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https://github.com/sinai-dev/UnityExplorer.git
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10 Commits
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@ -49,15 +49,14 @@
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0. Install [BepInEx](https://github.com/BepInEx/BepInEx) for your game.
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1. Download the UnityExplorer release for BepInEx IL2CPP or Mono above.
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2. Take the `UnityExplorer.dll` file and put it in `[GameFolder]\BepInEx\plugins\`
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3. Take the `UnityExplorer\` folder (with `explorerui.bundle`) and put it in `[GameFolder]\Mods\`, so it looks like `[GameFolder]\Mods\UnityExplorer\explorerui.bundle`.
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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.
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2. Take the `UnityExplorer.BIE.___.dll` file and put it in `[GameFolder]\BepInEx\plugins\`
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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.
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### MelonLoader
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0. Install [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) for your game.
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1. Download the UnityExplorer release for MelonLoader IL2CPP or Mono above.
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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`.
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2. Take the contents of the release and put it in the `[GameFolder]\Mods\` folder. It should look like `[GameFolder]\Mods\UnityExplorer.ML.___.dll`
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## Mod Config
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@ -11,7 +11,7 @@ namespace UnityExplorer.Config
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public static ModConfig Instance;
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internal static readonly IniDataParser _parser = new IniDataParser();
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internal const string INI_PATH = ExplorerCore.EXPLORER_FOLDER + @"\config.ini";
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internal static readonly string INI_PATH = Path.Combine(ExplorerCore.EXPLORER_FOLDER, "config.ini");
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static ModConfig()
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{
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@ -16,10 +16,15 @@ namespace UnityExplorer
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public class ExplorerCore
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{
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public const string NAME = "UnityExplorer";
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public const string VERSION = "3.1.1";
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public const string VERSION = "3.1.6";
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public const string AUTHOR = "Sinai";
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public const string GUID = "com.sinai.unityexplorer";
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#if ML
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public const string EXPLORER_FOLDER = @"Mods\UnityExplorer";
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#elif BIE
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public static string EXPLORER_FOLDER = Path.Combine(BepInEx.Paths.ConfigPath, "UnityExplorer");
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#endif
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public static ExplorerCore Instance { get; private set; }
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@ -15,6 +15,16 @@ namespace UnityExplorer.Helpers
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private static MethodInfo EncodeToPNGMethod => m_encodeToPNGMethod ?? GetEncodeToPNGMethod();
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private static MethodInfo m_encodeToPNGMethod;
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public static byte[] EncodeToPNGSafe(this Texture2D tex)
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{
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var method = EncodeToPNGMethod;
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if (method.IsStatic)
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return (byte[])method.Invoke(null, new object[] { tex });
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else
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return (byte[])method.Invoke(tex, new object[0]);
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}
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private static MethodInfo GetEncodeToPNGMethod()
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{
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if (ReflectionHelpers.GetTypeByName("UnityEngine.ImageConversion") is Type imageConversion)
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@ -60,7 +70,12 @@ namespace UnityExplorer.Helpers
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pixels = orig.GetPixels((int)rect.x, (int)rect.y, (int)rect.width, (int)rect.height);
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// use full constructor for better compatibility
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#if CPP
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var _newTex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.RGBA32, Texture.GenerateAllMips, false, IntPtr.Zero);
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#else
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var _newTex = new Texture2D((int)rect.width, (int)rect.height);
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#endif
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_newTex.SetPixels(pixels);
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return _newTex;
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@ -272,7 +272,14 @@ namespace UnityExplorer.Inspectors.Reflection
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if (File.Exists(path))
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File.Delete(path);
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var data = tex.EncodeToPNG();
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if (!tex.IsReadable())
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tex = Texture2DHelpers.ForceReadTexture(tex);
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#if CPP
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byte[] data = tex.EncodeToPNG();
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#else
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byte[] data = tex.EncodeToPNGSafe();
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#endif
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File.WriteAllBytes(path, data);
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}
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});
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@ -87,12 +87,6 @@ namespace UnityExplorer.UI
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new HarmonyMethod(typeof(ForceUnlockCursor).GetMethod(nameof(Prefix_set_visible))),
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true);
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#if BIE
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#if CPP
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// temporarily disabling this patch in BepInEx il2cpp as it's causing a crash in some games.
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return;
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#endif
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#endif
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TryPatch(typeof(EventSystem),
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"current",
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new HarmonyMethod(typeof(ForceUnlockCursor).GetMethod(nameof(Prefix_EventSystem_set_current))),
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@ -164,11 +158,25 @@ namespace UnityExplorer.UI
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public static void SetEventSystem()
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{
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// temp disabled for new InputSystem
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if (InputManager.CurrentType == InputType.InputSystem)
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return;
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// Disable current event system object
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if (m_lastEventSystem || EventSystem.current)
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{
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if (!m_lastEventSystem)
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m_lastEventSystem = EventSystem.current;
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//ExplorerCore.Log("Disabling current event system...");
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m_lastEventSystem.enabled = false;
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//m_lastEventSystem.gameObject.SetActive(false);
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}
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// Set to our current system
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m_settingEventSystem = true;
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EventSystem.current = UIManager.EventSys;
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UIManager.EventSys.enabled = true;
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InputManager.ActivateUIModule();
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m_settingEventSystem = false;
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}
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@ -180,6 +188,9 @@ namespace UnityExplorer.UI
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if (m_lastEventSystem)
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{
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m_lastEventSystem.enabled = true;
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//m_lastEventSystem.gameObject.SetActive(true);
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m_settingEventSystem = true;
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EventSystem.current = m_lastEventSystem;
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m_lastInputModule?.ActivateModule();
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@ -229,6 +229,7 @@ namespace UnityExplorer.UI.Modules
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}
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m_sceneDropdown.transform.Find("Label").GetComponent<Text>().text = "Any";
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m_sceneFilter = SceneFilter.Any;
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}
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// ~~~~~ UI Callbacks ~~~~~
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@ -45,10 +45,6 @@ namespace UnityExplorer.UI
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SceneExplorer.Instance?.OnSceneChange();
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SearchPage.Instance?.OnSceneChange();
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}
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#if CPP
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internal static float s_timeOfLastClick;
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#endif
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public static void Update()
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{
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MainMenu.Instance?.Update();
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@ -56,35 +52,20 @@ namespace UnityExplorer.UI
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if (EventSys)
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{
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if (EventSystem.current != EventSys)
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{
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ForceUnlockCursor.SetEventSystem();
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}
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#if CPP
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// Fix for games which override the InputModule pointer events (eg, VRChat)
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// Some IL2CPP games behave weird with multiple UI Input Systems, some fixes for them.
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var evt = InputManager.InputPointerEvent;
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if (evt != null)
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{
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if (Time.realtimeSinceStartup - s_timeOfLastClick > 0.1f)
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{
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s_timeOfLastClick = Time.realtimeSinceStartup;
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if (!evt.eligibleForClick && evt.selectedObject)
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evt.eligibleForClick = true;
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}
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else
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{
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if (evt.eligibleForClick)
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evt.eligibleForClick = false;
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}
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if (!evt.eligibleForClick && evt.selectedObject)
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evt.eligibleForClick = true;
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}
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#endif
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}
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if (PanelDragger.Instance != null)
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{
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PanelDragger.Instance.Update();
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}
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for (int i = 0; i < SliderScrollbar.Instances.Count; i++)
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{
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@ -107,33 +88,66 @@ namespace UnityExplorer.UI
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}
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}
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private static AssetBundle LoadExplorerUi(string id)
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{
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return AssetBundle.LoadFromMemory(ReadFully(typeof(ExplorerCore).Assembly.GetManifestResourceStream($"UnityExplorer.Resources.explorerui.{id}.bundle")));
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}
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private static byte[] ReadFully(this Stream input)
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{
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using (var ms = new MemoryStream())
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{
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byte[] buffer = new byte[81920];
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int read;
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while ((read = input.Read(buffer, 0, buffer.Length)) != 0)
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ms.Write(buffer, 0, read);
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return ms.ToArray();
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}
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}
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private static void LoadBundle()
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{
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var bundlePath = ExplorerCore.EXPLORER_FOLDER + @"\explorerui.bundle";
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if (File.Exists(bundlePath))
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AssetBundle bundle = null;
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try
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{
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var bundle = AssetBundle.LoadFromFile(bundlePath);
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BackupShader = bundle.LoadAsset<Shader>("DefaultUI");
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// Fix for games which don't ship with 'UI/Default' shader.
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if (Graphic.defaultGraphicMaterial.shader?.name != "UI/Default")
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{
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ExplorerCore.Log("This game does not ship with the 'UI/Default' shader, using manual Default Shader...");
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Graphic.defaultGraphicMaterial.shader = BackupShader;
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}
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ResizeCursor = bundle.LoadAsset<Sprite>("cursor");
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ConsoleFont = bundle.LoadAsset<Font>("CONSOLA");
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ExplorerCore.Log("Loaded UI bundle");
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bundle = LoadExplorerUi("modern");
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}
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else
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catch
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{
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ExplorerCore.LogWarning("Could not find the ExplorerUI Bundle! It should exist at '" + bundlePath + "'");
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ExplorerCore.Log("Failed to load modern ExplorerUI Bundle, falling back to legacy");
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try
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{
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bundle = LoadExplorerUi("legacy");
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}
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catch
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{
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// ignored
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}
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}
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if (bundle == null)
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{
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ExplorerCore.LogWarning("Could not load the ExplorerUI Bundle!");
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return;
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}
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BackupShader = bundle.LoadAsset<Shader>("DefaultUI");
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// Fix for games which don't ship with 'UI/Default' shader.
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if (Graphic.defaultGraphicMaterial.shader?.name != "UI/Default")
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{
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ExplorerCore.Log("This game does not ship with the 'UI/Default' shader, using manual Default Shader...");
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Graphic.defaultGraphicMaterial.shader = BackupShader;
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}
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ResizeCursor = bundle.LoadAsset<Sprite>("cursor");
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ConsoleFont = bundle.LoadAsset<Font>("CONSOLA");
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ExplorerCore.Log("Loaded UI bundle");
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}
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private static GameObject CreateRootCanvas()
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@ -152,7 +166,7 @@ namespace UnityExplorer.UI
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canvas.renderMode = RenderMode.ScreenSpaceCamera;
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canvas.referencePixelsPerUnit = 100;
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canvas.sortingOrder = 999;
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canvas.pixelPerfect = false;
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//canvas.pixelPerfect = false;
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CanvasScaler scaler = rootObj.AddComponent<CanvasScaler>();
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scaler.referenceResolution = new Vector2(1920, 1080);
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@ -25,9 +25,9 @@
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<Prefer32Bit>false</Prefer32Bit>
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<RootNamespace>UnityExplorer</RootNamespace>
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<!-- Set this to the BepInEx Il2Cpp Game folder, without the ending '\' character. -->
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<BIECppGameFolder>D:\source\Unity Projects\Test\_BUILD</BIECppGameFolder>
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<BIECppGameFolder>E:\source\Unity Projects\Test\_BUILD</BIECppGameFolder>
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<!-- Set this to the MelonLoader Il2Cpp Game folder, without the ending '\' character. -->
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<MLCppGameFolder>D:\source\Unity Projects\Test\_BUILD</MLCppGameFolder>
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<MLCppGameFolder>E:\source\Unity Projects\Test\_BUILD</MLCppGameFolder>
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<NuGetPackageImportStamp>
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</NuGetPackageImportStamp>
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</PropertyGroup>
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@ -293,6 +293,7 @@
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<Compile Include="Unstrip\SceneUnstrip.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="UI\UIFactory.cs" />
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<EmbeddedResource Include="Resources\*" />
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</ItemGroup>
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<ItemGroup>
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<None Include="ILRepack.targets" />
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@ -24,6 +24,17 @@ namespace UnityExplorer.Unstrip
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return new AssetBundle(ptr);
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}
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private delegate IntPtr d_LoadFromMemory(IntPtr binary, uint crc);
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public static AssetBundle LoadFromMemory(byte[] binary, uint crc = 0)
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{
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var iCall = ICallHelper.GetICall<d_LoadFromMemory>("UnityEngine.AssetBundle::LoadFromMemory_Internal");
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var ptr = iCall(((Il2CppStructArray<byte>) binary).Pointer, crc);
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return new AssetBundle(ptr);
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}
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// ~~~~~~~~~~~~ Instance ~~~~~~~~~~~~
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Reference in New Issue
Block a user