Compare commits

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16 Commits
3.1.2 ... 3.1.8

Author SHA1 Message Date
d4dac58fc8 Fix for deobfuscated unhollowed types not being properly resolved 2021-02-20 19:39:19 +11:00
77b97cbe17 Update README.md 2021-02-03 18:31:29 +11:00
c6f0f34ac0 Update README.md 2021-01-28 02:09:40 +11:00
d1f4f74d32 some ui cleanups (minor) 2021-01-22 21:56:00 +11:00
f13068bf01 Update README.md 2021-01-20 23:05:04 +11:00
dfc288a101 Update README.md 2021-01-20 19:10:13 +11:00
544009dc21 3.1.7
* Added standalone release build (thanks @Alloc86)
* Improved formatting for ToString methods which accept an IFormatProvider
* When editing a struct, the reference to the parent member will now be updated if you modify the struct values.
2021-01-20 17:22:36 +11:00
fdfaaadd89 3.1.6 - don't bother setting pixelPerfect on canvas 2021-01-14 17:46:32 +11:00
58d60a10d4 Update ForceUnlockCursor.cs 2021-01-04 01:23:20 +11:00
0432c6d56c 3.1.5
* Integrate PR from js6pak
2021-01-03 19:27:02 +11:00
8c34aa2be5 Merge pull request #29 from js6pak/embedded-assetbundle
Load assetbundle from EmbeddedResource
2021-01-03 19:13:15 +11:00
4a1c54fac1 Load assetbundle from EmbeddedResource 2021-01-02 19:38:01 +01:00
190467fa5c Update README.md 2020-12-31 18:34:26 +11:00
44f54d9190 3.1.4 2020-12-31 18:32:52 +11:00
3b4ea31b50 Fix Texture2D saver in Mono and for non-readable textures 2020-12-24 18:10:17 +11:00
ad7b05f721 Just disable EventSystem component and not the entire gameobject 2020-12-21 16:33:34 +11:00
24 changed files with 401 additions and 181 deletions

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@ -17,7 +17,6 @@
- [Features](#features)
- [How to install](#how-to-install)
- [Mod Config](#mod-config)
- [Mouse Control](#mouse-control)
- [Building](#building)
- [Credits](#credits)
@ -25,8 +24,9 @@
| Mod Loader | IL2CPP | Mono |
| ----------- | ------ | ---- |
| [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) |
| [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) |
| Standalone | ✔️ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.Standalone.Il2Cpp.zip) | ✔️ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.Standalone.Mono.zip) |
## Features
@ -49,15 +49,21 @@
0. Install [BepInEx](https://github.com/BepInEx/BepInEx) for your game.
1. Download the UnityExplorer release for BepInEx IL2CPP or Mono above.
2. Take the `UnityExplorer.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`.
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.
2. Take the `UnityExplorer.BIE.___.dll` file and put it in `[GameFolder]\BepInEx\plugins\`
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\unity-libs\` folder.
### MelonLoader
0. Install [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) for your game.
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`
### Standalone
0. Load the DLL from your mod or inject it.
1. Create an instance of Unity Explorer with `new ExplorerCore();`
2. You will need to call ExplorerCore.Update() (static method) from your Update method.
3. Subscribe to the `ExplorerCore.OnLog__` methods for logging.
## Mod Config
@ -89,7 +95,7 @@ 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.
1. Install BepInEx or MelonLoader for your game.
1. Install BepInEx or MelonLoader for your game, or use the standalone build.
2. Open the `src\UnityExplorer.csproj` file in a text editor.
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\UnityExplorer.sln` project.

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@ -11,7 +11,7 @@ namespace UnityExplorer.Config
public static ModConfig Instance;
internal static readonly IniDataParser _parser = new IniDataParser();
internal const string INI_PATH = ExplorerCore.EXPLORER_FOLDER + @"\config.ini";
internal static readonly string INI_PATH = Path.Combine(ExplorerCore.EXPLORER_FOLDER, "config.ini");
static ModConfig()
{

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@ -1,5 +1,6 @@
using System;
using System.IO;
using System.Reflection;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityExplorer.Config;
@ -16,10 +17,31 @@ namespace UnityExplorer
public class ExplorerCore
{
public const string NAME = "UnityExplorer";
public const string VERSION = "3.1.2";
public const string VERSION = "3.1.8";
public const string AUTHOR = "Sinai";
public const string GUID = "com.sinai.unityexplorer";
#if ML
public const string EXPLORER_FOLDER = @"Mods\UnityExplorer";
#elif BIE
public static string EXPLORER_FOLDER = Path.Combine(BepInEx.Paths.ConfigPath, "UnityExplorer");
#elif STANDALONE
public static string EXPLORER_FOLDER
{
get
{
if (s_explorerFolder == null)
{
s_explorerFolder = (new Uri(Assembly.GetExecutingAssembly().CodeBase)).AbsolutePath;
s_explorerFolder = Uri.UnescapeDataString(s_explorerFolder);
s_explorerFolder = Path.GetDirectoryName(s_explorerFolder);
}
return s_explorerFolder;
}
}
private static string s_explorerFolder;
#endif
public static ExplorerCore Instance { get; private set; }
@ -161,6 +183,12 @@ namespace UnityExplorer
}
}
#if STANDALONE
public static Action<string> OnLogMessage;
public static Action<string> OnLogWarning;
public static Action<string> OnLogError;
#endif
public static void Log(object message, bool unity = false)
{
DebugConsole.Log(message?.ToString());
@ -170,8 +198,10 @@ namespace UnityExplorer
#if ML
MelonLoader.MelonLogger.Log(message?.ToString());
#else
#elif BIE
ExplorerBepInPlugin.Logging?.LogMessage(message?.ToString());
#elif STANDALONE
OnLogMessage?.Invoke(message?.ToString());
#endif
}
@ -184,8 +214,10 @@ namespace UnityExplorer
#if ML
MelonLoader.MelonLogger.LogWarning(message?.ToString());
#else
ExplorerBepInPlugin.Logging?.LogWarning(message?.ToString());
#elif BIE
ExplorerBepInPlugin.Logging?.LogWarning(message?.ToString());
#elif STANDALONE
OnLogWarning?.Invoke(message?.ToString());
#endif
}
@ -198,8 +230,10 @@ namespace UnityExplorer
#if ML
MelonLoader.MelonLogger.LogError(message?.ToString());
#else
ExplorerBepInPlugin.Logging?.LogError(message?.ToString());
#elif BIE
ExplorerBepInPlugin.Logging?.LogError(message?.ToString());
#elif STANDALONE
OnLogError?.Invoke(message?.ToString());
#endif
}

11
src/ExplorerStandalone.cs Normal file
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@ -0,0 +1,11 @@
#if STANDALONE
using HarmonyLib;
namespace UnityExplorer
{
public class ExplorerStandalone
{
public static readonly Harmony HarmonyInstance = new Harmony(ExplorerCore.GUID);
}
}
#endif

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@ -101,8 +101,24 @@ namespace UnityExplorer.Helpers
return Il2CppToMonoType[cppType];
var getType = Type.GetType(cppType.AssemblyQualifiedName);
Il2CppToMonoType.Add(cppType, getType);
return getType;
if (getType != null)
{
Il2CppToMonoType.Add(cppType, getType);
return getType;
}
else
{
string baseName = cppType.FullName;
string baseAssembly = cppType.Assembly.GetName().name;
Type unhollowedType = AppDomain.CurrentDomain.GetAssemblies().FirstOrDefault(a => a.GetName().Name == baseAssembly)?.GetTypes().FirstOrDefault(t =>
t.CustomAttributes.Any(ca =>
ca.AttributeType.Name == "ObfuscatedNameAttribute" && (string)ca.ConstructorArguments[0].Value == baseName));
Il2CppToMonoType.Add(cppType, unhollowedType);
return unhollowedType;
}
}
private static readonly Dictionary<Type, IntPtr> CppClassPointers = new Dictionary<Type, IntPtr>();

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@ -15,6 +15,16 @@ namespace UnityExplorer.Helpers
private static MethodInfo EncodeToPNGMethod => m_encodeToPNGMethod ?? GetEncodeToPNGMethod();
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()
{
if (ReflectionHelpers.GetTypeByName("UnityEngine.ImageConversion") is Type imageConversion)
@ -60,7 +70,12 @@ namespace UnityExplorer.Helpers
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);
#endif
_newTex.SetPixels(pixels);
return _newTex;

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@ -38,7 +38,7 @@ namespace UnityExplorer.Inspectors
}
}
public void Inspect(object obj)
public void Inspect(object obj, CacheObjectBase parentMember = null)
{
#if CPP
obj = obj.Il2CppCast(ReflectionHelpers.GetActualType(obj));
@ -76,6 +76,9 @@ namespace UnityExplorer.Inspectors
else
inspector = new InstanceInspector(obj);
if (inspector is ReflectionInspector ri)
ri.ParentMember = parentMember;
m_currentInspectors.Add(inspector);
SetInspectorTab(inspector);
}

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@ -33,6 +33,9 @@ namespace UnityExplorer.Inspectors.Reflection
{
var fi = MemInfo as FieldInfo;
fi.SetValue(fi.IsStatic ? null : DeclaringInstance, IValue.Value);
if (this.ParentInspector?.ParentMember != null)
this.ParentInspector.ParentMember.SetValue();
}
}
}

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@ -19,6 +19,7 @@ namespace UnityExplorer.Inspectors.Reflection
public override Type FallbackType { get; }
public ReflectionInspector ParentInspector { get; set; }
public MemberInfo MemInfo { get; set; }
public Type DeclaringType { get; set; }
public object DeclaringInstance { get; set; }

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@ -63,6 +63,9 @@ namespace UnityExplorer.Inspectors.Reflection
var target = pi.GetAccessors()[0].IsStatic ? null : DeclaringInstance;
pi.SetValue(target, IValue.Value, ParseArguments());
if (this.ParentInspector?.ParentMember != null)
this.ParentInspector.ParentMember.SetValue();
}
}
}

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@ -272,7 +272,14 @@ namespace UnityExplorer.Inspectors.Reflection
if (File.Exists(path))
File.Delete(path);
var data = tex.EncodeToPNG();
if (!tex.IsReadable())
tex = Texture2DHelpers.ForceReadTexture(tex);
#if CPP
byte[] data = tex.EncodeToPNG();
#else
byte[] data = tex.EncodeToPNGSafe();
#endif
File.WriteAllBytes(path, data);
}
});

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@ -176,6 +176,10 @@ namespace UnityExplorer.Inspectors.Reflection
ConstructSubcontent();
}
internal MethodInfo m_toStringMethod;
internal MethodInfo m_toStringFormatMethod;
internal bool m_gotToStringMethods;
public string GetDefaultLabel(bool updateType = true)
{
var valueType = Value?.GetType() ?? this.FallbackType;
@ -205,8 +209,29 @@ namespace UnityExplorer.Inspectors.Reflection
}
else
{
var toString = (string)valueType.GetMethod("ToString", new Type[0])?.Invoke(Value, null)
?? Value.ToString();
if (!m_gotToStringMethods)
{
m_gotToStringMethods = true;
m_toStringMethod = valueType.GetMethod("ToString", new Type[0]);
m_toStringFormatMethod = valueType.GetMethod("ToString", new Type[] { typeof(string) });
// test format method actually works
try
{
m_toStringFormatMethod.Invoke(Value, new object[] { "F3" });
}
catch
{
m_toStringFormatMethod = null;
}
}
string toString;
if (m_toStringFormatMethod != null)
toString = (string)m_toStringFormatMethod.Invoke(Value, new object[] { "F3" });
else
toString = (string)m_toStringMethod.Invoke(Value, new object[0]);
var fullnametemp = valueType.ToString();
if (fullnametemp.StartsWith("Il2CppSystem"))
@ -303,7 +328,7 @@ namespace UnityExplorer.Inspectors.Reflection
void OnInspectClicked()
{
if (!Value.IsNullOrDestroyed(false))
InspectorManager.Instance.Inspect(this.Value);
InspectorManager.Instance.Inspect(this.Value, this.Owner);
}
m_inspectButton.SetActive(false);

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@ -58,6 +58,8 @@ namespace UnityExplorer.Inspectors
public override string TabLabel => m_targetTypeShortName;
internal CacheObjectBase ParentMember { get; set; }
internal readonly Type m_targetType;
internal readonly string m_targetTypeShortName;
@ -202,6 +204,8 @@ namespace UnityExplorer.Inspectors
list.Add(new CacheProperty(pi, target, m_scrollContent));
else
list.Add(new CacheField(fi, target, m_scrollContent));
list.Last().ParentInspector = this;
}
catch (Exception e)
{

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@ -105,8 +105,10 @@ namespace UnityExplorer.UI
var harmony =
#if ML
ExplorerMelonMod.Instance.harmonyInstance;
#else
#elif BIE
ExplorerBepInPlugin.HarmonyInstance;
#elif STANDALONE
ExplorerStandalone.HarmonyInstance;
#endif
System.Reflection.PropertyInfo prop = type.GetProperty(property);
@ -170,12 +172,13 @@ namespace UnityExplorer.UI
//ExplorerCore.Log("Disabling current event system...");
m_lastEventSystem.enabled = false;
m_lastEventSystem.gameObject.SetActive(false);
//m_lastEventSystem.gameObject.SetActive(false);
}
// Set to our current system
m_settingEventSystem = true;
EventSystem.current = UIManager.EventSys;
UIManager.EventSys.enabled = true;
InputManager.ActivateUIModule();
m_settingEventSystem = false;
}
@ -188,7 +191,7 @@ namespace UnityExplorer.UI
if (m_lastEventSystem)
{
m_lastEventSystem.enabled = true;
m_lastEventSystem.gameObject.SetActive(true);
//m_lastEventSystem.gameObject.SetActive(true);
m_settingEventSystem = true;
EventSystem.current = m_lastEventSystem;

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@ -153,7 +153,7 @@ namespace UnityExplorer.UI.Modules
{
var name = UISyntaxHighlight.ParseFullSyntax(obj.GetActualType(), true);
if (unityObj && m_context != SearchContext.Singleton && m_context != SearchContext.StaticClass)
if (unityObj && m_context != SearchContext.Singleton)
{
if (unityObj && !string.IsNullOrEmpty(unityObj.name))
name += $": {unityObj.name}";
@ -229,6 +229,7 @@ namespace UnityExplorer.UI.Modules
}
m_sceneDropdown.transform.Find("Label").GetComponent<Text>().text = "Any";
m_sceneFilter = SceneFilter.Any;
}
// ~~~~~ UI Callbacks ~~~~~
@ -300,8 +301,8 @@ namespace UnityExplorer.UI.Modules
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
{
// All non-static classes
foreach (var type in asm.TryGetTypes().Where(it => !it.IsSealed && !it.IsAbstract))
// Search all non-static, non-enum classes.
foreach (var type in asm.TryGetTypes().Where(it => !(it.IsSealed && it.IsAbstract) && !it.IsEnum))
{
try
{
@ -335,7 +336,7 @@ namespace UnityExplorer.UI.Modules
if (instance != null)
{
instances.Add(instance);
continue;
break;
}
}
}

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@ -33,6 +33,8 @@ namespace UnityExplorer.UI.Shared
this.sliderScroller = sliderScroller;
this.inputField = inputField;
sliderScroller.m_parentInputScroller = this;
inputField.onValueChanged.AddListener(OnTextChanged);
inputRect = inputField.GetComponent<RectTransform>();
@ -68,6 +70,17 @@ namespace UnityExplorer.UI.Shared
}
}
internal bool CheckDestroyed()
{
if (sliderScroller == null || sliderScroller.CheckDestroyed())
{
Instances.Remove(this);
return true;
}
return false;
}
internal void OnTextChanged(string text)
{
m_lastText = text;

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@ -8,150 +8,154 @@ using UnityExplorer;
using UnityExplorer.Helpers;
using UnityExplorer.UI;
// Basically just to fix an issue with Scrollbars, instead we use a Slider as the scrollbar.
public class SliderScrollbar
namespace UnityExplorer.UI.Shared
{
internal static readonly List<SliderScrollbar> Instances = new List<SliderScrollbar>();
public bool IsActive { get; private set; }
internal readonly Scrollbar m_scrollbar;
internal readonly Slider m_slider;
internal readonly RectTransform m_scrollRect;
public SliderScrollbar(Scrollbar scrollbar, Slider slider)
// Basically just to fix an issue with Scrollbars, instead we use a Slider as the scrollbar.
public class SliderScrollbar
{
Instances.Add(this);
internal static readonly List<SliderScrollbar> Instances = new List<SliderScrollbar>();
this.m_scrollbar = scrollbar;
this.m_slider = slider;
this.m_scrollRect = scrollbar.transform.parent.GetComponent<RectTransform>();
public bool IsActive { get; private set; }
this.m_scrollbar.onValueChanged.AddListener(this.OnScrollbarValueChanged);
this.m_slider.onValueChanged.AddListener(this.OnSliderValueChanged);
internal readonly Scrollbar m_scrollbar;
internal readonly Slider m_slider;
internal readonly RectTransform m_scrollRect;
this.RefreshVisibility();
this.m_slider.Set(1f, false);
}
internal InputFieldScroller m_parentInputScroller;
internal bool CheckDestroyed()
{
if (!m_slider || !m_scrollbar)
public SliderScrollbar(Scrollbar scrollbar, Slider slider)
{
Instances.Remove(this);
return true;
Instances.Add(this);
this.m_scrollbar = scrollbar;
this.m_slider = slider;
this.m_scrollRect = scrollbar.transform.parent.GetComponent<RectTransform>();
this.m_scrollbar.onValueChanged.AddListener(this.OnScrollbarValueChanged);
this.m_slider.onValueChanged.AddListener(this.OnSliderValueChanged);
this.RefreshVisibility();
this.m_slider.Set(1f, false);
}
return false;
}
internal void Update()
{
this.RefreshVisibility();
}
internal void RefreshVisibility()
{
if (!m_slider.gameObject.activeInHierarchy)
internal bool CheckDestroyed()
{
IsActive = false;
return;
if (!m_slider || !m_scrollbar)
{
Instances.Remove(this);
return true;
}
return false;
}
bool shouldShow = !Mathf.Approximately(this.m_scrollbar.size, 1);
var obj = this.m_slider.handleRect.gameObject;
if (IsActive != shouldShow)
internal void Update()
{
IsActive = shouldShow;
obj.SetActive(IsActive);
if (IsActive)
this.m_slider.Set(this.m_scrollbar.value, false);
else
m_slider.Set(1f, false);
this.RefreshVisibility();
}
internal void RefreshVisibility()
{
if (!m_slider.gameObject.activeInHierarchy)
{
IsActive = false;
return;
}
bool shouldShow = !Mathf.Approximately(this.m_scrollbar.size, 1);
var obj = this.m_slider.handleRect.gameObject;
if (IsActive != shouldShow)
{
IsActive = shouldShow;
obj.SetActive(IsActive);
if (IsActive)
this.m_slider.Set(this.m_scrollbar.value, false);
else
m_slider.Set(1f, false);
}
}
public void OnScrollbarValueChanged(float _value)
{
if (this.m_slider.value != _value)
this.m_slider.Set(_value, false);
}
public void OnSliderValueChanged(float _value)
{
this.m_scrollbar.value = _value;
}
#region UI CONSTRUCTION
public static GameObject CreateSliderScrollbar(GameObject parent, out Slider slider)
{
GameObject sliderObj = UIFactory.CreateUIObject("Slider", parent, UIFactory.thinSize);
GameObject bgObj = UIFactory.CreateUIObject("Background", sliderObj);
GameObject fillAreaObj = UIFactory.CreateUIObject("Fill Area", sliderObj);
GameObject fillObj = UIFactory.CreateUIObject("Fill", fillAreaObj);
GameObject handleSlideAreaObj = UIFactory.CreateUIObject("Handle Slide Area", sliderObj);
GameObject handleObj = UIFactory.CreateUIObject("Handle", handleSlideAreaObj);
Image bgImage = bgObj.AddComponent<Image>();
bgImage.type = Image.Type.Sliced;
bgImage.color = new Color(0.05f, 0.05f, 0.05f, 1.0f);
RectTransform bgRect = bgObj.GetComponent<RectTransform>();
bgRect.anchorMin = Vector2.zero;
bgRect.anchorMax = Vector2.one;
bgRect.sizeDelta = Vector2.zero;
bgRect.offsetMax = new Vector2(-10f, 0f);
RectTransform fillAreaRect = fillAreaObj.GetComponent<RectTransform>();
fillAreaRect.anchorMin = new Vector2(0f, 0.25f);
fillAreaRect.anchorMax = new Vector2(1f, 0.75f);
fillAreaRect.anchoredPosition = new Vector2(-5f, 0f);
fillAreaRect.sizeDelta = new Vector2(-20f, 0f);
Image fillImage = fillObj.AddComponent<Image>();
fillImage.type = Image.Type.Sliced;
fillImage.color = Color.clear;
fillObj.GetComponent<RectTransform>().sizeDelta = new Vector2(10f, 0f);
RectTransform handleSlideRect = handleSlideAreaObj.GetComponent<RectTransform>();
handleSlideRect.anchorMin = new Vector2(0f, 0f);
handleSlideRect.anchorMax = new Vector2(1f, 1f);
handleSlideRect.offsetMin = new Vector2(15f, 30f);
handleSlideRect.offsetMax = new Vector2(-15f, 0f);
handleSlideRect.sizeDelta = new Vector2(-30f, -30f);
Image handleImage = handleObj.AddComponent<Image>();
handleImage.color = new Color(0.5f, 0.5f, 0.5f, 1.0f);
var handleRect = handleObj.GetComponent<RectTransform>();
handleRect.sizeDelta = new Vector2(15f, 30f);
handleRect.offsetMin = new Vector2(-13f, -28f);
handleRect.offsetMax = new Vector2(3f, -2f);
var sliderBarLayout = sliderObj.AddComponent<LayoutElement>();
sliderBarLayout.minWidth = 25;
sliderBarLayout.flexibleWidth = 0;
sliderBarLayout.minHeight = 30;
sliderBarLayout.flexibleHeight = 5000;
slider = sliderObj.AddComponent<Slider>();
slider.fillRect = fillObj.GetComponent<RectTransform>();
slider.handleRect = handleObj.GetComponent<RectTransform>();
slider.targetGraphic = handleImage;
slider.direction = Slider.Direction.BottomToTop;
UIFactory.SetDefaultColorTransitionValues(slider);
return sliderObj;
}
#endregion
}
public void OnScrollbarValueChanged(float _value)
{
if (this.m_slider.value != _value)
this.m_slider.Set(_value, false);
}
public void OnSliderValueChanged(float _value)
{
this.m_scrollbar.value = _value;
}
#region UI CONSTRUCTION
public static GameObject CreateSliderScrollbar(GameObject parent, out Slider slider)
{
GameObject sliderObj = UIFactory.CreateUIObject("Slider", parent, UIFactory.thinSize);
GameObject bgObj = UIFactory.CreateUIObject("Background", sliderObj);
GameObject fillAreaObj = UIFactory.CreateUIObject("Fill Area", sliderObj);
GameObject fillObj = UIFactory.CreateUIObject("Fill", fillAreaObj);
GameObject handleSlideAreaObj = UIFactory.CreateUIObject("Handle Slide Area", sliderObj);
GameObject handleObj = UIFactory.CreateUIObject("Handle", handleSlideAreaObj);
Image bgImage = bgObj.AddComponent<Image>();
bgImage.type = Image.Type.Sliced;
bgImage.color = new Color(0.05f, 0.05f, 0.05f, 1.0f);
RectTransform bgRect = bgObj.GetComponent<RectTransform>();
bgRect.anchorMin = Vector2.zero;
bgRect.anchorMax = Vector2.one;
bgRect.sizeDelta = Vector2.zero;
bgRect.offsetMax = new Vector2(-10f, 0f);
RectTransform fillAreaRect = fillAreaObj.GetComponent<RectTransform>();
fillAreaRect.anchorMin = new Vector2(0f, 0.25f);
fillAreaRect.anchorMax = new Vector2(1f, 0.75f);
fillAreaRect.anchoredPosition = new Vector2(-5f, 0f);
fillAreaRect.sizeDelta = new Vector2(-20f, 0f);
Image fillImage = fillObj.AddComponent<Image>();
fillImage.type = Image.Type.Sliced;
fillImage.color = Color.clear;
fillObj.GetComponent<RectTransform>().sizeDelta = new Vector2(10f, 0f);
RectTransform handleSlideRect = handleSlideAreaObj.GetComponent<RectTransform>();
handleSlideRect.anchorMin = new Vector2(0f, 0f);
handleSlideRect.anchorMax = new Vector2(1f, 1f);
handleSlideRect.offsetMin = new Vector2(15f, 30f);
handleSlideRect.offsetMax = new Vector2(-15f, 0f);
handleSlideRect.sizeDelta = new Vector2(-30f, -30f);
Image handleImage = handleObj.AddComponent<Image>();
handleImage.color = new Color(0.5f, 0.5f, 0.5f, 1.0f);
var handleRect = handleObj.GetComponent<RectTransform>();
handleRect.sizeDelta = new Vector2(15f, 30f);
handleRect.offsetMin = new Vector2(-13f, -28f);
handleRect.offsetMax = new Vector2(3f, -2f);
var sliderBarLayout = sliderObj.AddComponent<LayoutElement>();
sliderBarLayout.minWidth = 25;
sliderBarLayout.flexibleWidth = 0;
sliderBarLayout.minHeight = 30;
sliderBarLayout.flexibleHeight = 5000;
slider = sliderObj.AddComponent<Slider>();
slider.fillRect = fillObj.GetComponent<RectTransform>();
slider.handleRect = handleObj.GetComponent<RectTransform>();
slider.targetGraphic = handleImage;
slider.direction = Slider.Direction.BottomToTop;
UIFactory.SetDefaultColorTransitionValues(slider);
return sliderObj;
}
#endregion
}
#if MONO
public static class SliderExtensions
{
@ -175,4 +179,5 @@ public static class SliderExtensions
SetMethod.Invoke(slider, new object[] { value, invokeCallback });
}
}
#endif
#endif
}

View File

@ -81,40 +81,73 @@ namespace UnityExplorer.UI
{
var input = InputFieldScroller.Instances[i];
if (input.sliderScroller.CheckDestroyed())
if (input.CheckDestroyed())
i--;
else
input.Update();
}
}
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()
{
var bundlePath = ExplorerCore.EXPLORER_FOLDER + @"\explorerui.bundle";
if (File.Exists(bundlePath))
AssetBundle bundle = null;
try
{
var bundle = AssetBundle.LoadFromFile(bundlePath);
BackupShader = bundle.LoadAsset<Shader>("DefaultUI");
// Fix for games which don't ship with 'UI/Default' shader.
if (Graphic.defaultGraphicMaterial.shader?.name != "UI/Default")
{
ExplorerCore.Log("This game does not ship with the 'UI/Default' shader, using manual Default Shader...");
Graphic.defaultGraphicMaterial.shader = BackupShader;
}
ResizeCursor = bundle.LoadAsset<Sprite>("cursor");
ConsoleFont = bundle.LoadAsset<Font>("CONSOLA");
ExplorerCore.Log("Loaded UI bundle");
bundle = LoadExplorerUi("modern");
}
else
catch
{
ExplorerCore.LogWarning("Could not find the ExplorerUI Bundle! It should exist at '" + bundlePath + "'");
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.
if (Graphic.defaultGraphicMaterial.shader?.name != "UI/Default")
{
ExplorerCore.Log("This game does not ship with the 'UI/Default' shader, using manual Default Shader...");
Graphic.defaultGraphicMaterial.shader = BackupShader;
}
ResizeCursor = bundle.LoadAsset<Sprite>("cursor");
ConsoleFont = bundle.LoadAsset<Font>("CONSOLA");
ExplorerCore.Log("Loaded UI bundle");
}
private static GameObject CreateRootCanvas()
@ -133,7 +166,7 @@ namespace UnityExplorer.UI
canvas.renderMode = RenderMode.ScreenSpaceCamera;
canvas.referencePixelsPerUnit = 100;
canvas.sortingOrder = 999;
canvas.pixelPerfect = false;
//canvas.pixelPerfect = false;
CanvasScaler scaler = rootObj.AddComponent<CanvasScaler>();
scaler.referenceResolution = new Vector2(1920, 1080);

View File

@ -25,9 +25,9 @@
<Prefer32Bit>false</Prefer32Bit>
<RootNamespace>UnityExplorer</RootNamespace>
<!-- Set this to the BepInEx Il2Cpp Game folder, without the ending '\' character. -->
<BIECppGameFolder>D:\source\Unity Projects\Test\_BUILD</BIECppGameFolder>
<BIECppGameFolder>E:\source\Unity Projects\Test\_BUILD</BIECppGameFolder>
<!-- Set this to the MelonLoader Il2Cpp Game folder, without the ending '\' character. -->
<MLCppGameFolder>D:\source\Unity Projects\Test\_BUILD</MLCppGameFolder>
<MLCppGameFolder>E:\source\Unity Projects\Test\_BUILD</MLCppGameFolder>
<NuGetPackageImportStamp>
</NuGetPackageImportStamp>
</PropertyGroup>
@ -68,6 +68,24 @@
<IsMelonLoader>false</IsMelonLoader>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release_STANDALONE_Mono|AnyCPU'">
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<OutputPath>..\Release\UnityExplorer.Standalone.Mono\</OutputPath>
<DefineConstants>MONO,STANDALONE</DefineConstants>
<AssemblyName>UnityExplorer.STANDALONE.Mono</AssemblyName>
<IsCpp>false</IsCpp>
<IsMelonLoader>false</IsMelonLoader>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release_STANDALONE_Cpp|AnyCPU'">
<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
<OutputPath>..\Release\UnityExplorer.Standalone.Il2Cpp\</OutputPath>
<DefineConstants>CPP,STANDALONE</DefineConstants>
<AssemblyName>UnityExplorer.STANDALONE.IL2CPP</AssemblyName>
<IsCpp>true</IsCpp>
<IsMelonLoader>false</IsMelonLoader>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<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>
@ -217,6 +235,7 @@
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="ExplorerStandalone.cs" />
<Compile Include="Helpers\EventHelper.cs" />
<Compile Include="Inspectors\MouseInspector.cs" />
<Compile Include="Inspectors\Reflection\CacheObject\CacheEnumerated.cs" />
@ -293,6 +312,7 @@
<Compile Include="Unstrip\SceneUnstrip.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="UI\UIFactory.cs" />
<EmbeddedResource Include="Resources\*" />
</ItemGroup>
<ItemGroup>
<None Include="ILRepack.targets" />

View File

@ -11,6 +11,8 @@ Global
Release_BIE_Mono|Any CPU = Release_BIE_Mono|Any CPU
Release_ML_Cpp|Any CPU = Release_ML_Cpp|Any CPU
Release_ML_Mono|Any CPU = Release_ML_Mono|Any CPU
Release_STANDALONE_Cpp|Any CPU = Release_STANDALONE_Cpp|Any CPU
Release_STANDALONE_Mono|Any CPU = Release_STANDALONE_Mono|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{B21DBDE3-5D6F-4726-93AB-CC3CC68BAE7D}.Release_BIE_Cpp|Any CPU.ActiveCfg = Release_BIE_Cpp|Any CPU
@ -21,6 +23,10 @@ Global
{B21DBDE3-5D6F-4726-93AB-CC3CC68BAE7D}.Release_ML_Cpp|Any CPU.Build.0 = Release_ML_Cpp|Any CPU
{B21DBDE3-5D6F-4726-93AB-CC3CC68BAE7D}.Release_ML_Mono|Any CPU.ActiveCfg = Release_ML_Mono|Any CPU
{B21DBDE3-5D6F-4726-93AB-CC3CC68BAE7D}.Release_ML_Mono|Any CPU.Build.0 = Release_ML_Mono|Any CPU
{B21DBDE3-5D6F-4726-93AB-CC3CC68BAE7D}.Release_STANDALONE_Cpp|Any CPU.ActiveCfg = Release_STANDALONE_Cpp|Any CPU
{B21DBDE3-5D6F-4726-93AB-CC3CC68BAE7D}.Release_STANDALONE_Cpp|Any CPU.Build.0 = Release_STANDALONE_Cpp|Any CPU
{B21DBDE3-5D6F-4726-93AB-CC3CC68BAE7D}.Release_STANDALONE_Mono|Any CPU.ActiveCfg = Release_STANDALONE_Mono|Any CPU
{B21DBDE3-5D6F-4726-93AB-CC3CC68BAE7D}.Release_STANDALONE_Mono|Any CPU.Build.0 = Release_STANDALONE_Mono|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

View File

@ -24,6 +24,17 @@ namespace UnityExplorer.Unstrip
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 ~~~~~~~~~~~~