);
s_cppClassPointers.Add(type.AssemblyQualifiedName, il2cppPtr);
return il2cppPtr != IntPtr.Zero;
}
// Extern C++ methods
[DllImport("GameAssembly", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
public static extern bool il2cpp_class_is_assignable_from(IntPtr klass, IntPtr oklass);
[DllImport("GameAssembly", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
public static extern IntPtr il2cpp_object_get_class(IntPtr obj);
internal static IntPtr s_cppEnumerableClassPtr;
internal static IntPtr s_cppDictionaryClassPtr;
public override bool IsAssignableFrom(Type toAssignTo, Type toAssignFrom)
{
if (toAssignTo.IsAssignableFrom(toAssignFrom))
return true;
if (toAssignTo == typeof(IEnumerable))
{
try
{
if (s_cppEnumerableClassPtr == IntPtr.Zero)
Il2CppTypeNotNull(typeof(Il2CppSystem.Collections.IEnumerable), out s_cppEnumerableClassPtr);
if (s_cppEnumerableClassPtr != IntPtr.Zero
&& Il2CppTypeNotNull(toAssignFrom, out IntPtr assignFromPtr)
&& il2cpp_class_is_assignable_from(s_cppEnumerableClassPtr, assignFromPtr))
{
return true;
}
}
catch { }
}
else if (toAssignTo == typeof(IDictionary))
{
try
{
if (s_cppDictionaryClassPtr == IntPtr.Zero)
if (!Il2CppTypeNotNull(typeof(Il2CppSystem.Collections.IDictionary), out s_cppDictionaryClassPtr))
return false;
if (Il2CppTypeNotNull(toAssignFrom, out IntPtr classPtr))
{
if (il2cpp_class_is_assignable_from(s_cppDictionaryClassPtr, classPtr))
return true;
}
}
catch { }
}
return false;
}
public override bool IsReflectionSupported(Type type)
{
try
{
var gArgs = type.GetGenericArguments();
if (!gArgs.Any())
return true;
foreach (var gType in gArgs)
{
if (!Supported(gType))
return false;
}
return true;
bool Supported(Type t)
{
if (!typeof(Il2CppSystem.Object).IsAssignableFrom(t))
return true;
if (!Il2CppTypeNotNull(t, out IntPtr ptr))
return false;
return CppType.internal_from_handle(IL2CPP.il2cpp_class_get_type(ptr)) is CppType;
}
}
catch
{
return false;
}
}
// Helper for IL2CPP to try to make sure the Unhollowed game assemblies are actually loaded.
internal static void TryLoadGameModules()
{
Instance.LoadModule("Assembly-CSharp");
Instance.LoadModule("Assembly-CSharp-firstpass");
}
public override bool LoadModule(string module)
{
#if ML
var path = Path.Combine("MelonLoader", "Managed", $"{module}.dll");
#else
var path = Path.Combine("BepInEx", "unhollowed", $"{module}.dll");
#endif
return LoadModuleInternal(path);
}
internal static bool LoadModuleInternal(string fullPath)
{
if (!File.Exists(fullPath))
return false;
try
{
Assembly.Load(File.ReadAllBytes(fullPath));
return true;
}
catch (Exception e)
{
Console.WriteLine(e.GetType() + ", " + e.Message);
}
return false;
}
// ~~~~~~~~~~ not used ~~~~~~~~~~~~
// cached il2cpp unbox methods
internal static readonly Dictionary<string, MethodInfo> s_unboxMethods = new Dictionary<string, MethodInfo>();
/// <summary>
/// Attempt to unbox the object to the underlying struct type.
/// </summary>
/// <param name="obj">The object which is a struct underneath.</param>
/// <returns>The struct if successful, otherwise null.</returns>
public static object Unbox(object obj) => Unbox(obj, Instance.GetActualType(obj));
/// <summary>
/// Attempt to unbox the object to the struct type.
/// </summary>
/// <param name="obj">The object which is a struct underneath.</param>
/// <param name="type">The type of the struct you want to unbox to.</param>
/// <returns>The struct if successful, otherwise null.</returns>
public static object Unbox(object obj, Type type)
{
if (!type.IsValueType)
return null;
if (!(obj is Il2CppSystem.Object))
return obj;
var name = type.AssemblyQualifiedName;
if (!s_unboxMethods.ContainsKey(name))
{
s_unboxMethods.Add(name, typeof(Il2CppObjectBase)
.GetMethod("Unbox")
.MakeGenericMethod(type));
}
return s_unboxMethods[name].Invoke(obj, new object[0]);
}
}
}
#endif

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#if CPP
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnhollowerBaseLib;
using UnityEngine;
namespace UnityExplorer.Core.Runtime.Il2Cpp
{
public class Il2CppTextureUtil : TextureUtilProvider
{
public override Texture2D NewTexture2D(int width, int height)
=> new Texture2D((int)width, (int)height, TextureFormat.RGBA32, Texture.GenerateAllMips, false, IntPtr.Zero);
internal delegate void d_Blit2(IntPtr source, IntPtr dest);
public override void Blit(Texture2D tex, RenderTexture rt)
{
var iCall = ICallManager.GetICall<d_Blit2>("UnityEngine.Graphics::Blit2");
iCall.Invoke(tex.Pointer, rt.Pointer);
}
// byte[] ImageConversion.EncodeToPNG(this Texture2D image);
internal delegate IntPtr d_EncodeToPNG(IntPtr tex);
public override byte[] EncodeToPNG(Texture2D tex)
{
var iCall = ICallManager.GetICall<d_EncodeToPNG>("UnityEngine.ImageConversion::EncodeToPNG");
IntPtr ptr = iCall.Invoke(tex.Pointer);
if (ptr == IntPtr.Zero)
return null;
return new Il2CppStructArray<byte>(ptr);
}
// bool ImageConversion.LoadImage(this Texture2D tex, byte[] data, bool markNonReadable);
internal delegate bool d_LoadImage(IntPtr tex, IntPtr data, bool markNonReadable);
public override bool LoadImage(Texture2D tex, byte[] data, bool markNonReadable)
{
var il2cppArray = (Il2CppStructArray<byte>)data;
var iCall = ICallManager.GetICall<d_LoadImage>("UnityEngine.ImageConversion::LoadImage");
return iCall.Invoke(tex.Pointer, il2cppArray.Pointer, markNonReadable);
}
// Sprite Sprite.Create
public override Sprite CreateSprite(Texture2D texture)
{
return CreateSpriteImpl(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero, 100f, 0u, Vector4.zero);
}
internal delegate IntPtr d_CreateSprite(IntPtr texture, ref Rect rect, ref Vector2 pivot, float pixelsPerUnit,
uint extrude, int meshType, ref Vector4 border, bool generateFallbackPhysicsShape);
public static Sprite CreateSpriteImpl(Texture texture, Rect rect, Vector2 pivot, float pixelsPerUnit, uint extrude, Vector4 border)
{
var iCall = ICallManager.GetICall<d_CreateSprite>("UnityEngine.Sprite::CreateSprite_Injected");
var ptr = iCall.Invoke(texture.Pointer, ref rect, ref pivot, pixelsPerUnit, extrude, 1, ref border, false);
if (ptr == IntPtr.Zero)
return null;
else
return new Sprite(ptr);
}
}
}
#endif

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#if MONO
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using UnityExplorer.Core;
using UnityExplorer.Core.CSharp;
namespace UnityExplorer.Core.Runtime.Mono
{
public class MonoProvider : RuntimeProvider
{
public override void Initialize()
{
Reflection = new MonoReflection();
TextureUtil = new MonoTextureUtil();
}
public override void SetupEvents()
{
Application.logMessageReceived += Application_logMessageReceived;
}
private void Application_logMessageReceived(string condition, string stackTrace, LogType type)
{
ExplorerCore.Log(condition, type, true);
}
public override void StartConsoleCoroutine(IEnumerator routine)
{
DummyBehaviour.Instance.StartCoroutine(routine);
}
public override string LayerToName(int layer)
=> LayerMask.LayerToName(layer);
public override UnityEngine.Object[] FindObjectsOfTypeAll(Type type)
=> Resources.FindObjectsOfTypeAll(type);
private static readonly FieldInfo fi_Scene_handle = typeof(Scene).GetField("m_Handle", ReflectionUtility.CommonFlags);
public override int GetSceneHandle(Scene scene)
{
return (int)fi_Scene_handle.GetValue(scene);
}
public override GameObject[] GetRootGameObjects(Scene scene)
{
return scene.GetRootGameObjects();
}
public override int GetRootCount(Scene scene)
{
return scene.rootCount;
}
public override void CheckInputPointerEvent()
{
// Not necessary afaik
}
}
}
public static class MonoExtensions
{
public static void AddListener(this UnityEvent _event, Action listener)
{
_event.AddListener(new UnityAction(listener));
}
public static void AddListener<T>(this UnityEvent<T> _event, Action<T> listener)
{
_event.AddListener(new UnityAction<T>(listener));
}
public static void Clear(this StringBuilder sb)
{
sb.Remove(0, sb.Length);
}
private static PropertyInfo pi_childControlHeight;
public static void SetChildControlHeight(this HorizontalOrVerticalLayoutGroup group, bool value)
{
if (pi_childControlHeight == null)
pi_childControlHeight = group.GetType().GetProperty("childControlHeight");
pi_childControlHeight?.SetValue(group, value, null);
}
private static PropertyInfo pi_childControlWidth;
public static void SetChildControlWidth(this HorizontalOrVerticalLayoutGroup group, bool value)
{
if (pi_childControlWidth == null)
pi_childControlWidth = group.GetType().GetProperty("childControlWidth");
pi_childControlWidth?.SetValue(group, value, null);
}
}
#endif

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#if MONO
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace UnityExplorer.Core.Runtime.Mono
{
public class MonoReflection : ReflectionProvider
{
// Mono doesn't need to explicitly cast things.
public override object Cast(object obj, Type castTo)
=> obj;
// Vanilla GetType is fine for mono
public override Type GetActualType(object obj)
=> obj.GetType();
public override bool IsAssignableFrom(Type toAssignTo, Type toAssignFrom)
=> toAssignTo.IsAssignableFrom(toAssignFrom);
public override bool IsReflectionSupported(Type type)
=> true;
public override bool LoadModule(string module)
=> true;
public override string ProcessTypeNameInString(Type type, string theString, ref string typeName)
=> theString;
}
}
#endif

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#if MONO
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using UnityEngine;
using UnityExplorer.Core;
namespace UnityExplorer.Core.Runtime.Mono
{
public class MonoTextureUtil : TextureUtilProvider
{
public override void Blit(Texture2D tex, RenderTexture rt)
{
Graphics.Blit(tex, rt);
}
public override Sprite CreateSprite(Texture2D texture)
{
return Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero);
}
public override bool LoadImage(Texture2D tex, byte[] data, bool markNonReadable)
{
return tex.LoadImage(data, markNonReadable);
}
public override Texture2D NewTexture2D(int width, int height)
{
return new Texture2D(width, height);
}
public override byte[] EncodeToPNG(Texture2D tex)
{
return EncodeToPNGSafe(tex);
}
private static MethodInfo EncodeToPNGMethod => m_encodeToPNGMethod ?? GetEncodeToPNGMethod();
private static MethodInfo m_encodeToPNGMethod;
public static byte[] EncodeToPNGSafe(Texture2D tex)
{
var method = EncodeToPNGMethod;
if (method.IsStatic)
return (byte[])method.Invoke(null, new object[] { tex });
else
return (byte[])method.Invoke(tex, new object[0]);
}
private static MethodInfo GetEncodeToPNGMethod()
{
if (ReflectionUtility.GetTypeByName("UnityEngine.ImageConversion") is Type imageConversion)
return m_encodeToPNGMethod = imageConversion.GetMethod("EncodeToPNG", ReflectionUtility.CommonFlags);
var method = typeof(Texture2D).GetMethod("EncodeToPNG", ReflectionUtility.CommonFlags);
if (method != null)
return m_encodeToPNGMethod = method;
ExplorerCore.Log("ERROR: Cannot get any EncodeToPNG method!");
return null;
}
}
}
#endif

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace UnityExplorer.Core.Runtime
{
public abstract class ReflectionProvider
{
public static ReflectionProvider Instance;
public ReflectionProvider()
{
Instance = this;
}
public abstract Type GetActualType(object obj);
public abstract object Cast(object obj, Type castTo);
public abstract bool IsAssignableFrom(Type toAssignTo, Type toAssignFrom);
public abstract bool IsReflectionSupported(Type type);
public abstract string ProcessTypeNameInString(Type type, string theString, ref string typeName);
public abstract bool LoadModule(string module);
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
namespace UnityExplorer.Core.Runtime
{
// Work in progress, this will be used to replace all the "if CPP / if MONO"
// pre-processor directives all over the codebase.
public abstract class RuntimeProvider
{
public static RuntimeProvider Instance;
public ReflectionProvider Reflection;
public TextureUtilProvider TextureUtil;
public RuntimeProvider()
{
Initialize();
SetupEvents();
}
public static void Init() =>
#if CPP
Instance = new Il2Cpp.Il2CppProvider();
#else
Instance = new Mono.MonoProvider();
#endif
public abstract void Initialize();
public abstract void SetupEvents();
public abstract void StartConsoleCoroutine(IEnumerator routine);
// Unity API handlers
public abstract string LayerToName(int layer);
public abstract UnityEngine.Object[] FindObjectsOfTypeAll(Type type);
public abstract int GetSceneHandle(Scene scene);
public abstract GameObject[] GetRootGameObjects(Scene scene);
public abstract int GetRootCount(Scene scene);
public abstract void CheckInputPointerEvent();
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using UnityEngine;
namespace UnityExplorer.Core.Runtime
{
public abstract class TextureUtilProvider
{
public static TextureUtilProvider Instance;
public TextureUtilProvider()
{
Instance = this;
}
public abstract byte[] EncodeToPNG(Texture2D tex);
public abstract Texture2D NewTexture2D(int width, int height);
public abstract void Blit(Texture2D tex, RenderTexture rt);
public abstract bool LoadImage(Texture2D tex, byte[] data, bool markNonReadable);
public abstract Sprite CreateSprite(Texture2D texture);
public static bool IsReadable(Texture2D tex)
{
try
{
// This will cause an exception if it's not readable.
// Reason for doing it this way is not all Unity versions
// ship with the 'Texture.isReadable' property.
tex.GetPixel(0, 0);
return true;
}
catch
{
return false;
}
}
public static bool LoadImage(Texture2D tex, string filePath, bool markNonReadable)
{
if (!File.Exists(filePath))
return false;
return Instance.LoadImage(tex, File.ReadAllBytes(filePath), markNonReadable);
}
public static Texture2D Copy(Texture2D orig, Rect rect)
{
Color[] pixels;
if (!IsReadable(orig))
orig = ForceReadTexture(orig);
pixels = orig.GetPixels((int)rect.x, (int)rect.y, (int)rect.width, (int)rect.height);
Texture2D newTex = Instance.NewTexture2D((int)rect.width, (int)rect.height);
newTex.SetPixels(pixels);
return newTex;
}
public static Texture2D ForceReadTexture(Texture2D tex)
{
try
{
FilterMode origFilter = tex.filterMode;
tex.filterMode = FilterMode.Point;
var rt = RenderTexture.GetTemporary(tex.width, tex.height, 0, RenderTextureFormat.ARGB32);
rt.filterMode = FilterMode.Point;
RenderTexture.active = rt;
Instance.Blit(tex, rt);
var _newTex = new Texture2D(tex.width, tex.height, TextureFormat.ARGB32, false);
_newTex.ReadPixels(new Rect(0, 0, tex.width, tex.height), 0, 0);
_newTex.Apply(false, false);
RenderTexture.active = null;
tex.filterMode = origFilter;
return _newTex;
}
catch (Exception e)
{
ExplorerCore.Log("Exception on ForceReadTexture: " + e.ToString());
return default;
}
}
public static void SaveTextureAsPNG(Texture2D tex, string dir, string name, bool isDTXnmNormal = false)
{
if (!Directory.Exists(dir))
Directory.CreateDirectory(dir);
byte[] data;
string savepath = dir + @"\" + name + ".png";
// Make sure we can EncodeToPNG it.
if (tex.format != TextureFormat.ARGB32 || !IsReadable(tex))
{
tex = ForceReadTexture(tex);
}
if (isDTXnmNormal)
{
tex = DTXnmToRGBA(tex);
tex.Apply(false, false);
}
data = Instance.EncodeToPNG(tex);
if (data == null || !data.Any())
{
ExplorerCore.LogWarning("Couldn't get any data for the texture!");
}
else
{
File.WriteAllBytes(savepath, data);
}
}
// Converts DTXnm-format Normal Map to RGBA-format Normal Map.
public static Texture2D DTXnmToRGBA(Texture2D tex)
{
Color[] colors = tex.GetPixels();
for (int i = 0; i < colors.Length; i++)
{
var c = colors[i];
c.r = c.a * 2 - 1; // red <- alpha
c.g = c.g * 2 - 1; // green is always the same
var rg = new Vector2(c.r, c.g); //this is the red-green vector
c.b = Mathf.Sqrt(1 - Mathf.Clamp01(Vector2.Dot(rg, rg))); //recalculate the blue channel
colors[i] = new Color(
(c.r * 0.5f) + 0.5f,
(c.g * 0.5f) + 0.25f,
(c.b * 0.5f) + 0.5f
);
}
var newtex = new Texture2D(tex.width, tex.height, TextureFormat.ARGB32, false);
newtex.SetPixels(colors);
return newtex;
}
}
}

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@ -0,0 +1,14 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace UnityExplorer.Core.Search
{
internal enum ChildFilter
{
Any,
RootObject,
HasParent
}
}

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@ -0,0 +1,15 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace UnityExplorer.Core.Search
{
internal enum SceneFilter
{
Any,
Asset,
DontDestroyOnLoad,
Explicit,
}
}

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@ -0,0 +1,17 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace UnityExplorer.Core.Search
{
internal enum SearchContext
{
UnityObject,
GameObject,
Component,
Custom,
Singleton,
StaticClass
}
}

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@ -0,0 +1,227 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using UnityEngine;
using UnityExplorer.Core.Runtime;
using UnityExplorer.UI.Main;
using UnityExplorer.UI.Main.Search;
namespace UnityExplorer.Core.Search
{
public static class SearchProvider
{
internal static object[] StaticClassSearch(string input)
{
var list = new List<Type>();
var nameFilter = "";
if (!string.IsNullOrEmpty(input))
nameFilter = input.ToLower();
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
{
foreach (var type in asm.TryGetTypes().Where(it => it.IsSealed && it.IsAbstract))
{
if (!string.IsNullOrEmpty(nameFilter) && !type.FullName.ToLower().Contains(nameFilter))
continue;
list.Add(type);
}
}
return list.ToArray();
}
internal static string[] s_instanceNames = new string[]
{
"m_instance",
"m_Instance",
"s_instance",
"s_Instance",
"_instance",
"_Instance",
"instance",
"Instance",
"<Instance>k__BackingField",
"<instance>k__BackingField",
};
internal static object[] SingletonSearch(string input)
{
var instances = new List<object>();
var nameFilter = "";
if (!string.IsNullOrEmpty(input))
nameFilter = input.ToLower();
var flags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static;
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
{
// Search all non-static, non-enum classes.
foreach (var type in asm.TryGetTypes().Where(it => !(it.IsSealed && it.IsAbstract) && !it.IsEnum))
{
try
{
if (!string.IsNullOrEmpty(nameFilter) && !type.FullName.ToLower().Contains(nameFilter))
continue;
#if CPP
// Only look for Properties in IL2CPP, not for Mono.
PropertyInfo pi;
foreach (var name in s_instanceNames)
{
pi = type.GetProperty(name, flags);
if (pi != null)
{
var instance = pi.GetValue(null, null);
if (instance != null)
{
instances.Add(instance);
continue;
}
}
}
#endif
// Look for a typical Instance backing field.
FieldInfo fi;
foreach (var name in s_instanceNames)
{
fi = type.GetField(name, flags);
if (fi != null)
{
var instance = fi.GetValue(null);
if (instance != null)
{
instances.Add(instance);
break;
}
}
}
}
catch { }
}
}
return instances.ToArray();
}
internal static object[] UnityObjectSearch(string input, string customTypeInput, SearchContext context,
ChildFilter childFilter, SceneFilter sceneFilter)
{
Type searchType = null;
switch (context)
{
case SearchContext.GameObject:
searchType = typeof(GameObject); break;
case SearchContext.Component:
searchType = typeof(Component); break;
case SearchContext.Custom:
if (string.IsNullOrEmpty(customTypeInput))
{
ExplorerCore.LogWarning("Custom Type input must not be empty!");
return null;
}
if (ReflectionUtility.GetTypeByName(customTypeInput) is Type customType)
if (typeof(UnityEngine.Object).IsAssignableFrom(customType))
searchType = customType;
else
ExplorerCore.LogWarning($"Custom type '{customType.FullName}' is not assignable from UnityEngine.Object!");
else
ExplorerCore.LogWarning($"Could not find a type by the name '{customTypeInput}'!");
break;
default:
searchType = typeof(UnityEngine.Object); break;
}
if (searchType == null)
return null;
var allObjects = RuntimeProvider.Instance.FindObjectsOfTypeAll(searchType);
var results = new List<object>();
// perform filter comparers
string nameFilter = null;
if (!string.IsNullOrEmpty(input))
nameFilter = input.ToLower();
bool canGetGameObject = (sceneFilter != SceneFilter.Any || childFilter != ChildFilter.Any)
&& (context == SearchContext.GameObject || typeof(Component).IsAssignableFrom(searchType));
string sceneFilterString = null;
if (!canGetGameObject)
{
if (context != SearchContext.UnityObject && (sceneFilter != SceneFilter.Any || childFilter != ChildFilter.Any))
ExplorerCore.LogWarning($"Type '{searchType}' cannot have Scene or Child filters applied to it");
}
else
{
if (sceneFilter == SceneFilter.DontDestroyOnLoad)
sceneFilterString = "DontDestroyOnLoad";
else if (sceneFilter == SceneFilter.Explicit)
sceneFilterString = SearchPage.Instance.m_sceneDropdown.options[SearchPage.Instance.m_sceneDropdown.value].text;
}
foreach (var obj in allObjects)
{
// name check
if (!string.IsNullOrEmpty(nameFilter) && !obj.name.ToLower().Contains(nameFilter))
continue;
if (canGetGameObject)
{
#if MONO
var go = context == SearchContext.GameObject
? obj as GameObject
: (obj as Component).gameObject;
#else
var go = context == SearchContext.GameObject
? obj.TryCast<GameObject>()
: obj.TryCast<Component>().gameObject;
#endif
// scene check
if (sceneFilter != SceneFilter.Any)
{
if (!go)
continue;
switch (context)
{
case SearchContext.GameObject:
if (go.scene.name != sceneFilterString)
continue;
break;
case SearchContext.Custom:
case SearchContext.Component:
if (go.scene.name != sceneFilterString)
continue;
break;
}
}
if (childFilter != ChildFilter.Any)
{
if (!go)
continue;
// root object check (no parent)
if (childFilter == ChildFilter.HasParent && !go.transform.parent)
continue;
else if (childFilter == ChildFilter.RootObject && go.transform.parent)
continue;
}
}
results.Add(obj);
}
return results.ToArray();
}
}
}

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@ -0,0 +1,103 @@
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Text;
using UnityEngine;
using Object = UnityEngine.Object;
namespace UnityExplorer.Core.Unity
{
public static class UnityHelpers
{
/// <summary>
/// Check if an object is null, and if it's a UnityEngine.Object then also check if it was destroyed.
/// </summary>
public static bool IsNullOrDestroyed(this object obj, bool suppressWarning = true)
{
var unityObj = obj as Object;
if (obj == null)
{
if (!suppressWarning)
ExplorerCore.LogWarning("The target instance is null!");
return true;
}
else if (obj is Object)
{
if (!unityObj)
{
if (!suppressWarning)
ExplorerCore.LogWarning("The target UnityEngine.Object was destroyed!");
return true;
}
}
return false;
}
/// <summary>
/// Print a nice {X, Y, Z} output of the Vector3, formatted to 3 decimal places.
/// </summary>
public static string ToStringPretty(this Vector3 vec)
{
return $"{vec.x:F3}, {vec.y:F3}, {vec.z:F3}";
}
/// <summary>
/// Get the full Transform heirarchy path for this provided Transform.
/// </summary>
public static string GetTransformPath(this Transform transform, bool includeSelf = false)
{
string path = includeSelf
? transform.transform.name
: "";
while (transform.parent)
{
transform = transform.parent;
path = $"{transform.name}/{path}";
}
return path;
}
/// <summary>
/// Converts Color to 6-digit RGB hex code (without # symbol). Eg, RGBA(1,0,0,1) -> FF0000
/// </summary>
public static string ToHex(this Color color)
{
byte r = (byte)Mathf.Clamp(Mathf.RoundToInt(color.r * 255f), 0, 255);
byte g = (byte)Mathf.Clamp(Mathf.RoundToInt(color.g * 255f), 0, 255);
byte b = (byte)Mathf.Clamp(Mathf.RoundToInt(color.b * 255f), 0, 255);
return $"{r:X2}{g:X2}{b:X2}";
}
/// <summary>
/// Assumes the string is a 6-digit RGB Hex color code, which it will parse into a UnityEngine.Color.
/// Eg, FF0000 -> RGBA(1,0,0,1)
/// </summary>
public static Color ToColor(this string _string)
{
_string = _string.Replace("#", "");
if (_string.Length != 6)
return Color.magenta;
var r = byte.Parse(_string.Substring(0, 2), NumberStyles.HexNumber);
var g = byte.Parse(_string.Substring(2, 2), NumberStyles.HexNumber);
var b = byte.Parse(_string.Substring(4, 2), NumberStyles.HexNumber);
var color = new Color
{
r = (float)(r / (decimal)255),
g = (float)(g / (decimal)255),
b = (float)(b / (decimal)255),
a = 1
};
return color;
}
}
}

View File

@ -1,288 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Release_ML_Cpp</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{B21DBDE3-5D6F-4726-93AB-CC3CC68BAE7D}</ProjectGuid>
<OutputType>Library</OutputType>
<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
<AppDesignerFolder>Properties</AppDesignerFolder>
<FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic>
<TargetFrameworkProfile />
<OutputPath>..\Release\Explorer.MelonLoader.Il2Cpp\</OutputPath>
<DefineConstants>CPP,ML</DefineConstants>
<IsCpp>true</IsCpp>
<IsMelonLoader>true</IsMelonLoader>
<DebugSymbols>false</DebugSymbols>
<DebugType>none</DebugType>
<Optimize>false</Optimize>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<PlatformTarget>x64</PlatformTarget>
<Prefer32Bit>false</Prefer32Bit>
<RootNamespace>Explorer</RootNamespace>
<AssemblyName>Explorer</AssemblyName>
<!-- Set this to the MelonLoader Il2Cpp Game folder, without the ending '\' character. -->
<MLCppGameFolder>D:\Steam\steamapps\common\Hellpoint</MLCppGameFolder>
<!-- Set this to the MelonLoader Mono Game folder, without the ending '\' character. -->
<MLMonoGameFolder>D:\Steam\steamapps\common\Outward</MLMonoGameFolder>
<!-- Set this to the BepInEx Il2Cpp Game folder, without the ending '\' character. -->
<BIECppGameFolder>D:\Steam\steamapps\common\Outward_Il2Cpp</BIECppGameFolder>
<!-- Set this to the BepInEx Mono Game folder, without the ending '\' character. -->
<BIEMonoGameFolder>D:\Steam\steamapps\common\Outward</BIEMonoGameFolder>
<NuGetPackageImportStamp>
</NuGetPackageImportStamp>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release_ML_Cpp|AnyCPU' ">
<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
<OutputPath>..\Release\Explorer.MelonLoader.Il2Cpp\</OutputPath>
<DefineConstants>CPP,ML</DefineConstants>
<IsCpp>true</IsCpp>
<IsMelonLoader>true</IsMelonLoader>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release_ML_Mono|AnyCPU' ">
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<OutputPath>..\Release\Explorer.MelonLoader.Mono\</OutputPath>
<DefineConstants>MONO,ML</DefineConstants>
<Prefer32Bit>false</Prefer32Bit>
<IsCpp>false</IsCpp>
<IsMelonLoader>true</IsMelonLoader>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release_BIE_Cpp|AnyCPU' ">
<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
<OutputPath>..\Release\Explorer.BepInEx.Il2Cpp\</OutputPath>
<DefineConstants>CPP,BIE</DefineConstants>
<IsCpp>true</IsCpp>
<IsMelonLoader>false</IsMelonLoader>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release_BIE_Mono|AnyCPU' ">
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<OutputPath>..\Release\Explorer.BepInEx.Mono\</OutputPath>
<DefineConstants>MONO,BIE</DefineConstants>
<IsCpp>false</IsCpp>
<IsMelonLoader>false</IsMelonLoader>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="System.Data" />
<Reference Include="System.Xml" />
<!-- MCS ref -->
<Reference Include="mcs">
<HintPath>..\lib\mcs.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<!-- Universal Mono UnityEngine.dll ref (v5.3) -->
<ItemGroup Condition="'$(IsCpp)'=='false'">
<Reference Include="UnityEngine">
<HintPath>..\lib\UnityEngine.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<!-- MelonLoader Mono ref -->
<ItemGroup Condition="'$(IsMelonLoader)|$(IsCpp)'=='true|false'">
<Reference Include="MelonLoader.ModHandler">
<HintPath>$(MLMonoGameFolder)\MelonLoader\MelonLoader.ModHandler.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<!-- BepInEx Mono refs -->
<ItemGroup Condition="'$(IsMelonLoader)|$(IsCpp)'=='false|false'">
<Reference Include="BepInEx">
<HintPath>$(BIEMonoGameFolder)\BepInEx\core\BepInEx.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="0Harmony">
<HintPath>$(BIEMonoGameFolder)\BepInEx\core\0Harmony.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<!-- MelonLoader Il2Cpp refs -->
<ItemGroup Condition="'$(IsMelonLoader)|$(IsCpp)'=='true|true'">
<Reference Include="MelonLoader.ModHandler">
<HintPath>$(MLCppGameFolder)\MelonLoader\MelonLoader.ModHandler.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnhollowerBaseLib">
<HintPath>$(MLCppGameFolder)\MelonLoader\Managed\UnhollowerBaseLib.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Il2Cppmscorlib">
<HintPath>$(MLCppGameFolder)\MelonLoader\Managed\Il2Cppmscorlib.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Il2CppSystem.Core">
<HintPath>$(MLCppGameFolder)\MelonLoader\Managed\Il2CppSystem.Core.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine">
<HintPath>$(MLCppGameFolder)\MelonLoader\Managed\UnityEngine.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>$(MLCppGameFolder)\MelonLoader\Managed\UnityEngine.CoreModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.IMGUIModule">
<HintPath>$(MLCppGameFolder)\MelonLoader\Managed\UnityEngine.IMGUIModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.PhysicsModule">
<HintPath>$(MLCppGameFolder)\MelonLoader\Managed\UnityEngine.PhysicsModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.TextRenderingModule">
<HintPath>$(MLCppGameFolder)\MelonLoader\Managed\UnityEngine.TextRenderingModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>$(MLCppGameFolder)\MelonLoader\Managed\UnityEngine.UI.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<!-- BepInEx Il2Cpp refs -->
<ItemGroup Condition="'$(IsMelonLoader)|$(IsCpp)'=='false|true'">
<Reference Include="BepInEx">
<HintPath>$(BIECppGameFolder)\BepInEx\core\BepInEx.Core.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="0Harmony">
<HintPath>$(BIECppGameFolder)\BepInEx\core\0Harmony.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="BepInEx.IL2CPP">
<HintPath>$(BIECppGameFolder)\BepInEx\core\BepInEx.IL2CPP.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnhollowerBaseLib">
<HintPath>$(BIECppGameFolder)\BepInEx\core\UnhollowerBaseLib.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Il2Cppmscorlib">
<HintPath>$(BIECppGameFolder)\BepInEx\unhollowed\Il2Cppmscorlib.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Il2CppSystem.Core">
<HintPath>$(BIECppGameFolder)\BepInEx\unhollowed\Il2CppSystem.Core.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine">
<HintPath>$(BIECppGameFolder)\BepInEx\unhollowed\UnityEngine.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>$(BIECppGameFolder)\BepInEx\unhollowed\UnityEngine.CoreModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.IMGUIModule">
<HintPath>$(BIECppGameFolder)\BepInEx\unhollowed\UnityEngine.IMGUIModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.PhysicsModule">
<HintPath>$(BIECppGameFolder)\BepInEx\unhollowed\UnityEngine.PhysicsModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.TextRenderingModule">
<HintPath>$(BIECppGameFolder)\BepInEx\unhollowed\UnityEngine.TextRenderingModule.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>$(BIECppGameFolder)\BepInEx\unhollowed\UnityEngine.UI.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="CacheObject\CacheEnumerated.cs" />
<Compile Include="CacheObject\CacheFactory.cs" />
<Compile Include="CacheObject\CacheField.cs" />
<Compile Include="CacheObject\CacheMember.cs" />
<Compile Include="CacheObject\CacheMethod.cs" />
<Compile Include="CacheObject\CacheProperty.cs" />
<Compile Include="CacheObject\CacheObjectBase.cs" />
<Compile Include="Helpers\Texture2DHelpers.cs" />
<Compile Include="UI\InteractiveValue\InteractiveValue.cs" />
<Compile Include="UI\InteractiveValue\Object\InteractiveDictionary.cs" />
<Compile Include="UI\InteractiveValue\Object\InteractiveEnumerable.cs" />
<Compile Include="UI\InteractiveValue\Object\InteractiveGameObject.cs" />
<Compile Include="UI\InteractiveValue\Object\InteractiveSprite.cs" />
<Compile Include="UI\InteractiveValue\Object\InteractiveTexture.cs" />
<Compile Include="UI\InteractiveValue\Object\InteractiveTexture2D.cs" />
<Compile Include="UI\InteractiveValue\Struct\InteractiveQuaternion.cs" />
<Compile Include="UI\InteractiveValue\Struct\InteractiveRect.cs" />
<Compile Include="UI\InteractiveValue\Struct\InteractiveVector.cs" />
<Compile Include="UI\InteractiveValue\Struct\InteractiveColor.cs" />
<Compile Include="UI\InteractiveValue\Struct\InteractiveEnum.cs" />
<Compile Include="UI\InteractiveValue\Struct\InteractiveFlags.cs" />
<Compile Include="UI\InteractiveValue\Struct\InteractivePrimitive.cs" />
<Compile Include="Config\ModConfig.cs" />
<Compile Include="ExplorerCore.cs" />
<Compile Include="ExplorerBepInPlugin.cs" />
<Compile Include="ExplorerMelonMod.cs" />
<Compile Include="Extensions\ReflectionExtensions.cs" />
<Compile Include="Extensions\UnityExtensions.cs" />
<Compile Include="Helpers\ReflectionHelpers.cs" />
<Compile Include="Helpers\UnityHelpers.cs" />
<Compile Include="Input\AbstractInput.cs" />
<Compile Include="Tests\TestClass.cs" />
<Compile Include="UI\ForceUnlockCursor.cs" />
<Compile Include="Input\InputManager.cs" />
<Compile Include="Input\InputSystem.cs" />
<Compile Include="Input\LegacyInput.cs" />
<Compile Include="Input\NoInput.cs" />
<Compile Include="UI\Inspectors\InspectUnderMouse.cs" />
<Compile Include="UI\Inspectors\Reflection\InstanceInspector.cs" />
<Compile Include="UI\Inspectors\ReflectionInspector.cs" />
<Compile Include="UI\Inspectors\Reflection\StaticInspector.cs" />
<Compile Include="UI\MainMenu.cs" />
<Compile Include="UI\Main\ConsolePage.cs" />
<Compile Include="UI\Main\Console\AutoComplete.cs" />
<Compile Include="UI\Main\Console\ScriptInteraction.cs" />
<Compile Include="UI\Main\Console\ScriptEvaluator.cs" />
<Compile Include="UI\Main\OptionsPage.cs" />
<Compile Include="UI\Main\ScenePage.cs" />
<Compile Include="UI\Main\SearchPage.cs" />
<Compile Include="UI\Main\BaseMainMenuPage.cs" />
<Compile Include="UI\Shared\Buttons.cs" />
<Compile Include="UI\Shared\IExpandHeight.cs" />
<Compile Include="UI\Shared\PageHelper.cs" />
<Compile Include="UI\Shared\ResizeDrag.cs" />
<Compile Include="UI\Shared\Syntax.cs" />
<Compile Include="UI\Shared\UIStyles.cs" />
<Compile Include="UI\Inspectors\GameObjectInspector.cs" />
<Compile Include="UI\TabViewWindow.cs" />
<Compile Include="UI\WindowBase.cs" />
<Compile Include="UI\WindowManager.cs" />
<Compile Include="Unstrip\ImageConversion\ImageConversionUnstrip.cs" />
<Compile Include="Unstrip\LayerMask\LayerMaskUnstrip.cs" />
<Compile Include="Unstrip\Scene\SceneUnstrip.cs" />
<Compile Include="Unstrip\IMGUI\GUIUnstrip.cs" />
<Compile Include="Unstrip\IMGUI\Internal_LayoutUtility.cs" />
<Compile Include="Unstrip\IMGUI\Internal_ScrollViewState.cs" />
<Compile Include="Unstrip\IMGUI\Internal_SliderHandler.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Unstrip\IMGUI\Internal.cs" />
<Compile Include="Unstrip\IMGUI\Internal_SliderState.cs" />
</ItemGroup>
<ItemGroup>
<None Include="ILRepack.targets" />
<None Include="packages.config" />
</ItemGroup>
<ItemGroup />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Import Project="packages\ILRepack.Lib.MSBuild.Task.2.0.18.1\build\ILRepack.Lib.MSBuild.Task.targets" Condition="Exists('packages\ILRepack.Lib.MSBuild.Task.2.0.18.1\build\ILRepack.Lib.MSBuild.Task.targets')" />
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
<PropertyGroup>
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
</PropertyGroup>
<Error Condition="!Exists('packages\ILRepack.Lib.MSBuild.Task.2.0.18.1\build\ILRepack.Lib.MSBuild.Task.targets')" Text="$([System.String]::Format('$(ErrorText)', 'packages\ILRepack.Lib.MSBuild.Task.2.0.18.1\build\ILRepack.Lib.MSBuild.Task.targets'))" />
</Target>
</Project>

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@ -1,109 +0,0 @@
#if BIE
using System;
using System.IO;
using System.Reflection;
using BepInEx;
using BepInEx.Logging;
using HarmonyLib;
using UnityEngine;
using UnityEngine.SceneManagement;
#if CPP
using UnhollowerRuntimeLib;
using BepInEx.IL2CPP;
#endif
namespace Explorer
{
[BepInPlugin(ExplorerCore.GUID, "Explorer", ExplorerCore.VERSION)]
#if CPP
public class ExplorerBepInPlugin : BasePlugin
#else
public class ExplorerBepInPlugin : BaseUnityPlugin
#endif
{
public static ExplorerBepInPlugin Instance;
public static ManualLogSource Logging =>
#if CPP
Instance?.Log;
#else
Instance?.Logger;
#endif
public static readonly Harmony HarmonyInstance = new Harmony(ExplorerCore.GUID);
#if CPP
// temporary for Il2Cpp until scene change delegate works
private static string lastSceneName;
#endif
// Init
#if CPP
public override void Load()
{
#else
internal void Awake()
{
#endif
Instance = this;
#if CPP
ClassInjector.RegisterTypeInIl2Cpp<ExplorerBehaviour>();
var obj = new GameObject(
"ExplorerBehaviour",
new Il2CppSystem.Type[]
{
Il2CppType.Of<ExplorerBehaviour>()
}
);
GameObject.DontDestroyOnLoad(obj);
#else
SceneManager.activeSceneChanged += DoSceneChange;
#endif
new ExplorerCore();
//HarmonyInstance.PatchAll();
}
internal static void DoSceneChange(Scene arg0, Scene arg1)
{
ExplorerCore.OnSceneChange();
}
#if CPP // BepInEx Il2Cpp mod class doesn't have monobehaviour methods yet, so wrap them in a dummy.
public class ExplorerBehaviour : MonoBehaviour
{
public ExplorerBehaviour(IntPtr ptr) : base(ptr) { }
internal void Awake()
{
Logging.LogMessage("ExplorerBehaviour.Awake");
}
#endif
internal void Update()
{
ExplorerCore.Update();
#if CPP
var scene = SceneManager.GetActiveScene();
if (scene.name != lastSceneName)
{
lastSceneName = scene.name;
DoSceneChange(scene, scene);
}
#endif
}
internal void OnGUI()
{
ExplorerCore.OnGUI();
}
#if CPP
}
#endif
}
}
#endif

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@ -1,137 +1,93 @@
using Explorer.Config;
using Explorer.UI;
using Explorer.UI.Inspectors;
using Explorer.UI.Main;
using Explorer.UI.Shared;
using System;
using System.IO;
using UnityEngine;
using UnityExplorer.Core.Config;
using UnityExplorer.Core.Input;
using UnityExplorer.Core.Runtime;
using UnityExplorer.UI;
using UnityExplorer.UI.Main;
namespace Explorer
namespace UnityExplorer
{
public class ExplorerCore
{
public const string NAME = "Explorer " + VERSION + " (" + PLATFORM + ", " + MODLOADER + ")";
public const string VERSION = "2.0.4";
public const string AUTHOR = "Sinai";
public const string GUID = "com.sinai.explorer";
public const string PLATFORM =
#if CPP
"Il2Cpp";
#else
"Mono";
#endif
public const string MODLOADER =
#if ML
"MelonLoader";
#else
"BepInEx";
#endif
public const string NAME = "UnityExplorer";
public const string VERSION = "3.3.1";
public const string AUTHOR = "Sinai";
public const string GUID = "com.sinai.unityexplorer";
public static ExplorerCore Instance { get; private set; }
public ExplorerCore()
public static IExplorerLoader Loader { get; private set; }
// Prevent using ctor, must use Init method.
private ExplorerCore() { }
public static void Init(IExplorerLoader loader)
{
if (Instance != null)
{
Log("An instance of Explorer is already active!");
Log("An instance of UnityExplorer is already active!");
return;
}
Instance = this;
Loader = loader;
Instance = new ExplorerCore();
ModConfig.OnLoad();
if (!Directory.Exists(Loader.ExplorerFolder))
Directory.CreateDirectory(Loader.ExplorerFolder);
new MainMenu();
new WindowManager();
ConfigManager.Init(Loader.ConfigHandler);
RuntimeProvider.Init();
InputManager.Init();
ForceUnlockCursor.Init();
ShowMenu = true;
UIManager.Init();
Log($"{NAME} initialized.");
}
public static bool ShowMenu
{
get => m_showMenu;
set => SetShowMenu(value);
}
public static bool m_showMenu;
private static void SetShowMenu(bool show)
{
m_showMenu = show;
ForceUnlockCursor.UpdateCursorControl();
Log($"{NAME} {VERSION} initialized.");
}
public static void Update()
{
if (InputManager.GetKeyDown(ModConfig.Instance.Main_Menu_Toggle))
UIManager.Update();
}
public static void Log(object message)
=> Log(message, LogType.Log, false);
public static void LogWarning(object message)
=> Log(message, LogType.Warning, false);
public static void LogError(object message)
=> Log(message, LogType.Error, false);
internal static void Log(object message, LogType logType, bool isFromUnity = false)
{
if (isFromUnity && !ConfigManager.Log_Unity_Debug.Value)
return;
string log = message?.ToString() ?? "";
switch (logType)
{
ShowMenu = !ShowMenu;
case LogType.Assert:
case LogType.Log:
Loader.OnLogMessage(log);
DebugConsole.Log(log, Color.white);
break;
case LogType.Warning:
Loader.OnLogWarning(log);
DebugConsole.Log(log, Color.yellow);
break;
case LogType.Error:
case LogType.Exception:
Loader.OnLogError(log);
DebugConsole.Log(log, Color.red);
break;
}
if (ShowMenu)
{
ForceUnlockCursor.Update();
InspectUnderMouse.Update();
MainMenu.Instance.Update();
WindowManager.Instance.Update();
}
}
public static void OnGUI()
{
if (!ShowMenu) return;
var origSkin = GUI.skin;
GUI.skin = UIStyles.WindowSkin;
MainMenu.Instance.OnGUI();
WindowManager.Instance.OnGUI();
InspectUnderMouse.OnGUI();
if (!ResizeDrag.IsMouseInResizeArea && WindowManager.IsMouseInWindow)
{
InputManager.ResetInputAxes();
}
GUI.skin = origSkin;
}
public static void OnSceneChange()
{
ScenePage.Instance?.OnSceneChange();
SearchPage.Instance?.OnSceneChange();
}
public static void Log(object message)
{
#if ML
MelonLoader.MelonLogger.Log(message.ToString());
#else
ExplorerBepInPlugin.Logging?.LogMessage(message.ToString());
#endif
}
public static void LogWarning(object message)
{
#if ML
MelonLoader.MelonLogger.LogWarning(message.ToString());
#else
ExplorerBepInPlugin.Logging?.LogWarning(message.ToString());
#endif
}
public static void LogError(object message)
{
#if ML
MelonLoader.MelonLogger.LogError(message.ToString());
#else
ExplorerBepInPlugin.Logging?.LogError(message.ToString());
#endif
}
}
}

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@ -1,37 +0,0 @@
#if ML
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using MelonLoader;
namespace Explorer
{
public class ExplorerMelonMod : MelonMod
{
public static ExplorerMelonMod Instance;
public override void OnApplicationStart()
{
Instance = this;
new ExplorerCore();
}
public override void OnLevelWasLoaded(int level)
{
ExplorerCore.OnSceneChange();
}
public override void OnUpdate()
{
ExplorerCore.Update();
}
public override void OnGUI()
{
ExplorerCore.OnGUI();
}
}
}
#endif

View File

@ -1,40 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
namespace Explorer
{
public static class ReflectionExtensions
{
#if CPP
public static object Il2CppCast(this object obj, Type castTo)
{
return ReflectionHelpers.Il2CppCast(obj, castTo);
}
#endif
public static IEnumerable<Type> TryGetTypes(this Assembly asm)
{
try
{
return asm.GetTypes();
}
catch (ReflectionTypeLoadException e)
{
try
{
return asm.GetExportedTypes();
}
catch
{
return e.Types.Where(t => t != null);
}
}
catch
{
return Enumerable.Empty<Type>();
}
}
}
}

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@ -1,24 +0,0 @@
using UnityEngine;
namespace Explorer
{
public static class UnityExtensions
{
public static string GetGameObjectPath(this Transform _transform)
{
return GetGameObjectPath(_transform, true);
}
public static string GetGameObjectPath(this Transform _transform, bool _includeThisName)
{
string path = _includeThisName ? ("/" + _transform.name) : "";
GameObject gameObject = _transform.gameObject;
while (gameObject.transform.parent != null)
{
gameObject = gameObject.transform.parent.gameObject;
path = "/" + gameObject.name + path;
}
return path;
}
}
}

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@ -1,216 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using UnityEngine;
using BF = System.Reflection.BindingFlags;
#if CPP
using ILType = Il2CppSystem.Type;
using UnhollowerBaseLib;
using UnhollowerRuntimeLib;
#endif
namespace Explorer
{
public class ReflectionHelpers
{
public static BF CommonFlags = BF.Public | BF.Instance | BF.NonPublic | BF.Static;
#if CPP
public static ILType GameObjectType => Il2CppType.Of<GameObject>();
public static ILType TransformType => Il2CppType.Of<Transform>();
public static ILType ObjectType => Il2CppType.Of<UnityEngine.Object>();
public static ILType ComponentType => Il2CppType.Of<Component>();
public static ILType BehaviourType => Il2CppType.Of<Behaviour>();
private static readonly MethodInfo tryCastMethodInfo = typeof(Il2CppObjectBase).GetMethod("TryCast");
private static readonly Dictionary<Type, MethodInfo> cachedTryCastMethods = new Dictionary<Type, MethodInfo>();
public static object Il2CppCast(object obj, Type castTo)
{
if (!typeof(Il2CppSystem.Object).IsAssignableFrom(castTo)) return obj;
if (!cachedTryCastMethods.ContainsKey(castTo))
{
cachedTryCastMethods.Add(castTo, tryCastMethodInfo.MakeGenericMethod(castTo));
}
return cachedTryCastMethods[castTo].Invoke(obj, null);
}
#else
public static Type GameObjectType => typeof(GameObject);
public static Type TransformType => typeof(Transform);
public static Type ObjectType => typeof(UnityEngine.Object);
public static Type ComponentType => typeof(Component);
public static Type BehaviourType => typeof(Behaviour);
#endif
public static bool IsEnumerable(Type t)
{
if (typeof(IEnumerable).IsAssignableFrom(t))
{
return true;
}
#if CPP
if (t.IsGenericType && t.GetGenericTypeDefinition() is Type g)
{
return typeof(Il2CppSystem.Collections.Generic.List<>).IsAssignableFrom(g)
|| typeof(Il2CppSystem.Collections.Generic.IList<>).IsAssignableFrom(g)
|| typeof(Il2CppSystem.Collections.Generic.HashSet<>).IsAssignableFrom(g);
}
else
{
return typeof(Il2CppSystem.Collections.IList).IsAssignableFrom(t);
}
#else
return false;
#endif
}
public static bool IsDictionary(Type t)
{
if (typeof(IDictionary).IsAssignableFrom(t))
{
return true;
}
#if CPP
if (t.IsGenericType && t.GetGenericTypeDefinition() is Type g)
{
return typeof(Il2CppSystem.Collections.Generic.Dictionary<,>).IsAssignableFrom(g)
|| typeof(Il2CppSystem.Collections.Generic.IDictionary<,>).IsAssignableFrom(g);
}
else
{
return typeof(Il2CppSystem.Collections.IDictionary).IsAssignableFrom(t)
|| typeof(Il2CppSystem.Collections.Hashtable).IsAssignableFrom(t);
}
#else
return false;
#endif
}
public static Type GetTypeByName(string fullName)
{
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
{
foreach (var type in asm.TryGetTypes())
{
if (type.FullName == fullName)
{
return type;
}
}
}
return null;
}
public static Type GetActualType(object obj)
{
if (obj == null) return null;
#if CPP
// Need to use GetIl2CppType for Il2CppSystem Objects
if (obj is Il2CppSystem.Object ilObject)
{
// Prevent weird behaviour when inspecting an Il2CppSystem.Type object.
if (ilObject is ILType)
{
return typeof(ILType);
}
return Type.GetType(ilObject.GetIl2CppType().AssemblyQualifiedName) ?? obj.GetType();
}
#endif
// It's a normal object, this is fine
return obj.GetType();
}
public static Type[] GetAllBaseTypes(object obj) => GetAllBaseTypes(GetActualType(obj));
public static Type[] GetAllBaseTypes(Type type)
{
var list = new List<Type>();
while (type != null)
{
list.Add(type);
type = type.BaseType;
}
return list.ToArray();
}
public static bool LoadModule(string module)
{
#if CPP
#if ML
var path = $@"MelonLoader\Managed\{module}.dll";
#else
var path = $@"BepInEx\unhollowed\{module}.dll";
#endif
if (!File.Exists(path)) return false;
try
{
Assembly.Load(File.ReadAllBytes(path));
return true;
}
catch (Exception e)
{
ExplorerCore.Log(e.GetType() + ", " + e.Message);
}
#endif
return false;
}
public static string ExceptionToString(Exception e)
{
#if CPP
if (IsFailedGeneric(e))
{
return "Unable to initialize this type.";
}
else if (IsObjectCollected(e))
{
return "Garbage collected in Il2Cpp.";
}
#endif
return e.GetType() + ", " + e.Message;
}
#if CPP
public static bool IsFailedGeneric(Exception e)
{
return IsExceptionOfType(e, typeof(TargetInvocationException)) && IsExceptionOfType(e, typeof(TypeLoadException));
}
public static bool IsObjectCollected(Exception e)
{
return IsExceptionOfType(e, typeof(ObjectCollectedException));
}
public static bool IsExceptionOfType(Exception e, Type t, bool strict = true, bool checkInner = true)
{
bool isType;
if (strict)
isType = e.GetType() == t;
else
isType = t.IsAssignableFrom(e.GetType());
if (isType) return true;
if (e.InnerException != null && checkInner)
return IsExceptionOfType(e.InnerException, t, strict);
else
return false;
}
#endif
}
}

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@ -1,194 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using System.IO;
using System.Reflection;
#if CPP
using Explorer.Unstrip.ImageConversion;
#endif
namespace Explorer.Helpers
{
public static class Texture2DHelpers
{
#if CPP
#else
private static bool isNewEncodeMethod = false;
private static MethodInfo EncodeToPNGMethod => m_encodeToPNGMethod ?? GetEncodeToPNGMethod();
private static MethodInfo m_encodeToPNGMethod;
private static MethodInfo GetEncodeToPNGMethod()
{
if (ReflectionHelpers.GetTypeByName("UnityEngine.ImageConversion") is Type imageConversion)
{
isNewEncodeMethod = true;
return m_encodeToPNGMethod = imageConversion.GetMethod("EncodeToPNG", ReflectionHelpers.CommonFlags);
}
var method = typeof(Texture2D).GetMethod("EncodeToPNG", ReflectionHelpers.CommonFlags);
if (method != null)
{
return m_encodeToPNGMethod = method;
}
ExplorerCore.Log("ERROR: Cannot get any EncodeToPNG method!");
return null;
}
#endif
public static bool IsReadable(this Texture2D tex)
{
try
{
// This will cause an exception if it's not readable.
// Reason for doing it this way is not all Unity versions
// ship with the 'Texture.isReadable' property.
tex.GetPixel(0, 0);
return true;
}
catch
{
return false;
}
}
public static Texture2D Copy(Texture2D other, Rect rect, bool isDTXnmNormal = false)
{
Color[] pixels;
if (!other.IsReadable())
{
other = ForceReadTexture(other, isDTXnmNormal);
}
pixels = other.GetPixels((int)rect.x, (int)rect.y, (int)rect.width, (int)rect.height);
var _newTex = new Texture2D((int)rect.width, (int)rect.height);
_newTex.SetPixels(pixels);
return _newTex;
}
public static Texture2D ForceReadTexture(Texture2D tex, bool isDTXnmNormal = false)
{
try
{
var origFilter = tex.filterMode;
tex.filterMode = FilterMode.Point;
RenderTexture rt = RenderTexture.GetTemporary(tex.width, tex.height, 0, RenderTextureFormat.ARGB32);
rt.filterMode = FilterMode.Point;
RenderTexture.active = rt;
Graphics.Blit(tex, rt);
Texture2D _newTex = new Texture2D(tex.width, tex.height, TextureFormat.RGBA32, false);
_newTex.ReadPixels(new Rect(0, 0, tex.width, tex.height), 0, 0);
if (isDTXnmNormal)
{
_newTex = DTXnmToRGBA(_newTex);
}
_newTex.Apply(false, false);
RenderTexture.active = null;
tex.filterMode = origFilter;
return _newTex;
}
catch (Exception e)
{
ExplorerCore.Log("Exception on ForceReadTexture: " + e.ToString());
return default;
}
}
public static void SaveTextureAsPNG(Texture2D tex, string dir, string name, bool isDTXnmNormal = false)
{
if (!Directory.Exists(dir))
{
Directory.CreateDirectory(dir);
}
byte[] data;
var savepath = dir + @"\" + name + ".png";
// Fix for non-Readable or Compressed textures.
tex = ForceReadTexture(tex, isDTXnmNormal);
if (isDTXnmNormal)
{
tex = DTXnmToRGBA(tex);
tex.Apply(false, false);
}
#if CPP
data = tex.EncodeToPNG();
#else
var method = EncodeToPNGMethod;
if (isNewEncodeMethod)
{
data = (byte[])method.Invoke(null, new object[] { tex });
}
else
{
data = (byte[])method.Invoke(tex, new object[0]);
}
#endif
if (data == null || data.Length < 1)
{
ExplorerCore.LogWarning("Couldn't get any data for the texture!");
}
else
{
#if CPP
// The IL2CPP method will return invalid byte data.
// However, we can just iterate into safe C# byte[] array.
byte[] safeData = new byte[data.Length];
for (int i = 0; i < data.Length; i++)
{
safeData[i] = (byte)data[i]; // not sure if cast is needed
}
File.WriteAllBytes(savepath, safeData);
#else
File.WriteAllBytes(savepath, data);
#endif
}
}
// Converts DTXnm-format Normal Map to RGBA-format Normal Map.
public static Texture2D DTXnmToRGBA(Texture2D tex)
{
Color[] colors = tex.GetPixels();
for (int i = 0; i < colors.Length; i++)
{
Color c = colors[i];
c.r = c.a * 2 - 1; // red <- alpha
c.g = c.g * 2 - 1; // green is always the same
Vector2 rg = new Vector2(c.r, c.g); //this is the red-green vector
c.b = Mathf.Sqrt(1 - Mathf.Clamp01(Vector2.Dot(rg, rg))); //recalculate the blue channel
colors[i] = new Color(
(c.r * 0.5f) + 0.5f,
(c.g * 0.5f) + 0.25f,
(c.b * 0.5f) + 0.5f
);
}
var newtex = new Texture2D(tex.width, tex.height, TextureFormat.RGBA32, false);
newtex.SetPixels(colors);
return newtex;
}
}
}

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@ -1,29 +0,0 @@
using UnityEngine;
namespace Explorer
{
public class UnityHelpers
{
private static Camera m_mainCamera;
public static Camera MainCamera
{
get
{
if (!m_mainCamera)
{
m_mainCamera = Camera.main;
}
return m_mainCamera;
}
}
public static string ActiveSceneName
{
get
{
return UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
}
}
}
}

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@ -1,21 +1,20 @@
<?xml version="1.0" encoding="utf-8" ?>
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Target Name="ILRepacker" AfterTargets="Build">
<ItemGroup>
<InputAssemblies Include="$(OutputPath)$(AssemblyName).dll" />
<InputAssemblies Include="..\lib\mcs.dll" />
</ItemGroup>
<ILRepack
Parallel="true"
Internalize="true"
DebugInfo="false"
LibraryPath="..\lib\"
InputAssemblies="@(InputAssemblies)"
TargetKind="Dll"
OutputFile="$(OutputPath)$(AssemblyName).dll"
/>
</Target>
<Target Name="ILRepacker" AfterTargets="Build">
<ItemGroup>
<InputAssemblies Include="$(OutputPath)$(AssemblyName).dll" />
<InputAssemblies Include="..\lib\mcs.dll" />
<InputAssemblies Include="..\lib\INIFileParser.dll" Condition="'$(IsStandalone)' == 'true'"/>
</ItemGroup>
<ILRepack
Parallel="true"
Internalize="true"
DebugInfo="false"
LibraryPath="..\lib\"
InputAssemblies="@(InputAssemblies)"
TargetKind="Dll"
OutputFile="$(OutputPath)$(AssemblyName).dll" />
</Target>
</Project>

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@ -1,21 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace Explorer.Input
{
public abstract class AbstractInput
{
public abstract void Init();
public abstract Vector2 MousePosition { get; }
public abstract bool GetKeyDown(KeyCode key);
public abstract bool GetKey(KeyCode key);
public abstract bool GetMouseButtonDown(int btn);
public abstract bool GetMouseButton(int btn);
}
}

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@ -1,84 +0,0 @@
using System;
using System.Reflection;
using UnityEngine;
using Explorer.Input;
#if CPP
using UnhollowerBaseLib;
#endif
namespace Explorer
{
public static class InputManager
{
private static AbstractInput inputModule;
public static void Init()
{
if (InputSystem.TKeyboard != null || TryLoadModule("Unity.InputSystem", InputSystem.TKeyboard))
{
inputModule = new InputSystem();
}
else if (LegacyInput.TInput != null || TryLoadModule("UnityEngine.InputLegacyModule", LegacyInput.TInput))
{
inputModule = new LegacyInput();
}
if (inputModule == null)
{
ExplorerCore.LogWarning("Could not find any Input module!");
inputModule = new NoInput();
}
inputModule.Init();
bool TryLoadModule(string dll, Type check) => ReflectionHelpers.LoadModule(dll) && check != null;
}
public static Vector3 MousePosition => inputModule.MousePosition;
public static bool GetKeyDown(KeyCode key) => inputModule.GetKeyDown(key);
public static bool GetKey(KeyCode key) => inputModule.GetKey(key);
public static bool GetMouseButtonDown(int btn) => inputModule.GetMouseButtonDown(btn);
public static bool GetMouseButton(int btn) => inputModule.GetMouseButton(btn);
#if CPP
internal delegate void d_ResetInputAxes();
internal static d_ResetInputAxes ResetInputAxes_iCall =
IL2CPP.ResolveICall<d_ResetInputAxes>("UnityEngine.Input::ResetInputAxes");
public static void ResetInputAxes() => ResetInputAxes_iCall();
#else
public static void ResetInputAxes() => UnityEngine.Input.ResetInputAxes();
#endif
//#if CPP
//#pragma warning disable IDE1006
// // public extern static string compositionString { get; }
// internal delegate string get_compositionString_delegate();
// internal static get_compositionString_delegate get_compositionString_iCall =
// IL2CPP.ResolveICall<get_compositionString_delegate>("UnityEngine.Input::get_compositionString");
// public static string compositionString => get_compositionString_iCall();
// // public extern static Vector2 compositionCursorPos { get; set; }
// internal delegate Vector2 get_compositionCursorPos_delegate();
// internal static get_compositionCursorPos_delegate get_compositionCursorPos_iCall =
// IL2CPP.ResolveICall<get_compositionCursorPos_delegate>("UnityEngine.Input::get_compositionCursorPos");
// internal delegate void set_compositionCursorPos_delegate(Vector2 value);
// internal static set_compositionCursorPos_delegate set_compositionCursorPos_iCall =
// IL2CPP.ResolveICall<set_compositionCursorPos_delegate>("UnityEngine.Input::set_compositionCursorPos");
// public static Vector2 compositionCursorPos
// {
// get => get_compositionCursorPos_iCall();
// set => set_compositionCursorPos_iCall(value);
// }
//#pragma warning restore IDE1006
//#endif
}
}

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@ -1,109 +0,0 @@
using System;
using System.Reflection;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace Explorer.Input
{
public class InputSystem : AbstractInput
{
public static Type TKeyboard => _keyboard ?? (_keyboard = ReflectionHelpers.GetTypeByName("UnityEngine.InputSystem.Keyboard"));
private static Type _keyboard;
public static Type TMouse => _mouse ?? (_mouse = ReflectionHelpers.GetTypeByName("UnityEngine.InputSystem.Mouse"));
private static Type _mouse;
public static Type TKey => _key ?? (_key = ReflectionHelpers.GetTypeByName("UnityEngine.InputSystem.Key"));
private static Type _key;
private static PropertyInfo _btnIsPressedProp;
private static PropertyInfo _btnWasPressedProp;
private static object CurrentKeyboard => _currentKeyboard ?? (_currentKeyboard = _kbCurrentProp.GetValue(null, null));
private static object _currentKeyboard;
private static PropertyInfo _kbCurrentProp;
private static PropertyInfo _kbIndexer;
private static object CurrentMouse => _currentMouse ?? (_currentMouse = _mouseCurrentProp.GetValue(null, null));
private static object _currentMouse;
private static PropertyInfo _mouseCurrentProp;
private static object LeftMouseButton => _lmb ?? (_lmb = _leftButtonProp.GetValue(CurrentMouse, null));
private static object _lmb;
private static PropertyInfo _leftButtonProp;
private static object RightMouseButton => _rmb ?? (_rmb = _rightButtonProp.GetValue(CurrentMouse, null));
private static object _rmb;
private static PropertyInfo _rightButtonProp;
private static object MousePositionInfo => _pos ?? (_pos = _positionProp.GetValue(CurrentMouse, null));
private static object _pos;
private static PropertyInfo _positionProp;
private static MethodInfo _readVector2InputMethod;
public override Vector2 MousePosition => (Vector2)_readVector2InputMethod.Invoke(MousePositionInfo, new object[0]);
public override bool GetKeyDown(KeyCode key)
{
var parsedKey = Enum.Parse(TKey, key.ToString());
var actualKey = _kbIndexer.GetValue(CurrentKeyboard, new object[] { parsedKey });
return (bool)_btnWasPressedProp.GetValue(actualKey, null);
}
public override bool GetKey(KeyCode key)
{
var parsed = Enum.Parse(TKey, key.ToString());
var actualKey = _kbIndexer.GetValue(CurrentKeyboard, new object[] { parsed });
return (bool)_btnIsPressedProp.GetValue(actualKey, null);
}
public override bool GetMouseButtonDown(int btn)
{
switch (btn)
{
case 0: return (bool)_btnWasPressedProp.GetValue(LeftMouseButton, null);
case 1: return (bool)_btnWasPressedProp.GetValue(RightMouseButton, null);
// case 2: return (bool)_btnWasPressedProp.GetValue(MiddleMouseButton, null);
default: throw new NotImplementedException();
}
}
public override bool GetMouseButton(int btn)
{
switch (btn)
{
case 0: return (bool)_btnIsPressedProp.GetValue(LeftMouseButton, null);
case 1: return (bool)_btnIsPressedProp.GetValue(RightMouseButton, null);
// case 2: return (bool)_btnIsPressedProp.GetValue(MiddleMouseButton, null);
default: throw new NotImplementedException();
}
}
public override void Init()
{
ExplorerCore.Log("Initializing new InputSystem support...");
_kbCurrentProp = TKeyboard.GetProperty("current");
_kbIndexer = TKeyboard.GetProperty("Item", new Type[] { TKey });
var btnControl = ReflectionHelpers.GetTypeByName("UnityEngine.InputSystem.Controls.ButtonControl");
_btnIsPressedProp = btnControl.GetProperty("isPressed");
_btnWasPressedProp = btnControl.GetProperty("wasPressedThisFrame");
_mouseCurrentProp = TMouse.GetProperty("current");
_leftButtonProp = TMouse.GetProperty("leftButton");
_rightButtonProp = TMouse.GetProperty("rightButton");
_positionProp = ReflectionHelpers.GetTypeByName("UnityEngine.InputSystem.Pointer")
.GetProperty("position");
_readVector2InputMethod = ReflectionHelpers.GetTypeByName("UnityEngine.InputSystem.InputControl`1")
.MakeGenericType(typeof(Vector2))
.GetMethod("ReadValue");
}
}
}

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@ -1,42 +0,0 @@
using System;
using System.Reflection;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace Explorer.Input
{
public class LegacyInput : AbstractInput
{
public static Type TInput => _input ?? (_input = ReflectionHelpers.GetTypeByName("UnityEngine.Input"));
private static Type _input;
private static PropertyInfo _mousePositionProp;
private static MethodInfo _getKeyMethod;
private static MethodInfo _getKeyDownMethod;
private static MethodInfo _getMouseButtonMethod;
private static MethodInfo _getMouseButtonDownMethod;
public override Vector2 MousePosition => (Vector3)_mousePositionProp.GetValue(null, null);
public override bool GetKey(KeyCode key) => (bool)_getKeyMethod.Invoke(null, new object[] { key });
public override bool GetKeyDown(KeyCode key) => (bool)_getKeyDownMethod.Invoke(null, new object[] { key });
public override bool GetMouseButton(int btn) => (bool)_getMouseButtonMethod.Invoke(null, new object[] { btn });
public override bool GetMouseButtonDown(int btn) => (bool)_getMouseButtonDownMethod.Invoke(null, new object[] { btn });
public override void Init()
{
ExplorerCore.Log("Initializing Legacy Input support...");
_mousePositionProp = TInput.GetProperty("mousePosition");
_getKeyMethod = TInput.GetMethod("GetKey", new Type[] { typeof(KeyCode) });
_getKeyDownMethod = TInput.GetMethod("GetKeyDown", new Type[] { typeof(KeyCode) });
_getMouseButtonMethod = TInput.GetMethod("GetMouseButton", new Type[] { typeof(int) });
_getMouseButtonDownMethod = TInput.GetMethod("GetMouseButtonDown", new Type[] { typeof(int) });
}
}
}

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@ -1,25 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace Explorer.Input
{
// Just a stub for games where no Input module was able to load at all.
public class NoInput : AbstractInput
{
public override Vector2 MousePosition => Vector2.zero;
public override bool GetKey(KeyCode key) => false;
public override bool GetKeyDown(KeyCode key) => false;
public override bool GetMouseButton(int btn) => false;
public override bool GetMouseButtonDown(int btn) => false;
public override void Init() { }
}
}

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@ -0,0 +1,69 @@
#if BIE
using BepInEx.Configuration;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityExplorer.Core.Config;
namespace UnityExplorer.Loader.BIE
{
public class BepInExConfigHandler : ConfigHandler
{
private ConfigFile Config => ExplorerBepInPlugin.Instance.Config;
private const string CTG_NAME = "UnityExplorer";
public override void Init()
{
// Not necessary
}
public override void RegisterConfigElement<T>(ConfigElement<T> config)
{
var entry = Config.Bind(CTG_NAME, config.Name, config.Value, config.Description);
entry.SettingChanged += (object o, EventArgs e) =>
{
config.Value = entry.Value;
};
}
public override T GetConfigValue<T>(ConfigElement<T> element)
{
if (Config.TryGetEntry(CTG_NAME, element.Name, out ConfigEntry<T> configEntry))
return configEntry.Value;
else
throw new Exception("Could not get config entry '" + element.Name + "'");
}
public override void SetConfigValue<T>(ConfigElement<T> element, T value)
{
if (Config.TryGetEntry(CTG_NAME, element.Name, out ConfigEntry<T> configEntry))
configEntry.Value = value;
else
ExplorerCore.Log("Could not get config entry '" + element.Name + "'");
}
public override void LoadConfig()
{
foreach (var entry in ConfigManager.ConfigElements)
{
var key = entry.Key;
var def = new ConfigDefinition(CTG_NAME, key);
if (Config.ContainsKey(def) && Config[def] is ConfigEntryBase configEntry)
{
var config = entry.Value;
config.BoxedValue = configEntry.BoxedValue;
}
}
}
public override void SaveConfig()
{
// not required
}
}
}
#endif

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@ -0,0 +1,106 @@
#if BIE
using BepInEx;
using BepInEx.Logging;
using HarmonyLib;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using UnityExplorer.Core.Config;
using UnityExplorer.Loader.BIE;
using UnityEngine;
#if CPP
using BepInEx.IL2CPP;
using UnhollowerRuntimeLib;
#endif
namespace UnityExplorer
{
[BepInPlugin(ExplorerCore.GUID, "UnityExplorer", ExplorerCore.VERSION)]
public class ExplorerBepInPlugin :
#if MONO
BaseUnityPlugin
#else
BasePlugin
#endif
, IExplorerLoader
{
public static ExplorerBepInPlugin Instance;
public ManualLogSource LogSource
#if MONO
=> Logger;
#else
=> Log;
#endif
public ConfigHandler ConfigHandler => _configHandler;
private BepInExConfigHandler _configHandler;
public Harmony HarmonyInstance => s_harmony;
private static readonly Harmony s_harmony = new Harmony(ExplorerCore.GUID);
public string ExplorerFolder => Path.Combine(Paths.PluginPath, ExplorerCore.NAME);
public string ConfigFolder => Path.Combine(Paths.ConfigPath, ExplorerCore.NAME);
public Action<object> OnLogMessage => LogSource.LogMessage;
public Action<object> OnLogWarning => LogSource.LogWarning;
public Action<object> OnLogError => LogSource.LogError;
// Init common to Mono and Il2Cpp
internal void UniversalInit()
{
Instance = this;
_configHandler = new BepInExConfigHandler();
}
#if MONO // Mono-specific
internal void Awake()
{
UniversalInit();
ExplorerCore.Init(this);
}
internal void Update()
{
ExplorerCore.Update();
}
#else // Il2Cpp-specific
public override void Load()
{
UniversalInit();
ClassInjector.RegisterTypeInIl2Cpp<ExplorerBehaviour>();
var obj = new GameObject(
"ExplorerBehaviour",
new Il2CppSystem.Type[] { Il2CppType.Of<ExplorerBehaviour>() }
);
obj.hideFlags = HideFlags.HideAndDontSave;
GameObject.DontDestroyOnLoad(obj);
ExplorerCore.Init(this);
}
// BepInEx Il2Cpp mod class doesn't have monobehaviour methods yet, so wrap them in a dummy.
public class ExplorerBehaviour : MonoBehaviour
{
public ExplorerBehaviour(IntPtr ptr) : base(ptr) { }
internal void Awake()
{
Instance.LogSource.LogMessage("ExplorerBehaviour.Awake");
}
internal void Update()
{
ExplorerCore.Update();
}
}
#endif
}
}
#endif

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@ -0,0 +1,26 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityExplorer.Core.Config;
namespace UnityExplorer
{
public interface IExplorerLoader
{
string ExplorerFolder { get; }
string ConfigFolder { get; }
ConfigHandler ConfigHandler { get; }
Action<object> OnLogMessage { get; }
Action<object> OnLogWarning { get; }
Action<object> OnLogError { get; }
#if ML
Harmony.HarmonyInstance HarmonyInstance { get; }
#else
HarmonyLib.Harmony HarmonyInstance { get; }
#endif
}
}

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@ -0,0 +1,45 @@
#if ML
using System;
using System.IO;
using MelonLoader;
using UnityEngine;
using UnityExplorer;
using UnityExplorer.Core.Config;
using UnityExplorer.Loader.ML;
[assembly: MelonInfo(typeof(ExplorerMelonMod), ExplorerCore.NAME, ExplorerCore.VERSION, ExplorerCore.AUTHOR)]
[assembly: MelonGame(null, null)]
namespace UnityExplorer
{
public class ExplorerMelonMod : MelonMod, IExplorerLoader
{
public static ExplorerMelonMod Instance;
public string ExplorerFolder => Path.Combine("Mods", ExplorerCore.NAME);
public string ConfigFolder => ExplorerFolder;
public ConfigHandler ConfigHandler => _configHandler;
public MelonLoaderConfigHandler _configHandler;
public Action<object> OnLogMessage => MelonLogger.Msg;
public Action<object> OnLogWarning => MelonLogger.Warning;
public Action<object> OnLogError => MelonLogger.Error;
public Harmony.HarmonyInstance HarmonyInstance => Instance.Harmony;
public override void OnApplicationStart()
{
Instance = this;
_configHandler = new MelonLoaderConfigHandler();
ExplorerCore.Init(this);
}
public override void OnUpdate()
{
ExplorerCore.Update();
}
}
}
#endif

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@ -0,0 +1,98 @@
#if ML
using MelonLoader;
using MelonLoader.Tomlyn.Model;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityExplorer.Core.Config;
namespace UnityExplorer.Loader.ML
{
public class MelonLoaderConfigHandler : ConfigHandler
{
internal const string CTG_NAME = "UnityExplorer";
internal MelonPreferences_Category prefCategory;
public override void Init()
{
prefCategory = MelonPreferences.CreateCategory(CTG_NAME, $"{CTG_NAME} Settings");
MelonPreferences.Mapper.RegisterMapper(KeycodeReader, KeycodeWriter);
}
public override void LoadConfig()
{
foreach (var entry in ConfigManager.ConfigElements)
{
var key = entry.Key;
if (prefCategory.GetEntry(key) is MelonPreferences_Entry)
{
var config = entry.Value;
config.BoxedValue = config.GetLoaderConfigValue();
}
}
}
public override void RegisterConfigElement<T>(ConfigElement<T> config)
{
var entry = prefCategory.CreateEntry(config.Name, config.Value, null, config.IsInternal) as MelonPreferences_Entry<T>;
entry.OnValueChangedUntyped += () =>
{
if ((entry.Value == null && config.Value == null) || config.Value.Equals(entry.Value))
return;
config.Value = entry.Value;
};
}
public override void SetConfigValue<T>(ConfigElement<T> config, T value)
{
if (prefCategory.GetEntry<T>(config.Name) is MelonPreferences_Entry<T> entry)
{
entry.Value = value;
entry.Save();
}
}
public override T GetConfigValue<T>(ConfigElement<T> config)
{
if (prefCategory.GetEntry<T>(config.Name) is MelonPreferences_Entry<T> entry)
return entry.Value;
return default;
}
public override void SaveConfig()
{
MelonPreferences.Save();
}
public static KeyCode KeycodeReader(TomlObject value)
{
try
{
KeyCode kc = (KeyCode)Enum.Parse(typeof(KeyCode), (value as TomlString).Value);
if (kc == default)
throw new Exception();
return kc;
}
catch
{
return KeyCode.F7;
}
}
public static TomlObject KeycodeWriter(KeyCode value)
{
return MelonPreferences.Mapper.ToToml(value.ToString());
}
}
}
#endif

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@ -0,0 +1,119 @@
#if STANDALONE
using HarmonyLib;
using System;
using System.IO;
using System.Reflection;
using UnityEngine;
using UnityExplorer.Core.Config;
using UnityExplorer.Loader.STANDALONE;
#if CPP
using UnhollowerRuntimeLib;
#endif
namespace UnityExplorer
{
public class ExplorerStandalone : IExplorerLoader
{
/// <summary>
/// Call this to initialize UnityExplorer without adding a log listener.
/// </summary>
/// <returns>The new (or active, if one exists) instance of ExplorerStandalone.</returns>
public static ExplorerStandalone CreateInstance()
=> CreateInstance(null);
/// <summary>
/// Call this to initialize UnityExplorer and add a listener for UnityExplorer's log messages.
/// </summary>
/// <param name="logListener">Your log listener to handle UnityExplorer logs.</param>
/// <returns>The new (or active, if one exists) instance of ExplorerStandalone.</returns>
public static ExplorerStandalone CreateInstance(Action<string, LogType> logListener)
{
if (Instance != null)
return Instance;
OnLog += logListener;
var instance = new ExplorerStandalone();
instance.Init();
return instance;
}
public static ExplorerStandalone Instance { get; private set; }
/// <summary>
/// Invoked whenever Explorer logs something. Subscribe to this to handle logging.
/// </summary>
public static event Action<string, LogType> OnLog;
public Harmony HarmonyInstance => s_harmony;
public static readonly Harmony s_harmony = new Harmony(ExplorerCore.GUID);
public ConfigHandler ConfigHandler => _configHandler;
private StandaloneConfigHandler _configHandler;
public string ExplorerFolder
{
get
{
if (s_explorerFolder == null)
{
s_explorerFolder =
Path.Combine(
Path.GetDirectoryName(
Uri.UnescapeDataString(new Uri(Assembly.GetExecutingAssembly().CodeBase)
.AbsolutePath)),
"UnityExplorer");
if (!Directory.Exists(s_explorerFolder))
Directory.CreateDirectory(s_explorerFolder);
}
return s_explorerFolder;
}
}
private static string s_explorerFolder;
public string ConfigFolder => ExplorerFolder;
Action<object> IExplorerLoader.OnLogMessage => (object log) => { OnLog?.Invoke(log?.ToString() ?? "", LogType.Log); };
Action<object> IExplorerLoader.OnLogWarning => (object log) => { OnLog?.Invoke(log?.ToString() ?? "", LogType.Warning); };
Action<object> IExplorerLoader.OnLogError => (object log) => { OnLog?.Invoke(log?.ToString() ?? "", LogType.Error); };
private void Init()
{
Instance = this;
_configHandler = new StandaloneConfigHandler();
#if CPP
ClassInjector.RegisterTypeInIl2Cpp<ExplorerBehaviour>();
var obj = new GameObject(
"ExplorerBehaviour",
new Il2CppSystem.Type[] { Il2CppType.Of<ExplorerBehaviour>() }
);
#else
var obj = new GameObject(
"ExplorerBehaviour",
new Type[] { typeof(ExplorerBehaviour) }
);
#endif
GameObject.DontDestroyOnLoad(obj);
obj.hideFlags = HideFlags.HideAndDontSave;
ExplorerCore.Init(this);
}
public class ExplorerBehaviour : MonoBehaviour
{
#if CPP
public ExplorerBehaviour(IntPtr ptr) : base(ptr) { }
#endif
internal void Update()
{
ExplorerCore.Update();
}
}
}
}
#endif

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@ -0,0 +1,108 @@
#if STANDALONE
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityExplorer.Core.Config;
using IniParser.Parser;
using System.IO;
using UnityEngine;
namespace UnityExplorer.Loader.STANDALONE
{
public class StandaloneConfigHandler : ConfigHandler
{
internal static IniDataParser _parser;
internal static string INI_PATH;
public override void Init()
{
INI_PATH = Path.Combine(ExplorerCore.Loader.ConfigFolder, "config.ini");
_parser = new IniDataParser();
_parser.Configuration.CommentString = "#";
}
public override void LoadConfig()
{
if (!TryLoadConfig())
SaveConfig();
}
public override void RegisterConfigElement<T>(ConfigElement<T> element)
{
// Not necessary
}
public override void SetConfigValue<T>(ConfigElement<T> element, T value)
{
// Not necessary, just save.
SaveConfig();
}
public override T GetConfigValue<T>(ConfigElement<T> element)
{
// Not necessary, just return the value.
return element.Value;
}
public bool TryLoadConfig()
{
try
{
if (!File.Exists(INI_PATH))
return false;
string ini = File.ReadAllText(INI_PATH);
var data = _parser.Parse(ini);
foreach (var config in data.Sections["Config"])
{
if (ConfigManager.ConfigElements.TryGetValue(config.KeyName, out IConfigElement configElement))
configElement.BoxedValue = StringToConfigValue(config.Value, configElement.ElementType);
}
return true;
}
catch
{
return false;
}
}
public object StringToConfigValue(string value, Type elementType)
{
if (elementType == typeof(KeyCode))
return (KeyCode)Enum.Parse(typeof(KeyCode), value);
else if (elementType == typeof(bool))
return bool.Parse(value);
else if (elementType == typeof(int))
return int.Parse(value);
else
return value;
}
public override void OnAnyConfigChanged()
{
SaveConfig();
}
public override void SaveConfig()
{
var data = new IniParser.Model.IniData();
data.Sections.AddSection("Config");
var sec = data.Sections["Config"];
foreach (var entry in ConfigManager.ConfigElements)
sec.AddKey(entry.Key, entry.Value.BoxedValue.ToString());
if (!Directory.Exists(ExplorerCore.Loader.ConfigFolder))
Directory.CreateDirectory(ExplorerCore.Loader.ConfigFolder);
File.WriteAllText(INI_PATH, data.ToString());
}
}
}
#endif

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@ -1,14 +1,6 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using Explorer;
#if ML
using MelonLoader;
[assembly: MelonInfo(typeof(ExplorerMelonMod), "Explorer", ExplorerCore.VERSION, ExplorerCore.AUTHOR)]
[assembly: MelonGame(null, null)]
#endif
using UnityExplorer;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
@ -40,5 +32,5 @@ using MelonLoader;
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyVersion(ExplorerCore.VERSION)]
[assembly: AssemblyFileVersion(ExplorerCore.VERSION)]

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@ -1,174 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using System.Reflection;
using System.Runtime.InteropServices;
using Explorer.UI.Shared;
#if CPP
using UnhollowerBaseLib;
using UnityEngine.SceneManagement;
#endif
namespace Explorer.Tests
{
public static class StaticTestClass
{
public static int StaticProperty => 5;
public static int StaticField = 69;
public static List<string> StaticList = new List<string>
{
"one",
"two",
"three",
};
public static void StaticMethod() { }
}
public class TestClass
{
public static TestClass Instance => m_instance ?? (m_instance = new TestClass());
private static TestClass m_instance;
public static bool ReadSetOnlyProperty => m_setOnlyProperty;
public static bool SetOnlyProperty
{
set => m_setOnlyProperty = value;
}
private static bool m_setOnlyProperty;
public Texture2D TestTexture = UIStyles.MakeTex(200, 200, Color.white);
public static Sprite TestSprite;
public static int StaticProperty => 5;
public static int StaticField = 5;
public int NonStaticField;
#if CPP
public static IntPtr FindICall(string name) => il2cpp_resolve_icall(name);
[DllImport("GameAssembly", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
private static extern IntPtr il2cpp_resolve_icall([MarshalAs(UnmanagedType.LPStr)] string name);
#endif
#if CPP
public static Il2CppSystem.Collections.Generic.HashSet<string> ILHashSetTest;
#endif
public TestClass()
{
#if CPP
TestTexture.name = "TestTexture";
var r = new Rect(0, 0, TestTexture.width, TestTexture.height);
var v2 = Vector2.zero;
var v4 = Vector4.zero;
TestSprite = Sprite.CreateSprite_Injected(TestTexture, ref r, ref v2, 100f, 0u, SpriteMeshType.Tight, ref v4, false);
GameObject.DontDestroyOnLoad(TestTexture);
GameObject.DontDestroyOnLoad(TestSprite);
ILHashSetTest = new Il2CppSystem.Collections.Generic.HashSet<string>();
ILHashSetTest.Add("1");
ILHashSetTest.Add("2");
ILHashSetTest.Add("3");
#endif
}
public static string TestRefInOutGeneric<T>(ref string arg0, in int arg1, out string arg2)
{
arg2 = "this is arg2";
return $"T: '{typeof(T).FullName}', ref arg0: '{arg0}', in arg1: '{arg1}', out arg2: '{arg2}'";
}
// test a non-generic dictionary
public Hashtable TestNonGenericDict()
{
return new Hashtable
{
{ "One", 1 },
{ "Two", 2 },
{ "Three", 3 },
};
}
// test HashSets
public static HashSet<string> HashSetTest = new HashSet<string>
{
"One",
"Two",
"Three"
};
// Test indexed parameter
public string this[int arg0, string arg1]
{
get
{
return $"arg0: {arg0}, arg1: {arg1}";
}
}
// Test basic list
public static List<string> TestList = new List<string>
{
"1",
"2",
"3",
"etc..."
};
// Test a nested dictionary
public static Dictionary<int, Dictionary<string, int>> NestedDictionary = new Dictionary<int, Dictionary<string, int>>
{
{
1,
new Dictionary<string, int>
{
{
"Sub 1", 123
},
{
"Sub 2", 456
},
}
},
{
2,
new Dictionary<string, int>
{
{
"Sub 3", 789
},
{
"Sub 4", 000
},
}
},
};
// Test a basic method
public static Color TestMethod(float r, float g, float b, float a)
{
return new Color(r, g, b, a);
}
// A method with default arguments
public static Vector3 TestDefaultArgs(float arg0, float arg1, float arg2 = 5.0f)
{
return new Vector3(arg0, arg1, arg2);
}
}
}

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@ -0,0 +1,120 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
using UnityExplorer.Core.Config;
using UnityExplorer.UI.InteractiveValues;
namespace UnityExplorer.UI.CacheObject
{
public class CacheConfigEntry : CacheObjectBase
{
public IConfigElement RefConfig { get; }
public override Type FallbackType => RefConfig.ElementType;
public override bool HasEvaluated => true;
public override bool HasParameters => false;
public override bool IsMember => false;
public override bool CanWrite => true;
public CacheConfigEntry(IConfigElement config, GameObject parent)
{
RefConfig = config;
m_parentContent = parent;
config.OnValueChangedNotify += () => { UpdateValue(); };
CreateIValue(config.BoxedValue, config.ElementType);
}
public override void CreateIValue(object value, Type fallbackType)
{
IValue = InteractiveValue.Create(value, fallbackType);
IValue.Owner = this;
IValue.m_mainContentParent = m_mainGroup;
IValue.m_subContentParent = this.m_subContent;
}
public override void UpdateValue()
{
IValue.Value = RefConfig.BoxedValue;
base.UpdateValue();
}
public override void SetValue()
{
RefConfig.BoxedValue = IValue.Value;
ConfigManager.Handler.OnAnyConfigChanged();
}
internal GameObject m_mainGroup;
//internal GameObject m_leftGroup;
//internal GameObject m_rightGroup;
//internal GameObject m_secondRow;
internal override void ConstructUI()
{
base.ConstructUI();
m_mainGroup = UIFactory.CreateVerticalGroup(m_mainContent, "ConfigHolder", true, false, true, true, 5, new Vector4(2, 2, 2, 2));
var horiGroup = UIFactory.CreateHorizontalGroup(m_mainGroup, "ConfigEntryHolder", false, false, true, true, childAlignment: TextAnchor.MiddleLeft);
UIFactory.SetLayoutElement(horiGroup, minHeight: 30, flexibleHeight: 0);
//// left group
//m_leftGroup = UIFactory.CreateHorizontalGroup(horiGroup, "ConfigTitleGroup", false, false, true, true, 4, default, new Color(1, 1, 1, 0));
//UIFactory.SetLayoutElement(m_leftGroup, minHeight: 25, flexibleHeight: 0, minWidth: 200, flexibleWidth: 0);
// config entry label
var configLabel = UIFactory.CreateLabel(horiGroup, "ConfigLabel", this.RefConfig.Name, TextAnchor.MiddleLeft);
var leftRect = configLabel.GetComponent<RectTransform>();
leftRect.anchorMin = Vector2.zero;
leftRect.anchorMax = Vector2.one;
leftRect.offsetMin = Vector2.zero;
leftRect.offsetMax = Vector2.zero;
leftRect.sizeDelta = Vector2.zero;
UIFactory.SetLayoutElement(configLabel.gameObject, minWidth: 250, minHeight: 25, flexibleWidth: 0, flexibleHeight: 0);
// Default button
var defaultButton = UIFactory.CreateButton(horiGroup,
"RevertDefaultButton",
"Default",
() => { RefConfig.RevertToDefaultValue(); },
new Color(0.3f, 0.3f, 0.3f));
UIFactory.SetLayoutElement(defaultButton.gameObject, minWidth: 80, minHeight: 22, flexibleWidth: 0);
//// right group
//m_rightGroup = UIFactory.CreateVerticalGroup(horiGroup, "ConfigValueGroup", false, false, true, true, 4, default, new Color(1, 1, 1, 0));
//UIFactory.SetLayoutElement(m_rightGroup, minHeight: 25, minWidth: 150, flexibleHeight: 0, flexibleWidth: 5000);
// Description label
var desc = UIFactory.CreateLabel(m_mainGroup, "Description", $"<i>{RefConfig.Description}</i>", TextAnchor.MiddleLeft, Color.grey);
UIFactory.SetLayoutElement(desc.gameObject, minWidth: 250, minHeight: 20, flexibleWidth: 9999, flexibleHeight: 0);
//// Second row (IValue)
//m_secondRow = UIFactory.CreateHorizontalGroup(m_mainGroup, "DescriptionRow", false, false, true, true, 4, new Color(0.08f, 0.08f, 0.08f));
// IValue
if (IValue != null)
{
IValue.m_mainContentParent = m_mainGroup;
IValue.m_subContentParent = this.m_subContent;
}
// makes the subcontent look nicer
m_subContent.transform.SetParent(m_mainGroup.transform, false);
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityExplorer.UI;
using UnityEngine;
using UnityEngine.UI;
using UnityExplorer.UI.InteractiveValues;
namespace UnityExplorer.UI.CacheObject
{
public class CacheEnumerated : CacheObjectBase
{
public override Type FallbackType => ParentEnumeration.m_baseEntryType;
public override bool CanWrite => RefIList != null && ParentEnumeration.Owner.CanWrite;
public int Index { get; set; }
public IList RefIList { get; set; }
public InteractiveEnumerable ParentEnumeration { get; set; }
public CacheEnumerated(int index, InteractiveEnumerable parentEnumeration, IList refIList, GameObject parentContent)
{
this.ParentEnumeration = parentEnumeration;
this.Index = index;
this.RefIList = refIList;
this.m_parentContent = parentContent;
}
public override void CreateIValue(object value, Type fallbackType)
{
IValue = InteractiveValue.Create(value, fallbackType);
IValue.Owner = this;
}
public override void SetValue()
{
RefIList[Index] = IValue.Value;
ParentEnumeration.Value = RefIList;
ParentEnumeration.Owner.SetValue();
}
internal override void ConstructUI()
{
base.ConstructUI();
var rowObj = UIFactory.CreateHorizontalGroup(m_mainContent, "CacheEnumeratedGroup", false, true, true, true, 0, new Vector4(0,0,5,2),
new Color(1, 1, 1, 0));
var indexLabel = UIFactory.CreateLabel(rowObj, "IndexLabel", $"{this.Index}:", TextAnchor.MiddleLeft);
UIFactory.SetLayoutElement(indexLabel.gameObject, minWidth: 20, flexibleWidth: 30, minHeight: 25);
IValue.m_mainContentParent = rowObj;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Reflection;
using UnityExplorer.UI;
using UnityEngine;
namespace UnityExplorer.UI.CacheObject
{
public class CacheField : CacheMember
{
public override bool IsStatic => (MemInfo as FieldInfo).IsStatic;
public override Type FallbackType => (MemInfo as FieldInfo).FieldType;
public CacheField(FieldInfo fieldInfo, object declaringInstance, GameObject parent) : base(fieldInfo, declaringInstance, parent)
{
CreateIValue(null, fieldInfo.FieldType);
}
public override void UpdateReflection()
{
var fi = MemInfo as FieldInfo;
IValue.Value = fi.GetValue(fi.IsStatic ? null : DeclaringInstance);
m_evaluated = true;
ReflectionException = null;
}
public override void SetValue()
{
var fi = MemInfo as FieldInfo;
fi.SetValue(fi.IsStatic ? null : DeclaringInstance, IValue.Value);
if (this.ParentInspector?.ParentMember != null)
this.ParentInspector.ParentMember.SetValue();
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
using UnityEngine.UI;
using UnityExplorer.UI;
using UnityExplorer.Core.Unity;
using UnityExplorer.Core.Runtime;
using UnityExplorer.Core;
using UnityExplorer.UI.Utility;
using UnityExplorer.UI.InteractiveValues;
using UnityExplorer.UI.Main.Home.Inspectors.Reflection;
namespace UnityExplorer.UI.CacheObject
{
public abstract class CacheMember : CacheObjectBase
{
public override bool IsMember => true;
public override Type FallbackType { get; }
public ReflectionInspector ParentInspector { get; set; }
public MemberInfo MemInfo { get; set; }
public Type DeclaringType { get; set; }
public object DeclaringInstance { get; set; }
public virtual bool IsStatic { get; private set; }
public string ReflectionException { get; set; }
public override bool CanWrite => m_canWrite ?? GetCanWrite();
private bool? m_canWrite;
public override bool HasParameters => ParamCount > 0;
public virtual int ParamCount => m_arguments.Length;
public override bool HasEvaluated => m_evaluated;
public bool m_evaluated = false;
public bool m_isEvaluating;
public ParameterInfo[] m_arguments = new ParameterInfo[0];
public string[] m_argumentInput = new string[0];
public string NameForFiltering => m_nameForFilter ?? (m_nameForFilter = $"{MemInfo.DeclaringType.Name}.{MemInfo.Name}".ToLower());
private string m_nameForFilter;
public string RichTextName => m_richTextName ?? GetRichTextName();
private string m_richTextName;
public CacheMember(MemberInfo memberInfo, object declaringInstance, GameObject parentContent)
{
MemInfo = memberInfo;
DeclaringType = memberInfo.DeclaringType;
DeclaringInstance = declaringInstance;
this.m_parentContent = parentContent;
DeclaringInstance = ReflectionProvider.Instance.Cast(declaringInstance, DeclaringType);
}
public static bool CanProcessArgs(ParameterInfo[] parameters)
{
foreach (var param in parameters)
{
var pType = param.ParameterType;
if (pType.IsByRef && pType.HasElementType)
pType = pType.GetElementType();
if (pType != null && (pType.IsPrimitive || pType == typeof(string)))
continue;
else
return false;
}
return true;
}
public override void CreateIValue(object value, Type fallbackType)
{
IValue = InteractiveValue.Create(value, fallbackType);
IValue.Owner = this;
IValue.m_mainContentParent = this.m_rightGroup;
IValue.m_subContentParent = this.m_subContent;
}
public override void UpdateValue()
{
if (!HasParameters || m_isEvaluating)
{
try
{
Type baseType = ReflectionUtility.GetType(IValue.Value) ?? FallbackType;
if (!ReflectionProvider.Instance.IsReflectionSupported(baseType))
throw new Exception("Type not supported with reflection");
UpdateReflection();
if (IValue.Value != null)
IValue.Value = IValue.Value.Cast(ReflectionUtility.GetType(IValue.Value));
}
catch (Exception e)
{
ReflectionException = e.ReflectionExToString(true);
}
}
base.UpdateValue();
}
public abstract void UpdateReflection();
public override void SetValue()
{
// no implementation for base class
}
public object[] ParseArguments()
{
if (m_arguments.Length < 1)
return new object[0];
var parsedArgs = new List<object>();
for (int i = 0; i < m_arguments.Length; i++)
{
var input = m_argumentInput[i];
var type = m_arguments[i].ParameterType;
if (type.IsByRef)
type = type.GetElementType();
if (!string.IsNullOrEmpty(input))
{
if (type == typeof(string))
{
parsedArgs.Add(input);
continue;
}
else
{
try
{
var arg = type.GetMethod("Parse", new Type[] { typeof(string) })
.Invoke(null, new object[] { input });
parsedArgs.Add(arg);
continue;
}
catch
{
ExplorerCore.Log($"Could not parse input '{input}' for argument #{i} '{m_arguments[i].Name}' ({type.FullName})");
}
}
}
// No input, see if there is a default value.
if (m_arguments[i].IsOptional)
{
parsedArgs.Add(m_arguments[i].DefaultValue);
continue;
}
// Try add a null arg I guess
parsedArgs.Add(null);
}
return parsedArgs.ToArray();
}
private bool GetCanWrite()
{
if (MemInfo is FieldInfo fi)
m_canWrite = !(fi.IsLiteral && !fi.IsInitOnly);
else if (MemInfo is PropertyInfo pi)
m_canWrite = pi.CanWrite;
else
m_canWrite = false;
return (bool)m_canWrite;
}
private string GetRichTextName()
{
return m_richTextName = SignatureHighlighter.ParseFullSyntax(MemInfo.DeclaringType, false, MemInfo);
}
#region UI
internal float GetMemberLabelWidth(RectTransform scrollRect)
{
var textGenSettings = m_memLabelText.GetGenerationSettings(m_topRowRect.rect.size);
textGenSettings.scaleFactor = InputFieldScroller.canvasScaler.scaleFactor;
var textGen = m_memLabelText.cachedTextGeneratorForLayout;
float preferredWidth = textGen.GetPreferredWidth(RichTextName, textGenSettings);
float max = scrollRect.rect.width * 0.4f;
if (preferredWidth > max) preferredWidth = max;
return preferredWidth < 125f ? 125f : preferredWidth;
}
internal void SetWidths(float labelWidth, float valueWidth)
{
m_leftLayout.preferredWidth = labelWidth;
m_rightLayout.preferredWidth = valueWidth;
}
internal RectTransform m_topRowRect;
internal Text m_memLabelText;
internal GameObject m_leftGroup;
internal LayoutElement m_leftLayout;
internal GameObject m_rightGroup;
internal LayoutElement m_rightLayout;
internal override void ConstructUI()
{
base.ConstructUI();
var topGroupObj = UIFactory.CreateHorizontalGroup(m_mainContent, "CacheMemberGroup", false, false, true, true, 10, new Vector4(0, 0, 3, 3),
new Color(1, 1, 1, 0));
m_topRowRect = topGroupObj.GetComponent<RectTransform>();
UIFactory.SetLayoutElement(topGroupObj, minHeight: 25, flexibleHeight: 0, minWidth: 300, flexibleWidth: 5000);
// left group
m_leftGroup = UIFactory.CreateHorizontalGroup(topGroupObj, "LeftGroup", false, true, true, true, 4, default, new Color(1, 1, 1, 0));
UIFactory.SetLayoutElement(m_leftGroup, minHeight: 25, flexibleHeight: 0, minWidth: 125, flexibleWidth: 200);
// member label
m_memLabelText = UIFactory.CreateLabel(m_leftGroup, "MemLabelText", RichTextName, TextAnchor.MiddleLeft);
m_memLabelText.horizontalOverflow = HorizontalWrapMode.Wrap;
var leftRect = m_memLabelText.GetComponent<RectTransform>();
leftRect.anchorMin = Vector2.zero;
leftRect.anchorMax = Vector2.one;
leftRect.offsetMin = Vector2.zero;
leftRect.offsetMax = Vector2.zero;
leftRect.sizeDelta = Vector2.zero;
m_leftLayout = m_memLabelText.gameObject.AddComponent<LayoutElement>();
m_leftLayout.preferredWidth = 125;
m_leftLayout.minHeight = 25;
m_leftLayout.flexibleHeight = 100;
var labelFitter = m_memLabelText.gameObject.AddComponent<ContentSizeFitter>();
labelFitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
labelFitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
// right group
m_rightGroup = UIFactory.CreateVerticalGroup(topGroupObj, "RightGroup", false, true, true, true, 2, new Vector4(4,2,0,0),
new Color(1, 1, 1, 0));
m_rightLayout = m_rightGroup.AddComponent<LayoutElement>();
m_rightLayout.minHeight = 25;
m_rightLayout.flexibleHeight = 480;
m_rightLayout.minWidth = 125;
m_rightLayout.flexibleWidth = 5000;
ConstructArgInput(out GameObject argsHolder);
ConstructEvaluateButtons(argsHolder);
IValue.m_mainContentParent = m_rightGroup;
}
internal void ConstructArgInput(out GameObject argsHolder)
{
argsHolder = null;
if (HasParameters)
{
argsHolder = UIFactory.CreateVerticalGroup(m_rightGroup, "ArgsHolder", true, false, true, true, 4, new Color(1, 1, 1, 0));
if (this is CacheMethod cm && cm.GenericArgs.Length > 0)
cm.ConstructGenericArgInput(argsHolder);
if (m_arguments.Length > 0)
{
UIFactory.CreateLabel(argsHolder, "ArgumentsLabel", "Arguments:", TextAnchor.MiddleLeft);
for (int i = 0; i < m_arguments.Length; i++)
AddArgRow(i, argsHolder);
}
argsHolder.SetActive(false);
}
}
internal void AddArgRow(int i, GameObject parent)
{
var arg = m_arguments[i];
var rowObj = UIFactory.CreateHorizontalGroup(parent, "ArgRow", true, false, true, true, 4, default, new Color(1, 1, 1, 0));
UIFactory.SetLayoutElement(rowObj, minHeight: 25, flexibleWidth: 5000);
var argTypeTxt = SignatureHighlighter.ParseFullSyntax(arg.ParameterType, false);
var argLabel = UIFactory.CreateLabel(rowObj, "ArgLabel", $"{argTypeTxt} <color={SignatureHighlighter.LOCAL_ARG}>{arg.Name}</color>",
TextAnchor.MiddleLeft);
UIFactory.SetLayoutElement(argLabel.gameObject, minHeight: 25);
var argInputObj = UIFactory.CreateInputField(rowObj, "ArgInput", "...", 14, (int)TextAnchor.MiddleLeft, 1);
UIFactory.SetLayoutElement(argInputObj, flexibleWidth: 1200, preferredWidth: 150, minWidth: 20, minHeight: 25, flexibleHeight: 0);
var argInput = argInputObj.GetComponent<InputField>();
argInput.onValueChanged.AddListener((string val) => { m_argumentInput[i] = val; });
if (arg.IsOptional)
{
var phInput = argInput.placeholder.GetComponent<Text>();
phInput.text = " = " + arg.DefaultValue?.ToString() ?? "null";
}
}
internal void ConstructEvaluateButtons(GameObject argsHolder)
{
if (HasParameters)
{
var evalGroupObj = UIFactory.CreateHorizontalGroup(m_rightGroup, "EvalGroup", false, false, true, true, 5,
default, new Color(1, 1, 1, 0));
UIFactory.SetLayoutElement(evalGroupObj, minHeight: 25, flexibleHeight: 0, flexibleWidth: 5000);
var colors = new ColorBlock();
colors.normalColor = new Color(0.4f, 0.4f, 0.4f);
colors.highlightedColor = new Color(0.4f, 0.7f, 0.4f);
colors.pressedColor = new Color(0.3f, 0.3f, 0.3f);
var evalButton = UIFactory.CreateButton(evalGroupObj,
"EvalButton",
$"Evaluate ({ParamCount})",
null,
colors);
UIFactory.SetLayoutElement(evalButton.gameObject, minWidth: 100, minHeight: 22, flexibleWidth: 0);
var evalText = evalButton.GetComponentInChildren<Text>();
var cancelButton = UIFactory.CreateButton(evalGroupObj, "CancelButton", "Close", null, new Color(0.3f, 0.3f, 0.3f));
UIFactory.SetLayoutElement(cancelButton.gameObject, minWidth: 100, minHeight: 22, flexibleWidth: 0);
cancelButton.gameObject.SetActive(false);
evalButton.onClick.AddListener(() =>
{
if (!m_isEvaluating)
{
argsHolder.SetActive(true);
m_isEvaluating = true;
evalText.text = "Evaluate";
colors = evalButton.colors;
colors.normalColor = new Color(0.3f, 0.6f, 0.3f);
evalButton.colors = colors;
cancelButton.gameObject.SetActive(true);
}
else
{
if (this is CacheMethod cm)
cm.Evaluate();
else
UpdateValue();
}
});
cancelButton.onClick.AddListener(() =>
{
cancelButton.gameObject.SetActive(false);
argsHolder.SetActive(false);
m_isEvaluating = false;
evalText.text = $"Evaluate ({ParamCount})";
colors = evalButton.colors;
colors.normalColor = new Color(0.4f, 0.4f, 0.4f);
evalButton.colors = colors;
});
}
else if (this is CacheMethod)
{
// simple method evaluate button
var colors = new ColorBlock();
colors.normalColor = new Color(0.4f, 0.4f, 0.4f);
colors.highlightedColor = new Color(0.4f, 0.7f, 0.4f);
colors.pressedColor = new Color(0.3f, 0.3f, 0.3f);
var evalButton = UIFactory.CreateButton(m_rightGroup, "EvalButton", "Evaluate", () => { (this as CacheMethod).Evaluate(); }, colors);
UIFactory.SetLayoutElement(evalButton.gameObject, minWidth: 100, minHeight: 22, flexibleWidth: 0);
}
}
#endregion
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
using UnityEngine.UI;
using UnityExplorer.UI;
using UnityExplorer.Core.Unity;
using UnityExplorer.Core;
using UnityExplorer.UI.Utility;
namespace UnityExplorer.UI.CacheObject
{
public class CacheMethod : CacheMember
{
//private CacheObjectBase m_cachedReturnValue;
public override Type FallbackType => (MemInfo as MethodInfo).ReturnType;
public override bool HasParameters => base.HasParameters || GenericArgs.Length > 0;
public override bool IsStatic => (MemInfo as MethodInfo).IsStatic;
public override int ParamCount => base.ParamCount + m_genericArgInput.Length;
public Type[] GenericArgs { get; private set; }
public Type[][] GenericConstraints { get; private set; }
public string[] m_genericArgInput = new string[0];
public CacheMethod(MethodInfo methodInfo, object declaringInstance, GameObject parent) : base(methodInfo, declaringInstance, parent)
{
GenericArgs = methodInfo.GetGenericArguments();
GenericConstraints = GenericArgs.Select(x => x.GetGenericParameterConstraints())
.Where(x => x != null)
.ToArray();
m_genericArgInput = new string[GenericArgs.Length];
m_arguments = methodInfo.GetParameters();
m_argumentInput = new string[m_arguments.Length];
CreateIValue(null, methodInfo.ReturnType);
}
public override void UpdateReflection()
{
// CacheMethod cannot UpdateValue directly. Need to Evaluate.
}
public void Evaluate()
{
MethodInfo mi;
if (GenericArgs.Length > 0)
{
mi = MakeGenericMethodFromInput();
if (mi == null) return;
}
else
{
mi = MemInfo as MethodInfo;
}
object ret = null;
try
{
ret = mi.Invoke(mi.IsStatic ? null : DeclaringInstance, ParseArguments());
m_evaluated = true;
m_isEvaluating = false;
ReflectionException = null;
}
catch (Exception e)
{
while (e.InnerException != null)
e = e.InnerException;
ExplorerCore.LogWarning($"Exception evaluating: {e.GetType()}, {e.Message}");
ReflectionException = ReflectionUtility.ReflectionExToString(e);
}
IValue.Value = ret;
UpdateValue();
}
private MethodInfo MakeGenericMethodFromInput()
{
var mi = MemInfo as MethodInfo;
var list = new List<Type>();
for (int i = 0; i < GenericArgs.Length; i++)
{
var input = m_genericArgInput[i];
if (ReflectionUtility.GetTypeByName(input) is Type t)
{
if (GenericConstraints[i].Length == 0)
{
list.Add(t);
}
else
{
foreach (var constraint in GenericConstraints[i].Where(x => x != null))
{
if (!constraint.IsAssignableFrom(t))
{
ExplorerCore.LogWarning($"Generic argument #{i}, '{input}' is not assignable from the constraint '{constraint}'!");
return null;
}
}
list.Add(t);
}
}
else
{
ExplorerCore.LogWarning($"Generic argument #{i}, could not get any type by the name of '{input}'!" +
$" Make sure you use the full name including the namespace.");
return null;
}
}
// make into a generic with type list
mi = mi.MakeGenericMethod(list.ToArray());
return mi;
}
#region UI CONSTRUCTION
internal void ConstructGenericArgInput(GameObject parent)
{
UIFactory.CreateLabel(parent, "GenericArgLabel", "Generic Arguments:", TextAnchor.MiddleLeft);
for (int i = 0; i < GenericArgs.Length; i++)
AddGenericArgRow(i, parent);
}
internal void AddGenericArgRow(int i, GameObject parent)
{
var arg = GenericArgs[i];
string constrainTxt = "";
if (this.GenericConstraints[i].Length > 0)
{
foreach (var constraint in this.GenericConstraints[i])
{
if (constrainTxt != "")
constrainTxt += ", ";
constrainTxt += $"{SignatureHighlighter.ParseFullSyntax(constraint, false)}";
}
}
else
constrainTxt = $"Any";
var rowObj = UIFactory.CreateHorizontalGroup(parent, "ArgRowObj", false, true, true, true, 4, default, new Color(1, 1, 1, 0));
UIFactory.SetLayoutElement(rowObj, minHeight: 25, flexibleWidth: 5000);
var argLabelObj = UIFactory.CreateLabel(rowObj, "ArgLabelObj", $"{constrainTxt} <color={SignatureHighlighter.CONST_VAR}>{arg.Name}</color>",
TextAnchor.MiddleLeft);
var argInputObj = UIFactory.CreateInputField(rowObj, "ArgInput", "...", 14, (int)TextAnchor.MiddleLeft, 1);
UIFactory.SetLayoutElement(argInputObj, flexibleWidth: 1200);
var argInput = argInputObj.GetComponent<InputField>();
argInput.onValueChanged.AddListener((string val) => { m_genericArgInput[i] = val; });
}
#endregion
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
using UnityExplorer.UI;
using UnityExplorer.Core.Unity;
using UnityEngine.UI;
using UnityExplorer.Core;
using UnityExplorer.UI.InteractiveValues;
namespace UnityExplorer.UI.CacheObject
{
public abstract class CacheObjectBase
{
public InteractiveValue IValue;
public virtual bool CanWrite => false;
public virtual bool HasParameters => false;
public virtual bool IsMember => false;
public virtual bool HasEvaluated => true;
public abstract Type FallbackType { get; }
public abstract void CreateIValue(object value, Type fallbackType);
public virtual void Enable()
{
if (!m_constructedUI)
{
ConstructUI();
UpdateValue();
}
m_mainContent.SetActive(true);
m_mainContent.transform.SetAsLastSibling();
}
public virtual void Disable()
{
if (m_mainContent)
m_mainContent.SetActive(false);
}
public void Destroy()
{
if (this.m_mainContent)
GameObject.Destroy(this.m_mainContent);
}
public virtual void UpdateValue()
{
var value = IValue.Value;
// if the type has changed fundamentally, make a new interactivevalue for it
var type = value == null
? FallbackType
: ReflectionUtility.GetType(value);
var ivalueType = InteractiveValue.GetIValueForType(type);
if (ivalueType != IValue.GetType())
{
IValue.OnDestroy();
CreateIValue(value, FallbackType);
m_subContent.SetActive(false);
}
IValue.OnValueUpdated();
IValue.RefreshElementsAfterUpdate();
}
public virtual void SetValue() => throw new NotImplementedException();
#region UI CONSTRUCTION
internal bool m_constructedUI;
internal GameObject m_parentContent;
internal RectTransform m_mainRect;
internal GameObject m_mainContent;
internal GameObject m_subContent;
// Make base UI holder for CacheObject, this doesnt actually display anything.
internal virtual void ConstructUI()
{
m_constructedUI = true;
m_mainContent = UIFactory.CreateVerticalGroup(m_parentContent, "CacheObjectBase.MainContent", true, true, true, true, 0, default,
new Color(0.1f, 0.1f, 0.1f));
m_mainRect = m_mainContent.GetComponent<RectTransform>();
m_mainRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, 25);
UIFactory.SetLayoutElement(m_mainContent, minHeight: 25, flexibleHeight: 9999, minWidth: 200, flexibleWidth: 5000);
// subcontent
m_subContent = UIFactory.CreateVerticalGroup(m_mainContent, "CacheObjectBase.SubContent", true, false, true, true, 0, default,
new Color(0.085f, 0.085f, 0.085f));
UIFactory.SetLayoutElement(m_subContent, minHeight: 30, flexibleHeight: 9999, minWidth: 125, flexibleWidth: 9000);
m_subContent.SetActive(false);
IValue.m_subContentParent = m_subContent;
}
#endregion
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityExplorer.UI;
using UnityEngine;
using UnityEngine.UI;
using UnityExplorer.UI.InteractiveValues;
namespace UnityExplorer.UI.CacheObject
{
public enum PairTypes
{
Key,
Value
}
public class CachePaired : CacheObjectBase
{
public override Type FallbackType => PairType == PairTypes.Key
? ParentDictionary.m_typeOfKeys
: ParentDictionary.m_typeofValues;
public override bool CanWrite => false; // todo?
public PairTypes PairType;
public int Index { get; private set; }
public InteractiveDictionary ParentDictionary { get; private set; }
internal IDictionary RefIDict;
public CachePaired(int index, InteractiveDictionary parentDict, IDictionary refIDict, PairTypes pairType, GameObject parentContent)
{
Index = index;
ParentDictionary = parentDict;
RefIDict = refIDict;
this.PairType = pairType;
this.m_parentContent = parentContent;
}
public override void CreateIValue(object value, Type fallbackType)
{
IValue = InteractiveValue.Create(value, fallbackType);
IValue.Owner = this;
}
#region UI CONSTRUCTION
internal override void ConstructUI()
{
base.ConstructUI();
Color bgColor = this.PairType == PairTypes.Key
? new Color(0.07f, 0.07f, 0.07f)
: new Color(0.1f, 0.1f, 0.1f);
var rowObj = UIFactory.CreateHorizontalGroup(m_mainContent, "PairedGroup", false, false, true, true, 0, new Vector4(0,0,5,2),
bgColor);
var indexLabel = UIFactory.CreateLabel(rowObj, "IndexLabel", $"{this.PairType} {this.Index}:", TextAnchor.MiddleLeft);
UIFactory.SetLayoutElement(indexLabel.gameObject, minWidth: 80, flexibleWidth: 30, minHeight: 25);
IValue.m_mainContentParent = rowObj;
}
#endregion
}
}

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@ -0,0 +1,71 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Reflection;
using UnityExplorer.UI;
using UnityExplorer.Core.Unity;
using UnityEngine;
namespace UnityExplorer.UI.CacheObject
{
public class CacheProperty : CacheMember
{
public override Type FallbackType => (MemInfo as PropertyInfo).PropertyType;
public override bool IsStatic => (MemInfo as PropertyInfo).GetAccessors(true)[0].IsStatic;
public CacheProperty(PropertyInfo propertyInfo, object declaringInstance, GameObject parent) : base(propertyInfo, declaringInstance, parent)
{
this.m_arguments = propertyInfo.GetIndexParameters();
this.m_argumentInput = new string[m_arguments.Length];
CreateIValue(null, propertyInfo.PropertyType);
}
public override void UpdateReflection()
{
if (HasParameters && !m_isEvaluating)
{
// Need to enter parameters first.
return;
}
var pi = MemInfo as PropertyInfo;
if (pi.CanRead)
{
var target = pi.GetAccessors(true)[0].IsStatic ? null : DeclaringInstance;
IValue.Value = pi.GetValue(target, ParseArguments());
m_evaluated = true;
ReflectionException = null;
}
else
{
if (FallbackType == typeof(string))
{
IValue.Value = "";
}
else if (FallbackType.IsPrimitive)
{
IValue.Value = Activator.CreateInstance(FallbackType);
}
m_evaluated = true;
ReflectionException = null;
}
}
public override void SetValue()
{
var pi = MemInfo as PropertyInfo;
var target = pi.GetAccessors()[0].IsStatic ? null : DeclaringInstance;
pi.SetValue(target, IValue.Value, ParseArguments());
if (this.ParentInspector?.ParentMember != null)
this.ParentInspector.ParentMember.SetValue();
}
}
}

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