Compare commits

...

24 Commits
3.0.4 ... 3.1.5

Author SHA1 Message Date
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
24 changed files with 787 additions and 399 deletions

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@ -28,9 +28,6 @@
| [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) | ✔️ [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) | | [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) | ✔️ [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) |
| [BepInEx](https://github.com/BepInEx/BepInEx) | ✔️ [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.BepInEx.Mono.zip) | | [BepInEx](https://github.com/BepInEx/BepInEx) | ✔️ [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.BepInEx.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).
## Features ## Features
<p align="center"> <p align="center">
@ -52,19 +49,18 @@
0. Install [BepInEx](https://github.com/BepInEx/BepInEx) for your game. 0. Install [BepInEx](https://github.com/BepInEx/BepInEx) for your game.
1. Download the UnityExplorer release for BepInEx IL2CPP or Mono above. 1. Download the UnityExplorer release for BepInEx IL2CPP or Mono above.
2. Take the `UnityExplorer.dll` file and put it in `[GameFolder]\BepInEx\plugins\` 2. Take the `UnityExplorer.BIE.___.dll` file and put it in `[GameFolder]\BepInEx\plugins\`
3. Take the `UnityExplorer\` folder (with `explorerui.bundle`) and put it in `[GameFolder]\Mods\`, so it looks like `[GameFolder]\Mods\UnityExplorer\explorerui.bundle`. 3. In IL2CPP, it is highly recommended to get the base Unity libs for the game's Unity version and put them in the `BepInEx\unhollowed\base\` folder.
4. In IL2CPP, it is highly recommended to get the base Unity libs for the game's Unity version and put them in the `BepInEx\unhollowed\base\` folder.
### MelonLoader ### MelonLoader
0. Install [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) for your game. 0. Install [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) for your game.
1. Download the UnityExplorer release for MelonLoader IL2CPP or Mono above. 1. Download the UnityExplorer release for MelonLoader IL2CPP or Mono above.
2. Take the contents of the release and put it in the `[GameFolder]\Mods\` folder. It should look like `[GameFolder]\Mods\UnityExplorer.dll` and `[GameFolder]\Mods\UnityExplorer\explorerui.bundle`. 2. Take the contents of the release and put it in the `[GameFolder]\Mods\` folder. It should look like `[GameFolder]\Mods\UnityExplorer.ML.___.dll`
## Mod Config ## Mod Config
You can access the settings via the "Options" page of the main menu, or directly from the config at `Mods\UnityExplorer\config.xml` (generated after first launch). You can access the settings via the "Options" page of the main menu, or directly from the config at `Mods\UnityExplorer\config.ini` (generated after first launch).
`Main Menu Toggle` (KeyCode) `Main Menu Toggle` (KeyCode)
* Default: `F7` * Default: `F7`
@ -80,7 +76,7 @@ You can access the settings via the "Options" page of the main menu, or directly
* <b>Requires a restart to take effect</b>, apart from Reflection Inspector tabs. * <b>Requires a restart to take effect</b>, apart from Reflection Inspector tabs.
`Default Output Path` (string) `Default Output Path` (string)
* Default: `Mods\Explorer` * Default: `Mods\UnityExplorer`
* Where output is generated to, by default (for Texture PNG saving, etc). * Where output is generated to, by default (for Texture PNG saving, etc).
* Currently this is not actually used for anything, but it will be soon. * Currently this is not actually used for anything, but it will be soon.
@ -92,10 +88,10 @@ You can access the settings via the "Options" page of the main menu, or directly
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. 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.
1. Install MelonLoader or BepInEx for your game. 1. Install BepInEx or MelonLoader for your game.
2. Open the `src\Explorer.csproj` file in a text editor. 2. Open the `src\UnityExplorer.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. 3. For IL2CPP builds, make sure you set `BIECppGameFolder` (for BepInEx) and/or `MLCppGameFolder` (for MelonLoader) so the project can locate the necessary references.
4. Open the `src\Explorer.sln` project. 4. Open the `src\UnityExplorer.sln` project.
5. 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. 5. 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.
5. The DLLs are built to the `Release\` folder in the root of the repository. 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. 6. If ILRepack fails or is missing, use the NuGet package manager to re-install `ILRepack.Lib.MSBuild.Task`, then re-build.

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lib/INIFileParser.dll Normal file

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@ -1,24 +1,28 @@
using System; using System;
using System.IO; using System.IO;
using System.Xml.Serialization;
using UnityEngine; using UnityEngine;
using IniParser;
using IniParser.Parser;
namespace UnityExplorer.Config namespace UnityExplorer.Config
{ {
public class ModConfig public class ModConfig
{ {
[XmlIgnore] public static readonly XmlSerializer Serializer = new XmlSerializer(typeof(ModConfig)); public static ModConfig Instance;
//[XmlIgnore] private const string EXPLORER_FOLDER = @"Mods\UnityExplorer"; internal static readonly IniDataParser _parser = new IniDataParser();
[XmlIgnore] private const string SETTINGS_PATH = ExplorerCore.EXPLORER_FOLDER + @"\config.xml"; internal static readonly string INI_PATH = Path.Combine(ExplorerCore.EXPLORER_FOLDER, "config.ini");
[XmlIgnore] public static ModConfig Instance; static ModConfig()
{
_parser.Configuration.CommentString = "#";
}
// Actual configs // Actual configs
public KeyCode Main_Menu_Toggle = KeyCode.F7; public KeyCode Main_Menu_Toggle = KeyCode.F7;
public bool Force_Unlock_Mouse = true; public bool Force_Unlock_Mouse = true;
public int Default_Page_Limit = 25; public int Default_Page_Limit = 25;
public string Default_Output_Path = ExplorerCore.EXPLORER_FOLDER; public string Default_Output_Path = ExplorerCore.EXPLORER_FOLDER + @"\Output";
public bool Log_Unity_Debug = false; public bool Log_Unity_Debug = false;
public bool Save_Logs_To_Disk = true; public bool Save_Logs_To_Disk = true;
@ -31,38 +35,66 @@ namespace UnityExplorer.Config
public static void OnLoad() public static void OnLoad()
{ {
Instance = new ModConfig();
if (LoadSettings()) if (LoadSettings())
return; return;
Instance = new ModConfig();
SaveSettings(); SaveSettings();
} }
public static bool LoadSettings() public static bool LoadSettings()
{ {
if (!File.Exists(SETTINGS_PATH)) if (!File.Exists(INI_PATH))
return false; return false;
try string ini = File.ReadAllText(INI_PATH);
var data = _parser.Parse(ini);
foreach (var config in data.Sections["Config"])
{ {
using (var file = File.OpenRead(SETTINGS_PATH)) switch (config.KeyName)
Instance = (ModConfig)Serializer.Deserialize(file); {
case "Main_Menu_Toggle":
Instance.Main_Menu_Toggle = (KeyCode)Enum.Parse(typeof(KeyCode), config.Value);
break;
case "Force_Unlock_Mouse":
Instance.Force_Unlock_Mouse = bool.Parse(config.Value);
break;
case "Default_Page_Limit":
Instance.Default_Page_Limit = int.Parse(config.Value);
break;
case "Log_Unity_Debug":
Instance.Log_Unity_Debug = bool.Parse(config.Value);
break;
case "Save_Logs_To_Disk":
Instance.Save_Logs_To_Disk = bool.Parse(config.Value);
break;
case "Default_Output_Path":
Instance.Default_Output_Path = config.Value;
break;
} }
catch
{
return false;
} }
return Instance != null; return true;
} }
public static void SaveSettings() public static void SaveSettings()
{ {
if (File.Exists(SETTINGS_PATH)) var data = new IniParser.Model.IniData();
File.Delete(SETTINGS_PATH);
using (var file = File.Create(SETTINGS_PATH)) data.Sections.AddSection("Config");
Serializer.Serialize(file, Instance);
var sec = data.Sections["Config"];
sec.AddKey("Main_Menu_Toggle", Instance.Main_Menu_Toggle.ToString());
sec.AddKey("Force_Unlock_Mouse", Instance.Force_Unlock_Mouse.ToString());
sec.AddKey("Default_Page_Limit", Instance.Default_Page_Limit.ToString());
sec.AddKey("Log_Unity_Debug", Instance.Log_Unity_Debug.ToString());
sec.AddKey("Save_Logs_To_Disk", Instance.Save_Logs_To_Disk.ToString());
sec.AddKey("Default_Output_Path", Instance.Default_Output_Path);
File.WriteAllText(INI_PATH, data.ToString());
} }
} }
} }

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@ -16,10 +16,15 @@ namespace UnityExplorer
public class ExplorerCore public class ExplorerCore
{ {
public const string NAME = "UnityExplorer"; public const string NAME = "UnityExplorer";
public const string VERSION = "3.0.4"; public const string VERSION = "3.1.5";
public const string AUTHOR = "Sinai"; public const string AUTHOR = "Sinai";
public const string GUID = "com.sinai.unityexplorer"; public const string GUID = "com.sinai.unityexplorer";
#if ML
public const string EXPLORER_FOLDER = @"Mods\UnityExplorer"; public const string EXPLORER_FOLDER = @"Mods\UnityExplorer";
#elif BIE
public static string EXPLORER_FOLDER = Path.Combine(BepInEx.Paths.ConfigPath, "UnityExplorer");
#endif
public static ExplorerCore Instance { get; private set; } public static ExplorerCore Instance { get; private set; }
@ -90,6 +95,7 @@ namespace UnityExplorer
{ {
UIManager.Init(); UIManager.Init();
Log("Initialized UnityExplorer UI."); Log("Initialized UnityExplorer UI.");
// InspectorManager.Instance.Inspect(Tests.TestClass.Instance);
} }
catch (Exception e) catch (Exception e)
{ {

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@ -52,7 +52,7 @@ namespace UnityExplorer.Helpers
return list.ToArray(); return list.ToArray();
} }
public static Type GetActualType(object obj) public static Type GetActualType(this object obj)
{ {
if (obj == null) if (obj == null)
return null; return null;
@ -107,6 +107,19 @@ namespace UnityExplorer.Helpers
private static readonly Dictionary<Type, IntPtr> CppClassPointers = new Dictionary<Type, IntPtr>(); private static readonly Dictionary<Type, IntPtr> CppClassPointers = new Dictionary<Type, 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(this object obj) => Il2CppCast(obj, 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(this object obj, Type castTo) public static object Il2CppCast(this object obj, Type castTo)
{ {
if (!(obj is Il2CppSystem.Object ilObj)) if (!(obj is Il2CppSystem.Object ilObj))
@ -126,6 +139,39 @@ namespace UnityExplorer.Helpers
return Activator.CreateInstance(castTo, ilObj.Pointer); return Activator.CreateInstance(castTo, ilObj.Pointer);
} }
internal static readonly Dictionary<Type, MethodInfo> s_unboxMethods = new Dictionary<Type, 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(this object obj) => Unbox(obj, 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(this object obj, Type type)
{
if (!type.IsValueType)
return null;
if (!(obj is Il2CppSystem.Object))
return obj;
if (!s_unboxMethods.ContainsKey(type))
{
s_unboxMethods.Add(type, typeof(Il2CppObjectBase)
.GetMethod("Unbox")
.MakeGenericMethod(type));
}
return s_unboxMethods[type].Invoke(obj, new object[0]);
}
public static bool Il2CppTypeNotNull(Type type) => Il2CppTypeNotNull(type, out _); public static bool Il2CppTypeNotNull(Type type) => Il2CppTypeNotNull(type, out _);
public static bool Il2CppTypeNotNull(Type type, out IntPtr il2cppPtr) public static bool Il2CppTypeNotNull(Type type, out IntPtr il2cppPtr)
@ -215,50 +261,56 @@ namespace UnityExplorer.Helpers
public static bool LoadModule(string module) => true; public static bool LoadModule(string module) => true;
#endif #endif
#if CPP
internal static IntPtr s_cppEnumerableClassPtr;
#endif
public static bool IsEnumerable(Type t) public static bool IsEnumerable(Type t)
{ {
if (typeof(IEnumerable).IsAssignableFrom(t)) if (typeof(IEnumerable).IsAssignableFrom(t))
return true;
#if CPP
try
{
if (s_cppEnumerableClassPtr == IntPtr.Zero)
Il2CppTypeNotNull(typeof(Il2CppSystem.Collections.IEnumerable), out s_cppEnumerableClassPtr);
if (s_cppEnumerableClassPtr != IntPtr.Zero
&& Il2CppTypeNotNull(t, out IntPtr classPtr)
&& il2cpp_class_is_assignable_from(s_cppEnumerableClassPtr, classPtr))
{ {
return true; return true;
} }
}
catch { }
#endif
return false;
}
#if CPP #if CPP
if (t.IsGenericType && t.GetGenericTypeDefinition() is Type g) internal static IntPtr s_cppDictionaryClassPtr;
{
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 #endif
}
public static bool IsDictionary(Type t) public static bool IsDictionary(Type t)
{ {
if (typeof(IDictionary).IsAssignableFrom(t)) if (typeof(IDictionary).IsAssignableFrom(t))
return true;
#if CPP
try
{ {
if (s_cppDictionaryClassPtr == IntPtr.Zero)
if (!Il2CppTypeNotNull(typeof(Il2CppSystem.Collections.IDictionary), out s_cppDictionaryClassPtr))
return false;
if (Il2CppTypeNotNull(t, out IntPtr classPtr))
{
if (il2cpp_class_is_assignable_from(s_cppDictionaryClassPtr, classPtr))
return true; 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 catch { }
{
return typeof(Il2CppSystem.Collections.IDictionary).IsAssignableFrom(t)
|| typeof(Il2CppSystem.Collections.Hashtable).IsAssignableFrom(t);
}
#else
return false;
#endif #endif
return false;
} }
public static string ExceptionToString(Exception e, bool innerMost = false) public static string ExceptionToString(Exception e, bool innerMost = false)

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@ -10,12 +10,21 @@ namespace UnityExplorer.Helpers
{ {
public static class Texture2DHelpers public static class Texture2DHelpers
{ {
#if CPP // If Mono #if MONO
#else
private static bool isNewEncodeMethod = false; private static bool isNewEncodeMethod = false;
private static MethodInfo EncodeToPNGMethod => m_encodeToPNGMethod ?? GetEncodeToPNGMethod(); private static MethodInfo EncodeToPNGMethod => m_encodeToPNGMethod ?? GetEncodeToPNGMethod();
private static MethodInfo m_encodeToPNGMethod; private static MethodInfo m_encodeToPNGMethod;
public static byte[] EncodeToPNGSafe(this 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() private static MethodInfo GetEncodeToPNGMethod()
{ {
if (ReflectionHelpers.GetTypeByName("UnityEngine.ImageConversion") is Type imageConversion) if (ReflectionHelpers.GetTypeByName("UnityEngine.ImageConversion") is Type imageConversion)
@ -52,7 +61,7 @@ namespace UnityExplorer.Helpers
} }
} }
public static Texture2D Copy(Texture2D orig, Rect rect) //, bool isDTXnmNormal = false) public static Texture2D Copy(Texture2D orig, Rect rect)
{ {
Color[] pixels; Color[] pixels;
@ -61,7 +70,12 @@ namespace UnityExplorer.Helpers
pixels = orig.GetPixels((int)rect.x, (int)rect.y, (int)rect.width, (int)rect.height); pixels = orig.GetPixels((int)rect.x, (int)rect.y, (int)rect.width, (int)rect.height);
// use full constructor for better compatibility
#if CPP
var _newTex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.RGBA32, Texture.GenerateAllMips, false, IntPtr.Zero);
#else
var _newTex = new Texture2D((int)rect.width, (int)rect.height); var _newTex = new Texture2D((int)rect.width, (int)rect.height);
#endif
_newTex.SetPixels(pixels); _newTex.SetPixels(pixels);
return _newTex; return _newTex;

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@ -5,6 +5,7 @@
<ItemGroup> <ItemGroup>
<InputAssemblies Include="$(OutputPath)$(AssemblyName).dll" /> <InputAssemblies Include="$(OutputPath)$(AssemblyName).dll" />
<InputAssemblies Include="..\lib\mcs.dll" /> <InputAssemblies Include="..\lib\mcs.dll" />
<InputAssemblies Include="..\lib\INIFileParser.dll" />
</ItemGroup> </ItemGroup>
<ILRepack <ILRepack

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@ -80,7 +80,11 @@ namespace UnityExplorer.Inspectors.GameObjects
text.text = UISyntaxHighlight.ParseFullSyntax(ReflectionHelpers.GetActualType(comp), true); text.text = UISyntaxHighlight.ParseFullSyntax(ReflectionHelpers.GetActualType(comp), true);
var toggle = s_compToggles[i]; var toggle = s_compToggles[i];
#if CPP
if (comp.TryCast<Behaviour>() is Behaviour behaviour)
#else
if (comp is Behaviour behaviour) if (comp is Behaviour behaviour)
#endif
{ {
if (!toggle.gameObject.activeSelf) if (!toggle.gameObject.activeSelf)
toggle.gameObject.SetActive(true); toggle.gameObject.SetActive(true);
@ -107,8 +111,11 @@ namespace UnityExplorer.Inspectors.GameObjects
internal static void OnCompToggleClicked(int index, bool value) internal static void OnCompToggleClicked(int index, bool value)
{ {
var comp = s_compShortlist[index]; var comp = s_compShortlist[index];
#if CPP
comp.TryCast<Behaviour>().enabled = value;
#else
(comp as Behaviour).enabled = value; (comp as Behaviour).enabled = value;
#endif
} }
internal static void OnCompListObjectClicked(int index) internal static void OnCompListObjectClicked(int index)
@ -168,34 +175,34 @@ namespace UnityExplorer.Inspectors.GameObjects
{ {
int thisIndex = s_compListTexts.Count; int thisIndex = s_compListTexts.Count;
GameObject btnGroupObj = UIFactory.CreateHorizontalGroup(s_compListContent, new Color(0.07f, 0.07f, 0.07f)); GameObject groupObj = UIFactory.CreateHorizontalGroup(s_compListContent, new Color(0.07f, 0.07f, 0.07f));
HorizontalLayoutGroup btnGroup = btnGroupObj.GetComponent<HorizontalLayoutGroup>(); HorizontalLayoutGroup group = groupObj.GetComponent<HorizontalLayoutGroup>();
btnGroup.childForceExpandWidth = true; group.childForceExpandWidth = true;
btnGroup.childControlWidth = true; group.childControlWidth = true;
btnGroup.childForceExpandHeight = false; group.childForceExpandHeight = false;
btnGroup.childControlHeight = true; group.childControlHeight = true;
btnGroup.childAlignment = TextAnchor.MiddleLeft; group.childAlignment = TextAnchor.MiddleLeft;
LayoutElement btnLayout = btnGroupObj.AddComponent<LayoutElement>(); LayoutElement groupLayout = groupObj.AddComponent<LayoutElement>();
btnLayout.minWidth = 25; groupLayout.minWidth = 25;
btnLayout.flexibleWidth = 999; groupLayout.flexibleWidth = 999;
btnLayout.minHeight = 25; groupLayout.minHeight = 25;
btnLayout.flexibleHeight = 0; groupLayout.flexibleHeight = 0;
btnGroupObj.AddComponent<Mask>(); groupObj.AddComponent<Mask>();
// Behaviour enabled toggle // Behaviour enabled toggle
var toggleObj = UIFactory.CreateToggle(btnGroupObj, out Toggle toggle, out Text toggleText, new Color(0.3f, 0.3f, 0.3f)); var toggleObj = UIFactory.CreateToggle(groupObj, out Toggle toggle, out Text toggleText, new Color(0.3f, 0.3f, 0.3f));
var toggleLayout = toggleObj.AddComponent<LayoutElement>(); var toggleLayout = toggleObj.AddComponent<LayoutElement>();
toggleLayout.minHeight = 25; toggleLayout.minHeight = 25;
toggleLayout.minWidth = 25; toggleLayout.minWidth = 25;
toggleText.text = ""; toggleText.text = "";
toggle.isOn = false; toggle.isOn = true;
s_compToggles.Add(toggle); s_compToggles.Add(toggle);
toggle.onValueChanged.AddListener((bool val) => { OnCompToggleClicked(thisIndex, val); }); toggle.onValueChanged.AddListener((bool val) => { OnCompToggleClicked(thisIndex, val); });
// Main component button // Main component button
GameObject mainButtonObj = UIFactory.CreateButton(btnGroupObj); GameObject mainButtonObj = UIFactory.CreateButton(groupObj);
LayoutElement mainBtnLayout = mainButtonObj.AddComponent<LayoutElement>(); LayoutElement mainBtnLayout = mainButtonObj.AddComponent<LayoutElement>();
mainBtnLayout.minHeight = 25; mainBtnLayout.minHeight = 25;
mainBtnLayout.flexibleHeight = 0; mainBtnLayout.flexibleHeight = 0;

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@ -109,21 +109,12 @@ namespace UnityExplorer.Inspectors
internal static void RaycastWorld(Vector2 mousePos) internal static void RaycastWorld(Vector2 mousePos)
{ {
var ray = UnityHelpers.MainCamera.ScreenPointToRay(mousePos); var ray = UnityHelpers.MainCamera.ScreenPointToRay(mousePos);
var casts = Physics.RaycastAll(ray, 1000f); Physics.Raycast(ray, out RaycastHit hit, 1000f);
if (casts.Length > 0) if (hit.transform)
{ {
foreach (var cast in casts) var obj = hit.transform.gameObject;
{
if (cast.transform)
{
var obj = cast.transform.gameObject;
OnHitGameObject(obj); OnHitGameObject(obj);
break;
}
}
} }
else else
{ {

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@ -71,6 +71,9 @@ namespace UnityExplorer.Inspectors.Reflection
} }
catch (Exception e) catch (Exception e)
{ {
while (e.InnerException != null)
e = e.InnerException;
ExplorerCore.LogWarning($"Exception evaluating: {e.GetType()}, {e.Message}"); ExplorerCore.LogWarning($"Exception evaluating: {e.GetType()}, {e.Message}");
ReflectionException = ReflectionHelpers.ExceptionToString(e); ReflectionException = ReflectionHelpers.ExceptionToString(e);
} }

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@ -4,6 +4,8 @@ using UnityEngine;
using UnityExplorer.Helpers; using UnityExplorer.Helpers;
using UnityExplorer.UI; using UnityExplorer.UI;
using UnityEngine.UI; using UnityEngine.UI;
using UnityExplorer.Unstrip;
using System.IO;
namespace UnityExplorer.Inspectors.Reflection namespace UnityExplorer.Inspectors.Reflection
{ {
@ -70,8 +72,8 @@ namespace UnityExplorer.Inspectors.Reflection
// WIP // WIP
//if (m_targetType == typeof(Texture2D)) if (m_targetType == typeof(Texture2D))
// ConstructTextureHelper(); ConstructTextureHelper();
} }
internal void ConstructCompHelper(GameObject rowObj) internal void ConstructCompHelper(GameObject rowObj)
@ -136,94 +138,176 @@ namespace UnityExplorer.Inspectors.Reflection
//btn.onClick.AddListener(() => { InspectorManager.Instance.Inspect(comp.gameObject); }); //btn.onClick.AddListener(() => { InspectorManager.Instance.Inspect(comp.gameObject); });
} }
//internal bool showingTextureHelper; internal bool showingTextureHelper;
//internal bool constructedTextureViewer; internal bool constructedTextureViewer;
//internal void ConstructTextureHelper() internal GameObject m_textureViewerObj;
//{
// var rowObj = UIFactory.CreateHorizontalGroup(Content, new Color(0.1f, 0.1f, 0.1f));
// var rowLayout = rowObj.AddComponent<LayoutElement>();
// rowLayout.minHeight = 25;
// rowLayout.flexibleHeight = 0;
// var rowGroup = rowObj.GetComponent<HorizontalLayoutGroup>();
// rowGroup.childForceExpandHeight = true;
// rowGroup.childForceExpandWidth = false;
// rowGroup.padding.top = 3;
// rowGroup.padding.left = 3;
// rowGroup.padding.bottom = 3;
// rowGroup.padding.right = 3;
// rowGroup.spacing = 5;
// var showBtnObj = UIFactory.CreateButton(rowObj, new Color(0.2f, 0.2f, 0.2f)); internal void ConstructTextureHelper()
// var showBtnLayout = showBtnObj.AddComponent<LayoutElement>(); {
// showBtnLayout.minWidth = 50; var rowObj = UIFactory.CreateHorizontalGroup(Content, new Color(0.1f, 0.1f, 0.1f));
// showBtnLayout.flexibleWidth = 0; var rowLayout = rowObj.AddComponent<LayoutElement>();
// var showText = showBtnObj.GetComponentInChildren<Text>(); rowLayout.minHeight = 25;
// showText.text = "Show"; rowLayout.flexibleHeight = 0;
// var showBtn = showBtnObj.GetComponent<Button>(); var rowGroup = rowObj.GetComponent<HorizontalLayoutGroup>();
rowGroup.childForceExpandHeight = true;
rowGroup.childForceExpandWidth = false;
rowGroup.padding.top = 3;
rowGroup.padding.left = 3;
rowGroup.padding.bottom = 3;
rowGroup.padding.right = 3;
rowGroup.spacing = 5;
// var labelObj = UIFactory.CreateLabel(rowObj, TextAnchor.MiddleLeft); var showBtnObj = UIFactory.CreateButton(rowObj, new Color(0.2f, 0.6f, 0.2f));
// var labelText = labelObj.GetComponent<Text>(); var showBtnLayout = showBtnObj.AddComponent<LayoutElement>();
// labelText.text = "Texture Viewer"; showBtnLayout.minWidth = 50;
showBtnLayout.flexibleWidth = 0;
var showText = showBtnObj.GetComponentInChildren<Text>();
showText.text = "Show";
var showBtn = showBtnObj.GetComponent<Button>();
// var textureViewerObj = UIFactory.CreateScrollView(Content, out GameObject scrollContent, out _, new Color(0.1f, 0.1f, 0.1f)); var labelObj = UIFactory.CreateLabel(rowObj, TextAnchor.MiddleLeft);
// var viewerGroup = scrollContent.GetComponent<VerticalLayoutGroup>(); var labelText = labelObj.GetComponent<Text>();
// viewerGroup.childForceExpandHeight = false; labelText.text = "Texture Viewer";
// viewerGroup.childForceExpandWidth = false;
// viewerGroup.childControlHeight = true;
// viewerGroup.childControlWidth = true;
// var mainLayout = textureViewerObj.GetComponent<LayoutElement>();
// mainLayout.flexibleHeight = -1;
// mainLayout.flexibleWidth = 2000;
// mainLayout.minHeight = 25;
// textureViewerObj.SetActive(false); var textureViewerObj = UIFactory.CreateScrollView(Content, out GameObject scrollContent, out _, new Color(0.1f, 0.1f, 0.1f));
var viewerGroup = scrollContent.GetComponent<VerticalLayoutGroup>();
viewerGroup.childForceExpandHeight = false;
viewerGroup.childForceExpandWidth = false;
viewerGroup.childControlHeight = true;
viewerGroup.childControlWidth = true;
var mainLayout = textureViewerObj.GetComponent<LayoutElement>();
mainLayout.flexibleHeight = 9999;
mainLayout.flexibleWidth = 9999;
mainLayout.minHeight = 100;
// showBtn.onClick.AddListener(() => textureViewerObj.SetActive(false);
// {
// showingTextureHelper = !showingTextureHelper;
// if (showingTextureHelper) m_textureViewerObj = textureViewerObj;
// {
// if (!constructedTextureViewer)
// ConstructTextureViewerArea(scrollContent);
// showText.text = "Hide"; showBtn.onClick.AddListener(() =>
// textureViewerObj.SetActive(true); {
// } showingTextureHelper = !showingTextureHelper;
// else
// {
// showText.text = "Show";
// textureViewerObj.SetActive(false);
// }
// });
//}
//internal void ConstructTextureViewerArea(GameObject parent) if (showingTextureHelper)
//{ {
// constructedTextureViewer = true; if (!constructedTextureViewer)
ConstructTextureViewerArea(scrollContent);
// var tex = Target as Texture2D; showText.text = "Hide";
ToggleTextureViewer(true);
}
else
{
showText.text = "Show";
ToggleTextureViewer(false);
}
});
}
// if (!tex) internal void ConstructTextureViewerArea(GameObject parent)
// { {
// ExplorerCore.LogWarning("Could not cast the target instance to Texture2D!"); constructedTextureViewer = true;
// return;
// }
// var imageObj = UIFactory.CreateUIObject("TextureViewerImage", parent, new Vector2(1, 1)); var tex = Target as Texture2D;
// var image = imageObj.AddComponent<Image>(); #if CPP
// var sprite = UIManager.CreateSprite(tex); if (!tex)
// image.sprite = sprite; tex = (Target as Il2CppSystem.Object).TryCast<Texture2D>();
#endif
// var fitter = imageObj.AddComponent<ContentSizeFitter>(); if (!tex)
// fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize; {
// //fitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize; ExplorerCore.LogWarning("Could not cast the target instance to Texture2D! Maybe its null or destroyed?");
return;
}
// var imageLayout = imageObj.AddComponent<LayoutElement>(); // Save helper
// imageLayout.preferredHeight = sprite.rect.height;
// imageLayout.preferredWidth = sprite.rect.width; var saveRowObj = UIFactory.CreateHorizontalGroup(parent, new Color(0.1f, 0.1f, 0.1f));
//} var saveRow = saveRowObj.GetComponent<HorizontalLayoutGroup>();
saveRow.childForceExpandHeight = true;
saveRow.childForceExpandWidth = true;
saveRow.padding = new RectOffset() { left = 2, bottom = 2, right = 2, top = 2 };
saveRow.spacing = 2;
var btnObj = UIFactory.CreateButton(saveRowObj, new Color(0.2f, 0.2f, 0.2f));
var btnLayout = btnObj.AddComponent<LayoutElement>();
btnLayout.minHeight = 25;
btnLayout.minWidth = 100;
btnLayout.flexibleWidth = 0;
var saveBtn = btnObj.GetComponent<Button>();
var saveBtnText = btnObj.GetComponentInChildren<Text>();
saveBtnText.text = "Save .PNG";
var inputObj = UIFactory.CreateInputField(saveRowObj);
var inputLayout = inputObj.AddComponent<LayoutElement>();
inputLayout.minHeight = 25;
inputLayout.minWidth = 100;
inputLayout.flexibleWidth = 9999;
var inputField = inputObj.GetComponent<InputField>();
var name = tex.name;
if (string.IsNullOrEmpty(name))
name = "untitled";
var savePath = $@"{Config.ModConfig.Instance.Default_Output_Path}\{name}.png";
inputField.text = savePath;
saveBtn.onClick.AddListener(() =>
{
if (tex && !string.IsNullOrEmpty(inputField.text))
{
var path = inputField.text;
if (!path.EndsWith(".png", StringComparison.InvariantCultureIgnoreCase))
{
ExplorerCore.LogWarning("Desired save path must end with '.png'!");
return;
}
var dir = Path.GetDirectoryName(path);
if (!Directory.Exists(dir))
Directory.CreateDirectory(dir);
if (File.Exists(path))
File.Delete(path);
if (!tex.IsReadable())
tex = Texture2DHelpers.ForceReadTexture(tex);
#if CPP
byte[] data = tex.EncodeToPNG();
#else
byte[] data = tex.EncodeToPNGSafe();
#endif
File.WriteAllBytes(path, data);
}
});
// Actual texture viewer
var imageObj = UIFactory.CreateUIObject("TextureViewerImage", parent);
var image = imageObj.AddComponent<Image>();
var sprite = ImageConversionUnstrip.CreateSprite(tex);
image.sprite = sprite;
var fitter = imageObj.AddComponent<ContentSizeFitter>();
fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
//fitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
var imageLayout = imageObj.AddComponent<LayoutElement>();
imageLayout.preferredHeight = sprite.rect.height;
imageLayout.preferredWidth = sprite.rect.width;
}
internal void ToggleTextureViewer(bool enabled)
{
m_textureViewerObj.SetActive(enabled);
m_filterAreaObj.SetActive(!enabled);
m_memberListObj.SetActive(!enabled);
m_updateRowObj.SetActive(!enabled);
}
public void ConstructInstanceFilters(GameObject parent) public void ConstructInstanceFilters(GameObject parent)
{ {

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@ -10,6 +10,9 @@ using UnityExplorer.Helpers;
using UnityExplorer.UI; using UnityExplorer.UI;
using UnityExplorer.UI.Shared; using UnityExplorer.UI.Shared;
using System.Reflection; using System.Reflection;
#if CPP
using CppDictionary = Il2CppSystem.Collections.IDictionary;
#endif
namespace UnityExplorer.Inspectors.Reflection namespace UnityExplorer.Inspectors.Reflection
{ {
@ -44,7 +47,11 @@ namespace UnityExplorer.Inspectors.Reflection
} }
internal IDictionary RefIDictionary; internal IDictionary RefIDictionary;
#if CPP
internal CppDictionary RefCppDictionary;
#else
internal IDictionary RefCppDictionary = null;
#endif
internal Type m_typeOfKeys; internal Type m_typeOfKeys;
internal Type m_typeofValues; internal Type m_typeofValues;
@ -65,6 +72,11 @@ namespace UnityExplorer.Inspectors.Reflection
{ {
RefIDictionary = Value as IDictionary; RefIDictionary = Value as IDictionary;
#if CPP
try { RefCppDictionary = (Value as Il2CppSystem.Object).TryCast<CppDictionary>(); }
catch { }
#endif
if (m_subContentParent.activeSelf) if (m_subContentParent.activeSelf)
{ {
GetCacheEntries(); GetCacheEntries();
@ -129,13 +141,6 @@ namespace UnityExplorer.Inspectors.Reflection
{ {
var value = RefIDictionary[key]; var value = RefIDictionary[key];
//if (index >= m_rowHolders.Count)
//{
// AddRowHolder();
//}
//var holder = m_rowHolders[index];
var cacheKey = new CachePaired(index, this, this.RefIDictionary, PairTypes.Key, m_listContent); var cacheKey = new CachePaired(index, this, this.RefIDictionary, PairTypes.Key, m_listContent);
cacheKey.CreateIValue(key, this.m_typeOfKeys); cacheKey.CreateIValue(key, this.m_typeOfKeys);
cacheKey.Disable(); cacheKey.Disable();
@ -209,6 +214,7 @@ namespace UnityExplorer.Inspectors.Reflection
#region CPP fixes #region CPP fixes
#if CPP #if CPP
// temp fix for Il2Cpp IDictionary until interfaces are fixed // temp fix for Il2Cpp IDictionary until interfaces are fixed
private IDictionary EnumerateWithReflection() private IDictionary EnumerateWithReflection()
{ {
var valueType = Value?.GetType() ?? FallbackType; var valueType = Value?.GetType() ?? FallbackType;
@ -222,8 +228,8 @@ namespace UnityExplorer.Inspectors.Reflection
var valueList = new List<object>(); var valueList = new List<object>();
// store entries with reflection // store entries with reflection
EnumerateWithReflection(keys, keyList); EnumerateCollection(keys, keyList);
EnumerateWithReflection(values, valueList); EnumerateCollection(values, valueList);
// make actual mono dictionary // make actual mono dictionary
var dict = (IDictionary)Activator.CreateInstance(typeof(Dictionary<,>) var dict = (IDictionary)Activator.CreateInstance(typeof(Dictionary<,>)
@ -236,7 +242,7 @@ namespace UnityExplorer.Inspectors.Reflection
return dict; return dict;
} }
private void EnumerateWithReflection(object collection, List<object> list) private void EnumerateCollection(object collection, List<object> list)
{ {
// invoke GetEnumerator // invoke GetEnumerator
var enumerator = collection.GetType().GetMethod("GetEnumerator").Invoke(collection, null); var enumerator = collection.GetType().GetMethod("GetEnumerator").Invoke(collection, null);

View File

@ -37,6 +37,11 @@ namespace UnityExplorer.Inspectors.Reflection
internal IEnumerable RefIEnumerable; internal IEnumerable RefIEnumerable;
internal IList RefIList; internal IList RefIList;
#if CPP
internal Il2CppSystem.Collections.ICollection CppICollection;
#else
internal ICollection CppICollection = null;
#endif
internal readonly Type m_baseEntryType; internal readonly Type m_baseEntryType;
@ -49,6 +54,14 @@ namespace UnityExplorer.Inspectors.Reflection
RefIEnumerable = Value as IEnumerable; RefIEnumerable = Value as IEnumerable;
RefIList = Value as IList; RefIList = Value as IList;
#if CPP
if (Value != null && RefIList == null)
{
try { CppICollection = (Value as Il2CppSystem.Object).TryCast<Il2CppSystem.Collections.ICollection>(); }
catch { }
}
#endif
if (m_subContentParent.activeSelf) if (m_subContentParent.activeSelf)
{ {
GetCacheEntries(); GetCacheEntries();
@ -77,8 +90,8 @@ namespace UnityExplorer.Inspectors.Reflection
if (Value != null) if (Value != null)
{ {
string count = "?"; string count = "?";
if (m_recacheWanted && RefIList != null) if (m_recacheWanted && (RefIList != null || CppICollection != null))
count = RefIList.Count.ToString(); count = RefIList?.Count.ToString() ?? CppICollection.Count.ToString();
else if (!m_recacheWanted) else if (!m_recacheWanted)
count = m_entries.Count.ToString(); count = m_entries.Count.ToString();
@ -174,79 +187,52 @@ namespace UnityExplorer.Inspectors.Reflection
#if CPP #if CPP
// some temp fixes for Il2Cpp IEnumerables until interfaces are fixed // some temp fixes for Il2Cpp IEnumerables until interfaces are fixed
internal static readonly Dictionary<Type, MethodInfo> s_getEnumeratorMethods = new Dictionary<Type, MethodInfo>();
internal static readonly Dictionary<Type, EnumeratorInfo> s_enumeratorInfos = new Dictionary<Type, EnumeratorInfo>();
internal class EnumeratorInfo
{
internal MethodInfo moveNext;
internal PropertyInfo current;
}
private IEnumerable EnumerateWithReflection() private IEnumerable EnumerateWithReflection()
{ {
if (Value.IsNullOrDestroyed()) if (Value == null)
return null; return null;
var genericDef = Value.GetType().GetGenericTypeDefinition(); // new test
var CppEnumerable = (Value as Il2CppSystem.Object)?.TryCast<Il2CppSystem.Collections.IEnumerable>();
if (genericDef == typeof(Il2CppSystem.Collections.Generic.List<>)) if (CppEnumerable != null)
return CppListToMono(genericDef);
else if (genericDef == typeof(Il2CppSystem.Collections.Generic.HashSet<>))
return CppHashSetToMono();
else
return CppIListToMono();
}
// List<T>.ToArray()
private IEnumerable CppListToMono(Type genericTypeDef)
{ {
if (genericTypeDef == null) return null; var type = Value.GetType();
if (!s_getEnumeratorMethods.ContainsKey(type))
s_getEnumeratorMethods.Add(type, type.GetMethod("GetEnumerator"));
return genericTypeDef var enumerator = s_getEnumeratorMethods[type].Invoke(Value, null);
.MakeGenericType(new Type[] { this.m_baseEntryType })
.GetMethod("ToArray")
.Invoke(Value, new object[0]) as IEnumerable;
}
// HashSet.GetEnumerator
private IEnumerable CppHashSetToMono()
{
var set = new HashSet<object>();
// invoke GetEnumerator
var enumerator = Value.GetType().GetMethod("GetEnumerator").Invoke(Value, null);
// get the type of it
var enumeratorType = enumerator.GetType(); var enumeratorType = enumerator.GetType();
// reflect MoveNext and Current
var moveNext = enumeratorType.GetMethod("MoveNext"); if (!s_enumeratorInfos.ContainsKey(enumeratorType))
var current = enumeratorType.GetProperty("Current"); {
s_enumeratorInfos.Add(enumeratorType, new EnumeratorInfo
{
current = enumeratorType.GetProperty("Current"),
moveNext = enumeratorType.GetMethod("MoveNext"),
});
}
var info = s_enumeratorInfos[enumeratorType];
// iterate // iterate
while ((bool)moveNext.Invoke(enumerator, null)) var list = new List<object>();
set.Add(current.GetValue(enumerator)); while ((bool)info.moveNext.Invoke(enumerator, null))
list.Add(info.current.GetValue(enumerator));
return set;
}
// IList.Item
private IList CppIListToMono()
{
try
{
var genericType = typeof(List<>).MakeGenericType(new Type[] { this.m_baseEntryType });
var list = (IList)Activator.CreateInstance(genericType);
for (int i = 0; ; i++)
{
try
{
var itm = Value?.GetType()
.GetProperty("Item")
.GetValue(Value, new object[] { i });
list.Add(itm);
}
catch { break; }
}
return list; return list;
} }
catch (Exception e)
{
ExplorerCore.Log("Exception converting Il2Cpp IList to Mono IList: " + e.GetType() + ", " + e.Message);
return null; return null;
} }
}
#endif #endif
#endregion #endregion

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@ -363,6 +363,10 @@ namespace UnityExplorer.Inspectors
#region UI CONSTRUCTION #region UI CONSTRUCTION
internal GameObject m_filterAreaObj;
internal GameObject m_updateRowObj;
internal GameObject m_memberListObj;
internal void ConstructUI() internal void ConstructUI()
{ {
var parent = InspectorManager.Instance.m_inspectorContent; var parent = InspectorManager.Instance.m_inspectorContent;
@ -423,7 +427,7 @@ namespace UnityExplorer.Inspectors
ConstructFilterArea(); ConstructFilterArea();
ConstructOptionsArea(); ConstructUpdateRow();
} }
internal void ConstructFilterArea() internal void ConstructFilterArea()
@ -444,6 +448,8 @@ namespace UnityExplorer.Inspectors
filterGroup.padding.top = 4; filterGroup.padding.top = 4;
filterGroup.padding.bottom = 4; filterGroup.padding.bottom = 4;
m_filterAreaObj = filterAreaObj;
// name filter // name filter
var nameFilterRowObj = UIFactory.CreateHorizontalGroup(filterAreaObj, new Color(1, 1, 1, 0)); var nameFilterRowObj = UIFactory.CreateHorizontalGroup(filterAreaObj, new Color(1, 1, 1, 0));
@ -540,7 +546,7 @@ namespace UnityExplorer.Inspectors
btn.colors = colors; btn.colors = colors;
} }
internal void ConstructOptionsArea() internal void ConstructUpdateRow()
{ {
var optionsRowObj = UIFactory.CreateHorizontalGroup(Content, new Color(1, 1, 1, 0)); var optionsRowObj = UIFactory.CreateHorizontalGroup(Content, new Color(1, 1, 1, 0));
var optionsLayout = optionsRowObj.AddComponent<LayoutElement>(); var optionsLayout = optionsRowObj.AddComponent<LayoutElement>();
@ -551,6 +557,8 @@ namespace UnityExplorer.Inspectors
optionsGroup.childAlignment = TextAnchor.MiddleLeft; optionsGroup.childAlignment = TextAnchor.MiddleLeft;
optionsGroup.spacing = 10; optionsGroup.spacing = 10;
m_updateRowObj = optionsRowObj;
// update button // update button
var updateButtonObj = UIFactory.CreateButton(optionsRowObj, new Color(0.2f, 0.2f, 0.2f)); var updateButtonObj = UIFactory.CreateButton(optionsRowObj, new Color(0.2f, 0.2f, 0.2f));
@ -583,6 +591,7 @@ namespace UnityExplorer.Inspectors
{ {
var scrollobj = UIFactory.CreateScrollView(Content, out m_scrollContent, out m_sliderScroller, new Color(0.05f, 0.05f, 0.05f)); var scrollobj = UIFactory.CreateScrollView(Content, out m_scrollContent, out m_sliderScroller, new Color(0.05f, 0.05f, 0.05f));
m_memberListObj = scrollobj;
m_scrollContentRect = m_scrollContent.GetComponent<RectTransform>(); m_scrollContentRect = m_scrollContent.GetComponent<RectTransform>();
var scrollGroup = m_scrollContent.GetComponent<VerticalLayoutGroup>(); var scrollGroup = m_scrollContent.GetComponent<VerticalLayoutGroup>();

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@ -3,7 +3,12 @@ using System.Collections.Generic;
using UnityExplorer.UI; using UnityExplorer.UI;
using UnityEngine; using UnityEngine;
using System; using System;
using System.Runtime.InteropServices;
using System.Text;
using UnityExplorer.Unstrip;
#if CPP #if CPP
using UnhollowerBaseLib;
using UnityExplorer.Helpers;
#endif #endif
namespace UnityExplorer.Tests namespace UnityExplorer.Tests
@ -19,7 +24,6 @@ namespace UnityExplorer.Tests
"three", "three",
}; };
public static void StaticMethod() { } public static void StaticMethod() { }
} }
public class TestClass public class TestClass
@ -118,13 +122,15 @@ namespace UnityExplorer.Tests
private static bool m_setOnlyProperty; private static bool m_setOnlyProperty;
public static bool ReadSetOnlyProperty => m_setOnlyProperty; public static bool ReadSetOnlyProperty => m_setOnlyProperty;
public Texture TestTexture; public Texture2D TestTexture;
public static Sprite TestSprite; public static Sprite TestSprite;
#if CPP #if CPP
public static Il2CppSystem.Collections.Generic.HashSet<string> CppHashSetTest; public static Il2CppSystem.Collections.Generic.HashSet<string> CppHashSetTest;
public static Il2CppSystem.Collections.Generic.List<string> CppStringTest; public static Il2CppSystem.Collections.Generic.List<string> CppStringTest;
public static Il2CppSystem.Collections.IList CppIList; public static Il2CppSystem.Collections.IList CppIList;
//public static Il2CppSystem.Collections.Generic.Dictionary<string, string> CppDictTest;
//public static Il2CppSystem.Collections.Generic.Dictionary<int, float> CppDictTest2;
#endif #endif
public TestClass() public TestClass()
@ -140,20 +146,7 @@ namespace UnityExplorer.Tests
} }
#if CPP #if CPP
TestTexture = UIManager.MakeSolidTexture(Color.white, 1000, 600); TextureSpriteTest();
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((Texture2D)TestTexture, ref r, ref v2, 100f, 0u, SpriteMeshType.Tight, ref v4, false);
GameObject.DontDestroyOnLoad(TestTexture);
GameObject.DontDestroyOnLoad(TestSprite);
//// test loading a tex from file
//var dataToLoad = System.IO.File.ReadAllBytes(@"Mods\UnityExplorer\Tex_Nemundis_Nebula.png");
//ExplorerCore.Log($"Tex load success: {TestTexture.LoadImage(dataToLoad, false)}");
CppHashSetTest = new Il2CppSystem.Collections.Generic.HashSet<string>(); CppHashSetTest = new Il2CppSystem.Collections.Generic.HashSet<string>();
CppHashSetTest.Add("1"); CppHashSetTest.Add("1");
@ -163,9 +156,38 @@ namespace UnityExplorer.Tests
CppStringTest = new Il2CppSystem.Collections.Generic.List<string>(); CppStringTest = new Il2CppSystem.Collections.Generic.List<string>();
CppStringTest.Add("1"); CppStringTest.Add("1");
CppStringTest.Add("2"); CppStringTest.Add("2");
//CppDictTest = new Il2CppSystem.Collections.Generic.Dictionary<string, string>();
//CppDictTest.Add("key1", "value1");
//CppDictTest.Add("key2", "value2");
//CppDictTest.Add("key3", "value3");
//CppDictTest2 = new Il2CppSystem.Collections.Generic.Dictionary<int, float>();
//CppDictTest2.Add(0, 0.5f);
//CppDictTest2.Add(1, 0.5f);
//CppDictTest2.Add(2, 0.5f);
#endif #endif
} }
private void TextureSpriteTest()
{
TestTexture = new Texture2D(32, 32, TextureFormat.ARGB32, false)
{
name = "TestTexture"
};
TestSprite = ImageConversionUnstrip.CreateSprite(TestTexture);
GameObject.DontDestroyOnLoad(TestTexture);
GameObject.DontDestroyOnLoad(TestSprite);
// test loading a tex from file
if (System.IO.File.Exists(@"D:\Downloads\test.png"))
{
var dataToLoad = System.IO.File.ReadAllBytes(@"D:\Downloads\test.png");
ExplorerCore.Log($"Tex load success: {TestTexture.LoadImage(dataToLoad, false)}");
}
}
public static string TestRefInOutGeneric<T>(ref string arg0, in int arg1, out string arg2) where T : Component public static string TestRefInOutGeneric<T>(ref string arg0, in int arg1, out string arg2) where T : Component
{ {
arg2 = "this is arg2"; arg2 = "this is arg2";

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@ -87,12 +87,6 @@ namespace UnityExplorer.UI
new HarmonyMethod(typeof(ForceUnlockCursor).GetMethod(nameof(Prefix_set_visible))), new HarmonyMethod(typeof(ForceUnlockCursor).GetMethod(nameof(Prefix_set_visible))),
true); true);
#if BIE
#if CPP
// temporarily disabling this patch in BepInEx il2cpp as it's causing a crash in some games.
return;
#endif
#endif
TryPatch(typeof(EventSystem), TryPatch(typeof(EventSystem),
"current", "current",
new HarmonyMethod(typeof(ForceUnlockCursor).GetMethod(nameof(Prefix_EventSystem_set_current))), new HarmonyMethod(typeof(ForceUnlockCursor).GetMethod(nameof(Prefix_EventSystem_set_current))),
@ -164,9 +158,22 @@ namespace UnityExplorer.UI
public static void SetEventSystem() public static void SetEventSystem()
{ {
// temp disabled for new InputSystem
if (InputManager.CurrentType == InputType.InputSystem) if (InputManager.CurrentType == InputType.InputSystem)
return; 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; m_settingEventSystem = true;
EventSystem.current = UIManager.EventSys; EventSystem.current = UIManager.EventSys;
InputManager.ActivateUIModule(); InputManager.ActivateUIModule();
@ -180,6 +187,9 @@ namespace UnityExplorer.UI
if (m_lastEventSystem) if (m_lastEventSystem)
{ {
m_lastEventSystem.enabled = true;
//m_lastEventSystem.gameObject.SetActive(true);
m_settingEventSystem = true; m_settingEventSystem = true;
EventSystem.current = m_lastEventSystem; EventSystem.current = m_lastEventSystem;
m_lastInputModule?.ActivateModule(); m_lastInputModule?.ActivateModule();

View File

@ -1,7 +1,6 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
//using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using UnityEngine.UI; using UnityEngine.UI;
@ -9,6 +8,7 @@ using UnityExplorer.Helpers;
using UnityExplorer.Inspectors; using UnityExplorer.Inspectors;
using UnityExplorer.UI.Shared; using UnityExplorer.UI.Shared;
using UnityExplorer.Unstrip; using UnityExplorer.Unstrip;
using System.Reflection;
#if CPP #if CPP
using UnhollowerRuntimeLib; using UnhollowerRuntimeLib;
#endif #endif
@ -21,7 +21,7 @@ namespace UnityExplorer.UI.Modules
GameObject, GameObject,
Component, Component,
Custom, Custom,
Instance, Singleton,
StaticClass StaticClass
} }
@ -46,11 +46,14 @@ namespace UnityExplorer.UI.Modules
public static SearchPage Instance; public static SearchPage Instance;
internal SearchContext m_context;
private SceneFilter m_sceneFilter;
private ChildFilter m_childFilter;
// ui elements // ui elements
private Text m_resultCountText; private Text m_resultCountText;
internal SearchContext m_context;
private InputField m_customTypeInput; private InputField m_customTypeInput;
private InputField m_nameInput; private InputField m_nameInput;
@ -60,9 +63,6 @@ namespace UnityExplorer.UI.Modules
private Dropdown m_sceneDropdown; private Dropdown m_sceneDropdown;
private int m_lastSceneCount = -1; private int m_lastSceneCount = -1;
private SceneFilter m_sceneFilter;
private ChildFilter m_childFilter;
private GameObject m_extraFilterRow; private GameObject m_extraFilterRow;
@ -132,10 +132,9 @@ namespace UnityExplorer.UI.Modules
else else
{ {
var obj = m_results[itemIndex]; var obj = m_results[itemIndex];
var unityObj = obj as UnityEngine.Object;
var uObj = obj as UnityEngine.Object; if (obj == null || (unityObj != null && !unityObj))
if (obj == null || (uObj != null && !uObj))
continue; continue;
if (i >= m_resultShortList.Count) if (i >= m_resultShortList.Count)
@ -150,17 +149,25 @@ namespace UnityExplorer.UI.Modules
var text = m_resultListTexts[i]; var text = m_resultListTexts[i];
var name = $"<color={UISyntaxHighlight.Class_Instance}>{ReflectionHelpers.GetActualType(obj).Name}</color>"; if (m_context != SearchContext.StaticClass)
if (m_context != SearchContext.Instance && m_context != SearchContext.StaticClass)
{ {
if (uObj && !string.IsNullOrEmpty(uObj.name)) var name = UISyntaxHighlight.ParseFullSyntax(obj.GetActualType(), true);
name += $": {uObj.name}";
if (unityObj && m_context != SearchContext.Singleton && m_context != SearchContext.StaticClass)
{
if (unityObj && !string.IsNullOrEmpty(unityObj.name))
name += $": {unityObj.name}";
else else
name += ": <i><color=grey>untitled</color></i>"; name += ": <i><color=grey>untitled</color></i>";
} }
text.text = name; text.text = name;
}
else
{
var type = obj as Type;
text.text = UISyntaxHighlight.ParseFullSyntax(type, true);
}
var label = text.transform.parent.parent.gameObject; var label = text.transform.parent.parent.gameObject;
if (!label.activeSelf) if (!label.activeSelf)
@ -222,14 +229,127 @@ namespace UnityExplorer.UI.Modules
} }
m_sceneDropdown.transform.Find("Label").GetComponent<Text>().text = "Any"; m_sceneDropdown.transform.Find("Label").GetComponent<Text>().text = "Any";
m_sceneFilter = SceneFilter.Any;
} }
// ~~~~~ UI Callbacks ~~~~~ // ~~~~~ UI Callbacks ~~~~~
internal void OnUnitySearchClicked() internal void OnSearchClicked()
{ {
m_resultListPageHandler.CurrentPage = 0; m_resultListPageHandler.CurrentPage = 0;
if (m_context == SearchContext.StaticClass)
StaticClassSearch();
else if (m_context == SearchContext.Singleton)
SingletonSearch();
else
UnityObjectSearch();
RefreshResultList();
if (m_results.Length > 0)
m_resultCountText.text = $"{m_results.Length} Results";
else
m_resultCountText.text = "No results...";
}
internal void StaticClassSearch()
{
var list = new List<Type>();
var nameFilter = "";
if (!string.IsNullOrEmpty(m_nameInput.text))
nameFilter = m_nameInput.text.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);
}
}
m_results = list.ToArray();
}
internal string[] s_instanceNames = new string[]
{
"m_instance",
"m_Instance",
"s_instance",
"s_Instance",
"_instance",
"_Instance",
"instance",
"Instance",
"<Instance>k__BackingField",
"<instance>k__BackingField",
};
private void SingletonSearch()
{
var instances = new List<object>();
var nameFilter = "";
if (!string.IsNullOrEmpty(m_nameInput.text))
nameFilter = m_nameInput.text.ToLower();
var flags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static;
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
{
// All non-static classes
foreach (var type in asm.TryGetTypes().Where(it => !it.IsSealed && !it.IsAbstract))
{
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);
continue;
}
}
}
}
catch { }
}
}
m_results = instances.ToArray();
}
internal void UnityObjectSearch()
{
Type searchType = null; Type searchType = null;
switch (m_context) switch (m_context)
{ {
@ -305,12 +425,12 @@ namespace UnityExplorer.UI.Modules
: obj.TryCast<Component>().gameObject; : obj.TryCast<Component>().gameObject;
#endif #endif
if (!go)
continue;
// scene check // scene check
if (m_sceneFilter != SceneFilter.Any) if (m_sceneFilter != SceneFilter.Any)
{ {
if (!go)
continue;
switch (m_context) switch (m_context)
{ {
case SearchContext.GameObject: case SearchContext.GameObject:
@ -325,24 +445,23 @@ namespace UnityExplorer.UI.Modules
} }
} }
if (m_childFilter != ChildFilter.Any)
{
if (!go)
continue;
// root object check (no parent) // root object check (no parent)
if (m_childFilter == ChildFilter.HasParent && !go.transform.parent) if (m_childFilter == ChildFilter.HasParent && !go.transform.parent)
continue; continue;
else if (m_childFilter == ChildFilter.RootObject && go.transform.parent) else if (m_childFilter == ChildFilter.RootObject && go.transform.parent)
continue; continue;
} }
}
results.Add(obj); results.Add(obj);
} }
m_results = results.ToArray(); m_results = results.ToArray();
if (m_results.Length > 0)
m_resultCountText.text = $"{m_results.Length} Results";
else
m_resultCountText.text = "No results...";
RefreshResultList();
} }
private void OnResultPageTurn() private void OnResultPageTurn()
@ -490,6 +609,23 @@ namespace UnityExplorer.UI.Modules
m_customTypeInput = customTypeObj.GetComponent<InputField>(); m_customTypeInput = customTypeObj.GetComponent<InputField>();
m_customTypeInput.placeholder.gameObject.GetComponent<Text>().text = "eg. UnityEngine.Texture2D, etc..."; m_customTypeInput.placeholder.gameObject.GetComponent<Text>().text = "eg. UnityEngine.Texture2D, etc...";
// static class and singleton buttons
var secondRow = UIFactory.CreateHorizontalGroup(optionsGroupObj, new Color(1, 1, 1, 0));
var secondGroup = secondRow.GetComponent<HorizontalLayoutGroup>();
secondGroup.childForceExpandWidth = false;
secondGroup.childForceExpandHeight = false;
secondGroup.spacing = 3;
var secondLayout = secondRow.AddComponent<LayoutElement>();
secondLayout.minHeight = 25;
var spacer = UIFactory.CreateUIObject("spacer", secondRow);
var spaceLayout = spacer.AddComponent<LayoutElement>();
spaceLayout.minWidth = 125;
spaceLayout.minHeight = 25;
AddContextButton(secondRow, "Static Class", SearchContext.StaticClass);
AddContextButton(secondRow, "Singleton", SearchContext.Singleton);
// search input // search input
var nameRowObj = UIFactory.CreateHorizontalGroup(optionsGroupObj, new Color(1, 1, 1, 0)); var nameRowObj = UIFactory.CreateHorizontalGroup(optionsGroupObj, new Color(1, 1, 1, 0));
@ -601,7 +737,7 @@ namespace UnityExplorer.UI.Modules
searchBtnLayout.flexibleHeight = 0; searchBtnLayout.flexibleHeight = 0;
var searchBtn = searchBtnObj.GetComponent<Button>(); var searchBtn = searchBtnObj.GetComponent<Button>();
searchBtn.onClick.AddListener(OnUnitySearchClicked); searchBtn.onClick.AddListener(OnSearchClicked);
} }
internal void AddContextButton(GameObject parent, string label, SearchContext context, float width = 110) internal void AddContextButton(GameObject parent, string label, SearchContext context, float width = 110)

View File

@ -4,7 +4,6 @@ using UnityEngine.UI;
using UnityExplorer.Inspectors; using UnityExplorer.Inspectors;
using UnityExplorer.UI.Modules; using UnityExplorer.UI.Modules;
using System.IO; using System.IO;
//using TMPro;
using System.Reflection; using System.Reflection;
using UnityExplorer.Helpers; using UnityExplorer.Helpers;
using UnityExplorer.UI.Shared; using UnityExplorer.UI.Shared;
@ -20,9 +19,11 @@ namespace UnityExplorer.UI
public static GameObject CanvasRoot { get; private set; } public static GameObject CanvasRoot { get; private set; }
public static EventSystem EventSys { get; private set; } public static EventSystem EventSys { get; private set; }
internal static Sprite ResizeCursor { get; private set; }
internal static Font ConsoleFont { get; private set; } internal static Font ConsoleFont { get; private set; }
internal static Sprite ResizeCursor { get; private set; }
internal static Shader BackupShader { get; private set; }
public static void Init() public static void Init()
{ {
LoadBundle(); LoadBundle();
@ -44,7 +45,6 @@ namespace UnityExplorer.UI
SceneExplorer.Instance?.OnSceneChange(); SceneExplorer.Instance?.OnSceneChange();
SearchPage.Instance?.OnSceneChange(); SearchPage.Instance?.OnSceneChange();
} }
public static void Update() public static void Update()
{ {
MainMenu.Instance?.Update(); MainMenu.Instance?.Update();
@ -52,12 +52,9 @@ namespace UnityExplorer.UI
if (EventSys) if (EventSys)
{ {
if (EventSystem.current != EventSys) if (EventSystem.current != EventSys)
{
ForceUnlockCursor.SetEventSystem(); ForceUnlockCursor.SetEventSystem();
}
#if CPP #if CPP
// Fix for games which override the InputModule pointer events (eg, VRChat) // Some IL2CPP games behave weird with multiple UI Input Systems, some fixes for them.
var evt = InputManager.InputPointerEvent; var evt = InputManager.InputPointerEvent;
if (evt != null) if (evt != null)
{ {
@ -68,9 +65,7 @@ namespace UnityExplorer.UI
} }
if (PanelDragger.Instance != null) if (PanelDragger.Instance != null)
{
PanelDragger.Instance.Update(); PanelDragger.Instance.Update();
}
for (int i = 0; i < SliderScrollbar.Instances.Count; i++) for (int i = 0; i < SliderScrollbar.Instances.Count; i++)
{ {
@ -93,18 +88,59 @@ namespace UnityExplorer.UI
} }
} }
private static AssetBundle LoadExplorerUi(string id)
{
return AssetBundle.LoadFromMemory(ReadFully(typeof(ExplorerCore).Assembly.GetManifestResourceStream($"UnityExplorer.Resources.explorerui.{id}.bundle")));
}
private static byte[] ReadFully(this Stream input)
{
using (var ms = new MemoryStream())
{
byte[] buffer = new byte[81920];
int read;
while ((read = input.Read(buffer, 0, buffer.Length)) != 0)
ms.Write(buffer, 0, read);
return ms.ToArray();
}
}
private static void LoadBundle() private static void LoadBundle()
{ {
var bundlePath = ExplorerCore.EXPLORER_FOLDER + @"\explorerui.bundle"; AssetBundle bundle = null;
if (File.Exists(bundlePath))
try
{ {
var bundle = AssetBundle.LoadFromFile(bundlePath); bundle = LoadExplorerUi("modern");
}
catch
{
ExplorerCore.Log("Failed to load modern ExplorerUI Bundle, falling back to legacy");
try
{
bundle = LoadExplorerUi("legacy");
}
catch
{
// ignored
}
}
if (bundle == null)
{
ExplorerCore.LogWarning("Could not load the ExplorerUI Bundle!");
return;
}
BackupShader = bundle.LoadAsset<Shader>("DefaultUI");
// Fix for games which don't ship with 'UI/Default' shader. // Fix for games which don't ship with 'UI/Default' shader.
if (Graphic.defaultGraphicMaterial.shader?.name != "UI/Default") if (Graphic.defaultGraphicMaterial.shader?.name != "UI/Default")
{ {
ExplorerCore.Log("This game does not ship with the 'UI/Default' shader, using manual Default Shader..."); ExplorerCore.Log("This game does not ship with the 'UI/Default' shader, using manual Default Shader...");
Graphic.defaultGraphicMaterial.shader = bundle.LoadAsset<Shader>("DefaultUI"); Graphic.defaultGraphicMaterial.shader = BackupShader;
} }
ResizeCursor = bundle.LoadAsset<Sprite>("cursor"); ResizeCursor = bundle.LoadAsset<Sprite>("cursor");
@ -113,12 +149,6 @@ namespace UnityExplorer.UI
ExplorerCore.Log("Loaded UI bundle"); ExplorerCore.Log("Loaded UI bundle");
} }
else
{
ExplorerCore.LogWarning("Could not find the ExplorerUI Bundle! It should exist at '" + bundlePath + "'");
return;
}
}
private static GameObject CreateRootCanvas() private static GameObject CreateRootCanvas()
{ {
@ -146,37 +176,5 @@ namespace UnityExplorer.UI
return rootObj; return rootObj;
} }
public static Sprite CreateSprite(Texture2D tex, Rect size = default)
{
#if CPP
Vector2 pivot = Vector2.zero;
Vector4 border = Vector4.zero;
if (size == default)
{
size = new Rect(0, 0, tex.width, tex.height);
}
return Sprite.CreateSprite_Injected(tex, ref size, ref pivot, 100f, 0u, SpriteMeshType.Tight, ref border, false);
#else
return Sprite.Create(tex, size, Vector2.zero);
#endif
}
public static Texture2D MakeSolidTexture(Color color, int width, int height)
{
Color[] pixels = new Color[width * height];
for (int i = 0; i < pixels.Length; i++)
{
pixels[i] = color;
}
Texture2D tex = new Texture2D(width, height);
tex.SetPixels(pixels);
tex.Apply();
return tex;
}
} }
} }

View File

@ -26,16 +26,8 @@
<RootNamespace>UnityExplorer</RootNamespace> <RootNamespace>UnityExplorer</RootNamespace>
<!-- Set this to the BepInEx Il2Cpp Game folder, without the ending '\' character. --> <!-- Set this to the BepInEx Il2Cpp Game folder, without the ending '\' character. -->
<BIECppGameFolder>D:\source\Unity Projects\Test\_BUILD</BIECppGameFolder> <BIECppGameFolder>D:\source\Unity Projects\Test\_BUILD</BIECppGameFolder>
<!-- Set this to the BepInEx Mono Game folder, without the ending '\' character. -->
<BIEMonoGameFolder>D:\source\Unity Projects\Test\_BUILD_MONO</BIEMonoGameFolder>
<!-- Set this to the BepInEx Mono Managed folder, without the ending '\' character. -->
<BIEMonoManagedFolder>D:\source\Unity Projects\Test\_BUILD_MONO\Test_Data\Managed</BIEMonoManagedFolder>
<!-- Set this to the MelonLoader Il2Cpp Game folder, without the ending '\' character. --> <!-- Set this to the MelonLoader Il2Cpp Game folder, without the ending '\' character. -->
<MLCppGameFolder>D:\source\Unity Projects\Test\_BUILD</MLCppGameFolder> <MLCppGameFolder>D:\source\Unity Projects\Test\_BUILD</MLCppGameFolder>
<!-- Set this to the MelonLoader Mono Game folder, without the ending '\' character. -->
<MLMonoGameFolder>D:\source\Unity Projects\Test\_BUILD_MONO</MLMonoGameFolder>
<!-- Set this to the MelonLoader Mono Managed folder, without the ending '\' character. -->
<MLMonoManagedFolder>D:\source\Unity Projects\Test\_BUILD_MONO\Test_Data\Managed</MLMonoManagedFolder>
<NuGetPackageImportStamp> <NuGetPackageImportStamp>
</NuGetPackageImportStamp> </NuGetPackageImportStamp>
</PropertyGroup> </PropertyGroup>
@ -77,6 +69,10 @@
<AllowUnsafeBlocks>true</AllowUnsafeBlocks> <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<Reference Include="INIFileParser, Version=2.5.2.0, Culture=neutral, PublicKeyToken=79af7b307b65cf3c, processorArchitecture=MSIL">
<HintPath>packages\ini-parser.2.5.2\lib\net20\INIFileParser.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="System" /> <Reference Include="System" />
<Reference Include="System.Core" /> <Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" /> <Reference Include="System.Xml.Linq" />
@ -103,7 +99,7 @@
<!-- MelonLoader Mono refs --> <!-- MelonLoader Mono refs -->
<ItemGroup Condition="'$(IsMelonLoader)|$(IsCpp)'=='true|false'"> <ItemGroup Condition="'$(IsMelonLoader)|$(IsCpp)'=='true|false'">
<Reference Include="MelonLoader.ModHandler"> <Reference Include="MelonLoader.ModHandler">
<HintPath>$(MLMonoGameFolder)\MelonLoader\MelonLoader.ModHandler.dll</HintPath> <HintPath>..\lib\MelonLoader.ModHandler.dll</HintPath>
<Private>False</Private> <Private>False</Private>
</Reference> </Reference>
</ItemGroup> </ItemGroup>
@ -297,6 +293,7 @@
<Compile Include="Unstrip\SceneUnstrip.cs" /> <Compile Include="Unstrip\SceneUnstrip.cs" />
<Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="UI\UIFactory.cs" /> <Compile Include="UI\UIFactory.cs" />
<EmbeddedResource Include="Resources\*" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="ILRepack.targets" /> <None Include="ILRepack.targets" />

View File

@ -25,6 +25,17 @@ namespace UnityExplorer.Unstrip
return new AssetBundle(ptr); return new AssetBundle(ptr);
} }
private delegate IntPtr d_LoadFromMemory(IntPtr binary, uint crc);
public static AssetBundle LoadFromMemory(byte[] binary, uint crc = 0)
{
var iCall = ICallHelper.GetICall<d_LoadFromMemory>("UnityEngine.AssetBundle::LoadFromMemory_Internal");
var ptr = iCall(((Il2CppStructArray<byte>) binary).Pointer, crc);
return new AssetBundle(ptr);
}
// ~~~~~~~~~~~~ Instance ~~~~~~~~~~~~ // ~~~~~~~~~~~~ Instance ~~~~~~~~~~~~
private readonly IntPtr m_bundlePtr = IntPtr.Zero; private readonly IntPtr m_bundlePtr = IntPtr.Zero;

View File

@ -10,6 +10,16 @@ namespace UnityExplorer.Unstrip
{ {
public static class ImageConversionUnstrip public static class ImageConversionUnstrip
{ {
// LoadImage helper from a filepath
public static bool LoadImage(Texture2D tex, string filePath, bool markNonReadable)
{
if (!File.Exists(filePath))
return false;
return tex.LoadImage(File.ReadAllBytes(filePath), markNonReadable);
}
#if CPP #if CPP
// byte[] ImageConversion.EncodeToPNG(this Texture2D image); // byte[] ImageConversion.EncodeToPNG(this Texture2D image);
@ -17,8 +27,12 @@ namespace UnityExplorer.Unstrip
public static byte[] EncodeToPNG(this Texture2D tex) public static byte[] EncodeToPNG(this Texture2D tex)
{ {
IntPtr ptr = ICallHelper.GetICall<d_EncodeToPNG>("UnityEngine.ImageConversion::EncodeToPNG") var iCall = ICallHelper.GetICall<d_EncodeToPNG>("UnityEngine.ImageConversion::EncodeToPNG");
.Invoke(tex.Pointer);
IntPtr ptr = iCall.Invoke(tex.Pointer);
if (ptr == IntPtr.Zero)
return null;
return new Il2CppStructArray<byte>(ptr); return new Il2CppStructArray<byte>(ptr);
} }
@ -29,28 +43,40 @@ namespace UnityExplorer.Unstrip
public static bool LoadImage(this Texture2D tex, byte[] data, bool markNonReadable) public static bool LoadImage(this Texture2D tex, byte[] data, bool markNonReadable)
{ {
Il2CppStructArray<byte> il2cppArray = new Il2CppStructArray<byte>(data.Length); var il2cppArray = (Il2CppStructArray<byte>)data;
for (int i = 0; i < data.Length; i++)
il2cppArray[i] = data[i];
bool ret = ICallHelper.GetICall<d_LoadImage>("UnityEngine.ImageConversion::LoadImage") var iCall = ICallHelper.GetICall<d_LoadImage>("UnityEngine.ImageConversion::LoadImage");
.Invoke(tex.Pointer, il2cppArray.Pointer, markNonReadable);
return ret; return iCall.Invoke(tex.Pointer, il2cppArray.Pointer, markNonReadable);
}
// Sprite Sprite.Create
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 CreateSprite(Texture texture, Rect rect, Vector2 pivot, float pixelsPerUnit, uint extrude, Vector4 border)
{
var iCall = ICallHelper.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 #endif
// Helper for LoadImage from filepath // Simpler CreateSprite helper
public static bool LoadImage(Texture2D tex, string filePath, bool markNonReadable) public static Sprite CreateSprite(Texture2D texture)
{ {
if (!File.Exists(filePath)) #if CPP
{ return CreateSprite(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero, 100f, 0u, Vector4.zero);
return false; #else
} return Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero);
#endif
byte[] data = File.ReadAllBytes(filePath);
return tex.LoadImage(data, markNonReadable);
} }
} }
} }

View File

@ -1,4 +1,5 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<packages> <packages>
<package id="ILRepack.Lib.MSBuild.Task" version="2.0.18.1" targetFramework="net472" /> <package id="ILRepack.Lib.MSBuild.Task" version="2.0.18.1" targetFramework="net472" />
<package id="ini-parser" version="2.5.2" targetFramework="net35" />
</packages> </packages>