Compare commits

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236 Commits
3.3.3 ... 4.0.4

Author SHA1 Message Date
4f0553d293 Remove formatting from ToStringUtility 2021-05-23 19:34:32 +10:00
9f0f7f9b57 Prevent some niche exceptions with EventSystem 2021-05-23 18:33:19 +10:00
383c6f19e8 Update README.md 2021-05-23 16:20:09 +10:00
428fab28f9 Cleanup HideAndDontSave detection and support 2021-05-23 16:16:32 +10:00
760b2981ad Update README.md 2021-05-23 13:59:29 +10:00
eee7d6bcc4 Add ML 0.3.0 build 2021-05-23 13:58:26 +10:00
e270f205a1 Fix scroll pool inserting off-by-one 2021-05-20 20:22:45 +10:00
084aee617c Prevent null reference if Canvas isn't created yet 2021-05-19 22:21:08 +10:00
d0e508727a Prevent deobfuscation crash from using Il2CppType.From, and use faster method anyway 2021-05-19 21:26:44 +10:00
a9a53ba924 Force load all Unhollowed DLLs, use Assembly.LoadFile instead of .Load, blacklist some more types 2021-05-19 20:48:34 +10:00
3cd9819790 remove backup libs 2021-05-19 19:47:13 +10:00
5abfa3da67 Better EntryType checking for enumerables and dicts 2021-05-19 19:24:33 +10:00
e5d2d29a47 Update README.md 2021-05-19 19:24:06 +10:00
6a47e542e5 Update Extensions.cs 2021-05-19 18:46:01 +10:00
f1b83e7c9e Cleanup 2021-05-19 18:45:53 +10:00
44c6503ae2 Update unhollowed libs 2021-05-19 18:45:19 +10:00
6970dcbbc7 Merge pull request #68 from sinai-dev/4.0.0-alpha
4.0 hotfixes
2021-05-18 21:20:09 +10:00
ac9c2d5286 Use recursive GetGenericArguments to catch unusual type structures, cleanup InteractiveList value caching 2021-05-18 20:55:18 +10:00
496a5de55e Update README.md 2021-05-18 20:44:42 +10:00
b062924af7 Add support for writing to IList<T>'s which don't implement IList 2021-05-18 20:43:51 +10:00
5aef8ddc99 Fix UIPanels being broken after resolution changes, better checks on size/position 2021-05-18 19:55:27 +10:00
c134c1752e Update README.md 2021-05-18 01:25:57 +10:00
e4615aff84 Merge pull request #67 from sinai-dev/4.0.0-alpha
4.0.0 RC1
2021-05-18 00:18:29 +10:00
8c5640dd12 Merge branch 'master' into 4.0.0-alpha 2021-05-18 00:18:04 +10:00
76f71d9f3d Update README.md 2021-05-18 00:15:20 +10:00
82e9c08ae6 Update img and README, cleanup 2021-05-18 00:13:29 +10:00
019e589947 Add namespace autocompletions, some adjustments to autocomplete logic 2021-05-17 23:20:06 +10:00
d7b0fff949 IL2CPP List/Dict support, cleanups 2021-05-17 21:48:39 +10:00
7dbf694642 IL2CPP reflection fixes and improvements 2021-05-17 21:48:10 +10:00
2fc9657560 Some UI adjustments and layout fixes 2021-05-17 18:47:37 +10:00
fb6e413153 Misc cleanups and adjustments 2021-05-16 21:46:38 +10:00
ca65affb5c Finish GameObject Inspector, some UI cleanups 2021-05-16 21:46:19 +10:00
f4e473f8e6 Use StringBuilder for GetTransformPath 2021-05-16 21:45:38 +10:00
8c5e7678a6 Fix LayerMask Parsing 2021-05-16 21:45:29 +10:00
32ad61baea Rename ButtonListSource 2021-05-16 21:45:19 +10:00
df330420a3 Add config to change main navbar anchor 2021-05-16 21:45:09 +10:00
5af9d3104d Start GO inspector 2021-05-15 20:39:56 +10:00
6977f1a31c Prevent any height value being smaller than default height 2021-05-15 20:39:51 +10:00
26fb53f183 Color adjustments 2021-05-15 20:39:38 +10:00
cccd02255f Force stop panel drag/resize when starting Inspect Under Mouse 2021-05-15 20:39:29 +10:00
83f15c7168 Use Il2CppObjectBase instead of Il2CppSystem.Object where possible.
Attempt to fix il2cpp lists/dicts, not currently working properly. Will probably wait for Unhollower rewrite.
2021-05-15 18:00:16 +10:00
bf8f838f01 Remove Control Key requirement on autocomplete navigation 2021-05-15 06:23:32 +10:00
a915e1028f Update UIManager for new additions, cleanup 2021-05-15 06:23:13 +10:00
8b1379f17e Adjust main navbar, expose nav gameobject 2021-05-15 06:23:01 +10:00
0c7d8f8435 Update UnityExplorer.csproj 2021-05-15 06:21:45 +10:00
72c3af3dd7 Prevent panels dragging outside screen 2021-05-15 06:21:42 +10:00
54f78ac10b Implement InspectUnderMouse 2021-05-15 06:20:56 +10:00
2a9c4972dd Revised C# Console help/feedback 2021-05-15 06:20:44 +10:00
e93edc5b19 Options cleanup 2021-05-15 06:20:07 +10:00
c25abfe3ff Fix normal args setting generic arg input field placeholder text 2021-05-15 06:19:44 +10:00
8c3603baa0 Add AllowNavigation property to ISuggestionProvider, implement 2021-05-15 01:41:03 +10:00
021db69409 Improve C# Console, key navigation on AutoCompleter 2021-05-15 01:21:07 +10:00
1c216c0d86 Add some CSConsole interactions, some UI Cleanups 2021-05-14 06:14:25 +10:00
12fe19ba8e Implemented the console log, some cleanups 2021-05-14 02:45:59 +10:00
89022db5fc Implement Options panel, some cleanups 2021-05-13 23:03:30 +10:00
ccd08c3a63 Add configurable reflection signature blacklist, extends to MCS as well 2021-05-13 23:02:46 +10:00
843d7ed451 Update mcs-unity 2021-05-13 22:56:23 +10:00
3e44317861 Cleanup CSConsole, add start of Options and Log panels 2021-05-13 03:55:08 +10:00
70d66f93a5 Update ReflectionUtility.cs 2021-05-13 01:06:14 +10:00
275225a284 Better number ToString formatting, cleanups 2021-05-13 00:58:23 +10:00
b61020fe67 Cleanup 2021-05-12 21:29:59 +10:00
ada239c828 Implement auto-indenting for CSConsole, some cleanups 2021-05-12 20:48:56 +10:00
fedecb80a0 Update mcs-unity 2021-05-12 20:47:46 +10:00
97738b00c1 Update mcs-unity 2021-05-11 23:17:11 +10:00
59cbeec103 cleanup 2021-05-11 23:10:12 +10:00
a9f6ed8729 Cleanup libs, target ML 0.3.1 2021-05-11 20:23:52 +10:00
7241247d05 Rename some members to avoid confusion 2021-05-11 19:18:27 +10:00
ec215a0006 Use SortedSet for type name cache, expose OnTypeLoaded event 2021-05-11 19:16:19 +10:00
6e9bb83099 More progress on C# Console - implement AutoCompletes, some cleanups 2021-05-11 19:15:46 +10:00
712bf7b669 Cleanup libs, use submodules and packages where appropriate 2021-05-11 19:13:58 +10:00
b4b96134c4 add mcs-unity submodule properly 2021-05-11 17:55:47 +10:00
d3b942065d temp remove mcs submodule 2021-05-11 17:55:23 +10:00
9ea50e232c use submodules for HarmonyX and Unhollower 2021-05-11 17:47:22 +10:00
4128f8519d Update .gitmodules 2021-05-11 17:45:54 +10:00
53e1e6bf22 Update .gitmodules 2021-05-11 17:44:31 +10:00
b67ac145d4 Update .gitmodules 2021-05-11 17:39:00 +10:00
586c63b668 Update .gitmodules 2021-05-11 17:32:13 +10:00
65323e3b16 Update .gitmodules 2021-05-11 17:29:34 +10:00
cfeb5ba018 Create .gitmodules 2021-05-11 17:24:03 +10:00
8a15c11289 Remove redundant GameObject search context 2021-05-11 02:39:01 +10:00
4019af5936 Hide TypeCompleter on suggestion chosen 2021-05-11 02:38:39 +10:00
34c8ad3646 Make PruneString helper 2021-05-11 02:38:24 +10:00
617d68f7e9 rename Lexer folder to match namespace, some cleanups and color adjustments 2021-05-11 01:43:08 +10:00
2efce9eb0e Simplify keyword highlighting 2021-05-10 23:24:52 +10:00
18d2518231 Use the Member color for the member filter toggles, move InspectorManager 2021-05-10 23:09:21 +10:00
cef4c2f3fb Cleanup and simplify highlight process, reduce string alloc 2021-05-10 23:00:02 +10:00
1d24af5666 Only lexer-highlight what is shown in CS console (fix max vert overflow) 2021-05-10 21:07:27 +10:00
4f50afdddc Update SymbolLexer.cs 2021-05-10 16:35:37 +10:00
caad39bb9a Rewrite lexer from scratch 2021-05-10 15:58:49 +10:00
06122fe8c9 Update CSLexer.cs 2021-05-09 20:32:47 +10:00
e6b253fed9 Enum parse support, start work on CSConsole, cleanup 2021-05-09 20:18:33 +10:00
7b700cbe55 Cleanup, extend ParseUtility to dict keys 2021-05-09 02:22:03 +10:00
c04a864b74 Made ParseUtility helper to simplify and improve parsing of various input types 2021-05-09 01:25:26 +10:00
c828d9b642 InteractiveValueStruct, and a few cleanups 2021-05-08 20:54:16 +10:00
26052621e5 Cleanup 2021-05-08 06:19:17 +10:00
d101e7e35c Cleanup 2021-05-08 06:18:46 +10:00
57aace26d3 Refresh for child count or name changes in TransformTree 2021-05-08 06:18:28 +10:00
3d94b51d40 Catch bad user input on number input 2021-05-08 06:17:30 +10:00
d34aeb81b3 InteractiveEnum, InteractiveColor 2021-05-08 06:16:43 +10:00
d8f532d913 Make InputFieldRef helper, InteractiveString and IOUtility 2021-05-07 17:06:56 +10:00
4931117b1e Make helper for cache object controller SetCell 2021-05-07 06:27:44 +10:00
1f996f52fe Fix casting for dictionary keys, only cast displayed key
And fix layout
2021-05-07 06:27:23 +10:00
00c28f781a Allow editing null strings, remove "null" ValueState 2021-05-07 06:26:48 +10:00
f080379e8a Update ReflectionUtility.cs 2021-05-07 06:25:49 +10:00
2977fd4df5 Handle il2cpp primitives (not boxed) 2021-05-07 06:25:31 +10:00
56875e0641 Simplify string obfuscation processing 2021-05-07 01:53:02 +10:00
8534c08f49 Reflection cleanup, fix il2cpp struct and enum boxing
And temp removing il2cpp IDictionary / IEnumerable helpers, will see what is necessary after knah's rewrite.
2021-05-07 01:22:55 +10:00
1ee10c2507 Setting values from IList / IDictionary to source 2021-05-06 20:28:04 +10:00
9e8a18a5e1 Fix cell view link mismatch 2021-05-06 16:47:37 +10:00
6c7acf7690 Handle boxing value types to Il2CppSystem.Object, some cleanups 2021-05-06 06:36:39 +10:00
e70a1e96da Update ReflectionInspector.cs 2021-05-06 04:18:35 +10:00
22435176bf Fix some issues in IL2CPP, improve type cache efficiency, reduce alloc 2021-05-06 04:02:42 +10:00
e4ff86259b More progress 2021-05-05 21:27:09 +10:00
961ff80c6d Update GameObjectInspector.cs 2021-05-04 20:39:54 +10:00
a89d66cf81 More progress, cleanups and fixes 2021-05-04 20:10:46 +10:00
302ff29e36 Merge branch '4.0.0-alpha' of https://github.com/sinai-dev/Explorer into 4.0.0-alpha 2021-05-03 21:02:09 +10:00
8d9d8f76c2 Cleanup, use Time.realTimeSinceStartup instead of Time.time, add some stuff 2021-05-03 21:02:01 +10:00
3dc458ab1b Merge pull request #62 from HerpDerpinstine/4.0.0-alpha
Added ML v0.3.1 Support and Commented it Out
2021-05-03 20:59:47 +10:00
f5c0b339ae Added ML v0.3.1 Support and Commented it Out 2021-05-03 01:13:43 -05:00
ad61ff243a progress on lists and dictionaries, fixes for scrollpool 2021-05-03 01:29:02 +10:00
bfaba56b76 bump lib versions 2021-05-03 01:10:12 +10:00
1c5306b7c8 Fix the onValueChange throttling affecting internal features 2021-05-03 00:59:39 +10:00
15ec64b106 Progress on inspector, interactive list basically done 2021-05-01 20:55:27 +10:00
ab8b736f7e Improve Il2Cpp Coroutine support, make universal ExplorerBehaviour class 2021-05-01 20:55:14 +10:00
ea1e183c4a Fix onValueChanged bursts 2021-05-01 16:32:11 +10:00
d6cde68a44 Fix namespaces being included for generic parameters 2021-04-30 23:43:36 +10:00
d76bc1f812 Add ContainsIgnoreCase helper to reduce string alloc, cleanup 2021-04-30 23:43:27 +10:00
74ff1d8f01 Cleanup 2021-04-30 23:12:18 +10:00
2378925a8b More progress 2021-04-30 21:34:50 +10:00
8080129d58 Merge branch 'master' of https://github.com/sinai-dev/Explorer 2021-04-30 00:12:48 +10:00
4b8298fd2e Update CursorUnlocker.cs 2021-04-30 00:12:41 +10:00
ad055b4383 Update README.md 2021-04-29 21:54:13 +10:00
23483a6108 Add aggressive mouse unlock option using WaitForEndOfFrame 2021-04-29 21:45:45 +10:00
0bc14b2f76 Update CursorUnlocker.cs 2021-04-29 21:05:53 +10:00
dba9bdbdc2 More progress, and change Aggressive Mouse Unlock behaviour 2021-04-29 21:01:08 +10:00
a2a2b09d33 more progress 2021-04-28 23:58:13 +10:00
324d3afa5b Update CacheMember.cs 2021-04-28 21:52:42 +10:00
99e11b41a3 Update DataHeightCache.cs 2021-04-28 21:20:41 +10:00
b0d54b1d80 Progress on ReflectionInspector, framework mostly done 2021-04-28 20:47:48 +10:00
a2ff37e36d Some progress on inspector rewrites, most of the framework figured out now. 2021-04-27 21:22:48 +10:00
07ddba3c3d Update ReflectionUtility.cs 2021-04-27 21:22:21 +10:00
73cde0f91f Fix for games where InputSystem is present but not active 2021-04-27 21:22:16 +10:00
af3ee07143 Rewriting everything from scratch, added generic ObjectPool system 2021-04-26 19:56:41 +10:00
9f8d53f55a Rewriting everything from scratch, developed generic ObjectPool system 2021-04-26 19:56:21 +10:00
5a0c2390ce Use StringBuilder and add caching to reduce string allocs 2021-04-25 21:21:05 +10:00
f3cd84804d Some UI cleanups, improving caching and reduce image allocation 2021-04-25 21:20:50 +10:00
fda5afae46 stress test 2021-04-25 21:19:12 +10:00
7f6a4514e4 Handle cases where InputSystem is present but not active 2021-04-25 21:19:00 +10:00
1487372832 Update DataHeightCache.cs 2021-04-25 00:28:30 +10:00
6d4cc66079 Adding back rest of the menu, ported most of Reflection Inspector for new UI 2021-04-25 00:21:12 +10:00
0cf8309a82 Fix DataHeightCache logic, cleanup some loose ends and edge cases, add rebuild fix 2021-04-24 16:45:17 +10:00
38bd19c243 cleanup 2021-04-24 05:23:29 +10:00
bda286ddae Make AutoCompleter a global widget which anything can use, add support to object search for it 2021-04-24 04:03:33 +10:00
5f2f3fe1c6 Fix logic in data height cache, account for spread properly 2021-04-24 04:02:26 +10:00
59156492e7 Add jump to top logic for rebuild and refresh 2021-04-24 04:01:30 +10:00
ebb89b1b8b Update UnityExplorer.csproj 2021-04-24 04:01:03 +10:00
30f847dc23 Some improvements to panel dragging logic 2021-04-24 04:00:58 +10:00
7ffaf62895 Improve deobfuscation efficiency 2021-04-24 04:00:15 +10:00
f509a985e7 Added Search page and AutoCompleter 2021-04-23 21:50:58 +10:00
eb58ab5327 Fix TransformCell for destroyed transforms 2021-04-22 22:57:04 +10:00
feb86a77fd Cleanup scroll pool, fix some minor things 2021-04-22 22:56:46 +10:00
012994ed02 Fix typo 2021-04-22 21:19:48 +10:00
212d9a4d5e Fix Take from sister cache 2021-04-22 21:18:31 +10:00
a4f774b6b2 Fix unity log listeners 2021-04-22 20:11:34 +10:00
bd6de84f93 Prevent dragging/resizing panels underneath the focused panel 2021-04-22 20:11:27 +10:00
0d385c9cb8 Update ExplorerCore.cs 2021-04-22 19:12:16 +10:00
fdfadcefc1 Added 'temp height cache' to ScrollPool for when filtering, fix some issues 2021-04-22 17:53:29 +10:00
fc26452f64 Add elasticity to ScrollPool, stop movement on mouse scroll or slider change 2021-04-22 03:57:34 +10:00
31fa786574 add MouseScrollDelta support to InputManager 2021-04-22 03:57:11 +10:00
29b453dc91 final touches on scroll pool 2021-04-22 03:31:03 +10:00
837d5792be Update DataHeightManager.cs 2021-04-22 01:04:59 +10:00
1a8c2499fa Improve range start lookup efficiency 2021-04-21 23:39:18 +10:00
e1e40950f8 Update DataHeightManager.cs 2021-04-21 23:08:16 +10:00
edbb9a2882 Cleanup and fix some small issues with scroll pool 2021-04-21 23:07:15 +10:00
0a9639f8a9 attempt at auto-increasing pool size, not quite working properly 2021-04-21 21:04:26 +10:00
b32675e3b1 Finally got dynamic scroll pool working perfectly
Just need to add cells to pool if viewport height is expanded, otherwise I'd say its done.
2021-04-21 18:44:43 +10:00
ff7c822d69 More progress on the dynamic scroll pool, almost done 2021-04-20 21:09:07 +10:00
a619df8e01 Delete ScrollPool_bak.cs 2021-04-19 23:47:41 +10:00
300b35c2d3 Finally got the scrollpool working properly with dynamic content height 2021-04-19 23:47:25 +10:00
7a253fa0a0 replace old scrollpool with new dynamic one, more progress 2021-04-19 20:08:07 +10:00
8b5e385c28 Working on a dynamic-height scroll pool, almost done 2021-04-18 21:38:09 +10:00
bcc89455a7 rename "InfiniteScrollRect" to "ScrollPool" 2021-04-17 04:11:45 +10:00
2e5fb72716 Update PanelDragger to handle multiple panels, add panel 'focusing' 2021-04-17 04:05:27 +10:00
876cffd864 Delete PageHandler.cs 2021-04-16 23:59:58 +10:00
7cb4faa596 Adjust panel size/pos 2021-04-16 23:59:54 +10:00
c8f3a7f430 Fix min resize 2021-04-16 23:59:41 +10:00
6cd7029ffc fix internal config overwriting standalone config 2021-04-16 21:07:54 +10:00
225a07bc1b Create ToStringUtility for default labels 2021-04-16 21:07:45 +10:00
085c79441b Create preliminary GameObject inspector for testing, cleanup some UI 2021-04-16 21:07:32 +10:00
40d32e1919 cleanup scene loader, redundant code 2021-04-16 18:37:26 +10:00
480a8cb31c fix DivideByZeroExceptions and add minimum handle size 2021-04-16 18:24:45 +10:00
9bdcccaaa1 Add keybind for mouse unlock, and aggressive unlock mode 2021-04-16 18:24:31 +10:00
0f69833283 Separate internal and public configs 2021-04-16 17:49:19 +10:00
1769a4ed8d Make abstract UIPanel class, refactor SceneExplorer into that, some fixes 2021-04-16 17:49:05 +10:00
c8a64c39b1 rename Model folder 2021-04-16 04:33:42 +10:00
c1d3aab8e3 Fix transform tree and scroller, add update toggle and refresh button 2021-04-16 04:33:13 +10:00
9a9048bcd8 Add CreateCell to ICell interface 2021-04-16 02:53:17 +10:00
dec113d2ee Fix RectTransform.GetWorldCorners in il2cpp 2021-04-16 02:53:07 +10:00
b03349a3e0 Use HashSet and List instead of Dictionary for TransformTree caching, fix logic 2021-04-16 02:52:54 +10:00
896da0157d InfiniteScroll classes no longer need injection, using internal behaviour classes 2021-04-16 02:49:46 +10:00
a58e2a0fad Detach ScrollRect class from InfiniteScrollRect, use UIBehaviourModel. Cleanup and fix for il2cpp 2021-04-16 02:48:49 +10:00
b13aa74fa1 Use HashSet and List instead of Dictionary for SceneExplorer caching, fix refresh logic 2021-04-16 02:47:15 +10:00
8ef6df043c safer UIRoot visibility check 2021-04-16 02:46:21 +10:00
f89455549e safer UIBehaviour instance updates, init method 2021-04-16 02:46:04 +10:00
a6ff9e02e2 remove menupages enum config entry 2021-04-16 02:45:38 +10:00
51f5c68598 Remove temp gameobject creation, scene explorer is working fine 2021-04-15 20:28:27 +10:00
5bb612cb5a Update SceneHandler.cs 2021-04-15 20:23:33 +10:00
a3fcac1acb Update Il2CppProvider.cs 2021-04-15 20:21:14 +10:00
d1d7572945 Remove test assembly resolver 2021-04-15 20:20:11 +10:00
7eb4b1bc77 WIP
* Using publicized mono assemblies
* Remaking UI from scratch. Done the Scene Explorer so far.
2021-04-15 20:18:03 +10:00
a6c24f91e4 Add startup delay 2021-04-11 20:45:02 +10:00
9e4c335a05 Update MelonLoaderConfigHandler.cs 2021-04-10 23:17:49 +10:00
a1c2dfbe50 Add support for setting disabled color on ColoBlock 2021-04-10 20:15:03 +10:00
a5a07a0a23 Add RuntimeProvider method for setting Selectable.colors 2021-04-10 18:25:13 +10:00
e0fd682c81 Add MethodInfo helper 2021-04-10 18:24:16 +10:00
7426bd1dd6 Bump version 2021-04-10 17:44:15 +10:00
b39b044f79 Add advanced attributes to BepInEx config 2021-04-10 17:44:09 +10:00
7a2b4aa257 Fix setting color block when partially stripped 2021-04-10 17:43:56 +10:00
3762d14bdb Fix InputSystem for IL2CPP 2021-04-10 17:43:32 +10:00
3628f3db31 Fix event system control 2021-04-09 01:46:26 +10:00
d39fea69c3 Better InputSystem Key enum resolving 2021-04-07 20:54:08 +10:00
95e8b3aa58 fix string unbox 2021-04-07 17:31:06 +10:00
b68145385c Fix issue with float struct check 2021-04-07 17:20:54 +10:00
2310f2f7ce Add "Default Tab" config setting instead of "last active tab" 2021-04-07 17:20:42 +10:00
2cc403ad17 Cleanup runtime-specific 2021-04-07 17:20:09 +10:00
c2d9b9b59e a few small fixes
* Fix InteractiveFlags toggles not being properly updated
* Fix cases where games that don't have Reflection.Emit would still have the C# Console available. Also added a "(disabled)" message to the tab button.
2021-04-06 01:01:46 +10:00
c748be7bcc Rewrite InteractiveUnityStruct, now called InteractiveFloatStruct
InteractiveFloatStruct supports any struct where all the fields are floats.
2021-04-05 20:32:47 +10:00
09dae6f1d3 Add proper support for InputSystem 2021-04-05 16:28:30 +10:00
6ca117b070 Fix strings boxed as Il2CppSystem.Objects 2021-04-04 13:44:58 +10:00
113f2fd922 3.3.5 - fix Il2Cpp Hashtable, boxed strings 2021-04-04 03:41:36 +10:00
7443f6500e Update README.md 2021-04-03 17:24:28 +11:00
92566c2729 Update README.md 2021-04-02 19:56:18 +11:00
713f87f455 Update THIRDPARTY_LICENSES.md 2021-04-02 17:45:50 +11:00
4241e7e207 Include third-party licenses 2021-04-02 17:44:49 +11:00
6d479a6703 3.3.4
* Fixed Harmony patches not working properly for games which use older BepInEx releases (ie. Risk of Rain 2)
* Fixed a couple minor issues with the config settings
2021-04-02 17:06:49 +11:00
6539f818c3 Update README.md 2021-04-01 22:04:58 +11:00
206 changed files with 18365 additions and 11995 deletions

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@ -9,7 +9,6 @@
*.user
*.userosscache
*.sln.docstates
*/mcs-unity*
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs

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@ -0,0 +1,9 @@
[submodule "lib/Il2CppAssemblyUnhollower"]
path = lib/Il2CppAssemblyUnhollower
url = https://github.com/knah/Il2CppAssemblyUnhollower
[submodule "lib/HarmonyX"]
path = lib/HarmonyX
url = https://github.com/BepInEx/HarmonyX
[submodule "lib/mcs-unity"]
path = lib/mcs-unity
url = https://github.com/sinai-dev/mcs-unity

146
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@ -6,69 +6,49 @@
An in-game explorer and a suite of debugging tools for <a href="https://docs.unity3d.com/Manual/IL2CPP.html">IL2CPP</a> and <b>Mono</b> Unity games, to aid with modding development.
</p>
## Releases [![](https://img.shields.io/github/release/sinai-dev/Explorer.svg?label=release%20notes)](../../releases/latest) [![](https://img.shields.io/github/downloads/sinai-dev/Explorer/total.svg)]() [![](https://img.shields.io/github/downloads/sinai-dev/Explorer/latest/total.svg)]()
<p align="center">
Supports most Unity games from versions 5.2 to 2020+.
</p>
## Releases [![](https://img.shields.io/github/release/sinai-dev/UnityExplorer.svg?label=release%20notes)](../../releases/latest) [![](https://img.shields.io/github/downloads/sinai-dev/UnityExplorer/total.svg)](../../releases) [![](https://img.shields.io/github/downloads/sinai-dev/UnityExplorer/latest/total.svg)](../../releases/latest)
| Mod Loader | IL2CPP | Mono |
| ----------- | ------ | ---- |
| [BepInEx](https://github.com/BepInEx/BepInEx) 6.X | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.BepInEx.Il2Cpp.zip) | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.BepInEx6.Mono.zip) |
| [BepInEx](https://github.com/BepInEx/BepInEx) 5.X | ✖️ n/a | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.BepInEx5.Mono.zip) |
| [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) 0.3 | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.MelonLoader.Il2Cpp.zip) | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.MelonLoader.Mono.zip) |
| [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) 0.3.1 | ✅ [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) 0.3.0 | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.MelonLoader_Legacy.Il2Cpp.zip) | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.MelonLoader_Legacy.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) |
### Known issues
* Any `MissingMethodException` or `NotSupportedException`: please report the issue and provide a copy of your mod loader log and/or Unity log.
* The C# console may unexpectedly produce a GC Mark Overflow crash when calling certain outside methods. Not clear yet what is causing this, but it's being looked into.
* In IL2CPP, some IEnumerable and IDictionary types may fail enumeration. Waiting for the Unhollower rewrite to address this any further.
* In IL2CPP, the C# console might not suggest deobfuscated (or obfuscated) names. Being looked into.
## How to install
### BepInEx
0. Install [BepInEx](https://github.com/BepInEx/BepInEx) for your game. For IL2CPP you should use [BepInEx 6 (Bleeding Edge)](https://builds.bepis.io/projects/bepinex_be), for Mono you should use [BepInEx 5](https://github.com/BepInEx/BepInEx/releases) (until Mono support stabilizes in BepInEx 6).
1. Download the UnityExplorer release for BepInEx IL2CPP or Mono above.
2. Take the `UnityExplorer.BIE.___.dll` file and put it in `[GameFolder]\BepInEx\plugins\`
3. In IL2CPP, you will need to download the [Unity libs](https://github.com/LavaGang/Unity-Runtime-Libraries) for the game's Unity version and put them in the `BepInEx\unity-libs\` folder.
1. Install [BepInEx](https://github.com/BepInEx/BepInEx) for your game. IL2CPP currently requires a [Bleeding Edge](https://builds.bepis.io/projects/bepinex_be) release.
2. Download the UnityExplorer release for BepInEx IL2CPP or Mono above.
3. Take the `UnityExplorer.BIE.___.dll` file and put it in `[GameFolder]\BepInEx\plugins\`
4. In IL2CPP, you will need to download the [Unity libs](https://github.com/LavaGang/Unity-Runtime-Libraries) for the game's Unity version and put them in the `BepInEx\unity-libs\` folder.
### MelonLoader
0. Install [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) 0.3+ for your game. Version 0.3 is currently in pre-release, so you must "Enable ALPHA Releases" in your MelonLoader Installer settings to see the option for it.
1. Download the UnityExplorer release for MelonLoader IL2CPP or Mono above.
2. Take the `UnityExplorer.ML.___.dll` file and put it in the `[GameFolder]\Mods\` folder.
1. Install [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) 0.3.1+ for your game (or use `MelonLoader_Legacy` for `0.3.0`). This version can currently be obtained from [here](https://github.com/LavaGang/MelonLoader/actions).
2. Download the UnityExplorer release for MelonLoader IL2CPP or Mono above.
3. Take the `UnityExplorer.ML.___.dll` file and put it in the `[GameFolder]\Mods\` folder.
### Standalone
The standalone release is based on the BepInEx build, so it requires Harmony 2.0 (or HarmonyX) to function properly.
The standalone release can be used with any injector or loader of your choice, but it requires you to load the dependencies manually: HarmonyX, and the IL2CPP version also requires that you set up an [Il2CppAssemblyUnhollower runtime](https://github.com/knah/Il2CppAssemblyUnhollower#required-external-setup).
0. Load the DLL from your mod or inject it. You must also make sure `0Harmony.dll` is loaded, and `UnhollowerBaseLib.dll` for IL2CPP as well.
1. Create an instance of Unity Explorer with `UnityExplorer.ExplorerStandalone.CreateInstance();`
2. Optionally subscribe to the `ExplorerStandalone.OnLog` event to handle logging if you wish.
## Issues and contributions
Both issue reports and PR contributions are welcome in this repository.
### Issue reporting
To report an issue with UnityExplorer, please use the following template (as well as any other information / images you can provide).
Please upload your Unity log file to [Pastebin](https://pastebin.com/) and provide a link to the paste.
* The log should be found at `%userprofile%\AppData\LocalLow\[Company]\[Game]\` unless redirected by your Mod Loader.
* The file will be called either `output_log.txt` or `Player.log`
As well as the Unity log, please upload your Mod Loader's log:
* BepInEx: `BepInEx\LogOutput.log`
* MelonLoader: `MelonLoader\Latest.log`
Template:
```
* OS Platform:
* Display resolution:
* Game(s) tested on:
* UnityExplorer version(s) tested:
* Description of issue:
* Unity log pastebin link:
* Mod Loader log pastebin link:
```
1. Load the required libs - HarmonyX, and Il2CppAssemblyUnhollower if IL2CPP
2. Load the UnityExplorer DLL
3. Create an instance of Unity Explorer with `UnityExplorer.ExplorerStandalone.CreateInstance();`
4. Optionally subscribe to the `ExplorerStandalone.OnLog` event to handle logging if you wish
## Features
@ -78,44 +58,31 @@ Template:
</a>
</p>
* <b>Scene Explorer</b>: Simple menu to traverse the Transform heirarchy of the scene.
* <b>GameObject Inspector</b>: Various helpful tools to see and manipulate the GameObject, similar to what you can do in the Editor.
* <b>Reflection Inspector</b>: Inspect Properties and Fields. Can also set primitive values and evaluate primitive methods.
* <b>Search</b>: Search for UnityEngine.Objects with various filters, or use the helpers for static Instances and Classes.
* <b>C# Console</b>: Interactive console for evaluating C# methods on the fly, with some basic helpers.
* <b>Inspect-under-mouse</b>: Hover over an object with a collider and inspect it by clicking on it. There's also a UI mode to inspect UI objects.
### Object Explorer
### C# Console Tips
* Use the <b>Scene Explorer</b> tab to traverse the active scenes, as well as the DontDestroyOnLoad scene and the HideAndDontSave "scene" (assets and hidden objects).
* Use the <b>Object Search</b> tab to search for Unity objects (including GameObjects, Components, etc), C# Singletons or Static Classes.
The C# Console can be used to define temporary classes and methods, or it can be used to evaluate an expression, but you cannot do both at the same time.
### Inspector
For example, you could run this code to define a temporary class (it will be visible within the console until you run `Reset();`).
The inspector is used to see detailed information on GameObjects (GameObject Inspector), C# objects (Reflection Inspector) and C# classes (Static Inspector).
```csharp
public class MyClass
{
public static void Method()
{
UnityExplorer.ExplorerCore.Log("hello");
}
}
```
For the GameObject Inspector, you can edit any of the input fields in the inspector (excluding readonly fields) and press <b>Enter</b> to apply your changes. You can also do this to the GameObject path as a way to change the GameObject's parent. Press the <b>Escape</b> key to cancel your edits.
You could then delete or comment out the class and run the following expression to run that method:
In the Reflection Inspectors, automatic updating is not enabled by default, and you must press Apply for any changes you make to take effect.
```csharp
MyClass.Method();
```
### C# Console
However, you cannot define a class and run it both at the same time. You must either define class(es) and run that, or define an expression and run that.
The C# Console uses the `Mono.CSharp.Evaluator` to define temporary classes or run immediate REPL code.
You can also make use of the helper methods in the console to simplify some tasks, which you can see listed when the console has nothing entered for input. These methods are **not** accessible within any temporary classes you define, they can only be used in the expression context.
See the "Help" dropdown in the C# console menu for more detailed information.
### Logging
### Mouse-Inspect
Explorer saves all logs to disk (only keeps the most recent 10 logs). They can be found in a "UnityExplorer" folder in the same place as where you put the DLL file.
The "Mouse Inspect" dropdown on the main UnityExplorer navbar allows you to inspect objects under the mouse.
These logs are also visible in the Debug Console part of the UI.
* <b>World</b>: uses Physics.Raycast to look for Colliders
* <b>UI</b>: uses GraphicRaycasters to find UI objects
### Settings
@ -126,35 +93,9 @@ Depending on the release you are using, the config file will be found at:
* MelonLoader: `UserData\MelonPreferences.cfg`
* Standalone `{DLL_location}\UnityExplorer\config.ini`
`Main Menu Toggle` (KeyCode)
* Default: `F7`
* See [this article](https://docs.unity3d.com/ScriptReference/KeyCode.html) for a full list of all accepted KeyCodes.
`Force Unlock Mouse` (bool)
* Default: `true`
* Forces the cursor to be unlocked and visible while the UnityExplorer menu is open, and prevents anything else taking control.
`Default Page Limit` (int)
* Default: `25`
* Sets the default items per page when viewing lists or search results.
* <b>Requires a restart to take effect</b>, apart from Reflection Inspector tabs.
`Default Output Path` (string)
* Default: `Mods\UnityExplorer`
* Where output is generated to, by default (for Texture PNG saving, etc).
`Log Unity Debug` (bool)
* Default: `false`
* Listens for Unity `Debug.Log` messages and prints them to UnityExplorer's log.
`Hide on Startup` (bool)
* Default: `false`
* If true, UnityExplorer will be hidden when you start the game, you must open it via the keybind.
## Building
Building the project should be straight-forward, the references are all inside the `lib\` folder.
0. Clone the repository and run `git submodule update --init --recursive` to get the submodules.
1. Open the `src\UnityExplorer.sln` project in Visual Studio.
2. Select `Solution 'UnityExplorer' (1 of 1 project)` in the Solution Explorer panel, and set the <b>Active config</b> property to the version you want to build, then build it. Alternatively, use "Batch Build" and select all releases.
3. The DLLs are built to the `Release\` folder in the root of the repository.
@ -162,10 +103,9 @@ Building the project should be straight-forward, the references are all inside t
## Acknowledgments
* [ManlyMarco](https://github.com/ManlyMarco) for [Runtime Unity Editor](https://github.com/ManlyMarco/RuntimeUnityEditor), snippets from the REPL Console were used for UnityExplorer's C# Console.
* [denikson](https://github.com/denikson) (aka Horse) for [mcs-unity](https://github.com/denikson/mcs-unity), used as the `Mono.CSharp` reference for the C# Console.
* [HerpDerpenstine](https://github.com/HerpDerpinstine) for [MelonCoroutines](https://github.com/LavaGang/MelonLoader/blob/master/MelonLoader.Support.Il2Cpp/MelonCoroutines.cs), they were included for standalone IL2CPP coroutine support.
* [InGameCodeEditor](https://assetstore.unity.com/packages/tools/gui/ingame-code-editor-144254) was used as the base for the syntax highlighting for UnityExplorer's C# console (`UnityExplorer.UI.Main.CSConsole.Lexer`).
* [ManlyMarco](https://github.com/ManlyMarco) for [Runtime Unity Editor](https://github.com/ManlyMarco/RuntimeUnityEditor) \[[license](THIRDPARTY_LICENSES.md#runtimeunityeditor-license)\], the ScriptEvaluator from RUE's REPL console was used as the base for UnityExplorer's C# console.
* [denikson](https://github.com/denikson) (aka Horse) for [mcs-unity](https://github.com/denikson/mcs-unity) \[no license\], used as the `Mono.CSharp` reference for the C# Console.
* [HerpDerpenstine](https://github.com/HerpDerpinstine) for [MelonCoroutines](https://github.com/LavaGang/MelonLoader/blob/6cc958ec23b5e2e8453a73bc2e0d5aa353d4f0d1/MelonLoader.Support.Il2Cpp/MelonCoroutines.cs) \[[license](THIRDPARTY_LICENSES.md#melonloader-license)\], they were included for standalone IL2CPP coroutine support.
### Disclaimer

874
THIRDPARTY_LICENSES.md Normal file
View File

@ -0,0 +1,874 @@
* [RuntimeUnityEditor License](#runtimeunityeditor-license)
* [MelonLoader License](#melonloader-license)
## RuntimeUnityEditor License
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
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To protect your rights, we need to prevent others from denying you
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network may be denied when the modification itself materially and
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Corresponding Source conveyed, and Installation Information provided,
in accord with this section must be in a format that is publicly
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unpacking, reading or copying.
7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
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Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
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When you convey a copy of a covered work, you may at your option
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All other non-permissive additional terms are considered "further
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Additional terms, permissive or non-permissive, may be stated in the
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the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly
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However, if you cease all violation of this License, then your
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holder fails to notify you of the violation by some reasonable means
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Moreover, your license from a particular copyright holder is
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violation by some reasonable means, this is the first time you have
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Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
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material under section 10.
9. Acceptance Not Required for Having Copies.
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occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
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You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
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License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims
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in a country, would infringe one or more identifiable patents in that
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contain the covered work, unless you entered into that arrangement,
or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
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not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.
## MelonLoader License
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction,
and distribution as defined by Sections 1 through 9 of this document.
"Licensor" shall mean the copyright owner or entity authorized by
the copyright owner that is granting the License.
"Legal Entity" shall mean the union of the acting entity and all
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outstanding shares, or (iii) beneficial ownership of such entity.
"You" (or "Your") shall mean an individual or Legal Entity
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"Contributor" shall mean Licensor and any individual or Legal Entity
on behalf of whom a Contribution has been received by Licensor and
subsequently incorporated within the Work.
2. Grant of Copyright License. Subject to the terms and conditions of
this License, each Contributor hereby grants to You a perpetual,
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
copyright license to reproduce, prepare Derivative Works of,
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worldwide, non-exclusive, no-charge, royalty-free, irrevocable
(except as stated in this section) patent license to make, have made,
use, offer to sell, sell, import, and otherwise transfer the Work,
where such license applies only to those patent claims licensable
by such Contributor that are necessarily infringed by their
Contribution(s) alone or by combination of their Contribution(s)
with the Work to which such Contribution(s) was submitted. If You
institute patent litigation against any entity (including a
cross-claim or counterclaim in a lawsuit) alleging that the Work
or a Contribution incorporated within the Work constitutes direct
or contributory patent infringement, then any patent licenses
granted to You under this License for that Work shall terminate
as of the date such litigation is filed.
4. Redistribution. You may reproduce and distribute copies of the
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meet the following conditions:
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Derivative Works a copy of this License; and
(b) You must cause any modified files to carry prominent notices
stating that You changed the files; and
(c) You must retain, in the Source form of any Derivative Works
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within such NOTICE file, excluding those notices that do not
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of the following places: within a NOTICE text file distributed
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within a display generated by the Derivative Works, if and
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of the NOTICE file are for informational purposes only and
do not modify the License. You may add Your own attribution
notices within Derivative Works that You distribute, alongside
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that such additional attribution notices cannot be construed
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You may add Your own copyright statement to Your modifications and
may provide additional or different license terms and conditions
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5. Submission of Contributions. Unless You explicitly state otherwise,
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by You to the Licensor shall be under the terms and conditions of
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the terms of any separate license agreement you may have executed
with Licensor regarding such Contributions.
6. Trademarks. This License does not grant permission to use the trade
names, trademarks, service marks, or product names of the Licensor,
except as required for reasonable and customary use in describing the
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7. Disclaimer of Warranty. Unless required by applicable law or
agreed to in writing, Licensor provides the Work (and each
Contributor provides its Contributions) on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
implied, including, without limitation, any warranties or conditions
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
PARTICULAR PURPOSE. You are solely responsible for determining the
appropriateness of using or redistributing the Work and assume any
risks associated with Your exercise of permissions under this License.
8. Limitation of Liability. In no event and under no legal theory,
whether in tort (including negligence), contract, or otherwise,
unless required by applicable law (such as deliberate and grossly
negligent acts) or agreed to in writing, shall any Contributor be
liable to You for damages, including any direct, indirect, special,
incidental, or consequential damages of any character arising as a
result of this License or out of the use or inability to use the
Work (including but not limited to damages for loss of goodwill,
work stoppage, computer failure or malfunction, or any and all
other commercial damages or losses), even if such Contributor
has been advised of the possibility of such damages.
9. Accepting Warranty or Additional Liability. While redistributing
the Work or Derivative Works thereof, You may choose to offer,
and charge a fee for, acceptance of support, warranty, indemnity,
or other liability obligations and/or rights consistent with this
License. However, in accepting such obligations, You may act only
on Your own behalf and on Your sole responsibility, not on behalf
of any other Contributor, and only if You agree to indemnify,
defend, and hold each Contributor harmless for any liability
incurred by, or claims asserted against, such Contributor by reason
of your accepting any such warranty or additional liability.
END OF TERMS AND CONDITIONS
Copyright 2020 - 2021 Lava Gang
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

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1
lib/HarmonyX Submodule

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lib/mcs-unity Submodule

Submodule lib/mcs-unity added at 0bc7359dd7

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

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

View File

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

View File

@ -18,6 +18,10 @@ namespace UnityExplorer.Core.Config
public object DefaultValue { get; }
public ConfigHandler Handler => IsInternal
? ConfigManager.InternalHandler
: ConfigManager.Handler;
public T Value
{
get => m_value;
@ -46,24 +50,24 @@ namespace UnityExplorer.Core.Config
private void SetValue(T value)
{
if ((m_value == null && value == null) || m_value.Equals(value))
if ((m_value == null && value == null) || (m_value != null && m_value.Equals(value)))
return;
m_value = value;
ConfigManager.Handler.SetConfigValue(this, value);
Handler.SetConfigValue(this, value);
OnValueChanged?.Invoke(value);
OnValueChangedNotify?.Invoke();
ConfigManager.Handler.OnAnyConfigChanged();
Handler.OnAnyConfigChanged();
}
object IConfigElement.GetLoaderConfigValue() => GetLoaderConfigValue();
public T GetLoaderConfigValue()
{
return ConfigManager.Handler.GetConfigValue(this);
return Handler.GetConfigValue(this);
}
public void RevertToDefaultValue()

View File

@ -6,8 +6,7 @@ using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using UnityEngine;
using UnityExplorer.UI.Main;
using UnityExplorer.UI.Main.Home;
using UnityExplorer.UI;
namespace UnityExplorer.Core.Config
{
@ -17,230 +16,110 @@ namespace UnityExplorer.Core.Config
// See the UnityExplorer.Loader namespace for the implementations.
public static ConfigHandler Handler { get; private set; }
public static ConfigElement<KeyCode> Main_Menu_Toggle;
public static ConfigElement<bool> Force_Unlock_Mouse;
public static ConfigElement<int> Default_Page_Limit;
public static ConfigElement<string> Default_Output_Path;
public static ConfigElement<bool> Log_Unity_Debug;
public static ConfigElement<bool> Hide_On_Startup;
public static ConfigElement<KeyCode> Master_Toggle;
public static ConfigElement<UIManager.VerticalAnchor> Main_Navbar_Anchor;
public static ConfigElement<bool> Force_Unlock_Mouse;
public static ConfigElement<KeyCode> Force_Unlock_Toggle;
public static ConfigElement<bool> Aggressive_Mouse_Unlock;
public static ConfigElement<string> Default_Output_Path;
public static ConfigElement<bool> Log_Unity_Debug;
public static ConfigElement<bool> Hide_On_Startup;
public static ConfigElement<float> Startup_Delay_Time;
public static ConfigElement<string> Last_Window_Anchors;
public static ConfigElement<string> Last_Window_Position;
public static ConfigElement<int> Last_Active_Tab;
public static ConfigElement<bool> Last_DebugConsole_State;
public static ConfigElement<bool> Last_SceneExplorer_State;
public static ConfigElement<string> Reflection_Signature_Blacklist;
// internal configs
internal static InternalConfigHandler InternalHandler { get; private set; }
public static ConfigElement<string> ObjectExplorerData;
public static ConfigElement<string> InspectorData;
public static ConfigElement<string> CSConsoleData;
public static ConfigElement<string> OptionsPanelData;
public static ConfigElement<string> ConsoleLogData;
internal static readonly Dictionary<string, IConfigElement> ConfigElements = new Dictionary<string, IConfigElement>();
internal static readonly Dictionary<string, IConfigElement> InternalConfigs = new Dictionary<string, IConfigElement>();
public static void Init(ConfigHandler configHandler)
{
Handler = configHandler;
Handler.Init();
InternalHandler = new InternalConfigHandler();
InternalHandler.Init();
CreateConfigElements();
Handler.LoadConfig();
InternalHandler.LoadConfig();
SceneExplorer.OnToggleShow += SceneExplorer_OnToggleShow;
PanelDragger.OnFinishResize += PanelDragger_OnFinishResize;
PanelDragger.OnFinishDrag += PanelDragger_OnFinishDrag;
MainMenu.OnActiveTabChanged += MainMenu_OnActiveTabChanged;
DebugConsole.OnToggleShow += DebugConsole_OnToggleShow;
InitConsoleCallback();
//InitConsoleCallback();
}
internal static void RegisterConfigElement<T>(ConfigElement<T> configElement)
{
Handler.RegisterConfigElement(configElement);
ConfigElements.Add(configElement.Name, configElement);
if (!configElement.IsInternal)
{
Handler.RegisterConfigElement(configElement);
ConfigElements.Add(configElement.Name, configElement);
}
else
{
InternalHandler.RegisterConfigElement(configElement);
InternalConfigs.Add(configElement.Name, configElement);
}
}
private static void CreateConfigElements()
{
Main_Menu_Toggle = new ConfigElement<KeyCode>("Main Menu Toggle",
"The UnityEngine.KeyCode to toggle the UnityExplorer Menu.",
Master_Toggle = new ConfigElement<KeyCode>("UnityExplorer Toggle",
"The key to enable or disable UnityExplorer's menu and features.",
KeyCode.F7);
Main_Navbar_Anchor = new ConfigElement<UIManager.VerticalAnchor>("Main Navbar Anchor",
"The vertical anchor of the main UnityExplorer Navbar, in case you want to move it.",
UIManager.VerticalAnchor.Top);
Hide_On_Startup = new ConfigElement<bool>("Hide On Startup",
"Should UnityExplorer be hidden on startup?",
false);
Log_Unity_Debug = new ConfigElement<bool>("Log Unity Debug",
"Should UnityEngine.Debug.Log messages be printed to UnityExplorer's log?",
false);
Force_Unlock_Mouse = new ConfigElement<bool>("Force Unlock Mouse",
"Force the Cursor to be unlocked (visible) when the UnityExplorer menu is open.",
true);
Default_Page_Limit = new ConfigElement<int>("Default Page Limit",
"The default maximum number of elements per 'page' in UnityExplorer.",
25);
Force_Unlock_Toggle = new ConfigElement<KeyCode>("Force Unlock Toggle Key",
"The keybind to toggle the 'Force Unlock Mouse' setting. Only usable when UnityExplorer is open.",
KeyCode.None);
Aggressive_Mouse_Unlock = new ConfigElement<bool>("Aggressive Mouse Unlock",
"Use WaitForEndOfFrame to aggressively force the Mouse to be unlocked (requires game restart).",
false);
Log_Unity_Debug = new ConfigElement<bool>("Log Unity Debug",
"Should UnityEngine.Debug.Log messages be printed to UnityExplorer's log?",
false);
Default_Output_Path = new ConfigElement<string>("Default Output Path",
"The default output path when exporting things from UnityExplorer.",
Path.Combine(ExplorerCore.Loader.ExplorerFolder, "Output"));
// Internal configs
Startup_Delay_Time = new ConfigElement<float>("Startup Delay Time",
"The delay on startup before the UI is created.",
1f);
Last_Window_Anchors = new ConfigElement<string>("Last_Window_Anchors",
"For internal use, the last anchors of the UnityExplorer window.",
DEFAULT_WINDOW_ANCHORS,
true);
Reflection_Signature_Blacklist = new ConfigElement<string>("Reflection Signature Blacklist",
"Use this to blacklist certain member signatures if they are known to cause a crash or other issues." +
"\r\nSeperate signatures with a semicolon ';'.",
"DEFAULT");
Last_Window_Position = new ConfigElement<string>("Last_Window_Position",
"For internal use, the last position of the UnityExplorer window.",
DEFAULT_WINDOW_POSITION,
true);
// Internal configs (panel save data)
Last_Active_Tab = new ConfigElement<int>("Last_Active_Tab",
"For internal use, the last active tab index.",
0,
true);
Last_DebugConsole_State = new ConfigElement<bool>("Last_DebugConsole_State",
"For internal use, the collapsed state of the Debug Console.",
true,
true);
Last_SceneExplorer_State = new ConfigElement<bool>("Last_SceneExplorer_State",
"For internal use, the collapsed state of the Scene Explorer.",
true,
true);
ObjectExplorerData = new ConfigElement<string>("ObjectExplorer", "", "", true);
InspectorData = new ConfigElement<string>("Inspector", "", "", true);
CSConsoleData = new ConfigElement<string>("CSConsole", "", "", true);
OptionsPanelData = new ConfigElement<string>("OptionsPanel", "", "", true);
ConsoleLogData = new ConfigElement<string>("ConsoleLog", "", "", true);
}
// Internal config callback listeners
private static void PanelDragger_OnFinishResize(RectTransform rect)
{
Last_Window_Anchors.Value = rect.RectAnchorsToString();
}
private static void PanelDragger_OnFinishDrag(RectTransform rect)
{
Last_Window_Position.Value = rect.RectPositionToString();
}
private static void MainMenu_OnActiveTabChanged(int page)
{
Last_Active_Tab.Value = page;
}
private static void DebugConsole_OnToggleShow(bool showing)
{
Last_DebugConsole_State.Value = showing;
}
private static void SceneExplorer_OnToggleShow(bool showing)
{
Last_SceneExplorer_State.Value = showing;
}
#region CONSOLE ONEXIT CALLBACK
internal static void InitConsoleCallback()
{
handler = new ConsoleEventDelegate(ConsoleEventCallback);
SetConsoleCtrlHandler(handler, true);
}
static bool ConsoleEventCallback(int eventType)
{
// 2 is Console Quit
if (eventType == 2)
Handler.SaveConfig();
return false;
}
static ConsoleEventDelegate handler;
private delegate bool ConsoleEventDelegate(int eventType);
[DllImport("kernel32.dll", SetLastError = true)]
private static extern bool SetConsoleCtrlHandler(ConsoleEventDelegate callback, bool add);
#endregion
#region WINDOW ANCHORS / POSITION HELPERS
// Window Anchors helpers
private const string DEFAULT_WINDOW_ANCHORS = "0.25,0.10,0.78,0.95";
private const string DEFAULT_WINDOW_POSITION = "0,0";
internal static CultureInfo _enCulture = new CultureInfo("en-US");
internal static string RectAnchorsToString(this RectTransform rect)
{
try
{
return string.Format(_enCulture, "{0},{1},{2},{3}", new object[]
{
rect.anchorMin.x,
rect.anchorMin.y,
rect.anchorMax.x,
rect.anchorMax.y
});
}
catch
{
return DEFAULT_WINDOW_ANCHORS;
}
}
internal static void SetAnchorsFromString(this RectTransform panel, string stringAnchors)
{
Vector4 anchors;
try
{
var split = stringAnchors.Split(',');
if (split.Length != 4)
throw new Exception();
anchors.x = float.Parse(split[0], _enCulture);
anchors.y = float.Parse(split[1], _enCulture);
anchors.z = float.Parse(split[2], _enCulture);
anchors.w = float.Parse(split[3], _enCulture);
}
catch
{
anchors = new Vector4(0.25f, 0.1f, 0.78f, 0.95f);
}
panel.anchorMin = new Vector2(anchors.x, anchors.y);
panel.anchorMax = new Vector2(anchors.z, anchors.w);
}
internal static string RectPositionToString(this RectTransform rect)
{
return string.Format(_enCulture, "{0},{1}", new object[]
{
rect.localPosition.x, rect.localPosition.y
});
}
internal static void SetPositionFromString(this RectTransform rect, string stringPosition)
{
try
{
var split = stringPosition.Split(',');
if (split.Length != 2)
throw new Exception();
Vector3 vector = rect.localPosition;
vector.x = float.Parse(split[0], _enCulture);
vector.y = float.Parse(split[1], _enCulture);
rect.localPosition = vector;
}
catch //(Exception ex)
{
//ExplorerCore.LogWarning("Exception setting window position: " + ex);
}
}
#endregion
}
}

View File

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

View File

@ -0,0 +1,62 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
#if CPP
using UnhollowerRuntimeLib;
#endif
namespace UnityExplorer
{
// Handles all Behaviour update calls for UnityExplorer (Update, FixedUpdate, OnPostRender).
// Basically just a wrapper which calls the corresponding methods in ExplorerCore.
public class ExplorerBehaviour : MonoBehaviour
{
internal static ExplorerBehaviour Instance { get; private set; }
internal static void Setup()
{
#if CPP
ClassInjector.RegisterTypeInIl2Cpp<ExplorerBehaviour>();
#endif
var obj = new GameObject("ExplorerBehaviour");
GameObject.DontDestroyOnLoad(obj);
obj.hideFlags |= HideFlags.HideAndDontSave;
Instance = obj.AddComponent<ExplorerBehaviour>();
}
#if CPP
public ExplorerBehaviour(IntPtr ptr) : base(ptr) { }
#endif
internal void Awake()
{
#if CPP
Camera.onPostRender = Camera.onPostRender == null
? new Action<Camera>(OnPostRender)
: Il2CppSystem.Delegate.Combine(Camera.onPostRender, (Camera.CameraCallback)new Action<Camera>(OnPostRender)).Cast<Camera.CameraCallback>();
#else
Camera.onPostRender += OnPostRender;
#endif
}
internal void Update()
{
ExplorerCore.Update();
}
internal void FixedUpdate()
{
ExplorerCore.FixedUpdate();
}
internal static void OnPostRender(Camera camera)
{
ExplorerCore.OnPostRender();
}
}
}

View File

@ -1,17 +1,13 @@
using System;
using UnityEngine;
using UnityExplorer.Core.Unity;
using UnityEngine.EventSystems;
using UnityExplorer.Core.Input;
using BF = System.Reflection.BindingFlags;
using UnityExplorer.Core.Config;
using UnityExplorer.Core;
using UnityExplorer.UI;
#if ML
using Harmony;
#else
using HarmonyLib;
#endif
using System.Collections;
namespace UnityExplorer.Core.Input
{
@ -30,89 +26,49 @@ namespace UnityExplorer.Core.Input
public static bool ShouldActuallyUnlock => UIManager.ShowMenu && Unlock;
private static CursorLockMode m_lastLockMode;
private static bool m_lastVisibleState;
private static CursorLockMode lastLockMode;
private static bool lastVisibleState;
private static bool m_currentlySettingCursor = false;
private static Type CursorType
=> m_cursorType
?? (m_cursorType = ReflectionUtility.GetTypeByName("UnityEngine.Cursor"));
private static Type m_cursorType;
private static bool currentlySettingCursor = false;
public static void Init()
{
lastLockMode = Cursor.lockState;
lastVisibleState = Cursor.visible;
SetupPatches();
UpdateCursorControl();
Unlock = true;
Unlock = ConfigManager.Force_Unlock_Mouse.Value;
ConfigManager.Force_Unlock_Mouse.OnValueChanged += (bool val) => { Unlock = val; };
if (ConfigManager.Aggressive_Mouse_Unlock.Value)
SetupAggressiveUnlock();
}
private static void SetupPatches()
public static void SetupAggressiveUnlock()
{
try
{
if (CursorType == null)
{
throw new Exception("Could not find Type 'UnityEngine.Cursor'!");
}
// Get current cursor state and enable cursor
try
{
m_lastLockMode = (CursorLockMode?)typeof(Cursor).GetProperty("lockState", BF.Public | BF.Static)?.GetValue(null, null)
?? CursorLockMode.None;
m_lastVisibleState = (bool?)typeof(Cursor).GetProperty("visible", BF.Public | BF.Static)?.GetValue(null, null)
?? false;
}
catch { }
// Setup Harmony Patches
TryPatch(typeof(Cursor),
"lockState",
new HarmonyMethod(typeof(CursorUnlocker).GetMethod(nameof(Prefix_set_lockState))),
true);
TryPatch(typeof(Cursor),
"visible",
new HarmonyMethod(typeof(CursorUnlocker).GetMethod(nameof(Prefix_set_visible))),
true);
TryPatch(typeof(EventSystem),
"current",
new HarmonyMethod(typeof(CursorUnlocker).GetMethod(nameof(Prefix_EventSystem_set_current))),
true);
RuntimeProvider.Instance.StartCoroutine(AggressiveUnlockCoroutine());
}
catch (Exception e)
catch (Exception ex)
{
ExplorerCore.Log($"Exception on ForceUnlockCursor.Init! {e.GetType()}, {e.Message}");
ExplorerCore.LogWarning($"Exception setting up Aggressive Mouse Unlock: {ex}");
}
}
private static void TryPatch(Type type, string property, HarmonyMethod patch, bool setter)
private static readonly WaitForEndOfFrame _waitForEndOfFrame = new WaitForEndOfFrame();
private static IEnumerator AggressiveUnlockCoroutine()
{
try
while (true)
{
var harmony = ExplorerCore.Loader.HarmonyInstance;
yield return _waitForEndOfFrame;
var prop = type.GetProperty(property);
if (setter) // setter is prefix
{
harmony.Patch(prop.GetSetMethod(), prefix: patch);
}
else // getter is postfix
{
harmony.Patch(prop.GetGetMethod(), postfix: patch);
}
}
catch (Exception e)
{
string suf = setter ? "set_" : "get_";
ExplorerCore.Log($"Unable to patch {type.Name}.{suf}{property}: {e.Message}");
if (UIManager.ShowMenu)
UpdateCursorControl();
}
}
@ -120,24 +76,26 @@ namespace UnityExplorer.Core.Input
{
try
{
m_currentlySettingCursor = true;
currentlySettingCursor = true;
if (ShouldActuallyUnlock)
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
if (UIManager.EventSys)
SetEventSystem();
}
else
{
Cursor.lockState = m_lastLockMode;
Cursor.visible = m_lastVisibleState;
Cursor.lockState = lastLockMode;
Cursor.visible = lastVisibleState;
if (UIManager.EventSys)
ReleaseEventSystem();
}
m_currentlySettingCursor = false;
currentlySettingCursor = false;
}
catch (Exception e)
{
@ -147,33 +105,27 @@ namespace UnityExplorer.Core.Input
// Event system overrides
private static bool m_settingEventSystem;
private static EventSystem m_lastEventSystem;
private static BaseInputModule m_lastInputModule;
private static bool settingEventSystem;
private static EventSystem lastEventSystem;
private static BaseInputModule lastInputModule;
public static void SetEventSystem()
{
// temp disabled for new InputSystem
if (InputManager.CurrentType == InputType.InputSystem)
return;
// Disable current event system object
if (m_lastEventSystem || EventSystem.current)
if (EventSystem.current && EventSystem.current != UIManager.EventSys)
{
if (!m_lastEventSystem)
m_lastEventSystem = EventSystem.current;
//ExplorerCore.Log("Disabling current event system...");
m_lastEventSystem.enabled = false;
//m_lastEventSystem.gameObject.SetActive(false);
lastEventSystem = EventSystem.current;
lastEventSystem.enabled = false;
}
// Set to our current system
m_settingEventSystem = true;
EventSystem.current = UIManager.EventSys;
settingEventSystem = true;
UIManager.EventSys.enabled = true;
EventSystem.current = UIManager.EventSys;
InputManager.ActivateUIModule();
m_settingEventSystem = false;
settingEventSystem = false;
}
public static void ReleaseEventSystem()
@ -181,28 +133,53 @@ namespace UnityExplorer.Core.Input
if (InputManager.CurrentType == InputType.InputSystem)
return;
if (m_lastEventSystem)
if (lastEventSystem && lastEventSystem.gameObject.activeSelf)
{
m_lastEventSystem.enabled = true;
//m_lastEventSystem.gameObject.SetActive(true);
lastEventSystem.enabled = true;
m_settingEventSystem = true;
EventSystem.current = m_lastEventSystem;
m_lastInputModule?.ActivateModule();
m_settingEventSystem = false;
settingEventSystem = true;
EventSystem.current = lastEventSystem;
lastInputModule?.ActivateModule();
settingEventSystem = false;
}
}
// Patches
private static void SetupPatches()
{
try
{
ExplorerCore.Loader.SetupCursorPatches();
}
catch (Exception e)
{
ExplorerCore.Log($"Exception setting up Cursor patches: {e.GetType()}, {e.Message}");
}
}
[HarmonyPrefix]
public static void Prefix_EventSystem_set_current(ref EventSystem value)
{
if (!m_settingEventSystem)
if (!UIManager.EventSys)
{
m_lastEventSystem = value;
m_lastInputModule = value?.currentInputModule;
if (value)
{
lastEventSystem = value;
lastInputModule = value.currentInputModule;
}
return;
}
if (!settingEventSystem && value != UIManager.EventSys)
{
lastEventSystem = value;
lastInputModule = value?.currentInputModule;
if (ShouldActuallyUnlock)
{
value = UIManager.EventSys;
value.enabled = true;
}
}
}
@ -210,28 +187,26 @@ namespace UnityExplorer.Core.Input
// Also keep track of when anything else tries to set Cursor state, this will be the
// value that we set back to when we close the menu or disable force-unlock.
[HarmonyPrefix]
public static void Prefix_set_lockState(ref CursorLockMode value)
{
if (!m_currentlySettingCursor)
if (!currentlySettingCursor)
{
m_lastLockMode = value;
lastLockMode = value;
if (ShouldActuallyUnlock)
value = CursorLockMode.None;
}
}
[HarmonyPrefix]
public static void Prefix_set_visible(ref bool value)
{
if (!m_currentlySettingCursor)
if (!currentlySettingCursor)
{
m_lastVisibleState = value;
lastVisibleState = value;
if (ShouldActuallyUnlock)
value = true;
}
}
}
}
}

View File

@ -6,6 +6,7 @@ namespace UnityExplorer.Core.Input
public interface IHandleInput
{
Vector2 MousePosition { get; }
Vector2 MouseScrollDelta { get; }
bool GetKeyDown(KeyCode key);
bool GetKey(KeyCode key);
@ -15,9 +16,7 @@ namespace UnityExplorer.Core.Input
BaseInputModule UIModule { get; }
PointerEventData InputPointerEvent { get; }
void AddUIInputModule();
void ActivateModule();
}
}
}

View File

@ -20,14 +20,26 @@ namespace UnityExplorer.Core.Input
public static Vector3 MousePosition => m_inputModule.MousePosition;
public static bool GetKeyDown(KeyCode key) => m_inputModule.GetKeyDown(key);
public static bool GetKey(KeyCode key) => m_inputModule.GetKey(key);
public static bool GetKeyDown(KeyCode key)
{
if (key == KeyCode.None)
return false;
return m_inputModule.GetKeyDown(key);
}
public static bool GetKey(KeyCode key)
{
if (key == KeyCode.None)
return false;
return m_inputModule.GetKey(key);
}
public static bool GetMouseButtonDown(int btn) => m_inputModule.GetMouseButtonDown(btn);
public static bool GetMouseButton(int btn) => m_inputModule.GetMouseButton(btn);
public static BaseInputModule UIInput => m_inputModule.UIModule;
public static PointerEventData InputPointerEvent => m_inputModule.InputPointerEvent;
public static Vector2 MouseScrollDelta => m_inputModule.MouseScrollDelta;
public static void ActivateUIModule() => m_inputModule.ActivateModule();
@ -39,25 +51,53 @@ namespace UnityExplorer.Core.Input
public static void Init()
{
if (InputSystem.TKeyboard != null || (ReflectionUtility.LoadModule("Unity.InputSystem") && InputSystem.TKeyboard != null))
{
m_inputModule = new InputSystem();
CurrentType = InputType.InputSystem;
}
else if (LegacyInput.TInput != null || (ReflectionUtility.LoadModule("UnityEngine.InputLegacyModule") && LegacyInput.TInput != null))
{
m_inputModule = new LegacyInput();
CurrentType = InputType.Legacy;
}
if (m_inputModule == null)
{
ExplorerCore.LogWarning("Could not find any Input module!");
m_inputModule = new NoInput();
CurrentType = InputType.None;
}
InitHandler();
CursorUnlocker.Init();
}
private static void InitHandler()
{
// First, just try to use the legacy input, see if its working.
// The InputSystem package may be present but not actually activated, so we can find out this way.
if (LegacyInput.TInput != null)
{
try
{
m_inputModule = new LegacyInput();
CurrentType = InputType.Legacy;
// make sure its working
GetKeyDown(KeyCode.F5);
ExplorerCore.Log("Initialized Legacy Input support");
return;
}
catch
{
// It's not working, we'll fall back to InputSystem.
}
}
if (InputSystem.TKeyboard != null)
{
try
{
m_inputModule = new InputSystem();
CurrentType = InputType.InputSystem;
ExplorerCore.Log("Initialized new InputSystem support.");
return;
}
catch (Exception ex)
{
ExplorerCore.Log(ex);
}
}
ExplorerCore.LogWarning("Could not find any Input Module Type!");
m_inputModule = new NoInput();
CurrentType = InputType.None;
}
}
}

View File

@ -1,10 +1,10 @@
using System;
using System.Reflection;
using UnityExplorer.Core.Unity;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityExplorer.UI;
using System.Collections.Generic;
using System.Linq;
namespace UnityExplorer.Core.Input
{
@ -12,8 +12,6 @@ namespace UnityExplorer.Core.Input
{
public InputSystem()
{
ExplorerCore.Log("Initializing new InputSystem support...");
m_kbCurrentProp = TKeyboard.GetProperty("current");
m_kbIndexer = TKeyboard.GetProperty("Item", new Type[] { TKey });
@ -24,15 +22,18 @@ namespace UnityExplorer.Core.Input
m_mouseCurrentProp = TMouse.GetProperty("current");
m_leftButtonProp = TMouse.GetProperty("leftButton");
m_rightButtonProp = TMouse.GetProperty("rightButton");
m_scrollDeltaProp = TMouse.GetProperty("scroll");
m_positionProp = ReflectionUtility.GetTypeByName("UnityEngine.InputSystem.Pointer")
.GetProperty("position");
m_readVector2InputMethod = ReflectionUtility.GetTypeByName("UnityEngine.InputSystem.InputControl`1")
ReadV2ControlMethod = ReflectionUtility.GetTypeByName("UnityEngine.InputSystem.InputControl`1")
.MakeGenericType(typeof(Vector2))
.GetMethod("ReadValue");
}
#region reflection cache
public static Type TKeyboard => m_tKeyboard ?? (m_tKeyboard = ReflectionUtility.GetTypeByName("UnityEngine.InputSystem.Keyboard"));
private static Type m_tKeyboard;
@ -62,10 +63,17 @@ namespace UnityExplorer.Core.Input
private static object m_rmb;
private static PropertyInfo m_rightButtonProp;
private static MethodInfo ReadV2ControlMethod;
private static object MousePositionInfo => m_pos ?? (m_pos = m_positionProp.GetValue(CurrentMouse, null));
private static object m_pos;
private static PropertyInfo m_positionProp;
private static MethodInfo m_readVector2InputMethod;
private static object MouseScrollInfo => m_scrollInfo ?? (m_scrollInfo = m_scrollDeltaProp.GetValue(CurrentMouse, null));
private static object m_scrollInfo;
private static PropertyInfo m_scrollDeltaProp;
#endregion
public Vector2 MousePosition
{
@ -73,26 +81,47 @@ namespace UnityExplorer.Core.Input
{
try
{
return (Vector2)m_readVector2InputMethod.Invoke(MousePositionInfo, new object[0]);
return (Vector2)ReadV2ControlMethod.Invoke(MousePositionInfo, ArgumentUtility.EmptyArgs);
}
catch
catch { return Vector2.zero; }
}
}
public Vector2 MouseScrollDelta
{
get
{
try
{
return Vector2.zero;
return (Vector2)ReadV2ControlMethod.Invoke(MouseScrollInfo, ArgumentUtility.EmptyArgs);
}
catch { return Vector2.zero; }
}
}
internal static Dictionary<KeyCode, object> ActualKeyDict = new Dictionary<KeyCode, object>();
internal static Dictionary<string, string> enumNameFixes = new Dictionary<string, string>
{
{ "Control", "Ctrl" },
{ "Return", "Enter" },
{ "Alpha", "Digit" },
{ "Keypad", "Numpad" },
{ "Numlock", "NumLock" },
{ "Print", "PrintScreen" },
{ "BackQuote", "Backquote" }
};
internal object GetActualKey(KeyCode key)
{
if (!ActualKeyDict.ContainsKey(key))
{
var s = key.ToString();
if (s.Contains("Control"))
s = s.Replace("Control", "Ctrl");
else if (s.Contains("Return"))
s = "Enter";
try
{
if (enumNameFixes.First(it => s.Contains(it.Key)) is KeyValuePair<string, string> entry)
s = s.Replace(entry.Key, entry.Value);
}
catch { }
var parsed = Enum.Parse(TKey, s);
var actualKey = m_kbIndexer.GetValue(CurrentKeyboard, new object[] { parsed });
@ -131,41 +160,74 @@ namespace UnityExplorer.Core.Input
// UI Input
//public Type TInputSystemUIInputModule
// => m_tUIInputModule
// ?? (m_tUIInputModule = ReflectionHelpers.GetTypeByName("UnityEngine.InputSystem.UI.InputSystemUIInputModule"));
//internal Type m_tUIInputModule;
public Type TInputSystemUIInputModule
=> m_tUIInputModule
?? (m_tUIInputModule = ReflectionUtility.GetTypeByName("UnityEngine.InputSystem.UI.InputSystemUIInputModule"));
internal Type m_tUIInputModule;
public BaseInputModule UIModule => null; // m_newInputModule;
//internal BaseInputModule m_newInputModule;
public PointerEventData InputPointerEvent => null;
public BaseInputModule UIModule => m_newInputModule;
internal BaseInputModule m_newInputModule;
public void AddUIInputModule()
{
// if (TInputSystemUIInputModule != null)
// {
//#if CPP
// // m_newInputModule = UIManager.CanvasRoot.AddComponent(Il2CppType.From(TInputSystemUIInputModule)).TryCast<BaseInputModule>();
//#else
// m_newInputModule = (BaseInputModule)UIManager.CanvasRoot.AddComponent(TInputSystemUIInputModule);
//#endif
// }
// else
// {
// ExplorerCore.LogWarning("New input system: Could not find type by name 'UnityEngine.InputSystem.UI.InputSystemUIInputModule'");
// }
if (TInputSystemUIInputModule == null)
{
ExplorerCore.LogWarning("Unable to find UI Input Module Type, Input will not work!");
return;
}
var assetType = ReflectionUtility.GetTypeByName("UnityEngine.InputSystem.InputActionAsset");
m_newInputModule = RuntimeProvider.Instance.AddComponent<BaseInputModule>(UIManager.CanvasRoot, TInputSystemUIInputModule);
var asset = RuntimeProvider.Instance.CreateScriptable(assetType)
.TryCast(assetType);
inputExtensions = ReflectionUtility.GetTypeByName("UnityEngine.InputSystem.InputActionSetupExtensions");
var addMap = inputExtensions.GetMethod("AddActionMap", new Type[] { assetType, typeof(string) });
var map = addMap.Invoke(null, new object[] { asset, "UI" })
.TryCast(ReflectionUtility.GetTypeByName("UnityEngine.InputSystem.InputActionMap"));
CreateAction(map, "point", new[] { "<Mouse>/position" }, "point");
CreateAction(map, "click", new[] { "<Mouse>/leftButton" }, "leftClick");
CreateAction(map, "rightClick", new[] { "<Mouse>/rightButton" }, "rightClick");
CreateAction(map, "scrollWheel", new[] { "<Mouse>/scroll" }, "scrollWheel");
UI_Enable = map.GetType().GetMethod("Enable");
UI_Enable.Invoke(map, ArgumentUtility.EmptyArgs);
UI_ActionMap = map;
}
private Type inputExtensions;
private object UI_ActionMap;
private MethodInfo UI_Enable;
private void CreateAction(object map, string actionName, string[] bindings, string propertyName)
{
var inputActionType = ReflectionUtility.GetTypeByName("UnityEngine.InputSystem.InputAction");
var addAction = inputExtensions.GetMethod("AddAction");
var action = addAction.Invoke(null, new object[] { map, actionName, default, null, null, null, null, null })
.TryCast(inputActionType);
var addBinding = inputExtensions.GetMethod("AddBinding",
new Type[] { inputActionType, typeof(string), typeof(string), typeof(string), typeof(string) });
foreach (string binding in bindings)
addBinding.Invoke(null, new object[] { action.TryCast(inputActionType), binding, null, null, null });
var refType = ReflectionUtility.GetTypeByName("UnityEngine.InputSystem.InputActionReference");
var inputRef = refType.GetMethod("Create")
.Invoke(null, new object[] { action })
.TryCast(refType);
TInputSystemUIInputModule
.GetProperty(propertyName)
.SetValue(m_newInputModule.TryCast(TInputSystemUIInputModule), inputRef, null);
}
public void ActivateModule()
{
//#if CPP
// // m_newInputModule.ActivateModule();
//#else
// m_newInputModule.ActivateModule();
//#endif
m_newInputModule.ActivateModule();
UI_Enable.Invoke(UI_ActionMap, ArgumentUtility.EmptyArgs);
}
}
}
}

View File

@ -1,6 +1,5 @@
using System;
using System.Reflection;
using UnityExplorer.Core.Unity;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityExplorer.UI;
@ -11,9 +10,8 @@ namespace UnityExplorer.Core.Input
{
public LegacyInput()
{
ExplorerCore.Log("Initializing Legacy Input support...");
m_mousePositionProp = TInput.GetProperty("mousePosition");
m_mouseDeltaProp = TInput.GetProperty("mouseScrollDelta");
m_getKeyMethod = TInput.GetMethod("GetKey", new Type[] { typeof(KeyCode) });
m_getKeyDownMethod = TInput.GetMethod("GetKeyDown", new Type[] { typeof(KeyCode) });
m_getMouseButtonMethod = TInput.GetMethod("GetMouseButton", new Type[] { typeof(int) });
@ -24,6 +22,7 @@ namespace UnityExplorer.Core.Input
private static Type m_tInput;
private static PropertyInfo m_mousePositionProp;
private static PropertyInfo m_mouseDeltaProp;
private static MethodInfo m_getKeyMethod;
private static MethodInfo m_getKeyDownMethod;
private static MethodInfo m_getMouseButtonMethod;
@ -31,6 +30,8 @@ namespace UnityExplorer.Core.Input
public Vector2 MousePosition => (Vector3)m_mousePositionProp.GetValue(null, null);
public Vector2 MouseScrollDelta => (Vector2)m_mouseDeltaProp.GetValue(null, null);
public bool GetKey(KeyCode key) => (bool)m_getKeyMethod.Invoke(null, new object[] { key });
public bool GetKeyDown(KeyCode key) => (bool)m_getKeyDownMethod.Invoke(null, new object[] { key });
@ -44,13 +45,6 @@ namespace UnityExplorer.Core.Input
public BaseInputModule UIModule => m_inputModule;
internal StandaloneInputModule m_inputModule;
public PointerEventData InputPointerEvent =>
#if CPP
m_inputModule.m_InputPointerEvent;
#else
null;
#endif
public void AddUIInputModule()
{
m_inputModule = UIManager.CanvasRoot.gameObject.AddComponent<StandaloneInputModule>();
@ -61,4 +55,4 @@ namespace UnityExplorer.Core.Input
m_inputModule.ActivateModule();
}
}
}
}

View File

@ -8,6 +8,7 @@ namespace UnityExplorer.Core.Input
public class NoInput : IHandleInput
{
public Vector2 MousePosition => Vector2.zero;
public Vector2 MouseScrollDelta => Vector2.zero;
public bool GetKey(KeyCode key) => false;
public bool GetKeyDown(KeyCode key) => false;
@ -16,8 +17,7 @@ namespace UnityExplorer.Core.Input
public bool GetMouseButtonDown(int btn) => false;
public BaseInputModule UIModule => null;
public PointerEventData InputPointerEvent => null;
public void ActivateModule() { }
public void AddUIInputModule() { }
}
}
}

View File

@ -0,0 +1,114 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
namespace UnityExplorer
{
public static class ReflectionExtensions
{
// ReflectionUtility extensions
public static Type GetActualType(this object obj)
=> ReflectionUtility.Instance.Internal_GetActualType(obj);
public static object TryCast(this object obj)
=> ReflectionUtility.Instance.Internal_TryCast(obj, ReflectionUtility.Instance.Internal_GetActualType(obj));
public static object TryCast(this object obj, Type castTo)
=> ReflectionUtility.Instance.Internal_TryCast(obj, castTo);
public static T TryCast<T>(this object obj)
{
try
{
return (T)ReflectionUtility.Instance.Internal_TryCast(obj, typeof(T));
}
catch
{
return default;
}
}
public static HashSet<Type> GetImplementationsOf(this Type baseType, bool allowAbstract, bool allowGeneric)
=> ReflectionUtility.GetImplementationsOf(baseType, allowAbstract, allowGeneric);
// ------- Misc extensions --------
/// <summary>
/// Safely try to get all Types inside an Assembly.
/// </summary>
public static IEnumerable<Type> TryGetTypes(this Assembly asm)
{
try
{
return asm.GetTypes();
}
catch (ReflectionTypeLoadException e)
{
try
{
return asm.GetExportedTypes();
}
catch
{
return e.Types.Where(t => t != null);
}
}
catch
{
return Enumerable.Empty<Type>();
}
}
/// <summary>
/// Check if the two objects are reference-equal, including checking for UnityEngine.Object-equality and Il2CppSystem.Object-equality.
/// </summary>
public static bool ReferenceEqual(this object objA, object objB)
{
if (object.ReferenceEquals(objA, objB))
return true;
if (objA is UnityEngine.Object unityA && objB is UnityEngine.Object unityB)
{
if (unityA && unityB && unityA.m_CachedPtr == unityB.m_CachedPtr)
return true;
}
#if CPP
if (objA is Il2CppSystem.Object cppA && objB is Il2CppSystem.Object cppB
&& cppA.Pointer == cppB.Pointer)
return true;
#endif
return false;
}
/// <summary>
/// Helper to display a simple "{ExceptionType}: {Message}" of the exception, and optionally use the inner-most exception.
/// </summary>
public static string ReflectionExToString(this Exception e, bool innerMost = true)
{
if (innerMost)
e = e.GetInnerMostException();
return $"{e.GetType()}: {e.Message}";
}
public static Exception GetInnerMostException(this Exception e)
{
while (e.InnerException != null)
{
#if CPP
if (e.InnerException is System.Runtime.CompilerServices.RuntimeWrappedException)
break;
#endif
e = e.InnerException;
}
return e;
}
}
}

View File

@ -0,0 +1,945 @@
#if CPP
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnhollowerBaseLib;
using UnhollowerRuntimeLib;
using System.Runtime.InteropServices;
using System.Reflection;
using System.Collections;
using System.IO;
using System.Diagnostics.CodeAnalysis;
using UnityExplorer.Core;
using CppType = Il2CppSystem.Type;
using BF = System.Reflection.BindingFlags;
using UnityExplorer.Core.Config;
using UnhollowerBaseLib.Attributes;
namespace UnityExplorer
{
public class Il2CppReflection : ReflectionUtility
{
protected override void Initialize()
{
base.Initialize();
TryLoadGameModules();
BuildDeobfuscationCache();
OnTypeLoaded += TryCacheDeobfuscatedType;
}
#region IL2CPP Extern and pointers
// Extern C++ methods
[DllImport("GameAssembly", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
public static extern bool il2cpp_class_is_assignable_from(IntPtr klass, IntPtr oklass);
[DllImport("GameAssembly", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
public static extern IntPtr il2cpp_object_get_class(IntPtr obj);
public static bool Il2CppTypeNotNull(Type type) => Il2CppTypeNotNull(type, out _);
public static bool Il2CppTypeNotNull(Type type, out IntPtr il2cppPtr)
{
if (cppClassPointers.TryGetValue(type.AssemblyQualifiedName, out il2cppPtr))
return il2cppPtr != IntPtr.Zero;
il2cppPtr = (IntPtr)typeof(Il2CppClassPointerStore<>)
.MakeGenericType(new Type[] { type })
.GetField("NativeClassPtr", BF.Public | BF.Static)
.GetValue(null);
cppClassPointers.Add(type.AssemblyQualifiedName, il2cppPtr);
return il2cppPtr != IntPtr.Zero;
}
#endregion
#region Deobfuscation cache
private static readonly Dictionary<string, Type> DeobfuscatedTypes = new Dictionary<string, Type>();
private static readonly Dictionary<string, string> reverseDeobCache = new Dictionary<string, string>();
private static void BuildDeobfuscationCache()
{
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
{
foreach (var type in asm.TryGetTypes())
TryCacheDeobfuscatedType(type);
}
if (DeobfuscatedTypes.Count > 0)
ExplorerCore.Log($"Built IL2CPP deobfuscation cache, initial count: {DeobfuscatedTypes.Count}");
}
private static void TryCacheDeobfuscatedType(Type type)
{
try
{
if (!type.CustomAttributes.Any())
return;
foreach (var att in type.CustomAttributes)
{
// Thanks to Slaynash for this
if (att.AttributeType == typeof(ObfuscatedNameAttribute))
{
string obfuscatedName = att.ConstructorArguments[0].Value.ToString();
DeobfuscatedTypes.Add(obfuscatedName, type);
reverseDeobCache.Add(type.FullName, obfuscatedName);
}
}
}
catch { }
}
internal override string Internal_ProcessTypeInString(string theString, Type type)
{
if (reverseDeobCache.TryGetValue(type.FullName, out string obName))
return theString.Replace(obName, type.FullName);
return theString;
}
#endregion
// Get type by name
internal override Type Internal_GetTypeByName(string fullName)
{
if (DeobfuscatedTypes.TryGetValue(fullName, out Type deob))
return deob;
return base.Internal_GetTypeByName(fullName);
}
#region Get actual type
internal override Type Internal_GetActualType(object obj)
{
if (obj == null)
return null;
var type = obj.GetType();
try
{
if (IsString(obj))
return typeof(string);
if (IsIl2CppPrimitive(type))
return il2cppPrimitivesToMono[type.FullName];
if (obj is Il2CppSystem.Object cppObject)
{
var cppType = cppObject.GetIl2CppType();
// check if type is injected
IntPtr classPtr = il2cpp_object_get_class(cppObject.Pointer);
if (RuntimeSpecificsStore.IsInjected(classPtr))
{
// Note: This will fail on injected subclasses.
// - {Namespace}.{Class}.{Subclass} would be {Namespace}.{Subclass} when injected.
// Not sure on solution yet.
return GetTypeByName(cppType.FullName) ?? type;
}
if (AllTypes.TryGetValue(cppType.FullName, out Type primitive) && primitive.IsPrimitive)
return primitive;
return GetUnhollowedType(cppType) ?? type;
}
}
catch (Exception ex)
{
ExplorerCore.LogWarning("Exception in IL2CPP GetActualType: " + ex);
}
return type;
}
public static Type GetUnhollowedType(CppType cppType)
{
var fullname = cppType.FullName;
if (DeobfuscatedTypes.TryGetValue(fullname, out Type deob))
return deob;
if (fullname.StartsWith("System."))
fullname = $"Il2Cpp{fullname}";
AllTypes.TryGetValue(fullname, out Type monoType);
return monoType;
}
#endregion
#region Casting
private static readonly Dictionary<string, IntPtr> cppClassPointers = new Dictionary<string, IntPtr>();
internal override object Internal_TryCast(object obj, Type castTo)
{
if (obj == null)
return null;
var type = obj.GetType();
if (type == castTo)
return obj;
// from structs
if (type.IsValueType)
{
// from il2cpp primitive to system primitive
if (IsIl2CppPrimitive(type) && castTo.IsPrimitive)
{
return MakeMonoPrimitive(obj);
}
// from system primitive to il2cpp primitive
else if (IsIl2CppPrimitive(castTo))
{
return MakeIl2CppPrimitive(castTo, obj);
}
// from other structs to il2cpp object
else if (typeof(Il2CppSystem.Object).IsAssignableFrom(castTo))
{
return BoxIl2CppObject(obj);
}
else
return obj;
}
// from string to il2cpp.Object / il2cpp.String
if (obj is string && typeof(Il2CppSystem.Object).IsAssignableFrom(castTo))
{
return BoxStringToType(obj, castTo);
}
// from il2cpp objects...
if (!(obj is Il2CppObjectBase cppObj))
return obj;
// from Il2CppSystem.Object to a struct
if (castTo.IsValueType)
return UnboxCppObject(cppObj, castTo);
// or to system string
else if (castTo == typeof(string))
return UnboxString(obj);
// Casting from il2cpp object to il2cpp object...
if (!Il2CppTypeNotNull(castTo, out IntPtr castToPtr))
return obj;
IntPtr castFromPtr = il2cpp_object_get_class(cppObj.Pointer);
if (!il2cpp_class_is_assignable_from(castToPtr, castFromPtr))
return null;
if (RuntimeSpecificsStore.IsInjected(castToPtr))
{
var injectedObj = UnhollowerBaseLib.Runtime.ClassInjectorBase.GetMonoObjectFromIl2CppPointer(cppObj.Pointer);
return injectedObj ?? obj;
}
try
{
return Activator.CreateInstance(castTo, cppObj.Pointer);
}
catch
{
return obj;
}
}
//private static bool IsAssignableFrom(Type thisType, Type fromType)
//{
// if (!Il2CppTypeNotNull(fromType, out IntPtr fromTypePtr)
// || !Il2CppTypeNotNull(thisType, out IntPtr thisTypePtr))
// {
// // one or both of the types are not Il2Cpp types, use normal check
// return thisType.IsAssignableFrom(fromType);
// }
//
// return il2cpp_class_is_assignable_from(thisTypePtr, fromTypePtr);
//}
#endregion
#region Boxing and unboxing ValueTypes
// cached il2cpp unbox methods
internal static readonly Dictionary<string, MethodInfo> unboxMethods = new Dictionary<string, MethodInfo>();
// Unbox an il2cpp object to a struct or System primitive.
public object UnboxCppObject(Il2CppObjectBase cppObj, Type toType)
{
if (!toType.IsValueType)
return null;
try
{
if (toType.IsEnum)
return Enum.Parse(toType, cppObj.ToString());
var name = toType.AssemblyQualifiedName;
if (!unboxMethods.ContainsKey(name))
{
unboxMethods.Add(name, typeof(Il2CppObjectBase)
.GetMethod("Unbox")
.MakeGenericMethod(toType));
}
return unboxMethods[name].Invoke(cppObj, ArgumentUtility.EmptyArgs);
}
catch (Exception ex)
{
ExplorerCore.LogWarning("Exception Unboxing Il2Cpp object to struct: " + ex);
return null;
}
}
private static Il2CppSystem.Object BoxIl2CppObject(object cppStruct, Type structType)
{
return GetMethodInfo(structType, "BoxIl2CppObject", ArgumentUtility.EmptyTypes)
.Invoke(cppStruct, ArgumentUtility.EmptyArgs)
as Il2CppSystem.Object;
}
public Il2CppSystem.Object BoxIl2CppObject(object value)
{
if (value == null)
return null;
try
{
var type = value.GetType();
if (!type.IsValueType)
return null;
if (type.IsEnum)
return Il2CppSystem.Enum.Parse(Il2CppType.From(type), value.ToString());
if (type.IsPrimitive && AllTypes.TryGetValue($"Il2Cpp{type.FullName}", out Type cppType))
return BoxIl2CppObject(MakeIl2CppPrimitive(cppType, value), cppType);
return BoxIl2CppObject(value, type);
}
catch (Exception ex)
{
ExplorerCore.LogWarning("Exception in BoxIl2CppObject: " + ex);
return null;
}
}
// Helpers for Il2Cpp primitive <-> Mono
internal static readonly Dictionary<string, Type> il2cppPrimitivesToMono = new Dictionary<string, Type>
{
{ "Il2CppSystem.Boolean", typeof(bool) },
{ "Il2CppSystem.Byte", typeof(byte) },
{ "Il2CppSystem.SByte", typeof(sbyte) },
{ "Il2CppSystem.Char", typeof(char) },
{ "Il2CppSystem.Double", typeof(double) },
{ "Il2CppSystem.Single", typeof(float) },
{ "Il2CppSystem.Int32", typeof(int) },
{ "Il2CppSystem.UInt32", typeof(uint) },
{ "Il2CppSystem.Int64", typeof(long) },
{ "Il2CppSystem.UInt64", typeof(ulong) },
{ "Il2CppSystem.Int16", typeof(short) },
{ "Il2CppSystem.UInt16", typeof(ushort) },
{ "Il2CppSystem.IntPtr", typeof(IntPtr) },
{ "Il2CppSystem.UIntPtr", typeof(UIntPtr) }
};
public static bool IsIl2CppPrimitive(object obj) => IsIl2CppPrimitive(obj.GetType());
public static bool IsIl2CppPrimitive(Type type) => il2cppPrimitivesToMono.ContainsKey(type.FullName);
public object MakeMonoPrimitive(object cppPrimitive)
{
return GetFieldInfo(cppPrimitive.GetType(), "m_value").GetValue(cppPrimitive);
}
public object MakeIl2CppPrimitive(Type cppType, object monoValue)
{
var cppStruct = Activator.CreateInstance(cppType);
GetFieldInfo(cppType, "m_value").SetValue(cppStruct, monoValue);
return cppStruct;
}
#endregion
#region String boxing/unboxing
private const string IL2CPP_STRING_FULLNAME = "Il2CppSystem.String";
private const string STRING_FULLNAME = "System.String";
public bool IsString(object obj)
{
if (obj is string || obj is Il2CppSystem.String)
return true;
if (obj is Il2CppSystem.Object cppObj)
{
var type = cppObj.GetIl2CppType();
return type.FullName == IL2CPP_STRING_FULLNAME || type.FullName == STRING_FULLNAME;
}
return false;
}
public object BoxStringToType(object value, Type castTo)
{
if (castTo == typeof(Il2CppSystem.String))
return (Il2CppSystem.String)(value as string);
else
return (Il2CppSystem.Object)(value as string);
}
public string UnboxString(object value)
{
if (value is string s)
return s;
s = null;
if (value is Il2CppSystem.Object cppObject)
s = cppObject.ToString();
else if (value is Il2CppSystem.String cppString)
s = cppString;
return s;
}
#endregion
#region Singleton finder
internal override void Internal_FindSingleton(string[] possibleNames, Type type, BF flags, List<object> instances)
{
PropertyInfo pi;
foreach (var name in possibleNames)
{
pi = type.GetProperty(name, flags);
if (pi != null)
{
var instance = pi.GetValue(null, null);
if (instance != null)
{
instances.Add(instance);
return;
}
}
}
base.Internal_FindSingleton(possibleNames, type, flags, instances);
}
#endregion
#region Force-loading game modules
internal static string UnhollowedFolderPath => Path.GetFullPath(
#if ML
Path.Combine("MelonLoader", "Managed")
#elif BIE
Path.Combine("BepInEx", "unhollowed")
#else
Path.Combine(ExplorerCore.Loader.ExplorerFolder, "Modules")
#endif
);
// Helper for IL2CPP to try to make sure the Unhollowed game assemblies are actually loaded.
// Force loading all il2cpp modules
internal void TryLoadGameModules()
{
if (Directory.Exists(UnhollowedFolderPath))
{
var files = Directory.GetFiles(UnhollowedFolderPath);
foreach (var filePath in files)
{
try
{
DoLoadModule(filePath, true);
}
catch //(Exception ex)
{
//ExplorerCore.LogWarning($"Failed to force-load module '{name}': {ex.ReflectionExToString()}");
}
}
}
else
ExplorerCore.LogWarning($"Expected Unhollowed folder path does not exist: '{UnhollowedFolderPath}'");
}
internal bool DoLoadModule(string fullPath, bool suppressWarning = false)
{
if (!File.Exists(fullPath))
return false;
try
{
Assembly.LoadFile(fullPath);
//Assembly.Load(File.ReadAllBytes(fullPath));
return true;
}
catch (Exception e)
{
if (!suppressWarning)
Console.WriteLine($"Failed loading module '{Path.GetFileName(fullPath)}'! {e.ReflectionExToString()}");
}
return false;
}
#endregion
#region Il2cpp reflection blacklist
public override string DefaultReflectionBlacklist => string.Join(";", defaultIl2CppBlacklist);
// These methods currently cause a crash in most il2cpp games,
// even from doing "GetParameters()" on the MemberInfo.
// Blacklisting until the issue is fixed in Unhollower.
public static HashSet<string> defaultIl2CppBlacklist = new HashSet<string>
{
// These were deprecated a long time ago, still show up in some IL2CPP games for some reason
"UnityEngine.MonoBehaviour.allowPrefabModeInPlayMode",
"UnityEngine.MonoBehaviour.runInEditMode",
"UnityEngine.Component.animation",
"UnityEngine.Component.audio",
"UnityEngine.Component.camera",
"UnityEngine.Component.collider",
"UnityEngine.Component.collider2D",
"UnityEngine.Component.constantForce",
"UnityEngine.Component.hingeJoint",
"UnityEngine.Component.light",
"UnityEngine.Component.networkView",
"UnityEngine.Component.particleSystem",
"UnityEngine.Component.renderer",
"UnityEngine.Component.rigidbody",
"UnityEngine.Component.rigidbody2D",
"UnityEngine.Light.flare",
// These can cause a crash in IL2CPP
"Il2CppSystem.Type.DeclaringMethod",
"Il2CppSystem.RuntimeType.DeclaringMethod",
"Unity.Jobs.LowLevel.Unsafe.JobsUtility.CreateJobReflectionData",
"Unity.Profiling.ProfilerRecorder.CopyTo",
"Unity.Profiling.ProfilerRecorder.StartNew",
"UnityEngine.Analytics.Analytics.RegisterEvent",
"UnityEngine.Analytics.Analytics.SendEvent",
"UnityEngine.Analytics.ContinuousEvent+ConfigureEventDelegate.Invoke",
"UnityEngine.Analytics.ContinuousEvent.ConfigureEvent",
"UnityEngine.Animations.AnimationLayerMixerPlayable.Create",
"UnityEngine.Animations.AnimationLayerMixerPlayable.CreateHandle",
"UnityEngine.Animations.AnimationMixerPlayable.Create",
"UnityEngine.Animations.AnimationMixerPlayable.CreateHandle",
"UnityEngine.AssetBundle.RecompressAssetBundleAsync",
"UnityEngine.Audio.AudioMixerPlayable.Create",
"UnityEngine.BoxcastCommand.ScheduleBatch",
"UnityEngine.Camera.CalculateProjectionMatrixFromPhysicalProperties",
"UnityEngine.CapsulecastCommand.ScheduleBatch",
"UnityEngine.Collider2D.Cast",
"UnityEngine.Collider2D.Raycast",
"UnityEngine.ComputeBuffer+BeginBufferWriteDelegate.Invoke",
"UnityEngine.ComputeBuffer+EndBufferWriteDelegate.Invoke",
"UnityEngine.ComputeBuffer.BeginBufferWrite",
"UnityEngine.ComputeBuffer.EndBufferWrite",
"UnityEngine.Cubemap+SetPixelDataImplArrayDelegate.Invoke",
"UnityEngine.Cubemap+SetPixelDataImplDelegate.Invoke",
"UnityEngine.Cubemap.SetPixelDataImpl",
"UnityEngine.Cubemap.SetPixelDataImplArray",
"UnityEngine.CubemapArray+SetPixelDataImplArrayDelegate.Invoke",
"UnityEngine.CubemapArray+SetPixelDataImplDelegate.Invoke",
"UnityEngine.CubemapArray.SetPixelDataImpl",
"UnityEngine.CubemapArray.SetPixelDataImplArray",
"UnityEngine.Experimental.Playables.MaterialEffectPlayable.Create",
"UnityEngine.Experimental.Rendering.RayTracingAccelerationStructure+AddInstanceDelegate.Invoke",
"UnityEngine.Experimental.Rendering.RayTracingAccelerationStructure+AddInstance_Procedural_InjectedDelegate.Invoke",
"UnityEngine.Experimental.Rendering.RayTracingAccelerationStructure.AddInstance",
"UnityEngine.Experimental.Rendering.RayTracingAccelerationStructure.AddInstance_Procedural",
"UnityEngine.Experimental.Rendering.RayTracingAccelerationStructure.AddInstance_Procedural_Injected",
"UnityEngine.Experimental.Rendering.RayTracingShader+DispatchDelegate.Invoke",
"UnityEngine.Experimental.Rendering.RayTracingShader.Dispatch",
"UnityEngine.Experimental.Rendering.RenderPassAttachment.Clear",
"UnityEngine.GUI.DoButtonGrid",
"UnityEngine.GUI.Slider",
"UnityEngine.GUI.Toolbar",
"UnityEngine.Graphics.DrawMeshInstancedIndirect",
"UnityEngine.Graphics.DrawMeshInstancedProcedural",
"UnityEngine.Graphics.DrawProcedural",
"UnityEngine.Graphics.DrawProceduralIndirect",
"UnityEngine.Graphics.DrawProceduralIndirectNow",
"UnityEngine.Graphics.DrawProceduralNow",
"UnityEngine.LineRenderer+BakeMeshDelegate.Invoke",
"UnityEngine.LineRenderer.BakeMesh",
"UnityEngine.Mesh.GetIndices",
"UnityEngine.Mesh.GetTriangles",
"UnityEngine.Mesh.SetIndices",
"UnityEngine.Mesh.SetTriangles",
"UnityEngine.Physics2D.BoxCast",
"UnityEngine.Physics2D.CapsuleCast",
"UnityEngine.Physics2D.CircleCast",
"UnityEngine.PhysicsScene.BoxCast",
"UnityEngine.PhysicsScene.CapsuleCast",
"UnityEngine.PhysicsScene.OverlapBox",
"UnityEngine.PhysicsScene.OverlapCapsule",
"UnityEngine.PhysicsScene.SphereCast",
"UnityEngine.PhysicsScene2D.BoxCast",
"UnityEngine.PhysicsScene2D.CapsuleCast",
"UnityEngine.PhysicsScene2D.CircleCast",
"UnityEngine.PhysicsScene2D.GetRayIntersection",
"UnityEngine.PhysicsScene2D.Linecast",
"UnityEngine.PhysicsScene2D.OverlapArea",
"UnityEngine.PhysicsScene2D.OverlapBox",
"UnityEngine.PhysicsScene2D.OverlapCapsule",
"UnityEngine.PhysicsScene2D.OverlapCircle",
"UnityEngine.PhysicsScene2D.OverlapCollider",
"UnityEngine.PhysicsScene2D.OverlapPoint",
"UnityEngine.PhysicsScene2D.Raycast",
"UnityEngine.Playables.Playable.Create",
"UnityEngine.Profiling.CustomSampler.Create",
"UnityEngine.RaycastCommand.ScheduleBatch",
"UnityEngine.RemoteConfigSettings+QueueConfigDelegate.Invoke",
"UnityEngine.RemoteConfigSettings.QueueConfig",
"UnityEngine.RenderTexture.GetTemporaryImpl",
"UnityEngine.Rendering.AsyncGPUReadback.Request",
"UnityEngine.Rendering.AttachmentDescriptor.ConfigureClear",
"UnityEngine.Rendering.BatchRendererGroup+AddBatch_InjectedDelegate.Invoke",
"UnityEngine.Rendering.BatchRendererGroup.AddBatch",
"UnityEngine.Rendering.BatchRendererGroup.AddBatch_Injected",
"UnityEngine.Rendering.CommandBuffer+Internal_DispatchRaysDelegate.Invoke",
"UnityEngine.Rendering.CommandBuffer.DispatchRays",
"UnityEngine.Rendering.CommandBuffer.DrawMeshInstancedProcedural",
"UnityEngine.Rendering.CommandBuffer.Internal_DispatchRays",
"UnityEngine.Rendering.CommandBuffer.ResolveAntiAliasedSurface",
"UnityEngine.Rendering.ScriptableRenderContext.BeginRenderPass",
"UnityEngine.Rendering.ScriptableRenderContext.BeginScopedRenderPass",
"UnityEngine.Rendering.ScriptableRenderContext.BeginScopedSubPass",
"UnityEngine.Rendering.ScriptableRenderContext.BeginSubPass",
"UnityEngine.Rendering.ScriptableRenderContext.SetupCameraProperties",
"UnityEngine.Rigidbody2D.Cast",
"UnityEngine.Scripting.GarbageCollector+CollectIncrementalDelegate.Invoke",
"UnityEngine.Scripting.GarbageCollector.CollectIncremental",
"UnityEngine.SpherecastCommand.ScheduleBatch",
"UnityEngine.Texture.GetPixelDataSize",
"UnityEngine.Texture.GetPixelDataOffset",
"UnityEngine.Texture.GetPixelDataOffset",
"UnityEngine.Texture2D+SetPixelDataImplArrayDelegate.Invoke",
"UnityEngine.Texture2D+SetPixelDataImplDelegate.Invoke",
"UnityEngine.Texture2D.SetPixelDataImpl",
"UnityEngine.Texture2D.SetPixelDataImplArray",
"UnityEngine.Texture2DArray+SetPixelDataImplArrayDelegate.Invoke",
"UnityEngine.Texture2DArray+SetPixelDataImplDelegate.Invoke",
"UnityEngine.Texture2DArray.SetPixelDataImpl",
"UnityEngine.Texture2DArray.SetPixelDataImplArray",
"UnityEngine.Texture3D+SetPixelDataImplArrayDelegate.Invoke",
"UnityEngine.Texture3D+SetPixelDataImplDelegate.Invoke",
"UnityEngine.Texture3D.SetPixelDataImpl",
"UnityEngine.Texture3D.SetPixelDataImplArray",
"UnityEngine.TrailRenderer+BakeMeshDelegate.Invoke",
"UnityEngine.TrailRenderer.BakeMesh",
"UnityEngine.WWW.LoadFromCacheOrDownload",
"UnityEngine.XR.InputDevice.SendHapticImpulse",
};
#endregion
#region IL2CPP IEnumerable and IDictionary
protected override bool Internal_TryGetEntryType(Type enumerableType, out Type type)
{
// Check for system types (not unhollowed)
if (base.Internal_TryGetEntryType(enumerableType, out type))
return true;
// Type is either an IL2CPP enumerable, or its not generic.
if (type.IsGenericType)
{
// Temporary naive solution until IL2CPP interface support improves.
// This will work fine for most cases, but there are edge cases which would not work.
type = type.GetGenericArguments()[0];
return true;
}
// Unable to determine entry type
type = typeof(object);
return false;
}
protected override bool Internal_TryGetEntryTypes(Type type, out Type keys, out Type values)
{
if (base.Internal_TryGetEntryTypes(type, out keys, out values))
return true;
// Type is either an IL2CPP dictionary, or its not generic.
if (type.IsGenericType)
{
// Naive solution until IL2CPP interfaces improve.
var args = type.GetGenericArguments();
if (args.Length == 2)
{
keys = args[0];
values = args[1];
return true;
}
}
keys = typeof(object);
values = typeof(object);
return false;
}
// Temp fix until Unhollower interface support improves
internal static readonly Dictionary<string, MethodInfo> getEnumeratorMethods = new Dictionary<string, MethodInfo>();
internal static readonly Dictionary<string, EnumeratorInfo> enumeratorInfos = new Dictionary<string, EnumeratorInfo>();
internal static readonly HashSet<string> notSupportedTypes = new HashSet<string>();
// IEnumerables
internal static IntPtr cppIEnumerablePointer;
protected override bool Internal_IsEnumerable(Type type)
{
if (base.Internal_IsEnumerable(type))
return true;
try
{
if (cppIEnumerablePointer == IntPtr.Zero)
Il2CppTypeNotNull(typeof(Il2CppSystem.Collections.IEnumerable), out cppIEnumerablePointer);
if (cppIEnumerablePointer != IntPtr.Zero
&& Il2CppTypeNotNull(type, out IntPtr assignFromPtr)
&& il2cpp_class_is_assignable_from(cppIEnumerablePointer, assignFromPtr))
{
return true;
}
}
catch { }
return false;
}
internal class EnumeratorInfo
{
internal MethodInfo moveNext;
internal PropertyInfo current;
}
protected override bool Internal_TryGetEnumerator(object list, out IEnumerator enumerator)
{
if (list is IEnumerable)
return base.Internal_TryGetEnumerator(list, out enumerator);
try
{
PrepareCppEnumerator(list, out object cppEnumerator, out EnumeratorInfo info);
enumerator = EnumerateCppList(info, cppEnumerator);
return true;
}
catch //(Exception ex)
{
//ExplorerCore.LogWarning($"Exception enumerating IEnumerable: {ex.ReflectionExToString()}");
enumerator = null;
return false;
}
}
private static void PrepareCppEnumerator(object list, out object cppEnumerator, out EnumeratorInfo info)
{
info = null;
cppEnumerator = null;
if (list == null)
throw new ArgumentNullException("list");
// Some ugly reflection to use the il2cpp interface for the instance type
var type = list.GetType();
var key = type.AssemblyQualifiedName;
if (!getEnumeratorMethods.ContainsKey(key))
{
getEnumeratorMethods.Add(key, type.GetMethod("GetEnumerator"));
// ensure the enumerator type is supported
try
{
var test = getEnumeratorMethods[key].Invoke(list, null);
test.GetType().GetMethod("MoveNext").Invoke(test, null);
}
catch
{
notSupportedTypes.Add(key);
}
}
if (notSupportedTypes.Contains(key))
throw new NotSupportedException($"The IEnumerable type '{type.FullName}' does not support MoveNext.");
cppEnumerator = getEnumeratorMethods[key].Invoke(list, null);
var enumeratorType = cppEnumerator.GetType();
var enumInfoKey = enumeratorType.AssemblyQualifiedName;
if (!enumeratorInfos.ContainsKey(enumInfoKey))
{
enumeratorInfos.Add(enumInfoKey, new EnumeratorInfo
{
current = enumeratorType.GetProperty("Current"),
moveNext = enumeratorType.GetMethod("MoveNext"),
});
}
info = enumeratorInfos[enumInfoKey];
}
internal static IEnumerator EnumerateCppList(EnumeratorInfo info, object enumerator)
{
// Yield and return the actual entries
while ((bool)info.moveNext.Invoke(enumerator, null))
yield return info.current.GetValue(enumerator);
}
// IDictionary
internal static IntPtr cppIDictionaryPointer;
protected override bool Internal_IsDictionary(Type type)
{
if (base.Internal_IsDictionary(type))
return true;
try
{
if (cppIDictionaryPointer == IntPtr.Zero)
if (!Il2CppTypeNotNull(typeof(Il2CppSystem.Collections.IDictionary), out cppIDictionaryPointer))
return false;
if (Il2CppTypeNotNull(type, out IntPtr classPtr)
&& il2cpp_class_is_assignable_from(cppIDictionaryPointer, classPtr))
return true;
}
catch { }
return false;
}
protected override bool Internal_TryGetDictEnumerator(object dictionary, out IEnumerator<DictionaryEntry> dictEnumerator)
{
if (dictionary is IDictionary)
return base.Internal_TryGetDictEnumerator(dictionary, out dictEnumerator);
try
{
var type = dictionary.GetType();
if (typeof(Il2CppSystem.Collections.Hashtable).IsAssignableFrom(type))
{
dictEnumerator = EnumerateCppHashTable(dictionary.TryCast<Il2CppSystem.Collections.Hashtable>());
return true;
}
var keys = type.GetProperty("Keys").GetValue(dictionary, null);
var keyCollType = keys.GetType();
var cacheKey = keys.GetType().AssemblyQualifiedName;
if (!getEnumeratorMethods.ContainsKey(cacheKey))
{
getEnumeratorMethods.Add(cacheKey, keyCollType.GetMethod("GetEnumerator"));
// test support
try
{
var test = getEnumeratorMethods[cacheKey].Invoke(keys, null);
test.GetType().GetMethod("MoveNext").Invoke(test, null);
}
catch
{
notSupportedTypes.Add(cacheKey);
}
}
if (notSupportedTypes.Contains(cacheKey))
throw new Exception($"The IDictionary type '{type.FullName}' does not support MoveNext.");
var keyEnumerator = getEnumeratorMethods[cacheKey].Invoke(keys, null);
var keyInfo = new EnumeratorInfo
{
current = keyEnumerator.GetType().GetProperty("Current"),
moveNext = keyEnumerator.GetType().GetMethod("MoveNext"),
};
var values = type.GetProperty("Values").GetValue(dictionary, null);
var valueEnumerator = values.GetType().GetMethod("GetEnumerator").Invoke(values, null);
var valueInfo = new EnumeratorInfo
{
current = valueEnumerator.GetType().GetProperty("Current"),
moveNext = valueEnumerator.GetType().GetMethod("MoveNext"),
};
dictEnumerator = EnumerateCppDict(keyInfo, keyEnumerator, valueInfo, valueEnumerator);
return true;
}
catch //(Exception ex)
{
//ExplorerCore.LogWarning($"Exception enumerating IDictionary: {ex.ReflectionExToString()}");
dictEnumerator = null;
return false;
}
}
internal static IEnumerator<DictionaryEntry> EnumerateCppDict(EnumeratorInfo keyInfo, object keyEnumerator,
EnumeratorInfo valueInfo, object valueEnumerator)
{
while ((bool)keyInfo.moveNext.Invoke(keyEnumerator, null))
{
valueInfo.moveNext.Invoke(valueEnumerator, null);
var key = keyInfo.current.GetValue(keyEnumerator, null);
var value = valueInfo.current.GetValue(valueEnumerator, null);
yield return new DictionaryEntry(key, value);
}
}
internal static IEnumerator<DictionaryEntry> EnumerateCppHashTable(Il2CppSystem.Collections.Hashtable hashtable)
{
for (int i = 0; i < hashtable.buckets.Count; i++)
{
var bucket = hashtable.buckets[i];
if (bucket == null || bucket.key == null)
continue;
yield return new DictionaryEntry(bucket.key, bucket.val);
}
}
#endregion
}
}
#endif

View File

@ -0,0 +1,586 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using BF = System.Reflection.BindingFlags;
using UnityExplorer.Core.Runtime;
using System.Text;
using UnityEngine;
using UnityExplorer.Core.Config;
namespace UnityExplorer
{
public class ReflectionUtility
{
public const BF FLAGS = BF.Public | BF.Instance | BF.NonPublic | BF.Static;
internal static ReflectionUtility Instance;
public static void Init()
{
Instance =
#if CPP
new Il2CppReflection();
#else
new ReflectionUtility();
#endif
Instance.Initialize();
}
protected virtual void Initialize()
{
SetupTypeCache();
LoadBlacklistString(ConfigManager.Reflection_Signature_Blacklist.Value);
ConfigManager.Reflection_Signature_Blacklist.OnValueChanged += LoadBlacklistString;
}
#region Type cache
public static Action<Type> OnTypeLoaded;
/// <summary>Key: Type.FullName</summary>
public static readonly SortedDictionary<string, Type> AllTypes = new SortedDictionary<string, Type>(StringComparer.OrdinalIgnoreCase);
public static readonly List<string> AllNamespaces = new List<string>();
private static readonly HashSet<string> uniqueNamespaces = new HashSet<string>();
private static string[] allTypesArray;
public static string[] GetTypeNameArray()
{
if (allTypesArray == null || allTypesArray.Length != AllTypes.Count)
{
allTypesArray = new string[AllTypes.Count];
int i = 0;
foreach (var name in AllTypes.Keys)
{
allTypesArray[i] = name;
i++;
}
}
return allTypesArray;
}
private static void SetupTypeCache()
{
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
CacheTypes(asm);
AppDomain.CurrentDomain.AssemblyLoad += AssemblyLoaded;
}
private static void AssemblyLoaded(object sender, AssemblyLoadEventArgs args)
{
if (args.LoadedAssembly == null || args.LoadedAssembly.GetName().Name == "completions")
return;
CacheTypes(args.LoadedAssembly);
}
private static void CacheTypes(Assembly asm)
{
foreach (var type in asm.TryGetTypes())
{
if (!string.IsNullOrEmpty(type.Namespace) && !uniqueNamespaces.Contains(type.Namespace))
{
uniqueNamespaces.Add(type.Namespace);
int i = 0;
while (i < AllNamespaces.Count)
{
if (type.Namespace.CompareTo(AllNamespaces[i]) < 0)
break;
i++;
}
AllNamespaces.Insert(i, type.Namespace);
}
if (AllTypes.ContainsKey(type.FullName))
AllTypes[type.FullName] = type;
else
{
AllTypes.Add(type.FullName, type);
//allTypeNames.Add(type.FullName);
}
OnTypeLoaded?.Invoke(type);
foreach (var key in typeInheritance.Keys)
{
try
{
var baseType = AllTypes[key];
if (baseType.IsAssignableFrom(type) && !typeInheritance[key].Contains(type))
typeInheritance[key].Add(type);
}
catch { }
}
}
}
#endregion
/// <summary>
/// Find a <see cref="Type"/> in the current AppDomain whose <see cref="Type.FullName"/> matches the provided <paramref name="fullName"/>.
/// </summary>
/// <param name="fullName">The <see cref="Type.FullName"/> you want to search for - case sensitive and full matches only.</param>
/// <returns>The Type if found, otherwise null.</returns>
public static Type GetTypeByName(string fullName)
=> Instance.Internal_GetTypeByName(fullName);
internal virtual Type Internal_GetTypeByName(string fullName)
{
AllTypes.TryGetValue(fullName, out Type type);
return type;
}
// Getting the actual type of an object
internal virtual Type Internal_GetActualType(object obj)
=> obj?.GetType();
// Force-casting an object to a type
internal virtual object Internal_TryCast(object obj, Type castTo)
=> obj;
// Processing deobfuscated type names in strings
public static string ProcessTypeInString(Type type, string theString)
=> Instance.Internal_ProcessTypeInString(theString, type);
internal virtual string Internal_ProcessTypeInString(string theString, Type type)
=> theString;
//// Force loading modules
//public static bool LoadModule(string moduleName)
// => Instance.Internal_LoadModule(moduleName);
//
//internal virtual bool Internal_LoadModule(string moduleName)
// => false;
// Singleton finder
public static void FindSingleton(string[] possibleNames, Type type, BindingFlags flags, List<object> instances)
=> Instance.Internal_FindSingleton(possibleNames, type, flags, instances);
internal virtual void Internal_FindSingleton(string[] possibleNames, Type type, BindingFlags flags, List<object> instances)
{
// Look for a typical Instance backing field.
FieldInfo fi;
foreach (var name in possibleNames)
{
fi = type.GetField(name, flags);
if (fi != null)
{
var instance = fi.GetValue(null);
if (instance != null)
{
instances.Add(instance);
return;
}
}
}
}
// Universal helpers
#region Type inheritance cache
// cache for GetBaseTypes
internal static readonly Dictionary<string, Type[]> baseTypes = new Dictionary<string, Type[]>();
/// <summary>
/// Get all base types of the provided Type, including itself.
/// </summary>
public static Type[] GetAllBaseTypes(object obj) => GetAllBaseTypes(obj?.GetActualType());
/// <summary>
/// Get all base types of the provided Type, including itself.
/// </summary>
public static Type[] GetAllBaseTypes(Type type)
{
if (type == null)
throw new ArgumentNullException("type");
var name = type.AssemblyQualifiedName;
if (baseTypes.TryGetValue(name, out Type[] ret))
return ret;
List<Type> list = new List<Type>();
while (type != null)
{
list.Add(type);
type = type.BaseType;
}
ret = list.ToArray();
baseTypes.Add(name, ret);
return ret;
}
#endregion
#region Type and Generic Parameter implementation cache
// cache for GetImplementationsOf
internal static readonly Dictionary<string, HashSet<Type>> typeInheritance = new Dictionary<string, HashSet<Type>>();
internal static readonly Dictionary<string, HashSet<Type>> genericParameterInheritance = new Dictionary<string, HashSet<Type>>();
public static string GetImplementationKey(Type type)
{
if (!type.IsGenericParameter)
return type.FullName;
else
{
var sb = new StringBuilder();
sb.Append(type.GenericParameterAttributes)
.Append('|');
foreach (var c in type.GetGenericParameterConstraints())
sb.Append(c.FullName).Append(',');
return sb.ToString();
}
}
/// <summary>
/// Get all non-abstract implementations of the provided type (include itself, if not abstract) in the current AppDomain.
/// Also works for generic parameters by analyzing the constraints.
/// </summary>
/// <param name="baseType">The base type, which can optionally be abstract / interface.</param>
/// <returns>All implementations of the type in the current AppDomain.</returns>
public static HashSet<Type> GetImplementationsOf(Type baseType, bool allowAbstract, bool allowGeneric, bool allowRecursive = true)
{
var key = GetImplementationKey(baseType);
int count = AllTypes.Count;
HashSet<Type> ret;
if (!baseType.IsGenericParameter)
ret = GetImplementations(key, baseType, allowAbstract, allowGeneric);
else
ret = GetGenericParameterImplementations(key, baseType, allowAbstract, allowGeneric);
// types were resolved during the parse, do it again if we're not already rebuilding.
if (allowRecursive && AllTypes.Count != count)
{
ret = GetImplementationsOf(baseType, allowAbstract, allowGeneric, false);
}
return ret;
}
private static HashSet<Type> GetImplementations(string key, Type baseType, bool allowAbstract, bool allowGeneric)
{
if (!typeInheritance.ContainsKey(key))
{
var set = new HashSet<Type>();
var names = GetTypeNameArray();
for (int i = 0; i < names.Length; i++)
{
var name = names[i];
try
{
var type = AllTypes[name];
if (set.Contains(type)
|| (type.IsAbstract && type.IsSealed) // ignore static classes
|| (!allowAbstract && type.IsAbstract)
|| (!allowGeneric && (type.IsGenericType || type.IsGenericTypeDefinition)))
continue;
if (type.FullName.Contains("PrivateImplementationDetails")
|| type.FullName.Contains("DisplayClass")
|| type.FullName.Contains('<'))
continue;
if (baseType.IsAssignableFrom(type) && !set.Contains(type))
set.Add(type);
}
catch { }
}
//set.
typeInheritance.Add(key, set);
}
return typeInheritance[key];
}
private static HashSet<Type> GetGenericParameterImplementations(string key, Type baseType, bool allowAbstract, bool allowGeneric)
{
if (!genericParameterInheritance.ContainsKey(key))
{
var set = new HashSet<Type>();
var names = GetTypeNameArray();
for (int i = 0; i < names.Length; i++)
{
var name = names[i];
try
{
var type = AllTypes[name];
if (set.Contains(type)
|| (type.IsAbstract && type.IsSealed) // ignore static classes
|| (!allowAbstract && type.IsAbstract)
|| (!allowGeneric && (type.IsGenericType || type.IsGenericTypeDefinition)))
continue;
if (type.FullName.Contains("PrivateImplementationDetails")
|| type.FullName.Contains("DisplayClass")
|| type.FullName.Contains('<'))
continue;
if (baseType.GenericParameterAttributes.HasFlag(GenericParameterAttributes.NotNullableValueTypeConstraint)
&& type.IsClass)
continue;
if (baseType.GenericParameterAttributes.HasFlag(GenericParameterAttributes.ReferenceTypeConstraint)
&& type.IsValueType)
continue;
if (baseType.GetGenericParameterConstraints().Any(it => !it.IsAssignableFrom(type)))
continue;
set.Add(type);
}
catch { }
}
genericParameterInheritance.Add(key, set);
}
return genericParameterInheritance[key];
}
#endregion
#region Internal MemberInfo Cache
internal static Dictionary<Type, Dictionary<string, FieldInfo>> fieldInfos = new Dictionary<Type, Dictionary<string, FieldInfo>>();
public static FieldInfo GetFieldInfo(Type type, string fieldName)
{
if (!fieldInfos.ContainsKey(type))
fieldInfos.Add(type, new Dictionary<string, FieldInfo>());
if (!fieldInfos[type].ContainsKey(fieldName))
fieldInfos[type].Add(fieldName, type.GetField(fieldName, FLAGS));
return fieldInfos[type][fieldName];
}
internal static Dictionary<Type, Dictionary<string, PropertyInfo>> propertyInfos = new Dictionary<Type, Dictionary<string, PropertyInfo>>();
public static PropertyInfo GetPropertyInfo(Type type, string propertyName)
{
if (!propertyInfos.ContainsKey(type))
propertyInfos.Add(type, new Dictionary<string, PropertyInfo>());
if (!propertyInfos[type].ContainsKey(propertyName))
propertyInfos[type].Add(propertyName, type.GetProperty(propertyName, FLAGS));
return propertyInfos[type][propertyName];
}
internal static Dictionary<Type, Dictionary<string, MethodInfo>> methodInfos = new Dictionary<Type, Dictionary<string, MethodInfo>>();
public static MethodInfo GetMethodInfo(Type type, string methodName)
=> GetMethodInfo(type, methodName, ArgumentUtility.EmptyTypes, false);
public static MethodInfo GetMethodInfo(Type type, string methodName, Type[] argumentTypes, bool cacheAmbiguous = false)
{
if (!methodInfos.ContainsKey(type))
methodInfos.Add(type, new Dictionary<string, MethodInfo>());
if (cacheAmbiguous)
{
methodName += "|";
foreach (var arg in argumentTypes)
methodName += arg.FullName + ",";
}
try
{
if (!methodInfos[type].ContainsKey(methodName))
{
if (argumentTypes != null)
methodInfos[type].Add(methodName, type.GetMethod(methodName, FLAGS, null, argumentTypes, null));
else
methodInfos[type].Add(methodName, type.GetMethod(methodName, FLAGS));
}
return methodInfos[type][methodName];
}
catch (AmbiguousMatchException)
{
ExplorerCore.LogWarning($"AmbiguousMatchException trying to get method '{methodName}'");
return null;
}
catch (Exception e)
{
ExplorerCore.LogWarning($"{e.GetType()} trying to get method '{methodName}': {e.Message}\r\n{e.StackTrace}");
return null;
}
}
#endregion
#region Reflection Blacklist
public virtual string DefaultReflectionBlacklist => string.Empty;
public static void LoadBlacklistString(string blacklist)
{
if (string.Equals(blacklist, "DEFAULT", StringComparison.InvariantCultureIgnoreCase))
{
blacklist = Instance.DefaultReflectionBlacklist;
ConfigManager.Reflection_Signature_Blacklist.Value = blacklist;
ConfigManager.Handler.SaveConfig();
}
if (string.IsNullOrEmpty(blacklist))
return;
var sigs = blacklist.Split(';');
foreach (var sig in sigs)
{
var s = sig.Trim();
if (string.IsNullOrEmpty(s))
continue;
if (!currentBlacklist.Contains(s))
currentBlacklist.Add(s);
}
Mono.CSharp.IL2CPP.Blacklist.SignatureBlacklist = currentBlacklist;
}
public static bool IsBlacklisted(MemberInfo member)
{
if (string.IsNullOrEmpty(member.DeclaringType?.Namespace))
return false;
var sig = $"{member.DeclaringType.FullName}.{member.Name}";
return currentBlacklist.Contains(sig);
}
private static readonly HashSet<string> currentBlacklist = new HashSet<string>();
#endregion
// Temp fix for IL2CPP until interface support improves
// IsEnumerable
public static bool IsEnumerable(Type type) => Instance.Internal_IsEnumerable(type);
protected virtual bool Internal_IsEnumerable(Type type)
{
return typeof(IEnumerable).IsAssignableFrom(type);
}
// TryGetEnumerator (list)
public static bool TryGetEnumerator(object list, out IEnumerator enumerator)
=> Instance.Internal_TryGetEnumerator(list, out enumerator);
protected virtual bool Internal_TryGetEnumerator(object list, out IEnumerator enumerator)
{
enumerator = (list as IEnumerable).GetEnumerator();
return true;
}
// TryGetEntryType
public static bool TryGetEntryType(Type enumerableType, out Type type)
=> Instance.Internal_TryGetEntryType(enumerableType, out type);
protected virtual bool Internal_TryGetEntryType(Type enumerableType, out Type type)
{
// Check for arrays
if (enumerableType.IsArray)
{
type = enumerableType.GetElementType();
return true;
}
// Check for implementation of IEnumerable<T>, IList<T> or ICollection<T>
foreach (var t in enumerableType.GetInterfaces())
{
if (t.IsGenericType)
{
var typeDef = t.GetGenericTypeDefinition();
if (typeDef == typeof(IEnumerable<>) || typeDef == typeof(IList<>) || typeDef == typeof(ICollection<>))
{
type = t.GetGenericArguments()[0];
return true;
}
}
}
// Unable to determine any generic element type, just use object.
type = typeof(object);
return false;
}
// IsDictionary
public static bool IsDictionary(Type type) => Instance.Internal_IsDictionary(type);
protected virtual bool Internal_IsDictionary(Type type)
{
return typeof(IDictionary).IsAssignableFrom(type);
}
// TryGetEnumerator (dictionary)
public static bool TryGetDictEnumerator(object dictionary, out IEnumerator<DictionaryEntry> dictEnumerator)
=> Instance.Internal_TryGetDictEnumerator(dictionary, out dictEnumerator);
protected virtual bool Internal_TryGetDictEnumerator(object dictionary, out IEnumerator<DictionaryEntry> dictEnumerator)
{
dictEnumerator = EnumerateDictionary((IDictionary)dictionary);
return true;
}
private IEnumerator<DictionaryEntry> EnumerateDictionary(IDictionary dict)
{
var enumerator = dict.GetEnumerator();
while (enumerator.MoveNext())
{
yield return new DictionaryEntry(enumerator.Key, enumerator.Value);
}
}
// TryGetEntryTypes
public static bool TryGetEntryTypes(Type dictionaryType, out Type keys, out Type values)
=> Instance.Internal_TryGetEntryTypes(dictionaryType, out keys, out values);
protected virtual bool Internal_TryGetEntryTypes(Type dictionaryType, out Type keys, out Type values)
{
foreach (var t in dictionaryType.GetInterfaces())
{
if (t.IsGenericType && t.GetGenericTypeDefinition() == typeof(IDictionary<,>))
{
var args = t.GetGenericArguments();
keys = args[0];
values = args[1];
return true;
}
}
keys = typeof(object);
values = typeof(object);
return false;
}
}
}

View File

@ -1,215 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using BF = System.Reflection.BindingFlags;
using UnityExplorer.Core.Runtime;
namespace UnityExplorer.Core
{
public static class ReflectionUtility
{
public const BF AllFlags = BF.Public | BF.Instance | BF.NonPublic | BF.Static;
/// <summary>
/// Helper for IL2CPP to get the underlying true Type (Unhollowed) of the object.
/// </summary>
/// <param name="obj">The object to get the true Type for.</param>
/// <returns>The most accurate Type of the object which could be identified.</returns>
public static Type GetType(this object obj)
{
if (obj == null)
return null;
return ReflectionProvider.Instance.GetActualType(obj);
}
/// <summary>
/// Cast an object to its underlying Type.
/// </summary>
/// <param name="obj">The object to cast</param>
/// <returns>The object, cast to the underlying Type if possible, otherwise the original object.</returns>
public static object Cast(this object obj)
=> ReflectionProvider.Instance.Cast(obj, GetType(obj));
/// <summary>
/// Cast an object to a Type, if possible.
/// </summary>
/// <param name="obj">The object to cast</param>
/// <param name="castTo">The Type to cast to </param>
/// <returns>The object, cast to the Type provided if possible, otherwise the original object.</returns>
public static object Cast(this object obj, Type castTo)
=> ReflectionProvider.Instance.Cast(obj, castTo);
/// <summary>
/// Check if the provided Type is assignable to IEnumerable.
/// </summary>
/// <param name="t">The Type to check</param>
/// <returns>True if the Type is assignable to IEnumerable, otherwise false.</returns>
public static bool IsEnumerable(this Type t)
=> ReflectionProvider.Instance.IsAssignableFrom(typeof(IEnumerable), t);
/// <summary>
/// Check if the provided Type is assignable to IDictionary.
/// </summary>
/// <param name="t">The Type to check</param>
/// <returns>True if the Type is assignable to IDictionary, otherwise false.</returns>
public static bool IsDictionary(this Type t)
=> ReflectionProvider.Instance.IsAssignableFrom(typeof(IDictionary), t);
/// <summary>
/// [INTERNAL] Used to load Unhollowed DLLs in IL2CPP.
/// </summary>
internal static bool LoadModule(string module)
=> ReflectionProvider.Instance.LoadModule(module);
// cache for GetTypeByName
internal static readonly Dictionary<string, Type> s_typesByName = new Dictionary<string, Type>();
/// <summary>
/// Find a <see cref="Type"/> in the current AppDomain whose <see cref="Type.FullName"/> matches the provided <paramref name="fullName"/>.
/// </summary>
/// <param name="fullName">The <see cref="Type.FullName"/> you want to search for - case sensitive and full matches only.</param>
/// <returns>The Type if found, otherwise null.</returns>
public static Type GetTypeByName(string fullName)
{
s_typesByName.TryGetValue(fullName, out Type ret);
if (ret != null)
return ret;
foreach (var type in from asm in AppDomain.CurrentDomain.GetAssemblies()
from type in asm.TryGetTypes()
select type)
{
if (type.FullName == fullName)
{
ret = type;
break;
}
}
if (s_typesByName.ContainsKey(fullName))
s_typesByName[fullName] = ret;
else
s_typesByName.Add(fullName, ret);
return ret;
}
// cache for GetBaseTypes
internal static readonly Dictionary<string, Type[]> s_cachedTypeInheritance = new Dictionary<string, Type[]>();
/// <summary>
/// Get all base types of the provided Type, including itself.
/// </summary>
public static Type[] GetAllBaseTypes(this object obj) => GetAllBaseTypes(GetType(obj));
/// <summary>
/// Get all base types of the provided Type, including itself.
/// </summary>
public static Type[] GetAllBaseTypes(this Type type)
{
if (type == null)
throw new ArgumentNullException("type");
var name = type.AssemblyQualifiedName;
if (s_cachedTypeInheritance.TryGetValue(name, out Type[] ret))
return ret;
List<Type> list = new List<Type>();
while (type != null)
{
list.Add(type);
type = type.BaseType;
}
ret = list.ToArray();
s_cachedTypeInheritance.Add(name, ret);
return ret;
}
/// <summary>
/// Safely get all valid Types inside an Assembly.
/// </summary>
/// <param name="asm">The Assembly to find Types in.</param>
/// <returns>All possible Types which could be retrieved from the Assembly, or an empty array.</returns>
public static IEnumerable<Type> TryGetTypes(this Assembly asm)
{
try
{
return asm.GetTypes();
}
catch (ReflectionTypeLoadException e)
{
try
{
return asm.GetExportedTypes();
}
catch
{
return e.Types.Where(t => t != null);
}
}
catch
{
return Enumerable.Empty<Type>();
}
}
internal static Dictionary<Type, Dictionary<string, FieldInfo>> s_cachedFieldInfos = new Dictionary<Type, Dictionary<string, FieldInfo>>();
public static FieldInfo GetFieldInfo(Type type, string fieldName)
{
if (!s_cachedFieldInfos.ContainsKey(type))
s_cachedFieldInfos.Add(type, new Dictionary<string, FieldInfo>());
if (!s_cachedFieldInfos[type].ContainsKey(fieldName))
s_cachedFieldInfos[type].Add(fieldName, type.GetField(fieldName, AllFlags));
return s_cachedFieldInfos[type][fieldName];
}
internal static Dictionary<Type, Dictionary<string, PropertyInfo>> s_cachedPropInfos = new Dictionary<Type, Dictionary<string, PropertyInfo>>();
public static PropertyInfo GetPropertyInfo(Type type, string propertyName)
{
if (!s_cachedPropInfos.ContainsKey(type))
s_cachedPropInfos.Add(type, new Dictionary<string, PropertyInfo>());
if (!s_cachedPropInfos[type].ContainsKey(propertyName))
s_cachedPropInfos[type].Add(propertyName, type.GetProperty(propertyName, AllFlags));
return s_cachedPropInfos[type][propertyName];
}
/// <summary>
/// Helper to display a simple "{ExceptionType}: {Message}" of the exception, and optionally use the inner-most exception.
/// </summary>
/// <param name="e">The Exception to convert to string.</param>
/// <param name="innerMost">Should the inner-most Exception of the stack be used? If false, the Exception you provided will be used directly.</param>
/// <returns>The exception to string.</returns>
public static string ReflectionExToString(this Exception e, bool innerMost = false)
{
if (innerMost)
{
while (e.InnerException != null)
{
#if CPP
if (e.InnerException is System.Runtime.CompilerServices.RuntimeWrappedException)
break;
#endif
e = e.InnerException;
}
}
return $"{e.GetType()}: {e.Message}";
}
}
}

View File

@ -19,9 +19,7 @@ namespace UnityExplorer
public static AssetBundle LoadFromFile(string path)
{
var iCall = ICallManager.GetICall<d_LoadFromFile>("UnityEngine.AssetBundle::LoadFromFile_Internal");
var ptr = iCall.Invoke(IL2CPP.ManagedStringToIl2Cpp(path), 0u, 0UL);
return new AssetBundle(ptr);
}
@ -30,12 +28,20 @@ namespace UnityExplorer
public static AssetBundle LoadFromMemory(byte[] binary, uint crc = 0)
{
var iCall = ICallManager.GetICall<d_LoadFromMemory>("UnityEngine.AssetBundle::LoadFromMemory_Internal");
var ptr = iCall(((Il2CppStructArray<byte>) binary).Pointer, crc);
return new AssetBundle(ptr);
}
// static void UnloadAllAssetBundles(bool unloadAllObjects);
internal delegate void d_UnloadAllAssetBundles(bool unloadAllObjects);
public static void UnloadAllAssetBundles(bool unloadAllObjects)
{
var iCall = ICallManager.GetICall<d_UnloadAllAssetBundles>("UnityEngine.AssetBundle::UnloadAllAssetBundles");
iCall.Invoke(unloadAllObjects);
}
// ~~~~~~~~~~~~ Instance ~~~~~~~~~~~~
private readonly IntPtr m_bundlePtr = IntPtr.Zero;
@ -71,6 +77,15 @@ namespace UnityExplorer
return new UnityEngine.Object(ptr).TryCast<T>();
}
// public extern void Unload(bool unloadAllLoadedObjects);
internal delegate void d_Unload(IntPtr _this, bool unloadAllLoadedObjects);
public void Unload(bool unloadAssets = true)
{
var iCall = ICallManager.GetICall<d_Unload>("UnityEngine.AssetBundle::Unload");
iCall.Invoke(this.m_bundlePtr, unloadAssets);
}
}
}
#endif

View File

@ -124,8 +124,11 @@ namespace UnityExplorer.Core.Runtime.Il2Cpp
if (nextAsEnumerator != null) // il2cpp IEnumerator also handles CustomYieldInstruction
next = new Il2CppEnumeratorWrapper(nextAsEnumerator);
else
ExplorerCore.LogWarning($"Unknown coroutine yield object of type {il2CppObjectBase} for coroutine {enumerator}");
break;
ExplorerCore.LogWarning($"Unknown coroutine yield object of type '{il2CppObjectBase}' for coroutine '{enumerator}'");
return;
default:
ExplorerCore.LogWarning($"Unknown coroutine yield object of type '{next}' for coroutine '{enumerator}'");
return;
}
ourCoroutinesStore.Add(new CoroTuple { WaitCondition = next, Coroutine = enumerator });

View File

@ -21,7 +21,7 @@ namespace UnityExplorer.Core.Runtime.Il2Cpp
{
public override void Initialize()
{
Reflection = new Il2CppReflection();
ExplorerCore.Context = RuntimeContext.IL2CPP;
TextureUtil = new Il2CppTextureUtil();
}
@ -29,33 +29,54 @@ namespace UnityExplorer.Core.Runtime.Il2Cpp
{
try
{
//Application.add_logMessageReceived(new Action<string, string, LogType>(ExplorerCore.Instance.OnUnityLog));
var logType = ReflectionUtility.GetTypeByName("UnityEngine.Application+LogCallback");
var castMethod = logType.GetMethod("op_Implicit", new[] { typeof(Action<string, string, LogType>) });
var addMethod = typeof(Application).GetMethod("add_logMessageReceived", BF.Static | BF.Public, null, new[] { logType }, null);
addMethod.Invoke(null, new[]
{
castMethod.Invoke(null, new[] { new Action<string, string, LogType>(Application_logMessageReceived) })
});
Application.add_logMessageReceived(new Action<string, string, LogType>(Application_logMessageReceived));
}
catch
catch (Exception ex)
{
ExplorerCore.LogWarning("Exception setting up Unity log listener, make sure Unity libraries have been unstripped!");
ExplorerCore.Log(ex);
}
}
private void Application_logMessageReceived(string condition, string stackTrace, LogType type)
{
ExplorerCore.Log(condition, type, true);
ExplorerCore.LogUnity(condition, type);
}
public override void StartConsoleCoroutine(IEnumerator routine)
public override void StartCoroutine(IEnumerator routine)
{
Il2CppCoroutine.Start(routine);
}
// Unity API Handlers
internal override void ProcessOnPostRender()
{
Il2CppCoroutine.ProcessWaitForEndOfFrame();
}
public override void Update()
{
Il2CppCoroutine.Process();
}
public override T AddComponent<T>(GameObject obj, Type type)
{
return obj.AddComponent(Il2CppType.From(type)).TryCast<T>();
}
public override ScriptableObject CreateScriptable(Type type)
{
return ScriptableObject.CreateInstance(Il2CppType.From(type));
}
public override void GraphicRaycast(GraphicRaycaster raycaster, PointerEventData data, List<RaycastResult> list)
{
var il2cppList = new Il2CppSystem.Collections.Generic.List<RaycastResult>();
raycaster.Raycast(data, il2cppList);
if (il2cppList.Count > 0)
list.AddRange(il2cppList.ToArray());
}
// LayerMask.LayerToName
@ -82,9 +103,6 @@ namespace UnityExplorer.Core.Runtime.Il2Cpp
return new Il2CppReferenceArray<UnityEngine.Object>(iCall.Invoke(Il2CppType.From(type).Pointer));
}
public override int GetSceneHandle(Scene scene)
=> scene.handle;
// Scene.GetRootGameObjects();
internal delegate void d_GetRootGameObjects(int handle, IntPtr list);
@ -125,42 +143,95 @@ namespace UnityExplorer.Core.Runtime.Il2Cpp
.Invoke(handle);
}
internal static bool? s_doPropertiesExist;
internal static bool triedToGetColorBlockProps;
internal static PropertyInfo _normalColorProp;
internal static PropertyInfo _highlightColorProp;
internal static PropertyInfo _pressedColorProp;
internal static PropertyInfo _disabledColorProp;
public override ColorBlock SetColorBlock(ColorBlock colors, Color? normal = null, Color? highlighted = null, Color? pressed = null)
public override void SetColorBlock(Selectable selectable, Color? normal = null, Color? highlighted = null, Color? pressed = null,
Color? disabled = null)
{
if (s_doPropertiesExist == null)
{
var prop = ReflectionUtility.GetPropertyInfo(typeof(ColorBlock), "normalColor") as PropertyInfo;
s_doPropertiesExist = prop != null && prop.CanWrite;
}
var colors = selectable.colors;
colors.colorMultiplier = 1;
object boxed = (object)colors;
if (s_doPropertiesExist == true)
if (!triedToGetColorBlockProps)
{
if (normal != null)
ReflectionUtility.GetPropertyInfo(typeof(ColorBlock), "normalColor").SetValue(boxed, (Color)normal);
if (pressed != null)
ReflectionUtility.GetPropertyInfo(typeof(ColorBlock), "pressedColor").SetValue(boxed, (Color)pressed);
if (highlighted != null)
ReflectionUtility.GetPropertyInfo(typeof(ColorBlock), "highlightedColor").SetValue(boxed, (Color)highlighted);
triedToGetColorBlockProps = true;
if (ReflectionUtility.GetPropertyInfo(typeof(ColorBlock), "normalColor") is PropertyInfo norm && norm.CanWrite)
_normalColorProp = norm;
if (ReflectionUtility.GetPropertyInfo(typeof(ColorBlock), "highlightedColor") is PropertyInfo high && high.CanWrite)
_highlightColorProp = high;
if (ReflectionUtility.GetPropertyInfo(typeof(ColorBlock), "pressedColor") is PropertyInfo pres && pres.CanWrite)
_pressedColorProp = pres;
if (ReflectionUtility.GetPropertyInfo(typeof(ColorBlock), "disabledColor") is PropertyInfo disa && disa.CanWrite)
_disabledColorProp = disa;
}
else if (s_doPropertiesExist == false)
try
{
if (normal != null)
ReflectionUtility.GetFieldInfo(typeof(ColorBlock), "m_NormalColor").SetValue(boxed, (Color)normal);
if (pressed != null)
ReflectionUtility.GetFieldInfo(typeof(ColorBlock), "m_PressedColor").SetValue(boxed, (Color)pressed);
{
if (_normalColorProp != null)
_normalColorProp.SetValue(boxed, (Color)normal);
else if (ReflectionUtility.GetFieldInfo(typeof(ColorBlock), "m_NormalColor") is FieldInfo fi)
fi.SetValue(boxed, (Color)normal);
}
if (highlighted != null)
ReflectionUtility.GetFieldInfo(typeof(ColorBlock), "m_HighlightedColor").SetValue(boxed, (Color)highlighted);
{
if (_highlightColorProp != null)
_highlightColorProp.SetValue(boxed, (Color)highlighted);
else if (ReflectionUtility.GetFieldInfo(typeof(ColorBlock), "m_HighlightedColor") is FieldInfo fi)
fi.SetValue(boxed, (Color)highlighted);
}
if (pressed != null)
{
if (_pressedColorProp != null)
_pressedColorProp.SetValue(boxed, (Color)pressed);
else if (ReflectionUtility.GetFieldInfo(typeof(ColorBlock), "m_PressedColor") is FieldInfo fi)
fi.SetValue(boxed, (Color)pressed);
}
if (disabled != null)
{
if (_disabledColorProp != null)
_disabledColorProp.SetValue(boxed, (Color)disabled);
else if (ReflectionUtility.GetFieldInfo(typeof(ColorBlock), "m_DisabledColor") is FieldInfo fi)
fi.SetValue(boxed, (Color)disabled);
}
}
catch (Exception ex)
{
ExplorerCore.Log(ex);
}
colors = (ColorBlock)boxed;
return colors;
SetColorBlock(selectable, colors);
}
public override void SetColorBlock(Selectable selectable, ColorBlock _colorBlock)
{
try
{
selectable = selectable.TryCast<Selectable>();
ReflectionUtility.GetPropertyInfo(typeof(Selectable), "m_Colors")
.SetValue(selectable, _colorBlock, null);
ReflectionUtility.GetMethodInfo(typeof(Selectable), "OnSetProperty")
.Invoke(selectable, ArgumentUtility.EmptyArgs);
}
catch (Exception ex)
{
ExplorerCore.Log(ex);
}
}
}
}
@ -177,6 +248,16 @@ public static class Il2CppExtensions
action.AddListener(listener);
}
public static void RemoveListener(this UnityEvent action, Action listener)
{
action.RemoveListener(listener);
}
public static void RemoveListener<T>(this UnityEvent<T> action, Action<T> listener)
{
action.RemoveListener(listener);
}
public static void SetChildControlHeight(this HorizontalOrVerticalLayoutGroup group, bool value) => group.childControlHeight = value;
public static void SetChildControlWidth(this HorizontalOrVerticalLayoutGroup group, bool value) => group.childControlWidth = value;
}

View File

@ -1,362 +0,0 @@
#if CPP
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnhollowerBaseLib;
using UnhollowerRuntimeLib;
using System.Runtime.InteropServices;
using System.Reflection;
using System.Collections;
using System.IO;
using System.Diagnostics.CodeAnalysis;
using UnityExplorer.Core;
using CppType = Il2CppSystem.Type;
using BF = System.Reflection.BindingFlags;
namespace UnityExplorer.Core.Runtime.Il2Cpp
{
[SuppressMessage("Style", "IDE1006:Naming Styles", Justification = "External methods")]
public class Il2CppReflection : ReflectionProvider
{
public Il2CppReflection() : base()
{
Instance = this;
TryLoadGameModules();
}
public override object Cast(object obj, Type castTo)
{
return Il2CppCast(obj, castTo);
}
public override string ProcessTypeNameInString(Type type, string theString, ref string typeName)
{
if (!Il2CppTypeNotNull(type))
return theString;
var cppType = Il2CppType.From(type);
if (cppType != null && s_deobfuscatedTypeNames.ContainsKey(cppType.FullName))
{
typeName = s_deobfuscatedTypeNames[cppType.FullName];
theString = theString.Replace(cppType.FullName, typeName);
}
return theString;
}
public override Type GetActualType(object obj)
{
if (obj == null)
return null;
var type = obj.GetType();
if (obj is Il2CppSystem.Object cppObject)
{
// weird specific case - if the object is an Il2CppSystem.Type, then return so manually.
if (cppObject is CppType)
return typeof(CppType);
if (!string.IsNullOrEmpty(type.Namespace))
{
// Il2CppSystem-namespace objects should just return GetType,
// because using GetIl2CppType returns the System namespace type instead.
if (type.Namespace.StartsWith("System.") || type.Namespace.StartsWith("Il2CppSystem."))
return cppObject.GetType();
}
var cppType = cppObject.GetIl2CppType();
// check if type is injected
IntPtr classPtr = il2cpp_object_get_class(cppObject.Pointer);
if (RuntimeSpecificsStore.IsInjected(classPtr))
{
var typeByName = ReflectionUtility.GetTypeByName(cppType.FullName);
if (typeByName != null)
return typeByName;
}
// this should be fine for all other il2cpp objects
var getType = GetMonoType(cppType);
if (getType != null)
return getType;
}
return type;
}
// caching for GetMonoType
private static readonly Dictionary<string, Type> Il2CppToMonoType = new Dictionary<string, Type>();
// keep deobfuscated type name cache, used to display proper name.
internal static Dictionary<string, string> s_deobfuscatedTypeNames = new Dictionary<string, string>();
/// <summary>
/// Try to get the Mono (Unhollowed) Type representation of the provided <see cref="Il2CppSystem.Type"/>.
/// </summary>
/// <param name="cppType">The Cpp Type you want to convert to Mono.</param>
/// <returns>The Mono Type if found, otherwise null.</returns>
public static Type GetMonoType(CppType cppType)
{
string name = cppType.AssemblyQualifiedName;
if (Il2CppToMonoType.ContainsKey(name))
return Il2CppToMonoType[name];
Type ret = Type.GetType(name);
// Thanks to Slaynash for this deobfuscation snippet!
if (ret == null)
{
string baseName = cppType.FullName;
string baseAssembly = cppType.Assembly.GetName().name;
ret = AppDomain.CurrentDomain
.GetAssemblies()
.FirstOrDefault(a
=> a.GetName().Name == baseAssembly)?
.TryGetTypes()
.FirstOrDefault(t
=> t.CustomAttributes.Any(ca
=> ca.AttributeType.Name == "ObfuscatedNameAttribute"
&& (string)ca.ConstructorArguments[0].Value == baseName));
if (ret != null)
{
// deobfuscated type was found, add to cache.
s_deobfuscatedTypeNames.Add(cppType.FullName, ret.FullName);
}
}
Il2CppToMonoType.Add(name, ret);
return ret;
}
// cached class pointers for Il2CppCast
private static readonly Dictionary<string, IntPtr> s_cppClassPointers = new Dictionary<string, IntPtr>();
/// <summary>
/// Attempt to cast the object to its underlying type.
/// </summary>
/// <param name="obj">The object you want to cast.</param>
/// <returns>The object, as the underlying type if successful or the input value if not.</returns>
public static object Il2CppCast(object obj) => Il2CppCast(obj, Instance.GetActualType(obj));
/// <summary>
/// Attempt to cast the object to the provided type.
/// </summary>
/// <param name="obj">The object you want to cast.</param>
/// <param name="castTo">The Type you want to cast to.</param>
/// <returns>The object, as the type (or a normal C# object) if successful or the input value if not.</returns>
public static object Il2CppCast(object obj, Type castTo)
{
if (!(obj is Il2CppSystem.Object ilObj))
return obj;
if (!Il2CppTypeNotNull(castTo, out IntPtr castToPtr))
return obj;
IntPtr castFromPtr = il2cpp_object_get_class(ilObj.Pointer);
if (!il2cpp_class_is_assignable_from(castToPtr, castFromPtr))
return obj;
if (RuntimeSpecificsStore.IsInjected(castToPtr))
return UnhollowerBaseLib.Runtime.ClassInjectorBase.GetMonoObjectFromIl2CppPointer(ilObj.Pointer);
return Activator.CreateInstance(castTo, ilObj.Pointer);
}
/// <summary>
/// Get the Il2Cpp Class Pointer for the provided Mono (Unhollowed) Type.
/// </summary>
/// <param name="type">The Mono/Unhollowed Type you want the Il2Cpp Class Pointer for.</param>
/// <returns>True if successful, false if not.</returns>
public static bool Il2CppTypeNotNull(Type type) => Il2CppTypeNotNull(type, out _);
/// <summary>
/// Get the Il2Cpp Class Pointer for the provided Mono (Unhollowed) Type.
/// </summary>
/// <param name="type">The Mono/Unhollowed Type you want the Il2Cpp Class Pointer for.</param>
/// <param name="il2cppPtr">The IntPtr for the Il2Cpp class, or IntPtr.Zero if not found.</param>
/// <returns>True if successful, false if not.</returns>
public static bool Il2CppTypeNotNull(Type type, out IntPtr il2cppPtr)
{
if (s_cppClassPointers.TryGetValue(type.AssemblyQualifiedName, out il2cppPtr))
return il2cppPtr != IntPtr.Zero;
il2cppPtr = (IntPtr)typeof(Il2CppClassPointerStore<>)
.MakeGenericType(new Type[] { type })
.GetField("NativeClassPtr", BF.Public | BF.Static)
.GetValue(null);
s_cppClassPointers.Add(type.AssemblyQualifiedName, il2cppPtr);
return il2cppPtr != IntPtr.Zero;
}
// Extern C++ methods
[DllImport("GameAssembly", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
public static extern bool il2cpp_class_is_assignable_from(IntPtr klass, IntPtr oklass);
[DllImport("GameAssembly", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
public static extern IntPtr il2cpp_object_get_class(IntPtr obj);
internal static IntPtr s_cppEnumerableClassPtr;
internal static IntPtr s_cppDictionaryClassPtr;
public override bool IsAssignableFrom(Type toAssignTo, Type toAssignFrom)
{
if (toAssignTo.IsAssignableFrom(toAssignFrom))
return true;
if (toAssignTo == typeof(IEnumerable))
{
try
{
if (s_cppEnumerableClassPtr == IntPtr.Zero)
Il2CppTypeNotNull(typeof(Il2CppSystem.Collections.IEnumerable), out s_cppEnumerableClassPtr);
if (s_cppEnumerableClassPtr != IntPtr.Zero
&& Il2CppTypeNotNull(toAssignFrom, out IntPtr assignFromPtr)
&& il2cpp_class_is_assignable_from(s_cppEnumerableClassPtr, assignFromPtr))
{
return true;
}
}
catch { }
}
else if (toAssignTo == typeof(IDictionary))
{
try
{
if (s_cppDictionaryClassPtr == IntPtr.Zero)
if (!Il2CppTypeNotNull(typeof(Il2CppSystem.Collections.IDictionary), out s_cppDictionaryClassPtr))
return false;
if (Il2CppTypeNotNull(toAssignFrom, out IntPtr classPtr))
{
if (il2cpp_class_is_assignable_from(s_cppDictionaryClassPtr, classPtr))
return true;
}
}
catch { }
}
return false;
}
public override bool IsReflectionSupported(Type type)
{
try
{
var gArgs = type.GetGenericArguments();
if (!gArgs.Any())
return true;
foreach (var gType in gArgs)
{
if (!Supported(gType))
return false;
}
return true;
bool Supported(Type t)
{
if (!typeof(Il2CppSystem.Object).IsAssignableFrom(t))
return true;
if (!Il2CppTypeNotNull(t, out IntPtr ptr))
return false;
return CppType.internal_from_handle(IL2CPP.il2cpp_class_get_type(ptr)) is CppType;
}
}
catch
{
return false;
}
}
// Helper for IL2CPP to try to make sure the Unhollowed game assemblies are actually loaded.
internal static void TryLoadGameModules()
{
Instance.LoadModule("Assembly-CSharp");
Instance.LoadModule("Assembly-CSharp-firstpass");
}
public override bool LoadModule(string module)
{
#if ML
var path = Path.Combine("MelonLoader", "Managed", $"{module}.dll");
#else
var path = Path.Combine("BepInEx", "unhollowed", $"{module}.dll");
#endif
return LoadModuleInternal(path);
}
internal static bool LoadModuleInternal(string fullPath)
{
if (!File.Exists(fullPath))
return false;
try
{
Assembly.Load(File.ReadAllBytes(fullPath));
return true;
}
catch (Exception e)
{
Console.WriteLine(e.GetType() + ", " + e.Message);
}
return false;
}
// ~~~~~~~~~~ not used ~~~~~~~~~~~~
// cached il2cpp unbox methods
internal static readonly Dictionary<string, MethodInfo> s_unboxMethods = new Dictionary<string, MethodInfo>();
/// <summary>
/// Attempt to unbox the object to the underlying struct type.
/// </summary>
/// <param name="obj">The object which is a struct underneath.</param>
/// <returns>The struct if successful, otherwise null.</returns>
public static object Unbox(object obj) => Unbox(obj, Instance.GetActualType(obj));
/// <summary>
/// Attempt to unbox the object to the struct type.
/// </summary>
/// <param name="obj">The object which is a struct underneath.</param>
/// <param name="type">The type of the struct you want to unbox to.</param>
/// <returns>The struct if successful, otherwise null.</returns>
public static object Unbox(object obj, Type type)
{
if (!type.IsValueType)
return null;
if (!(obj is Il2CppSystem.Object))
return obj;
var name = type.AssemblyQualifiedName;
if (!s_unboxMethods.ContainsKey(name))
{
s_unboxMethods.Add(name, typeof(Il2CppObjectBase)
.GetMethod("Unbox")
.MakeGenericMethod(type));
}
return s_unboxMethods[name].Invoke(obj, new object[0]);
}
}
}
#endif

View File

@ -7,10 +7,9 @@ using System.Reflection;
using System.Text;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using UnityExplorer.Core;
using UnityExplorer.Core.CSharp;
namespace UnityExplorer.Core.Runtime.Mono
{
@ -18,7 +17,8 @@ namespace UnityExplorer.Core.Runtime.Mono
{
public override void Initialize()
{
Reflection = new MonoReflection();
ExplorerCore.Context = RuntimeContext.Mono;
//Reflection = new MonoReflection();
TextureUtil = new MonoTextureUtil();
}
@ -29,12 +29,32 @@ namespace UnityExplorer.Core.Runtime.Mono
private void Application_logMessageReceived(string condition, string stackTrace, LogType type)
{
ExplorerCore.Log(condition, type, true);
ExplorerCore.LogUnity(condition, type);
}
public override void StartConsoleCoroutine(IEnumerator routine)
public override void StartCoroutine(IEnumerator routine)
{
DummyBehaviour.Instance.StartCoroutine(routine);
ExplorerBehaviour.Instance.StartCoroutine(routine);
}
public override void Update()
{
}
public override T AddComponent<T>(GameObject obj, Type type)
{
return (T)obj.AddComponent(type);
}
public override ScriptableObject CreateScriptable(Type type)
{
return ScriptableObject.CreateInstance(type);
}
public override void GraphicRaycast(GraphicRaycaster raycaster, PointerEventData data, List<RaycastResult> list)
{
raycaster.Raycast(data, list);
}
public override string LayerToName(int layer)
@ -43,12 +63,12 @@ namespace UnityExplorer.Core.Runtime.Mono
public override UnityEngine.Object[] FindObjectsOfTypeAll(Type type)
=> Resources.FindObjectsOfTypeAll(type);
private static readonly FieldInfo fi_Scene_handle = typeof(Scene).GetField("m_Handle", ReflectionUtility.AllFlags);
//private static readonly FieldInfo fi_Scene_handle = typeof(Scene).GetField("m_Handle", ReflectionUtility.AllFlags);
public override int GetSceneHandle(Scene scene)
{
return (int)fi_Scene_handle.GetValue(scene);
}
//public override int GetSceneHandle(Scene scene)
//{
// return (int)fi_Scene_handle.GetValue(scene);
//}
public override GameObject[] GetRootGameObjects(Scene scene)
{
@ -63,8 +83,11 @@ namespace UnityExplorer.Core.Runtime.Mono
return scene.rootCount;
}
public override ColorBlock SetColorBlock(ColorBlock colors, Color? normal = null, Color? highlighted = null, Color? pressed = null)
public override void SetColorBlock(Selectable selectable, Color? normal = null, Color? highlighted = null, Color? pressed = null,
Color? disabled = null)
{
var colors = selectable.colors;
if (normal != null)
colors.normalColor = (Color)normal;
@ -74,7 +97,15 @@ namespace UnityExplorer.Core.Runtime.Mono
if (pressed != null)
colors.pressedColor = (Color)pressed;
return colors;
if (disabled != null)
colors.disabledColor = (Color)disabled;
SetColorBlock(selectable, colors);
}
public override void SetColorBlock(Selectable selectable, ColorBlock colors)
{
selectable.colors = colors;
}
}
}
@ -91,6 +122,16 @@ public static class MonoExtensions
_event.AddListener(new UnityAction<T>(listener));
}
public static void RemoveListener(this UnityEvent _event, Action listener)
{
_event.RemoveListener(new UnityAction(listener));
}
public static void RemoveListener<T>(this UnityEvent<T> _event, Action<T> listener)
{
_event.RemoveListener(new UnityAction<T>(listener));
}
public static void Clear(this StringBuilder sb)
{
sb.Remove(0, sb.Length);

View File

@ -1,33 +0,0 @@
#if MONO
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace UnityExplorer.Core.Runtime.Mono
{
public class MonoReflection : ReflectionProvider
{
// Mono doesn't need to explicitly cast things.
public override object Cast(object obj, Type castTo)
=> obj;
// Vanilla GetType is fine for mono
public override Type GetActualType(object obj)
=> obj.GetType();
public override bool IsAssignableFrom(Type toAssignTo, Type toAssignFrom)
=> toAssignTo.IsAssignableFrom(toAssignFrom);
public override bool IsReflectionSupported(Type type)
=> true;
public override bool LoadModule(string module)
=> true;
public override string ProcessTypeNameInString(Type type, string theString, ref string typeName)
=> theString;
}
}
#endif

View File

@ -46,15 +46,15 @@ namespace UnityExplorer.Core.Runtime.Mono
if (method.IsStatic)
return (byte[])method.Invoke(null, new object[] { tex });
else
return (byte[])method.Invoke(tex, new object[0]);
return (byte[])method.Invoke(tex, ArgumentUtility.EmptyArgs);
}
private static MethodInfo GetEncodeToPNGMethod()
{
if (ReflectionUtility.GetTypeByName("UnityEngine.ImageConversion") is Type imageConversion)
return m_encodeToPNGMethod = imageConversion.GetMethod("EncodeToPNG", ReflectionUtility.AllFlags);
return m_encodeToPNGMethod = imageConversion.GetMethod("EncodeToPNG", ReflectionUtility.FLAGS);
var method = typeof(Texture2D).GetMethod("EncodeToPNG", ReflectionUtility.AllFlags);
var method = typeof(Texture2D).GetMethod("EncodeToPNG", ReflectionUtility.FLAGS);
if (method != null)
return m_encodeToPNGMethod = method;

View File

@ -1,29 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace UnityExplorer.Core.Runtime
{
public abstract class ReflectionProvider
{
public static ReflectionProvider Instance;
public ReflectionProvider()
{
Instance = this;
}
public abstract Type GetActualType(object obj);
public abstract object Cast(object obj, Type castTo);
public abstract bool IsAssignableFrom(Type toAssignTo, Type toAssignFrom);
public abstract bool IsReflectionSupported(Type type);
public abstract string ProcessTypeNameInString(Type type, string theString, ref string typeName);
public abstract bool LoadModule(string module);
}
}

View File

@ -0,0 +1,13 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace UnityExplorer.Core.Runtime
{
public enum RuntimeContext
{
Mono,
IL2CPP
}
}

View File

@ -4,19 +4,18 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using UnityExplorer.Core.Runtime;
namespace UnityExplorer.Core.Runtime
// Intentionally project-wide namespace so that its always easily accessible.
namespace UnityExplorer
{
// Work in progress, this will be used to replace all the "if CPP / if MONO"
// pre-processor directives all over the codebase.
public abstract class RuntimeProvider
{
public static RuntimeProvider Instance;
public ReflectionProvider Reflection;
public TextureUtilProvider TextureUtil;
public RuntimeProvider()
@ -28,30 +27,50 @@ namespace UnityExplorer.Core.Runtime
public static void Init() =>
#if CPP
Instance = new Il2Cpp.Il2CppProvider();
Instance = new Core.Runtime.Il2Cpp.Il2CppProvider();
#else
Instance = new Mono.MonoProvider();
Instance = new Core.Runtime.Mono.MonoProvider();
#endif
public abstract void Initialize();
public abstract void SetupEvents();
public abstract void StartConsoleCoroutine(IEnumerator routine);
public abstract void StartCoroutine(IEnumerator routine);
public abstract void Update();
//public virtual bool IsReferenceEqual(object a, object b) => ReferenceEquals(a, b);
// Unity API handlers
public abstract T AddComponent<T>(GameObject obj, Type type) where T : Component;
public abstract ScriptableObject CreateScriptable(Type type);
public abstract string LayerToName(int layer);
public abstract UnityEngine.Object[] FindObjectsOfTypeAll(Type type);
public abstract int GetSceneHandle(Scene scene);
public abstract void GraphicRaycast(GraphicRaycaster raycaster, PointerEventData data, List<RaycastResult> list);
//public abstract int GetSceneHandle(Scene scene);
public abstract GameObject[] GetRootGameObjects(Scene scene);
public abstract int GetRootCount(Scene scene);
public abstract ColorBlock SetColorBlock(ColorBlock colors, Color? normal = null, Color? highlighted = null, Color? pressed = null);
public abstract void SetColorBlock(Selectable selectable, ColorBlock colors);
public abstract void SetColorBlock(Selectable selectable, Color? normal = null, Color? highlighted = null, Color? pressed = null,
Color? disabled = null);
internal virtual void ProcessOnPostRender()
{
}
internal virtual void ProcessFixedUpdate()
{
}
}
}

177
src/Core/SceneHandler.cs Normal file
View File

@ -0,0 +1,177 @@
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace UnityExplorer.Core
{
public static class SceneHandler
{
/// <summary>
/// The currently inspected Scene.
/// </summary>
public static Scene? SelectedScene
{
get => m_selectedScene;
internal set
{
if (m_selectedScene != null && m_selectedScene?.handle == value?.handle)
return;
m_selectedScene = value;
OnInspectedSceneChanged?.Invoke((Scene)m_selectedScene);
}
}
private static Scene? m_selectedScene;
/// <summary>
/// The GameObjects in the currently inspected scene.
/// </summary>
public static ReadOnlyCollection<GameObject> CurrentRootObjects => new ReadOnlyCollection<GameObject>(rootObjects);
private static GameObject[] rootObjects = new GameObject[0];
/// <summary>
/// All currently loaded Scenes.
/// </summary>
public static ReadOnlyCollection<Scene> LoadedScenes => new ReadOnlyCollection<Scene>(allLoadedScenes);
private static readonly List<Scene> allLoadedScenes = new List<Scene>();
/// <summary>
/// The names of all scenes in the build settings, if they could be retrieved.
/// </summary>
public static ReadOnlyCollection<string> AllSceneNames => new ReadOnlyCollection<string>(allScenesInBuild);
private static readonly List<string> allScenesInBuild = new List<string>();
/// <summary>
/// Whether or not we successfuly retrieved the names of the scenes in the build settings.
/// </summary>
public static bool WasAbleToGetScenesInBuild => gotAllScenesInBuild;
private static bool gotAllScenesInBuild = true;
/// <summary>
/// Invoked when the currently inspected Scene changes. The argument is the new scene.
/// </summary>
public static event Action<Scene> OnInspectedSceneChanged;
/// <summary>
/// Invoked whenever the list of currently loaded Scenes changes. The argument contains all loaded scenes after the change.
/// </summary>
public static event Action<ReadOnlyCollection<Scene>> OnLoadedScenesChanged;
/// <summary>
/// Equivalent to <see cref="SceneManager.sceneCount"/> + 2, to include 'DontDestroyOnLoad'.
/// </summary>
public static int LoadedSceneCount => SceneManager.sceneCount + 2;
internal static Scene DontDestroyScene => DontDestroyMe.scene;
internal static int DontDestroyHandle => DontDestroyScene.handle;
internal static GameObject DontDestroyMe
{
get
{
if (!dontDestroyObject)
{
dontDestroyObject = new GameObject("DontDestroyMe");
GameObject.DontDestroyOnLoad(dontDestroyObject);
}
return dontDestroyObject;
}
}
private static GameObject dontDestroyObject;
public static bool InspectingAssetScene => !SelectedScene?.IsValid() ?? false;
internal static void Init()
{
// Try to get all scenes in the build settings. This may not work.
try
{
Type sceneUtil = ReflectionUtility.GetTypeByName("UnityEngine.SceneManagement.SceneUtility");
if (sceneUtil == null)
throw new Exception("This version of Unity does not ship with the 'SceneUtility' class, or it was not unstripped.");
var method = sceneUtil.GetMethod("GetScenePathByBuildIndex", ReflectionUtility.FLAGS);
int sceneCount = SceneManager.sceneCountInBuildSettings;
for (int i = 0; i < sceneCount; i++)
{
var scenePath = (string)method.Invoke(null, new object[] { i });
allScenesInBuild.Add(scenePath);
}
}
catch (Exception ex)
{
gotAllScenesInBuild = false;
ExplorerCore.LogWarning($"Unable to generate list of all Scenes in the build: {ex}");
}
}
internal static void Update()
{
int curHandle = SelectedScene?.handle ?? -1;
// DontDestroyOnLoad always exists, so default to true if our curHandle is that handle.
// otherwise we will check while iterating.
bool inspectedExists = curHandle == DontDestroyHandle || curHandle == 0;
// Quick sanity check if the loaded scenes changed
bool anyChange = LoadedSceneCount != allLoadedScenes.Count;
// otherwise keep a lookup table of the previous handles to check if the list changed at all.
HashSet<int> previousHandles = null;
if (!anyChange)
previousHandles = new HashSet<int>(allLoadedScenes.Select(it => it.handle));
allLoadedScenes.Clear();
for (int i = 0; i < SceneManager.sceneCount; i++)
{
Scene scene = SceneManager.GetSceneAt(i);
if (scene == default || !scene.isLoaded)
continue;
// If no changes yet, ensure the previous list contained this handle.
if (!anyChange && !previousHandles.Contains(scene.handle))
anyChange = true;
// If we have not yet confirmed inspectedExists, check if this scene is our currently inspected one.
if (curHandle != -1 && !inspectedExists && scene.handle == curHandle)
inspectedExists = true;
allLoadedScenes.Add(scene);
}
// Always add the DontDestroyOnLoad scene and the "none" scene.
allLoadedScenes.Add(DontDestroyScene);
allLoadedScenes.Add(default);
// Default to first scene if none selected or previous selection no longer exists.
if (!inspectedExists)
{
SelectedScene = allLoadedScenes.First();
}
// Notify on the list changing at all
if (anyChange)
{
OnLoadedScenesChanged?.Invoke(LoadedScenes);
}
// Finally, update the root objects list.
if (SelectedScene != null && ((Scene)SelectedScene).IsValid())
rootObjects = RuntimeProvider.Instance.GetRootGameObjects((Scene)SelectedScene);
else
{
var allObjects = RuntimeProvider.Instance.FindObjectsOfTypeAll(typeof(GameObject));
var list = new List<GameObject>();
foreach (var obj in allObjects)
{
var go = obj.TryCast<GameObject>();
if (go.transform.parent == null && !go.scene.IsValid())
list.Add(go);
}
rootObjects = list.ToArray();
}
}
}
}

View File

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

View File

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

View File

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

View File

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

316
src/Core/Tests/TestClass.cs Normal file
View File

@ -0,0 +1,316 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityExplorer.UI.IValues;
using System.Reflection;
using UnityExplorer.UI;
#if CPP
using UnhollowerRuntimeLib;
using UnhollowerBaseLib;
#endif
namespace UnityExplorer.Tests
{
public class TestIndexer : IList<int>
{
private readonly List<int> list = new List<int>() { 1,2,3,4,5 };
public int Count => list.Count;
public bool IsReadOnly => false;
int IList<int>.this[int index]
{
get => list[index];
set => list[index] = value;
}
public int IndexOf(int item) => list.IndexOf(item);
public bool Contains(int item) => list.Contains(item);
public void Add(int item) => list.Add(item);
public void Insert(int index, int item) => list.Insert(index, item);
public bool Remove(int item) => list.Remove(item);
public void RemoveAt(int index) => list.RemoveAt(index);
public void Clear() => list.Clear();
public void CopyTo(int[] array, int arrayIndex) => list.CopyTo(array, arrayIndex);
public IEnumerator<int> GetEnumerator() => list.GetEnumerator();
IEnumerator IEnumerable.GetEnumerator() => list.GetEnumerator();
}
public static class TestClass
{
public static readonly TestIndexer AAAAATest = new TestIndexer();
public static void ATestMethod(string s, float f, Vector3 vector, DateTime date, Quaternion quater, bool b, CameraClearFlags enumvalue)
{
ExplorerCore.Log($"{s}, {f}, {vector.ToString()}, {date}, {quater.eulerAngles.ToString()}, {b}, {enumvalue}");
}
public static List<int> AWritableList = new List<int> { 1, 2, 3, 4, 5 };
public static Dictionary<string, int> AWritableDict = new Dictionary<string, int> { { "one", 1 }, { "two", 2 } };
public static IEnumerable ANestedList = new List<List<List<string>>>
{
new List<List<string>>
{
new List<string>
{
"one",
"two",
"one",
"two",
"one",
"two",
"one",
"two",
"one",
"two",
"one",
"two",
"one",
"two",
"one",
"two",
},
new List<string>
{
"three",
"four",
}
},
new List<List<string>>
{
new List<string>
{
"five"
}
}
};
public static IDictionary ARandomDictionary = new Dictionary<object, object>
{
{ 1, 2 },
{ "one", "two" },
{ true, false },
{ new Vector3(0,1,2), new Vector3(1,2,3) },
{ CameraClearFlags.Depth, CameraClearFlags.Color },
{ "################################################\r\n##########", null },
{ "subdict", new Dictionary<object,object> { { "key", "value" } } }
};
public static Hashtable TestHashtable = new Hashtable
{
{ "one", "value" },
{ "two", "value" },
{ "three", "value" },
};
public const int ConstantInt = 5;
public static Color AColor = Color.magenta;
public static Color32 AColor32 = Color.red;
public static byte[] ByteArray = new byte[16];
public static string LongString = new string('#', 10000);
public static List<string> BigList = new List<string>(10000);
public static List<object> RandomList
{
get
{
var list = new List<object>();
int count = UnityEngine.Random.Range(0, 100);
for (int i = 0; i < count; i++)
list.Add(GetRandomObject());
return list;
}
}
private static void TestGeneric<T>()
{
ExplorerCore.Log("Test1 " + typeof(T).FullName);
}
private static void TestGenericClass<T>() where T : class
{
ExplorerCore.Log("Test2 " + typeof(T).FullName);
}
private static void TestComponent<T>() where T : Component
{
ExplorerCore.Log("Test3 " + typeof(T).FullName);
}
private static void TestStruct<T>() where T : struct
{
ExplorerCore.Log("Test3 " + typeof(T).FullName);
}
private static object GetRandomObject()
{
object ret = null;
int ran = UnityEngine.Random.Range(0, 7);
switch (ran)
{
case 0: return null;
case 1: return 123;
case 2: return true;
case 3: return "hello";
case 4: return 50.5f;
case 5: return UnityEngine.CameraClearFlags.Color;
case 6: return new List<string> { "sub list", "lol" };
}
return ret;
}
#if CPP
public static Il2CppSystem.Collections.IList IL2CPP_IList;
public static Il2CppSystem.Collections.Generic.List<string> IL2CPP_ListString;
public static Il2CppSystem.Collections.Generic.HashSet<string> IL2CPP_HashSet;
public static Il2CppSystem.Collections.Generic.Dictionary<string, string> IL2CPP_Dict;
public static Il2CppSystem.Collections.Hashtable IL2CPP_HashTable;
public static Il2CppSystem.Collections.IDictionary IL2CPP_IDict;
public static string IL2CPP_systemString = "Test";
public static Il2CppSystem.Object IL2CPP_objectString = "string boxed as cpp object";
public static Il2CppSystem.String IL2CPP_il2cppString = "string boxed as cpp string";
public static string nullString = null;
public static List<Il2CppSystem.Object> IL2CPP_listOfBoxedObjects;
public static Il2CppStructArray<int> IL2CPP_structArray;
public static Il2CppStringArray IL2CPP_stringArray;
public static Il2CppReferenceArray<Il2CppSystem.Object> IL2CPP_ReferenceArray;
public static Il2CppSystem.Object cppBoxedInt;
public static Il2CppSystem.Int32 cppInt;
public static Il2CppSystem.Decimal cppDecimal;
public static Il2CppSystem.Object cppDecimalBoxed;
public static Il2CppSystem.Object cppVector3Boxed;
public static Il2CppSystem.Object RandomBoxedColor
{
get
{
int ran = UnityEngine.Random.Range(0, 3);
switch (ran)
{
case 1: return new Color32().BoxIl2CppObject();
case 2: return Color.magenta.BoxIl2CppObject();
default:
return null;
}
}
}
public static Il2CppSystem.Collections.Hashtable cppHashset;
public static Dictionary<Il2CppSystem.String, Il2CppSystem.Object> CppBoxedDict;
#endif
static TestClass()
{
for (int i = 0; i < BigList.Capacity; i++)
BigList.Add(i.ToString());
#if CPP
IL2CPP_Dict = new Il2CppSystem.Collections.Generic.Dictionary<string, string>();
IL2CPP_Dict.Add("key1", "value1");
IL2CPP_Dict.Add("key2", "value2");
IL2CPP_Dict.Add("key3", "value3");
IL2CPP_HashTable = new Il2CppSystem.Collections.Hashtable();
IL2CPP_HashTable.Add("key1", "value1");
IL2CPP_HashTable.Add("key2", "value2");
IL2CPP_HashTable.Add("key3", "value3");
var dict2 = new Il2CppSystem.Collections.Generic.Dictionary<string, string>();
dict2.Add("key1", "value1");
IL2CPP_IDict = dict2.TryCast<Il2CppSystem.Collections.IDictionary>();
var list = new Il2CppSystem.Collections.Generic.List<Il2CppSystem.Object>(5);
list.Add("one");
list.Add("two");
IL2CPP_IList = list.TryCast<Il2CppSystem.Collections.IList>();
IL2CPP_ListString = new Il2CppSystem.Collections.Generic.List<string>();
IL2CPP_ListString.Add("hello,");
IL2CPP_ListString.Add("world!");
IL2CPP_HashSet = new Il2CppSystem.Collections.Generic.HashSet<string>();
IL2CPP_HashSet.Add("one");
IL2CPP_HashSet.Add("two");
CppBoxedDict = new Dictionary<Il2CppSystem.String, Il2CppSystem.Object>();
CppBoxedDict.Add("1", new Il2CppSystem.Int32 { m_value = 1 }.BoxIl2CppObject());
CppBoxedDict.Add("2", new Il2CppSystem.Int32 { m_value = 2 }.BoxIl2CppObject());
CppBoxedDict.Add("3", new Il2CppSystem.Int32 { m_value = 3 }.BoxIl2CppObject());
CppBoxedDict.Add("4", new Il2CppSystem.Int32 { m_value = 4 }.BoxIl2CppObject());
cppDecimal = new Il2CppSystem.Decimal(1f);
cppDecimalBoxed = new Il2CppSystem.Decimal(1f).BoxIl2CppObject();
cppVector3Boxed = Vector3.down.BoxIl2CppObject();
IL2CPP_listOfBoxedObjects = new List<Il2CppSystem.Object>();
IL2CPP_listOfBoxedObjects.Add((Il2CppSystem.String)"boxedString");
IL2CPP_listOfBoxedObjects.Add(new Il2CppSystem.Int32 { m_value = 5 }.BoxIl2CppObject());
IL2CPP_listOfBoxedObjects.Add(Color.red.BoxIl2CppObject());
try
{
var cppType = Il2CppType.Of<CameraClearFlags>();
if (cppType != null)
{
var boxedEnum = Il2CppSystem.Enum.Parse(cppType, "Color");
IL2CPP_listOfBoxedObjects.Add(boxedEnum);
}
var structBox = Vector3.one.BoxIl2CppObject();
IL2CPP_listOfBoxedObjects.Add(structBox);
}
catch (Exception ex)
{
ExplorerCore.LogWarning($"Test fail: {ex}");
}
IL2CPP_structArray = new UnhollowerBaseLib.Il2CppStructArray<int>(5);
IL2CPP_structArray[0] = 0;
IL2CPP_structArray[1] = 1;
IL2CPP_structArray[2] = 2;
IL2CPP_structArray[3] = 3;
IL2CPP_structArray[4] = 4;
IL2CPP_stringArray = new UnhollowerBaseLib.Il2CppStringArray(2);
IL2CPP_stringArray[0] = "hello, ";
IL2CPP_stringArray[1] = "world!";
IL2CPP_ReferenceArray = new UnhollowerBaseLib.Il2CppReferenceArray<Il2CppSystem.Object>(3);
IL2CPP_ReferenceArray[0] = new Il2CppSystem.Int32 { m_value = 5 }.BoxIl2CppObject();
IL2CPP_ReferenceArray[1] = null;
IL2CPP_ReferenceArray[2] = (Il2CppSystem.String)"whats up";
cppBoxedInt = new Il2CppSystem.Int32() { m_value = 5 }.BoxIl2CppObject();
cppInt = new Il2CppSystem.Int32 { m_value = 420 };
cppHashset = new Il2CppSystem.Collections.Hashtable();
cppHashset.Add("key1", "itemOne");
cppHashset.Add("key2", "itemTwo");
cppHashset.Add("key3", "itemThree");
#endif
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace UnityExplorer
{
public static class ArgumentUtility
{
public static readonly Type[] EmptyTypes = new Type[0];
public static readonly object[] EmptyArgs = new object[0];
public static readonly Type[] ParseArgs = new Type[] { typeof(string) };
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
namespace UnityExplorer
{
public static class IOUtility
{
private static readonly char[] invalidDirectoryCharacters = Path.GetInvalidPathChars();
private static readonly char[] invalidFilenameCharacters = Path.GetInvalidFileNameChars();
public static string EnsureValidDirectory(string path)
{
path = string.Concat(path.Split(invalidDirectoryCharacters));
if (!Directory.Exists(path))
Directory.CreateDirectory(path);
return path;
}
public static string EnsureValidFilename(string filename)
{
return string.Concat(filename.Split(invalidFilenameCharacters));
}
}
}

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using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Text;
namespace UnityExplorer
{
public static class MiscUtility
{
/// <summary>
/// Check if a string contains another string, case-insensitive.
/// </summary>
public static bool ContainsIgnoreCase(this string _this, string s)
{
return ParseUtility.en_US.CompareInfo.IndexOf(_this, s, CompareOptions.IgnoreCase) >= 0;
}
/// <summary>
/// Just to allow Enum to do .HasFlag() in NET 3.5
/// </summary>
public static bool HasFlag(this Enum flags, Enum value)
{
ulong flag = Convert.ToUInt64(value);
return (Convert.ToUInt64(flags) & flag) == flag;
}
}
}

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using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Reflection;
using System.Text;
using UnityEngine;
namespace UnityExplorer
{
public static class ParseUtility
{
public static CultureInfo en_US = new CultureInfo("en-US");
private static readonly HashSet<Type> nonPrimitiveTypes = new HashSet<Type>
{
typeof(string),
typeof(decimal),
typeof(DateTime),
};
public const string NUMBER_FORMAT = "0.####";
private static readonly Dictionary<int, string> numSequenceStrings = new Dictionary<int, string>();
// Helper for formatting float/double/decimal numbers to maximum of 4 decimal points.
public static string FormatDecimalSequence(params object[] numbers)
{
if (numbers.Length <= 0)
return null;
int count = numbers.Length;
var formatString = GetSequenceFormatString(count);
return string.Format(en_US, formatString, numbers);
}
public static string GetSequenceFormatString(int count)
{
if (count <= 0)
return null;
if (numSequenceStrings.ContainsKey(count))
return numSequenceStrings[count];
string[] strings = new string[count];
for (int i = 0; i < count; i++)
strings[i] = $"{{{i}:{NUMBER_FORMAT}}}";
string s = string.Join(", ", strings);
numSequenceStrings.Add(count, s);
return s;
}
public static bool CanParse(Type type)
{
if (string.IsNullOrEmpty(type.FullName))
return false;
return type.IsPrimitive || type.IsEnum || nonPrimitiveTypes.Contains(type) || customTypes.ContainsKey(type.FullName);
}
public static bool TryParse(string input, Type type, out object obj, out Exception parseException)
{
obj = null;
parseException = null;
if (type == null)
return false;
if (type == typeof(string))
{
obj = input;
return true;
}
if (type.IsEnum)
{
try
{
obj = Enum.Parse(type, input);
return true;
}
catch (Exception ex)
{
parseException = ex.GetInnerMostException();
return false;
}
}
try
{
if (customTypes.ContainsKey(type.FullName))
{
obj = customTypes[type.FullName].Invoke(input);
}
else
{
obj = ReflectionUtility.GetMethodInfo(type, "Parse", ArgumentUtility.ParseArgs)
.Invoke(null, new object[] { input });
}
return true;
}
catch (Exception ex)
{
ex = ex.GetInnerMostException();
parseException = ex;
}
return false;
}
private static readonly HashSet<Type> formattedTypes = new HashSet<Type>
{
typeof(float),
typeof(double),
typeof(decimal)
};
public static string ToStringForInput(object obj, Type type)
{
if (type == null || obj == null)
return null;
if (type == typeof(string))
return obj as string;
if (type.IsEnum)
{
return Enum.IsDefined(type, obj)
? Enum.GetName(type, obj)
: obj.ToString();
}
try
{
if (customTypes.ContainsKey(type.FullName))
{
return customTypesToString[type.FullName].Invoke(obj);
}
else if (formattedTypes.Contains(type))
{
return ReflectionUtility.GetMethodInfo(type, "ToString", new Type[] { typeof(string), typeof(IFormatProvider) })
.Invoke(obj, new object[] { NUMBER_FORMAT, en_US })
as string;
}
else
return obj.ToString();
}
catch (Exception ex)
{
ExplorerCore.LogWarning($"Exception formatting object for input: {ex}");
return null;
}
}
private static readonly Dictionary<string, string> typeInputExamples = new Dictionary<string, string>();
public static string GetExampleInput(Type type)
{
if (!typeInputExamples.ContainsKey(type.AssemblyQualifiedName))
{
try
{
if (type.IsEnum)
{
typeInputExamples.Add(type.AssemblyQualifiedName, Enum.GetNames(type).First());
}
else
{
var instance = Activator.CreateInstance(type);
typeInputExamples.Add(type.AssemblyQualifiedName, ToStringForInput(instance, type));
}
}
catch (Exception ex)
{
ExplorerCore.LogWarning("Exception generating default instance for example input for '" + type.FullName + "'");
ExplorerCore.Log(ex);
return "";
}
}
return typeInputExamples[type.AssemblyQualifiedName];
}
#region Custom parse methods
internal delegate object ParseMethod(string input);
private static readonly Dictionary<string, ParseMethod> customTypes = new Dictionary<string, ParseMethod>
{
{ typeof(Vector2).FullName, TryParseVector2 },
{ typeof(Vector3).FullName, TryParseVector3 },
{ typeof(Vector4).FullName, TryParseVector4 },
{ typeof(Quaternion).FullName, TryParseQuaternion },
{ typeof(Rect).FullName, TryParseRect },
{ typeof(Color).FullName, TryParseColor },
{ typeof(Color32).FullName, TryParseColor32 },
{ typeof(LayerMask).FullName, TryParseLayerMask },
};
internal delegate string ToStringMethod(object obj);
private static readonly Dictionary<string, ToStringMethod> customTypesToString = new Dictionary<string, ToStringMethod>
{
{ typeof(Vector2).FullName, Vector2ToString },
{ typeof(Vector3).FullName, Vector3ToString },
{ typeof(Vector4).FullName, Vector4ToString },
{ typeof(Quaternion).FullName, QuaternionToString },
{ typeof(Rect).FullName, RectToString },
{ typeof(Color).FullName, ColorToString },
{ typeof(Color32).FullName, Color32ToString },
{ typeof(LayerMask).FullName, LayerMaskToString },
};
// Vector2
public static object TryParseVector2(string input)
{
Vector2 vector = default;
var split = input.Split(',');
vector.x = float.Parse(split[0].Trim(), en_US);
vector.y = float.Parse(split[1].Trim(), en_US);
return vector;
}
public static string Vector2ToString(object obj)
{
if (!(obj is Vector2 vector))
return null;
return FormatDecimalSequence(vector.x, vector.y);
}
// Vector3
public static object TryParseVector3(string input)
{
Vector3 vector = default;
var split = input.Split(',');
vector.x = float.Parse(split[0].Trim(), en_US);
vector.y = float.Parse(split[1].Trim(), en_US);
vector.z = float.Parse(split[2].Trim(), en_US);
return vector;
}
public static string Vector3ToString(object obj)
{
if (!(obj is Vector3 vector))
return null;
return FormatDecimalSequence(vector.x, vector.y, vector.z);
}
// Vector4
public static object TryParseVector4(string input)
{
Vector4 vector = default;
var split = input.Split(',');
vector.x = float.Parse(split[0].Trim(), en_US);
vector.y = float.Parse(split[1].Trim(), en_US);
vector.z = float.Parse(split[2].Trim(), en_US);
vector.w = float.Parse(split[3].Trim(), en_US);
return vector;
}
public static string Vector4ToString(object obj)
{
if (!(obj is Vector4 vector))
return null;
return FormatDecimalSequence(vector.x, vector.y, vector.z, vector.w);
}
// Quaternion
public static object TryParseQuaternion(string input)
{
Vector3 vector = default;
var split = input.Split(',');
if (split.Length == 4)
{
Quaternion quat = default;
quat.x = float.Parse(split[0].Trim(), en_US);
quat.y = float.Parse(split[1].Trim(), en_US);
quat.z = float.Parse(split[2].Trim(), en_US);
quat.w = float.Parse(split[3].Trim(), en_US);
return quat;
}
else
{
vector.x = float.Parse(split[0].Trim(), en_US);
vector.y = float.Parse(split[1].Trim(), en_US);
vector.z = float.Parse(split[2].Trim(), en_US);
return Quaternion.Euler(vector);
}
}
public static string QuaternionToString(object obj)
{
if (!(obj is Quaternion quaternion))
return null;
Vector3 vector = quaternion.eulerAngles;
return FormatDecimalSequence(vector.x, vector.y, vector.z);
}
// Rect
public static object TryParseRect(string input)
{
Rect rect = default;
var split = input.Split(',');
rect.x = float.Parse(split[0].Trim(), en_US);
rect.y = float.Parse(split[1].Trim(), en_US);
rect.width = float.Parse(split[2].Trim(), en_US);
rect.height = float.Parse(split[3].Trim(), en_US);
return rect;
}
public static string RectToString(object obj)
{
if (!(obj is Rect rect))
return null;
return FormatDecimalSequence(rect.x, rect.y, rect.width, rect.height);
}
// Color
public static object TryParseColor(string input)
{
Color color = default;
var split = input.Split(',');
color.r = float.Parse(split[0].Trim(), en_US);
color.g = float.Parse(split[1].Trim(), en_US);
color.b = float.Parse(split[2].Trim(), en_US);
if (split.Length > 3)
color.a = float.Parse(split[3].Trim(), en_US);
else
color.a = 1;
return color;
}
public static string ColorToString(object obj)
{
if (!(obj is Color color))
return null;
return FormatDecimalSequence(color.r, color.g, color.b, color.a);
}
// Color32
public static object TryParseColor32(string input)
{
Color32 color = default;
var split = input.Split(',');
color.r = byte.Parse(split[0].Trim(), en_US);
color.g = byte.Parse(split[1].Trim(), en_US);
color.b = byte.Parse(split[2].Trim(), en_US);
if (split.Length > 3)
color.a = byte.Parse(split[3].Trim(), en_US);
else
color.a = 255;
return color;
}
public static string Color32ToString(object obj)
{
if (!(obj is Color32 color))
return null;
// ints, this is fine
return $"{color.r}, {color.g}, {color.b}, {color.a}";
}
// Layermask (Int32)
public static object TryParseLayerMask(string input)
{
return (LayerMask)int.Parse(input);
}
public static string LayerMaskToString(object obj)
{
if (!(obj is LayerMask mask))
return null;
return mask.value.ToString();
}
#endregion
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using UnityEngine;
using UnityExplorer.Core.Runtime;
namespace UnityExplorer
{
/// <summary>
/// Syntax-highlights a member's signature, by either the Type name or a Type and Member together.
/// </summary>
public static class SignatureHighlighter
{
public const string NAMESPACE = "#a8a8a8";
public const string CONST = "#92c470";
public const string CLASS_STATIC = "#3a8d71";
public const string CLASS_INSTANCE = "#2df7b2";
public const string STRUCT = "#0fba3a";
public const string INTERFACE = "#9b9b82";
public const string FIELD_STATIC = "#8d8dc6";
public const string FIELD_INSTANCE = "#c266ff";
public const string METHOD_STATIC = "#b55b02";
public const string METHOD_INSTANCE = "#ff8000";
public const string PROP_STATIC = "#588075";
public const string PROP_INSTANCE = "#55a38e";
public const string LOCAL_ARG = "#a6e9e9";
internal const string ARRAY_TOKEN = "[]";
internal const string OPEN_COLOR = "<color=";
internal const string CLOSE_COLOR = "</color>";
internal const string OPEN_ITALIC = "<i>";
internal const string CLOSE_ITALIC = "</i>";
public static readonly Color StringOrange = new Color(0.83f, 0.61f, 0.52f);
public static readonly Color EnumGreen = new Color(0.57f, 0.76f, 0.43f);
public static readonly Color KeywordBlue = new Color(0.3f, 0.61f, 0.83f);
public static readonly string keywordBlueHex = KeywordBlue.ToHex();
public static readonly Color NumberGreen = new Color(0.71f, 0.8f, 0.65f);
internal static string GetClassColor(Type type)
{
if (type.IsAbstract && type.IsSealed)
return CLASS_STATIC;
else if (type.IsEnum || type.IsGenericParameter)
return CONST;
else if (type.IsValueType)
return STRUCT;
else if (type.IsInterface)
return INTERFACE;
else
return CLASS_INSTANCE;
}
//private static readonly StringBuilder syntaxBuilder = new StringBuilder(2156);
private static bool GetNamespace(Type type, out string ns)
{
var ret = !string.IsNullOrEmpty(ns = type.Namespace?.Trim());
return ret;
}
public static string Parse(Type type, bool includeNamespace, MemberInfo memberInfo = null)
{
if (type == null)
throw new ArgumentNullException("type");
var syntaxBuilder = new StringBuilder();
// Namespace
bool isGeneric = type.IsGenericParameter || (type.HasElementType && type.GetElementType().IsGenericParameter);
if (!isGeneric)
{
if (includeNamespace && GetNamespace(type, out string ns))
syntaxBuilder.Append(OPEN_COLOR).Append(NAMESPACE).Append('>').Append(ns).Append(CLOSE_COLOR).Append('.');
// Declaring type
var declaring = type.DeclaringType;
while (declaring != null)
{
syntaxBuilder.Append(HighlightType(declaring));
syntaxBuilder.Append('.');
declaring = declaring.DeclaringType;
}
}
// Highlight the type name
syntaxBuilder.Append(HighlightType(type));
// If memberInfo, highlight the member info
if (memberInfo != null)
{
syntaxBuilder.Append('.');
int start = syntaxBuilder.Length - 1;
syntaxBuilder.Append(OPEN_COLOR)
.Append(GetMemberInfoColor(memberInfo, out bool isStatic))
.Append('>')
.Append(memberInfo.Name)
.Append(CLOSE_COLOR);
if (isStatic)
{
syntaxBuilder.Insert(start, OPEN_ITALIC);
syntaxBuilder.Append(CLOSE_ITALIC);
}
if (memberInfo is MethodInfo method)
{
var args = method.GetGenericArguments();
if (args.Length > 0)
syntaxBuilder.Append('<').Append(ParseGenericArgs(args, true)).Append('>');
}
}
return syntaxBuilder.ToString();
}
private static readonly Dictionary<string, string> typeToRichType = new Dictionary<string, string>();
private static bool EndsWith(this StringBuilder sb, string _string)
{
int len = _string.Length;
if (sb.Length < len)
return false;
int stringpos = 0;
for (int i = sb.Length - len; i < sb.Length; i++, stringpos++)
{
if (sb[i] != _string[stringpos])
return false;
}
return true;
}
private static string HighlightType(Type type)
{
string key = type.ToString();
if (typeToRichType.ContainsKey(key))
return typeToRichType[key];
var sb = new StringBuilder(type.Name);
bool isArray = false;
if (sb.EndsWith(ARRAY_TOKEN))
{
isArray = true;
sb.Remove(sb.Length - 2, 2);
type = type.GetElementType();
}
if (type.IsGenericParameter || (type.HasElementType && type.GetElementType().IsGenericParameter))
{
sb.Insert(0, $"<color={CONST}>");
sb.Append(CLOSE_COLOR);
}
else
{
var args = type.GetGenericArguments();
if (args.Length > 0)
{
// remove the `N from the end of the type name
// this could actually be >9 in some cases, so get the length of the length string and use that.
// eg, if it was "List`15", we would remove the ending 3 chars
int suffixLen = 1 + args.Length.ToString().Length;
// make sure the typename actually has expected "`N" format.
if (sb[sb.Length - suffixLen] == '`')
sb.Remove(sb.Length - suffixLen, suffixLen);
}
// highlight the base name itself
// do this after removing the `N suffix, so only the name itself is in the color tags.
sb.Insert(0, $"{OPEN_COLOR}{GetClassColor(type)}>");
sb.Append(CLOSE_COLOR);
// parse the generic args, if any
if (args.Length > 0)
{
sb.Append('<').Append(ParseGenericArgs(args)).Append('>');
}
}
if (isArray)
sb.Append('[').Append(']');
var ret = sb.ToString();
typeToRichType.Add(key, ret);
return ret;
}
public static string ParseGenericArgs(Type[] args, bool isGenericParams = false)
{
if (args.Length < 1)
return string.Empty;
var sb = new StringBuilder();
for (int i = 0; i < args.Length; i++)
{
if (i > 0)
sb.Append(',').Append(' ');
if (isGenericParams)
{
sb.Append(OPEN_COLOR).Append(CONST).Append('>').Append(args[i].Name).Append(CLOSE_COLOR);
continue;
}
sb.Append(HighlightType(args[i]));
}
return sb.ToString();
}
public static string GetMemberInfoColor(MemberTypes type)
{
switch (type)
{
case MemberTypes.Method: return METHOD_INSTANCE;
case MemberTypes.Property: return PROP_INSTANCE;
case MemberTypes.Field: return FIELD_INSTANCE;
default: return null;
}
}
public static string GetMemberInfoColor(MemberInfo memberInfo, out bool isStatic)
{
isStatic = false;
if (memberInfo is FieldInfo fi)
{
if (fi.IsStatic)
{
isStatic = true;
return FIELD_STATIC;
}
return FIELD_INSTANCE;
}
else if (memberInfo is MethodInfo mi)
{
if (mi.IsStatic)
{
isStatic = true;
return METHOD_STATIC;
}
return METHOD_INSTANCE;
}
else if (memberInfo is PropertyInfo pi)
{
if (pi.GetAccessors(true)[0].IsStatic)
{
isStatic = true;
return PROP_STATIC;
}
return PROP_INSTANCE;
}
//else if (memberInfo is EventInfo ei)
//{
// if (ei.GetAddMethod().IsStatic)
// {
// isStatic = true;
// return EVENT_STATIC;
// }
// return EVENT_INSTANCE;
//}
throw new NotImplementedException(memberInfo.GetType().Name + " is not supported");
}
}
}

View File

@ -0,0 +1,170 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityExplorer.Core.Runtime;
namespace UnityExplorer
{
public static class ToStringUtility
{
internal static Dictionary<string, MethodInfo> toStringMethods = new Dictionary<string, MethodInfo>();
private const string nullString = "<color=grey>null</color>";
private const string nullUnknown = nullString + " (?)";
private const string destroyedString = "<color=red>Destroyed</color>";
private const string untitledString = "<i><color=grey>untitled</color></i>";
private const string eventSystemNamespace = "UnityEngine.EventSystem";
public static string PruneString(string s, int chars = 200, int lines = 5)
{
if (string.IsNullOrEmpty(s))
return s;
var sb = new StringBuilder(Math.Max(chars, s.Length));
int newlines = 0;
for (int i = 0; i < s.Length; i++)
{
if (newlines >= lines || i >= chars)
{
sb.Append("...");
break;
}
char c = s[i];
if (c == '\r' || c == '\n')
newlines++;
sb.Append(c);
}
return sb.ToString();
}
public static string ToStringWithType(object value, Type fallbackType, bool includeNamespace = true)
{
if (value.IsNullOrDestroyed() && fallbackType == null)
return nullUnknown;
Type type = value?.GetActualType() ?? fallbackType;
string richType = SignatureHighlighter.Parse(type, includeNamespace);
var sb = new StringBuilder();
if (value.IsNullOrDestroyed())
{
if (value == null)
{
sb.Append(nullString);
AppendRichType(sb, richType);
return sb.ToString();
}
else // destroyed unity object
{
sb.Append(destroyedString);
AppendRichType(sb, richType);
return sb.ToString();
}
}
if (value is UnityEngine.Object obj)
{
if (string.IsNullOrEmpty(obj.name))
sb.Append(untitledString);
else
{
sb.Append('"');
sb.Append(PruneString(obj.name, 50, 1));
sb.Append('"');
}
AppendRichType(sb, richType);
}
else if (type.FullName.StartsWith(eventSystemNamespace))
{
// UnityEngine.EventSystem classes can have some obnoxious ToString results with rich text.
sb.Append(richType);
}
else
{
var toString = ToString(value);
if (type.IsGenericType
|| toString == type.FullName
|| toString == $"{type.FullName} {type.FullName}"
|| toString == $"Il2Cpp{type.FullName}" || type.FullName == $"Il2Cpp{toString}")
{
sb.Append(richType);
}
else // the ToString contains some actual implementation, use that value.
{
sb.Append(PruneString(toString, 200, 5));
AppendRichType(sb, richType);
}
}
return sb.ToString();
}
private static void AppendRichType(StringBuilder sb, string richType)
{
sb.Append(' ');
sb.Append('(');
sb.Append(richType);
sb.Append(')');
}
private static string ToString(object value)
{
if (value.IsNullOrDestroyed())
{
if (value == null)
return nullString;
else // destroyed unity object
return destroyedString;
}
var type = value.GetActualType();
// Find and cache the ToString method for this Type, if haven't already.
if (!toStringMethods.ContainsKey(type.AssemblyQualifiedName))
{
var toStringMethod = type.GetMethod("ToString", ArgumentUtility.EmptyTypes);
toStringMethods.Add(type.AssemblyQualifiedName, toStringMethod);
}
// Invoke the ToString method on the object
value = value.TryCast(type);
string toString;
try
{
toString = (string)toStringMethods[type.AssemblyQualifiedName].Invoke(value, ArgumentUtility.EmptyArgs);
}
catch (Exception ex)
{
toString = ex.ReflectionExToString();
}
toString = ReflectionUtility.ProcessTypeInString(type, toString);
#if CPP
if (value is Il2CppSystem.Type cppType)
{
var monoType = Il2CppReflection.GetUnhollowedType(cppType);
if (monoType != null)
toString = ReflectionUtility.ProcessTypeInString(monoType, toString);
}
#endif
return toString;
}
}
}

View File

@ -4,12 +4,27 @@ using System.Globalization;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.Events;
using Object = UnityEngine.Object;
namespace UnityExplorer.Core.Unity
// Project-wide namespace for accessibility
namespace UnityExplorer
{
public static class UnityHelpers
{
// Time helpers, can't use Time.time since timeScale will affect it.
// default 10ms (one frame at 100fps)
public static bool OccuredEarlierThanDefault(this float time)
{
return Time.realtimeSinceStartup - 0.01f >= time;
}
public static bool OccuredEarlierThan(this float time, float secondsAgo)
{
return Time.realtimeSinceStartup - secondsAgo >= time;
}
/// <summary>
/// Check if an object is null, and if it's a UnityEngine.Object then also check if it was destroyed.
/// </summary>
@ -36,30 +51,23 @@ namespace UnityExplorer.Core.Unity
return false;
}
/// <summary>
/// Print a nice {X, Y, Z} output of the Vector3, formatted to 3 decimal places.
/// </summary>
public static string ToStringPretty(this Vector3 vec)
{
return $"{vec.x:F3}, {vec.y:F3}, {vec.z:F3}";
}
/// <summary>
/// Get the full Transform heirarchy path for this provided Transform.
/// </summary>
public static string GetTransformPath(this Transform transform, bool includeSelf = false)
{
string path = includeSelf
? transform.transform.name
: "";
var sb = new StringBuilder();
if (includeSelf)
sb.Append(transform.name);
while (transform.parent)
{
transform = transform.parent;
path = $"{transform.name}/{path}";
sb.Insert(0, '/');
sb.Insert(0, transform.name);
}
return path;
return sb.ToString();
}
/// <summary>
@ -75,7 +83,7 @@ namespace UnityExplorer.Core.Unity
}
/// <summary>
/// Assumes the string is a 6-digit RGB Hex color code, which it will parse into a UnityEngine.Color.
/// Assumes the string is a 6-digit RGB Hex color code (with optional leading #) which it will parse into a UnityEngine.Color.
/// Eg, FF0000 -> RGBA(1,0,0,1)
/// </summary>
public static Color ToColor(this string _string)

View File

@ -1,93 +1,150 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using UnityEngine;
using UnityEngine.UI;
using UnityExplorer.Core;
using UnityExplorer.Core.Config;
using UnityExplorer.Core.Input;
using UnityExplorer.Core.Runtime;
using UnityExplorer.Tests;
using UnityExplorer.UI;
using UnityExplorer.UI.Main;
using UnityExplorer.UI.Inspectors;
using UnityExplorer.UI.Panels;
namespace UnityExplorer
{
public class ExplorerCore
public static class ExplorerCore
{
public const string NAME = "UnityExplorer";
public const string VERSION = "3.3.3";
public const string VERSION = "4.0.4";
public const string AUTHOR = "Sinai";
public const string GUID = "com.sinai.unityexplorer";
public static ExplorerCore Instance { get; private set; }
public static IExplorerLoader Loader { get; private set; }
public static RuntimeContext Context { get; internal set; }
// Prevent using ctor, must use Init method.
private ExplorerCore() { }
/// <summary>
/// Initialize UnityExplorer with the provided Loader implementation.
/// </summary>
public static void Init(IExplorerLoader loader)
{
if (Instance != null)
if (Loader != null)
{
Log("An instance of UnityExplorer is already active!");
LogWarning("UnityExplorer is already loaded!");
return;
}
Loader = loader;
Instance = new ExplorerCore();
Log($"{NAME} {VERSION} initializing...");
ExplorerBehaviour.Setup();
if (!Directory.Exists(Loader.ExplorerFolder))
Directory.CreateDirectory(Loader.ExplorerFolder);
ConfigManager.Init(Loader.ConfigHandler);
RuntimeProvider.Init();
ReflectionUtility.Init();
RuntimeProvider.Init();
SceneHandler.Init();
InputManager.Init();
UIManager.Init();
RuntimeProvider.Instance.StartCoroutine(SetupCoroutine());
Log($"Finished core setup, waiting for UI setup...");
}
// Do a delayed setup so that objects aren't destroyed instantly.
// This can happen for a multitude of reasons.
// Default delay is 1 second which is usually enough.
private static IEnumerator SetupCoroutine()
{
yield return null;
float start = Time.realtimeSinceStartup;
float delay = ConfigManager.Startup_Delay_Time.Value;
while (delay > 0)
{
float diff = Math.Max(Time.deltaTime, Time.realtimeSinceStartup - start);
delay -= diff;
yield return null;
}
Log($"Creating UI...");
UIManager.InitUI();
Log($"{NAME} {VERSION} initialized.");
}
/// <summary>
/// Should be called once per frame.
/// </summary>
public static void Update()
{
RuntimeProvider.Instance.Update();
UIManager.Update();
}
public static void FixedUpdate()
{
RuntimeProvider.Instance.ProcessFixedUpdate();
}
public static void OnPostRender()
{
RuntimeProvider.Instance.ProcessOnPostRender();
}
#region LOGGING
public static void Log(object message)
=> Log(message, LogType.Log, false);
=> Log(message, LogType.Log);
public static void LogWarning(object message)
=> Log(message, LogType.Warning, false);
=> Log(message, LogType.Warning);
public static void LogError(object message)
=> Log(message, LogType.Error, false);
=> Log(message, LogType.Error);
internal static void Log(object message, LogType logType, bool isFromUnity = false)
public static void LogUnity(object message, LogType logType)
{
if (isFromUnity && !ConfigManager.Log_Unity_Debug.Value)
if (!ConfigManager.Log_Unity_Debug.Value)
return;
Log($"[Unity] {message}", logType);
}
private static void Log(object message, LogType logType)
{
string log = message?.ToString() ?? "";
LogPanel.Log(log, logType);
switch (logType)
{
case LogType.Assert:
case LogType.Log:
Loader.OnLogMessage(log);
DebugConsole.Log(log, Color.white);
break;
case LogType.Warning:
Loader.OnLogWarning(log);
DebugConsole.Log(log, Color.yellow);
break;
case LogType.Error:
case LogType.Exception:
Loader.OnLogError(log);
DebugConsole.Log(log, Color.red);
break;
}
}
#endregion
}
}

View File

@ -2,16 +2,38 @@
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Target Name="ILRepacker" AfterTargets="Build">
<!-- Actual merged assemblies -->
<ItemGroup>
<InputAssemblies Include="$(OutputPath)$(AssemblyName).dll" />
<InputAssemblies Include="..\lib\mcs.dll" />
<InputAssemblies Include="..\lib\INIFileParser.dll" Condition="'$(IsStandalone)' == 'true'"/>
<InputAssemblies Include="..\lib\mcs-unity\mcs\bin\Release\mcs.dll" />
<InputAssemblies Include="packages\ini-parser.2.5.2\lib\net20\INIFileParser.dll" />
</ItemGroup>
<!-- MonoMod for MelonLoader 0.3.0 -->
<ItemGroup Condition="'$(IsMelonLoaderLegacy)'=='true'">
<InputAssemblies Include="..\lib\HarmonyX\Harmony\bin\Release\net45\Mono.Cecil.dll" />
<InputAssemblies Include="..\lib\HarmonyX\Harmony\bin\Release\net45\Mono.Cecil.Mdb.dll" />
<InputAssemblies Include="..\lib\HarmonyX\Harmony\bin\Release\net45\Mono.Cecil.Pdb.dll" />
<InputAssemblies Include="..\lib\HarmonyX\Harmony\bin\Release\net45\Mono.Cecil.Rocks.dll" />
<InputAssemblies Include="..\lib\HarmonyX\Harmony\bin\Release\net45\MonoMod.RuntimeDetour.dll" />
<InputAssemblies Include="..\lib\HarmonyX\Harmony\bin\Release\net45\MonoMod.Utils.dll" />
</ItemGroup>
<!-- Required references for ILRepack -->
<ItemGroup>
<ReferenceFolders Include="..\lib\" />
<ReferenceFolders Include="..\lib\HarmonyX\Harmony\bin\Release\net35\" />
<ReferenceFolders Include="..\lib\BepInEx.6.IL2CPP\" />
<ReferenceFolders Include="..\lib\BepInEx.6.Mono\" />
<ReferenceFolders Include="..\lib\BepInEx.5\" />
<ReferenceFolders Include="..\lib\MelonLoader\" />
</ItemGroup>
<ILRepack
Parallel="true"
Internalize="true"
DebugInfo="false"
LibraryPath="..\lib\"
LibraryPath="@(ReferenceFolders)"
InputAssemblies="@(InputAssemblies)"
TargetKind="Dll"
OutputFile="$(OutputPath)$(AssemblyName).dll" />

View File

@ -21,7 +21,11 @@ namespace UnityExplorer.Loader.BIE
public override void RegisterConfigElement<T>(ConfigElement<T> config)
{
var entry = Config.Bind(CTG_NAME, config.Name, config.Value, config.Description);
object[] tags = null;
if (config.IsInternal)
tags = new[] { "Advanced" };
var entry = Config.Bind(CTG_NAME, config.Name, config.Value, new ConfigDescription(config.Description, null, tags));
entry.SettingChanged += (object o, EventArgs e) =>
{

View File

@ -10,6 +10,9 @@ using System.Text;
using UnityExplorer.Core.Config;
using UnityExplorer.Loader.BIE;
using UnityEngine;
using UnityExplorer.Core;
using UnityEngine.EventSystems;
using UnityExplorer.Core.Input;
#if CPP
using BepInEx.IL2CPP;
using UnhollowerRuntimeLib;
@ -54,53 +57,63 @@ namespace UnityExplorer
{
Instance = this;
_configHandler = new BepInExConfigHandler();
ExplorerCore.Init(this);
}
#if MONO // Mono-specific
#if MONO // Mono
internal void Awake()
{
UniversalInit();
ExplorerCore.Init(this);
}
internal void Update()
{
ExplorerCore.Update();
}
#else // Il2Cpp-specific
#else // Il2Cpp
public override void Load()
{
UniversalInit();
ClassInjector.RegisterTypeInIl2Cpp<ExplorerBehaviour>();
var obj = new GameObject(
"ExplorerBehaviour",
new Il2CppSystem.Type[] { Il2CppType.Of<ExplorerBehaviour>() }
);
obj.hideFlags = HideFlags.HideAndDontSave;
GameObject.DontDestroyOnLoad(obj);
ExplorerCore.Init(this);
}
// BepInEx Il2Cpp mod class doesn't have monobehaviour methods yet, so wrap them in a dummy.
public class ExplorerBehaviour : MonoBehaviour
{
public ExplorerBehaviour(IntPtr ptr) : base(ptr) { }
internal void Awake()
{
Instance.LogSource.LogMessage("ExplorerBehaviour.Awake");
}
internal void Update()
{
ExplorerCore.Update();
}
}
#endif
public void SetupCursorPatches()
{
try
{
this.HarmonyInstance.PatchAll();
}
catch (Exception ex)
{
ExplorerCore.Log($"Exception setting up Harmony patches:\r\n{ex.ReflectionExToString()}");
}
}
[HarmonyPatch(typeof(EventSystem), "current", MethodType.Setter)]
public class PATCH_EventSystem_current
{
[HarmonyPrefix]
public static void Prefix_EventSystem_set_current(ref EventSystem value)
{
CursorUnlocker.Prefix_EventSystem_set_current(ref value);
}
}
[HarmonyPatch(typeof(Cursor), "lockState", MethodType.Setter)]
public class PATCH_Cursor_lockState
{
[HarmonyPrefix]
public static void Prefix_set_lockState(ref CursorLockMode value)
{
CursorUnlocker.Prefix_set_lockState(ref value);
}
}
[HarmonyPatch(typeof(Cursor), "visible", MethodType.Setter)]
public class PATCH_Cursor_visible
{
[HarmonyPrefix]
public static void Prefix_set_visible(ref bool value)
{
CursorUnlocker.Prefix_set_visible(ref value);
}
}
}
}
#endif

View File

@ -17,10 +17,6 @@ namespace UnityExplorer
Action<object> OnLogWarning { get; }
Action<object> OnLogError { get; }
#if ML
Harmony.HarmonyInstance HarmonyInstance { get; }
#else
HarmonyLib.Harmony HarmonyInstance { get; }
#endif
void SetupCursorPatches();
}
}

View File

@ -3,12 +3,22 @@ using System;
using System.IO;
using MelonLoader;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityExplorer;
using UnityExplorer.Core;
using UnityExplorer.Core.Config;
using UnityExplorer.Core.Input;
using UnityExplorer.Loader.ML;
#if ML_LEGACY
using Harmony;
#else
using HarmonyLib;
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.UNIVERSAL)]
#endif
[assembly: MelonInfo(typeof(ExplorerMelonMod), ExplorerCore.NAME, ExplorerCore.VERSION, ExplorerCore.AUTHOR)]
[assembly: MelonGame(null, null)]
[assembly: MelonColor(ConsoleColor.DarkCyan)]
namespace UnityExplorer
{
@ -26,8 +36,6 @@ namespace UnityExplorer
public Action<object> OnLogWarning => MelonLogger.Warning;
public Action<object> OnLogError => MelonLogger.Error;
public Harmony.HarmonyInstance HarmonyInstance => Instance.Harmony;
public override void OnApplicationStart()
{
Instance = this;
@ -36,9 +44,43 @@ namespace UnityExplorer
ExplorerCore.Init(this);
}
public override void OnUpdate()
public void SetupCursorPatches()
{
ExplorerCore.Update();
try
{
PrefixProperty(typeof(Cursor),
"lockState",
new HarmonyMethod(typeof(CursorUnlocker).GetMethod(nameof(CursorUnlocker.Prefix_set_lockState))));
PrefixProperty(typeof(Cursor),
"visible",
new HarmonyMethod(typeof(CursorUnlocker).GetMethod(nameof(CursorUnlocker.Prefix_set_visible))));
PrefixProperty(typeof(EventSystem),
"current",
new HarmonyMethod(typeof(CursorUnlocker).GetMethod(nameof(CursorUnlocker.Prefix_EventSystem_set_current))));
}
catch (Exception ex)
{
ExplorerCore.Log($"Exception setting up Harmony patches:\r\n{ex.ReflectionExToString()}");
}
}
private void PrefixProperty(Type type, string property, HarmonyMethod prefix)
{
try
{
var prop = type.GetProperty(property);
#if ML_LEGACY
this.Harmony.Patch(prop.GetSetMethod(), prefix: prefix);
#else
HarmonyInstance.Patch(prop.GetSetMethod(), prefix: prefix);
#endif
}
catch (Exception e)
{
ExplorerCore.Log($"Unable to patch {type.Name}.set_{property}: {e.Message}");
}
}
}
}

View File

@ -1,103 +1,206 @@
#if ML
using MelonLoader;
using MelonLoader.Tomlyn.Model;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityExplorer.Core;
using UnityExplorer.Core.Config;
namespace UnityExplorer.Loader.ML
{
public class MelonLoaderConfigHandler : ConfigHandler
{
internal const string CTG_NAME = "UnityExplorer";
internal MelonPreferences_Category prefCategory;
public override void Init()
{
prefCategory = MelonPreferences.CreateCategory(CTG_NAME, $"{CTG_NAME} Settings");
MelonPreferences.Mapper.RegisterMapper(KeycodeReader, KeycodeWriter);
}
public override void LoadConfig()
{
foreach (var entry in ConfigManager.ConfigElements)
{
var key = entry.Key;
if (prefCategory.GetEntry(key) is MelonPreferences_Entry)
{
var config = entry.Value;
config.BoxedValue = config.GetLoaderConfigValue();
}
}
}
public override void RegisterConfigElement<T>(ConfigElement<T> config)
{
var entry = prefCategory.CreateEntry(config.Name, config.Value, null, config.IsInternal) as MelonPreferences_Entry<T>;
entry.OnValueChangedUntyped += () =>
{
if ((entry.Value == null && config.Value == null) || config.Value.Equals(entry.Value))
return;
config.Value = entry.Value;
};
}
public override void SetConfigValue<T>(ConfigElement<T> config, T value)
{
if (prefCategory.GetEntry<T>(config.Name) is MelonPreferences_Entry<T> entry)
{
entry.Value = value;
entry.Save();
}
}
public override T GetConfigValue<T>(ConfigElement<T> config)
{
if (prefCategory.GetEntry<T>(config.Name) is MelonPreferences_Entry<T> entry)
return entry.Value;
return default;
}
public override void OnAnyConfigChanged()
{
}
public override void SaveConfig()
{
MelonPreferences.Save();
}
public static KeyCode KeycodeReader(TomlObject value)
{
try
{
KeyCode kc = (KeyCode)Enum.Parse(typeof(KeyCode), (value as TomlString).Value);
if (kc == default)
throw new Exception();
return kc;
}
catch
{
return KeyCode.F7;
}
}
public static TomlObject KeycodeWriter(KeyCode value)
{
return MelonPreferences.Mapper.ToToml(value.ToString());
}
}
}
#if ML
#if !ML_LEGACY // ML 0.3.1+ config handler
using MelonLoader;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityExplorer.Core;
using UnityExplorer.Core.Config;
namespace UnityExplorer.Loader.ML
{
public class MelonLoaderConfigHandler : ConfigHandler
{
internal const string CTG_NAME = "UnityExplorer";
internal MelonPreferences_Category prefCategory;
public override void Init()
{
prefCategory = MelonPreferences.CreateCategory(CTG_NAME, $"{CTG_NAME} Settings", false, true);
}
public override void LoadConfig()
{
foreach (var entry in ConfigManager.ConfigElements)
{
var key = entry.Key;
if (prefCategory.GetEntry(key) is MelonPreferences_Entry)
{
var config = entry.Value;
config.BoxedValue = config.GetLoaderConfigValue();
}
}
}
public override void RegisterConfigElement<T>(ConfigElement<T> config)
{
var entry = prefCategory.CreateEntry(config.Name, config.Value, null, config.Description, config.IsInternal, false);
entry.OnValueChangedUntyped += () =>
{
if ((entry.Value == null && config.Value == null) || config.Value.Equals(entry.Value))
return;
config.Value = entry.Value;
};
}
public override void SetConfigValue<T>(ConfigElement<T> config, T value)
{
if (prefCategory.GetEntry<T>(config.Name) is MelonPreferences_Entry<T> entry)
{
entry.Value = value;
//entry.Save();
}
}
public override T GetConfigValue<T>(ConfigElement<T> config)
{
if (prefCategory.GetEntry<T>(config.Name) is MelonPreferences_Entry<T> entry)
return entry.Value;
return default;
}
public override void OnAnyConfigChanged()
{
}
public override void SaveConfig()
{
MelonPreferences.Save();
}
}
}
#else // ML 0.3.0 config handler
using MelonLoader;
using MelonLoader.Tomlyn.Model;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityExplorer.Core;
using UnityExplorer.Core.Config;
namespace UnityExplorer.Loader.ML
{
public class MelonLoaderConfigHandler : ConfigHandler
{
internal const string CTG_NAME = "UnityExplorer";
internal MelonPreferences_Category prefCategory;
public override void Init()
{
prefCategory = MelonPreferences.CreateCategory(CTG_NAME, $"{CTG_NAME} Settings");
try { MelonPreferences.Mapper.RegisterMapper(KeycodeReader, KeycodeWriter); } catch { }
try { MelonPreferences.Mapper.RegisterMapper(AnchorReader, AnchorWriter); } catch { }
}
public override void LoadConfig()
{
foreach (var entry in ConfigManager.ConfigElements)
{
var key = entry.Key;
if (prefCategory.GetEntry(key) is MelonPreferences_Entry)
{
var config = entry.Value;
config.BoxedValue = config.GetLoaderConfigValue();
}
}
}
public override void RegisterConfigElement<T>(ConfigElement<T> config)
{
var entry = prefCategory.CreateEntry(config.Name, config.Value, null, config.IsInternal) as MelonPreferences_Entry<T>;
entry.OnValueChangedUntyped += () =>
{
if ((entry.Value == null && config.Value == null) || config.Value.Equals(entry.Value))
return;
config.Value = entry.Value;
};
}
public override void SetConfigValue<T>(ConfigElement<T> config, T value)
{
if (prefCategory.GetEntry<T>(config.Name) is MelonPreferences_Entry<T> entry)
{
entry.Value = value;
entry.Save();
}
}
public override T GetConfigValue<T>(ConfigElement<T> config)
{
if (prefCategory.GetEntry<T>(config.Name) is MelonPreferences_Entry<T> entry)
return entry.Value;
return default;
}
public override void OnAnyConfigChanged()
{
}
public override void SaveConfig()
{
MelonPreferences.Save();
}
// Enum config handlers
public static KeyCode KeycodeReader(TomlObject value)
{
try
{
KeyCode kc = (KeyCode)Enum.Parse(typeof(KeyCode), (value as TomlString).Value);
if (kc == default)
throw new Exception();
return kc;
}
catch
{
return KeyCode.F7;
}
}
public static TomlObject KeycodeWriter(KeyCode value)
{
return MelonPreferences.Mapper.ToToml(value.ToString());
}
public static UI.UIManager.VerticalAnchor AnchorReader(TomlObject value)
{
try
{
return (UI.UIManager.VerticalAnchor)Enum.Parse(typeof(UI.UIManager.VerticalAnchor), (value as TomlString).Value);
}
catch
{
return UI.UIManager.VerticalAnchor.Top;
}
}
public static TomlObject AnchorWriter(UI.UIManager.VerticalAnchor anchor)
{
return MelonPreferences.Mapper.ToToml(anchor.ToString());
}
}
}
#endif
#endif

View File

@ -6,6 +6,9 @@ using System.Reflection;
using UnityEngine;
using UnityExplorer.Core.Config;
using UnityExplorer.Loader.STANDALONE;
using UnityEngine.EventSystems;
using UnityExplorer.Core.Input;
using UnityExplorer.Core;
#if CPP
using UnhollowerRuntimeLib;
#endif
@ -84,34 +87,48 @@ namespace UnityExplorer
Instance = this;
_configHandler = new StandaloneConfigHandler();
#if CPP
ClassInjector.RegisterTypeInIl2Cpp<ExplorerBehaviour>();
var obj = new GameObject(
"ExplorerBehaviour",
new Il2CppSystem.Type[] { Il2CppType.Of<ExplorerBehaviour>() }
);
#else
var obj = new GameObject(
"ExplorerBehaviour",
new Type[] { typeof(ExplorerBehaviour) }
);
#endif
GameObject.DontDestroyOnLoad(obj);
obj.hideFlags = HideFlags.HideAndDontSave;
ExplorerCore.Init(this);
}
public class ExplorerBehaviour : MonoBehaviour
public void SetupCursorPatches()
{
#if CPP
public ExplorerBehaviour(IntPtr ptr) : base(ptr) { }
#endif
internal void Update()
try
{
ExplorerCore.Update();
this.HarmonyInstance.PatchAll();
}
catch (Exception ex)
{
ExplorerCore.Log($"Exception setting up Harmony patches:\r\n{ex.ReflectionExToString()}");
}
}
[HarmonyPatch(typeof(EventSystem), "current", MethodType.Setter)]
public class PATCH_EventSystem_current
{
[HarmonyPrefix]
public static void Prefix_EventSystem_set_current(ref EventSystem value)
{
CursorUnlocker.Prefix_EventSystem_set_current(ref value);
}
}
[HarmonyPatch(typeof(Cursor), "lockState", MethodType.Setter)]
public class PATCH_Cursor_lockState
{
[HarmonyPrefix]
public static void Prefix_set_lockState(ref CursorLockMode value)
{
CursorUnlocker.Prefix_set_lockState(ref value);
}
}
[HarmonyPatch(typeof(Cursor), "visible", MethodType.Setter)]
public class PATCH_Cursor_visible
{
[HarmonyPrefix]
public static void Prefix_set_visible(ref bool value)
{
CursorUnlocker.Prefix_set_visible(ref value);
}
}
}

View File

@ -0,0 +1,137 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityExplorer.UI.CSConsole.Lexers;
using UnityExplorer.UI.Widgets.AutoComplete;
namespace UnityExplorer.UI.CSConsole
{
public class CSAutoCompleter : ISuggestionProvider
{
public InputFieldRef InputField => ConsoleController.Input;
public bool AnchorToCaretPosition => true;
bool ISuggestionProvider.AllowNavigation => true;
public void OnSuggestionClicked(Suggestion suggestion)
{
ConsoleController.InsertSuggestionAtCaret(suggestion.UnderlyingValue);
AutoCompleteModal.Instance.ReleaseOwnership(this);
}
// Delimiters for completions, notably does not include '.'
private readonly HashSet<char> delimiters = new HashSet<char>
{
'{', '}', ',', ';', '<', '>', '(', ')', '[', ']', '=', '|', '&', '?'
};
private readonly List<Suggestion> suggestions = new List<Suggestion>();
public void CheckAutocompletes()
{
if (string.IsNullOrEmpty(InputField.Text))
{
AutoCompleteModal.Instance.ReleaseOwnership(this);
return;
}
suggestions.Clear();
int caret = Math.Max(0, Math.Min(InputField.Text.Length - 1, InputField.Component.caretPosition - 1));
int start = caret;
// If the character at the caret index is whitespace or delimiter,
// or if the next character (if it exists) is not whitespace,
// then we don't want to provide suggestions.
if (char.IsWhiteSpace(InputField.Text[caret])
|| delimiters.Contains(InputField.Text[caret])
|| (InputField.Text.Length > caret + 1 && !char.IsWhiteSpace(InputField.Text[caret + 1])))
{
AutoCompleteModal.Instance.ReleaseOwnership(this);
return;
}
// get the current composition string (from caret back to last delimiter)
while (start > 0)
{
start--;
char c = InputField.Text[start];
if (delimiters.Contains(c))
{
start++;
break;
}
}
string input = InputField.Text.Substring(start, caret - start + 1);
// Get MCS completions
string[] evaluatorCompletions = ConsoleController.Evaluator.GetCompletions(input, out string prefix);
if (evaluatorCompletions != null && evaluatorCompletions.Any())
{
suggestions.AddRange(from completion in evaluatorCompletions
select new Suggestion(GetHighlightString(prefix, completion), completion));
}
// Get manual namespace completions
foreach (var ns in ReflectionUtility.AllNamespaces)
{
if (ns.StartsWith(input))
{
if (!namespaceHighlights.ContainsKey(ns))
namespaceHighlights.Add(ns, $"<color=#CCCCCC>{ns}</color>");
string completion = ns.Substring(input.Length, ns.Length - input.Length);
suggestions.Add(new Suggestion(namespaceHighlights[ns], completion));
}
}
// Get manual keyword completions
foreach (var kw in KeywordLexer.keywords)
{
if (kw.StartsWith(input))// && kw.Length > input.Length)
{
if (!keywordHighlights.ContainsKey(kw))
keywordHighlights.Add(kw, $"<color=#{SignatureHighlighter.keywordBlueHex}>{kw}</color>");
string completion = kw.Substring(input.Length, kw.Length - input.Length);
suggestions.Add(new Suggestion(keywordHighlights[kw], completion));
}
}
if (suggestions.Any())
{
AutoCompleteModal.Instance.TakeOwnership(this);
AutoCompleteModal.Instance.SetSuggestions(suggestions);
}
else
{
AutoCompleteModal.Instance.ReleaseOwnership(this);
}
}
private readonly Dictionary<string, string> namespaceHighlights = new Dictionary<string, string>();
private readonly Dictionary<string, string> keywordHighlights = new Dictionary<string, string>();
private readonly StringBuilder highlightBuilder = new StringBuilder();
private const string OPEN_HIGHLIGHT = "<color=cyan>";
private string GetHighlightString(string prefix, string completion)
{
highlightBuilder.Clear();
highlightBuilder.Append(OPEN_HIGHLIGHT);
highlightBuilder.Append(prefix);
highlightBuilder.Append(SignatureHighlighter.CLOSE_COLOR);
highlightBuilder.Append(completion);
return highlightBuilder.ToString();
}
}
}

View File

@ -0,0 +1,610 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using UnityExplorer.UI.CSConsole;
using UnityExplorer.Core.Input;
using UnityExplorer.UI.Panels;
using UnityExplorer.UI.Widgets.AutoComplete;
using System.Reflection;
namespace UnityExplorer.UI.CSConsole
{
public static class ConsoleController
{
public static ScriptEvaluator Evaluator;
public static LexerBuilder Lexer;
public static CSAutoCompleter Completer;
private static HashSet<string> usingDirectives;
private static StringBuilder evaluatorOutput;
public static CSConsolePanel Panel => UIManager.GetPanel<CSConsolePanel>(UIManager.Panels.CSConsole);
public static InputFieldRef Input => Panel.Input;
public static int LastCaretPosition { get; private set; }
internal static float defaultInputFieldAlpha;
// Todo save as config?
public static bool EnableCtrlRShortcut { get; private set; } = true;
public static bool EnableAutoIndent { get; private set; } = true;
public static bool EnableSuggestions { get; private set; } = true;
internal static readonly string[] DefaultUsing = new string[]
{
"System",
"System.Linq",
"System.Text",
"System.Collections.Generic",
"UnityEngine",
#if CPP
"UnhollowerBaseLib",
"UnhollowerRuntimeLib",
#endif
};
public static void Init()
{
try
{
ResetConsole(false);
// ensure the compiler is supported (if this fails then SRE is probably stubbed)
Evaluator.Compile("0 == 0");
}
catch (Exception ex)
{
DisableConsole(ex);
return;
}
Lexer = new LexerBuilder();
Completer = new CSAutoCompleter();
SetupHelpInteraction();
Panel.OnInputChanged += OnInputChanged;
Panel.InputScroll.OnScroll += OnInputScrolled;
Panel.OnCompileClicked += Evaluate;
Panel.OnResetClicked += ResetConsole;
Panel.OnHelpDropdownChanged += HelpSelected;
Panel.OnAutoIndentToggled += OnToggleAutoIndent;
Panel.OnCtrlRToggled += OnToggleCtrlRShortcut;
Panel.OnSuggestionsToggled += OnToggleSuggestions;
}
#region UI Listeners and options
// TODO save
private static void OnToggleAutoIndent(bool value)
{
EnableAutoIndent = value;
}
private static void OnToggleCtrlRShortcut(bool value)
{
EnableCtrlRShortcut = value;
}
private static void OnToggleSuggestions(bool value)
{
EnableSuggestions = value;
}
#endregion
#region Evaluating
public static void ResetConsole() => ResetConsole(true);
public static void ResetConsole(bool logSuccess = true)
{
if (SRENotSupported)
return;
if (Evaluator != null)
Evaluator.Dispose();
evaluatorOutput = new StringBuilder();
Evaluator = new ScriptEvaluator(new StringWriter(evaluatorOutput))
{
InteractiveBaseClass = typeof(ScriptInteraction)
};
usingDirectives = new HashSet<string>();
foreach (var use in DefaultUsing)
AddUsing(use);
if (logSuccess)
ExplorerCore.Log($"C# Console reset. Using directives:\r\n{Evaluator.GetUsing()}");
}
public static void AddUsing(string assemblyName)
{
if (!usingDirectives.Contains(assemblyName))
{
Evaluate($"using {assemblyName};", true);
usingDirectives.Add(assemblyName);
}
}
public static void Evaluate()
{
if (SRENotSupported)
return;
Evaluate(Input.Text);
}
public static void Evaluate(string input, bool supressLog = false)
{
if (SRENotSupported)
return;
try
{
// Try to "Compile" the code (tries to interpret it as REPL)
var evaluation = Evaluator.Compile(input);
if (evaluation != null)
{
// Valid REPL, we have a delegate to the evaluation.
try
{
object ret = null;
evaluation.Invoke(ref ret);
var result = ret?.ToString();
if (!string.IsNullOrEmpty(result))
ExplorerCore.Log($"Invoked REPL, result: {ret}");
else
ExplorerCore.Log($"Invoked REPL (no return value)");
}
catch (Exception ex)
{
ExplorerCore.LogWarning($"Exception invoking REPL: {ex}");
}
}
else
{
// The input was not recognized as an evaluation. Compile the code.
Evaluator.Run(input);
string output = ScriptEvaluator._textWriter.ToString();
var outputSplit = output.Split('\n');
if (outputSplit.Length >= 2)
output = outputSplit[outputSplit.Length - 2];
evaluatorOutput.Clear();
if (ScriptEvaluator._reportPrinter.ErrorsCount > 0)
throw new FormatException($"Unable to compile the code. Evaluator's last output was:\r\n{output}");
else if (!supressLog)
ExplorerCore.Log($"Code compiled without errors.");
}
}
catch (FormatException fex)
{
if (!supressLog)
ExplorerCore.LogWarning(fex.Message);
}
catch (Exception ex)
{
if (!supressLog)
ExplorerCore.LogWarning(ex);
}
}
#endregion
// Updating and event listeners
private static bool settingCaretCoroutine;
private static void OnInputScrolled() => HighlightVisibleInput();
private static string previousInput;
// Invoked at most once per frame
private static void OnInputChanged(string value)
{
if (SRENotSupported)
return;
// prevent escape wiping input
if (InputManager.GetKeyDown(KeyCode.Escape))
{
Input.Text = previousInput;
if (EnableSuggestions && AutoCompleteModal.CheckEscape(Completer))
OnAutocompleteEscaped();
return;
}
previousInput = value;
if (EnableSuggestions && AutoCompleteModal.CheckEnter(Completer))
{
OnAutocompleteEnter();
}
else if (!settingCaretCoroutine)
{
if (EnableSuggestions)
Completer.CheckAutocompletes();
if (EnableAutoIndent)
DoAutoIndent();
}
HighlightVisibleInput();
UpdateCaret(out _);
}
public static void Update()
{
if (SRENotSupported)
return;
UpdateCaret(out bool caretMoved);
if (!settingCaretCoroutine && EnableSuggestions && AutoCompleteModal.CheckEscape(Completer))
{
OnAutocompleteEscaped();
return;
}
if (!settingCaretCoroutine && EnableSuggestions && caretMoved)
{
AutoCompleteModal.Instance.ReleaseOwnership(Completer);
//Completer.CheckAutocompletes();
}
if (EnableCtrlRShortcut
&& (InputManager.GetKey(KeyCode.LeftControl) || InputManager.GetKey(KeyCode.RightControl))
&& InputManager.GetKeyDown(KeyCode.R))
{
Evaluate(Panel.Input.Text);
}
}
private const int CSCONSOLE_LINEHEIGHT = 18;
private static void UpdateCaret(out bool caretMoved)
{
int prevCaret = LastCaretPosition;
caretMoved = false;
// Override up/down arrow movement when autocompleting
if (EnableSuggestions && AutoCompleteModal.CheckNavigation(Completer))
{
Input.Component.caretPosition = LastCaretPosition;
return;
}
if (Input.Component.isFocused)
{
LastCaretPosition = Input.Component.caretPosition;
caretMoved = LastCaretPosition != prevCaret;
}
if (Input.Text.Length == 0)
return;
// If caret moved, ensure caret is visible in the viewport
if (caretMoved)
{
var charInfo = Input.TextGenerator.characters[LastCaretPosition];
var charTop = charInfo.cursorPos.y;
var charBot = charTop - CSCONSOLE_LINEHEIGHT;
var viewportMin = Input.Rect.rect.height - Input.Rect.anchoredPosition.y - (Input.Rect.rect.height * 0.5f);
var viewportMax = viewportMin - Panel.InputScroll.ViewportRect.rect.height;
float diff = 0f;
if (charTop > viewportMin)
diff = charTop - viewportMin;
else if (charBot < viewportMax)
diff = charBot - viewportMax;
if (Math.Abs(diff) > 1)
{
var rect = Input.Rect;
rect.anchoredPosition = new Vector2(rect.anchoredPosition.x, rect.anchoredPosition.y - diff);
}
}
}
private static void SetCaretPosition(int caretPosition)
{
settingCaretCoroutine = true;
Input.Component.readOnly = true;
RuntimeProvider.Instance.StartCoroutine(SetAutocompleteCaretCoro(caretPosition));
}
internal static PropertyInfo SelectionGuardProperty => selectionGuardPropInfo ?? GetSelectionGuardPropInfo();
private static PropertyInfo GetSelectionGuardPropInfo()
{
selectionGuardPropInfo = typeof(EventSystem).GetProperty("m_SelectionGuard");
if (selectionGuardPropInfo == null)
selectionGuardPropInfo = typeof(EventSystem).GetProperty("m_selectionGuard");
return selectionGuardPropInfo;
}
private static PropertyInfo selectionGuardPropInfo;
private static IEnumerator SetAutocompleteCaretCoro(int caretPosition)
{
var color = Input.Component.selectionColor;
color.a = 0f;
Input.Component.selectionColor = color;
try { EventSystem.current.SetSelectedGameObject(null, null); } catch { }
yield return null;
try { SelectionGuardProperty.SetValue(EventSystem.current, false, null); } catch { }
try { EventSystem.current.SetSelectedGameObject(Input.UIRoot, null); } catch { }
Input.Component.Select();
yield return null;
Input.Component.caretPosition = caretPosition;
Input.Component.selectionFocusPosition = caretPosition;
LastCaretPosition = Input.Component.caretPosition;
color.a = defaultInputFieldAlpha;
Input.Component.selectionColor = color;
Input.Component.readOnly = false;
settingCaretCoroutine = false;
}
#region Lexer Highlighting
private static void HighlightVisibleInput()
{
int startIdx = 0;
int endIdx = Input.Text.Length - 1;
int topLine = 0;
// Calculate visible text if necessary
if (Input.Rect.rect.height > Panel.InputScroll.ViewportRect.rect.height)
{
topLine = -1;
int bottomLine = -1;
// the top and bottom position of the viewport in relation to the text height
// they need the half-height adjustment to normalize against the 'line.topY' value.
var viewportMin = Input.Rect.rect.height - Input.Rect.anchoredPosition.y - (Input.Rect.rect.height * 0.5f);
var viewportMax = viewportMin - Panel.InputScroll.ViewportRect.rect.height;
for (int i = 0; i < Input.TextGenerator.lineCount; i++)
{
var line = Input.TextGenerator.lines[i];
// if not set the top line yet, and top of line is below the viewport top
if (topLine == -1 && line.topY <= viewportMin)
topLine = i;
// if bottom of line is below the viewport bottom
if ((line.topY - line.height) >= viewportMax)
bottomLine = i;
}
topLine = Math.Max(0, topLine - 1);
bottomLine = Math.Min(Input.TextGenerator.lineCount - 1, bottomLine + 1);
startIdx = Input.TextGenerator.lines[topLine].startCharIdx;
endIdx = (bottomLine >= Input.TextGenerator.lineCount - 1)
? Input.Text.Length - 1
: (Input.TextGenerator.lines[bottomLine + 1].startCharIdx - 1);
}
// Highlight the visible text with the LexerBuilder
Panel.HighlightText.text = Lexer.BuildHighlightedString(Input.Text, startIdx, endIdx, topLine);
}
#endregion
#region Autocompletes
public static void InsertSuggestionAtCaret(string suggestion)
{
settingCaretCoroutine = true;
Input.Text = Input.Text.Insert(LastCaretPosition, suggestion);
SetCaretPosition(LastCaretPosition + suggestion.Length);
LastCaretPosition = Input.Component.caretPosition;
}
private static void OnAutocompleteEnter()
{
// Remove the new line
int lastIdx = Input.Component.caretPosition - 1;
Input.Text = Input.Text.Remove(lastIdx, 1);
// Use the selected suggestion
Input.Component.caretPosition = LastCaretPosition;
Completer.OnSuggestionClicked(AutoCompleteModal.SelectedSuggestion);
}
private static void OnAutocompleteEscaped()
{
AutoCompleteModal.Instance.ReleaseOwnership(Completer);
SetCaretPosition(LastCaretPosition);
}
#endregion
#region Auto indenting
private static int prevContentLen = 0;
private static void DoAutoIndent()
{
if (Input.Text.Length > prevContentLen)
{
int inc = Input.Text.Length - prevContentLen;
if (inc == 1)
{
int caret = Input.Component.caretPosition;
Input.Text = Lexer.IndentCharacter(Input.Text, ref caret);
Input.Component.caretPosition = caret;
LastCaretPosition = caret;
}
else
{
// todo indenting for copy+pasted content
//ExplorerCore.Log("Content increased by " + inc);
//var comp = Input.Text.Substring(PreviousCaretPosition, inc);
//ExplorerCore.Log("composition string: " + comp);
}
}
prevContentLen = Input.Text.Length;
}
#endregion
#region "Help" interaction
private static bool SRENotSupported;
private static void DisableConsole(Exception ex)
{
SRENotSupported = true;
Input.Component.readOnly = true;
Input.Component.textComponent.color = "5d8556".ToColor();
if (ex is NotSupportedException)
{
Input.Text = $@"The C# Console has been disabled because System.Reflection.Emit threw an exception: {ex.ReflectionExToString()}
If the game was built with Unity's stubbed netstandard 2.0 runtime, you can fix this with UnityDoorstop:
* Download the Unity Editor version that the game uses
* Navigate to the folder:
- Editor\Data\PlaybackEngines\windowsstandalonesupport\Variations\mono\Managed
- or, Editor\Data\MonoBleedingEdge\lib\mono\4.5
* Copy the mscorlib.dll and System.Reflection.Emit DLLs from the folder
* Make a subfolder in the folder that contains doorstop_config.ini
* Put the DLLs inside the subfolder
* Set the 'dllSearchPathOverride' in doorstop_config.ini to the subfolder name";
}
else
{
Input.Text = $@"The C# Console has been disabled because of an unknown error.
{ex}";
}
}
private static readonly Dictionary<string, string> helpDict = new Dictionary<string, string>();
public static void SetupHelpInteraction()
{
var drop = Panel.HelpDropdown;
helpDict.Add("Help", "");
helpDict.Add("Usings", HELP_USINGS);
helpDict.Add("REPL", HELP_REPL);
helpDict.Add("Classes", HELP_CLASSES);
helpDict.Add("Coroutines", HELP_COROUTINES);
foreach (var opt in helpDict)
drop.options.Add(new Dropdown.OptionData(opt.Key));
}
public static void HelpSelected(int index)
{
if (index == 0)
return;
var helpText = helpDict.ElementAt(index);
Input.Text = helpText.Value;
Panel.HelpDropdown.value = 0;
}
internal const string STARTUP_TEXT = @"<color=#5d8556>// Welcome to the UnityExplorer C# Console!
// It is recommended to use the Log panel (or a console log window) while using this tool.
// Use the Help dropdown to see detailed examples of how to use the console.</color>";
internal const string HELP_USINGS = @"// You can add a using directive to any namespace, but you must compile for it to take effect.
// It will remain in effect until you Reset the console.
using UnityEngine.UI;
// To see your current usings, use the ""GetUsing();"" helper.
// Note: You cannot add usings and evaluate REPL at the same time.";
internal const string HELP_REPL = @"/* REPL (Read-Evaluate-Print-Loop) is a way to execute code immediately.
* REPL code cannot contain any using directives or classes.
* The return value of the last line of your REPL will be printed to the log.
* Variables defined in REPL will exist until you Reset the console.
*/
// eg: This code would print 'Hello, World!', and then print 6 as the return value.
Log(""Hello, world!"");
var x = 5;
++x;
/* The following helpers are available in REPL mode:
* GetUsing(); - prints the current using directives to the console log
* GetVars(); - prints the names and values of the REPL variables you have defined
* GetClasses(); - prints the names and members of the classes you have defined
* Log(obj); - prints a message to the console log
* CurrentTarget; - System.Object, the target of the active Inspector tab
* AllTargets; - System.Object[], the targets of all Inspector tabs
* Inspect(obj); - inspect the object with the Inspector
* Inspect(someType); - inspect a Type with static reflection
* Start(enumerator); - starts the IEnumerator as a Coroutine
* help; - the default REPL help command, contains additional helpers.
*/";
internal const string HELP_CLASSES = @"// Classes you compile will exist until the application closes.
// You can soft-overwrite a class by compiling it again with the same name. The old class will still technically exist in memory.
// Compiled classes can be accessed from both inside and outside this console.
// Note: in IL2CPP, injecting these classes with ClassInjector may crash the game!
public class HelloWorld
{
public static void Main()
{
UnityExplorer.ExplorerCore.Log(""Hello, world!"");
}
}
// In REPL, you could call the example method above with ""HelloWorld.Main();""
// Note: The compiler does not allow you to run REPL code and define classes at the same time.
// In REPL, use the ""GetClasses();"" helper to see the classes you have defined since the last Reset.";
internal const string HELP_COROUTINES = @"// To start a Coroutine directly, use ""Start(SomeCoroutine());"" in REPL mode.
// To declare a coroutine, you will need to compile it separately. For example:
public class MyCoro
{
public static IEnumerator Main()
{
yield return null;
UnityExplorer.ExplorerCore.Log(""Hello, world after one frame!"");
}
}
// To run this Coroutine in REPL, it would look like ""Start(MyCoro.Main());""";
#endregion
}
}

View File

@ -0,0 +1,343 @@
using Mono.CSharp;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
using UnityExplorer.UI.CSConsole.Lexers;
namespace UnityExplorer.UI.CSConsole
{
public struct MatchInfo
{
public int startIndex;
public int endIndex;
public string htmlColorTag;
}
public class LexerBuilder
{
#region Core and initialization
public const char WHITESPACE = ' ';
public readonly HashSet<char> IndentOpenChars = new HashSet<char> { '{', '(' };
public readonly HashSet<char> IndentCloseChars = new HashSet<char> { '}', ')' };
private readonly Lexer[] lexers;
private readonly HashSet<char> delimiters = new HashSet<char>();
private readonly StringLexer stringLexer = new StringLexer();
private readonly CommentLexer commentLexer = new CommentLexer();
public LexerBuilder()
{
lexers = new Lexer[]
{
commentLexer,
stringLexer,
new SymbolLexer(),
new NumberLexer(),
new KeywordLexer(),
};
foreach (var matcher in lexers)
{
foreach (char c in matcher.Delimiters)
{
if (!delimiters.Contains(c))
delimiters.Add(c);
}
}
}
#endregion
/// <summary>The last committed index for a match or no-match. Starts at -1 for a new parse.</summary>
public int CommittedIndex { get; private set; }
/// <summary>The index of the character we are currently parsing, at minimum it will be CommittedIndex + 1.</summary>
public int CurrentIndex { get; private set; }
/// <summary>The current character we are parsing, determined by CurrentIndex.</summary>
public char Current => !EndOfInput ? currentInput[CurrentIndex] : WHITESPACE;
/// <summary>The previous character (CurrentIndex - 1), or whitespace if no previous character.</summary>
public char Previous => CurrentIndex >= 1 ? currentInput[CurrentIndex - 1] : WHITESPACE;
/// <summary>Returns true if CurrentIndex is >= the current input length.</summary>
public bool EndOfInput => CurrentIndex > currentEndIdx;
/// <summary>Returns true if EndOfInput or current character is a new line.</summary>
public bool EndOrNewLine => EndOfInput || IsNewLine(Current);
public static bool IsNewLine(char c) => c == '\n' || c == '\r';
private string currentInput;
private int currentStartIdx;
private int currentEndIdx;
/// <summary>
/// Parse the range of the string with the Lexer and build a RichText-highlighted representation of it.
/// </summary>
/// <param name="input">The entire input string which you want to parse a section (or all) of</param>
/// <param name="startIdx">The first character you want to highlight</param>
/// <param name="endIdx">The last character you want to highlight</param>
/// <param name="leadingLines">The amount of leading empty lines you want before the first character in the return string.</param>
/// <returns>A string which contains the amount of leading lines specified, as well as the rich-text highlighted section.</returns>
public string BuildHighlightedString(string input, int startIdx, int endIdx, int leadingLines)
{
if (string.IsNullOrEmpty(input) || endIdx <= startIdx)
return input;
currentInput = input;
currentStartIdx = startIdx;
currentEndIdx = endIdx;
var sb = new StringBuilder();
for (int i = 0; i < leadingLines; i++)
sb.Append('\n');
int lastUnhighlighted = startIdx;
foreach (var match in GetMatches())
{
// append non-highlighted text between last match and this
for (int i = lastUnhighlighted; i < match.startIndex; i++)
sb.Append(input[i]);
// append the highlighted match
sb.Append(match.htmlColorTag);
for (int i = match.startIndex; i <= match.endIndex && i <= currentEndIdx; i++)
sb.Append(input[i]);
sb.Append(SignatureHighlighter.CLOSE_COLOR);
// update the last unhighlighted start index
lastUnhighlighted = match.endIndex + 1;
}
// Append trailing unhighlighted input
while (lastUnhighlighted <= endIdx)
{
sb.Append(input[lastUnhighlighted]);
lastUnhighlighted++;
}
return sb.ToString();
}
// Match builder, iterates through each Lexer and returns all matches found.
public IEnumerable<MatchInfo> GetMatches()
{
CommittedIndex = currentStartIdx - 1;
Rollback();
while (!EndOfInput)
{
SkipWhitespace();
bool anyMatch = false;
int startIndex = CommittedIndex + 1;
foreach (var lexer in lexers)
{
if (lexer.TryMatchCurrent(this))
{
anyMatch = true;
yield return new MatchInfo
{
startIndex = startIndex,
endIndex = CommittedIndex,
htmlColorTag = lexer.ColorTag,
};
break;
}
else
Rollback();
}
if (!anyMatch)
{
CurrentIndex = CommittedIndex + 1;
Commit();
}
}
}
// Methods used by the Lexers for interfacing with the current parse process
public char PeekNext(int amount = 1)
{
CurrentIndex += amount;
return Current;
}
public void Commit()
{
CommittedIndex = Math.Min(currentEndIdx, CurrentIndex);
}
public void Rollback()
{
CurrentIndex = CommittedIndex + 1;
}
public void RollbackBy(int amount)
{
CurrentIndex = Math.Max(CommittedIndex + 1, CurrentIndex - amount);
}
public bool IsDelimiter(char character, bool orWhitespace = false, bool orLetterOrDigit = false)
{
return delimiters.Contains(character)
|| (orWhitespace && char.IsWhiteSpace(character))
|| (orLetterOrDigit && char.IsLetterOrDigit(character));
}
private void SkipWhitespace()
{
// peek and commit as long as there is whitespace
while (!EndOfInput && char.IsWhiteSpace(Current))
{
Commit();
PeekNext();
}
if (!char.IsWhiteSpace(Current))
Rollback();
}
#region Auto Indenting
// Using the Lexer for indenting as it already has what we need to tokenize strings and comments.
// At the moment this only handles when a single newline or close-delimiter is composed.
// Does not handle copy+paste or any other characters yet.
public string IndentCharacter(string input, ref int caretIndex)
{
int lastCharIndex = caretIndex - 1;
char c = input[lastCharIndex];
// we only want to indent for new lines and close indents
if (!IsNewLine(c) && !IndentCloseChars.Contains(c))
return input;
// perform a light parse up to the caret to determine indent level
currentInput = input;
currentStartIdx = 0;
currentEndIdx = lastCharIndex;
CommittedIndex = -1;
Rollback();
int indent = 0;
while (!EndOfInput)
{
if (CurrentIndex >= lastCharIndex)
{
// reached the caret index
if (indent <= 0)
break;
if (IsNewLine(c))
input = IndentNewLine(input, indent, ref caretIndex);
else // closing indent
input = IndentCloseDelimiter(input, indent, lastCharIndex, ref caretIndex);
break;
}
// Try match strings and comments (Lexer will commit to the end of the match)
if (stringLexer.TryMatchCurrent(this) || commentLexer.TryMatchCurrent(this))
{
PeekNext();
continue;
}
// Still parsing, check indent
if (IndentOpenChars.Contains(Current))
indent++;
else if (IndentCloseChars.Contains(Current))
indent--;
Commit();
PeekNext();
}
return input;
}
private string IndentNewLine(string input, int indent, ref int caretIndex)
{
// continue until the end of line or next non-whitespace character.
// if there's a close-indent on this line, reduce the indent level.
while (CurrentIndex < input.Length - 1)
{
CurrentIndex++;
char next = input[CurrentIndex];
if (IsNewLine(next))
break;
if (char.IsWhiteSpace(next))
continue;
else if (IndentCloseChars.Contains(next))
indent--;
break;
}
if (indent > 0)
{
input = input.Insert(caretIndex, new string('\t', indent));
caretIndex += indent;
}
return input;
}
private string IndentCloseDelimiter(string input, int indent, int lastCharIndex, ref int caretIndex)
{
if (CurrentIndex > lastCharIndex)
{
return input;
}
// lower the indent level by one as we would not have accounted for this closing symbol
indent--;
// go back from the caret to the start of the line, calculate how much indent we need to adjust.
while (CurrentIndex > 0)
{
CurrentIndex--;
char prev = input[CurrentIndex];
if (IsNewLine(prev))
break;
if (!char.IsWhiteSpace(prev))
{
// the line containing the closing bracket has non-whitespace characters before it. do not indent.
indent = 0;
break;
}
else if (prev == '\t')
indent--;
}
if (indent > 0)
{
input = input.Insert(caretIndex, new string('\t', indent));
caretIndex += indent;
}
else if (indent < 0)
{
// line is overly indented
input = input.Remove(lastCharIndex - 1, -indent);
caretIndex += indent;
}
return input;
}
#endregion
}
}

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@ -0,0 +1,53 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace UnityExplorer.UI.CSConsole.Lexers
{
public class CommentLexer : Lexer
{
private enum CommentType
{
Line,
Block
}
// forest green
protected override Color HighlightColor => new Color(0.34f, 0.65f, 0.29f, 1.0f);
public override bool TryMatchCurrent(LexerBuilder lexer)
{
if (lexer.Current == '/')
{
lexer.PeekNext();
if (lexer.Current == '/')
{
// line comment. read to end of line or file.
do
{
lexer.Commit();
lexer.PeekNext();
}
while (!lexer.EndOrNewLine);
return true;
}
else if (lexer.Current == '*')
{
// block comment, read until end of file or closing '*/'
lexer.PeekNext();
do
{
lexer.PeekNext();
lexer.Commit();
}
while (!lexer.EndOfInput && !(lexer.Current == '/' && lexer.Previous == '*'));
return true;
}
}
return false;
}
}
}

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@ -0,0 +1,59 @@
using System.Collections.Generic;
using System.Text;
using UnityEngine;
namespace UnityExplorer.UI.CSConsole.Lexers
{
public class KeywordLexer : Lexer
{
// system blue
protected override Color HighlightColor => new Color(0.33f, 0.61f, 0.83f, 1.0f);
public static readonly HashSet<string> keywords = new HashSet<string>
{
// reserved keywords
"abstract", "as", "base", "bool", "break", "byte", "case", "catch", "char", "checked", "class", "const", "continue",
"decimal", "default", "delegate", "do", "double", "else", "enum", "event", "explicit", "extern", "false", "finally",
"fixed", "float", "for", "foreach", "goto", "if", "implicit", "in", "int", "interface", "internal", "is", "lock",
"long", "namespace", "new", "null", "object", "operator", "out", "override", "params", "private", "protected", "public",
"readonly", "ref", "return", "sbyte", "sealed", "short", "sizeof", "stackalloc", "static", "string", "struct", "switch",
"this", "throw", "true", "try", "typeof", "uint", "ulong", "unchecked", "unsafe", "ushort", "using", "virtual", "void",
"volatile", "while",
// contextual keywords
"add", "and", "alias", "ascending", "async", "await", "by", "descending", "dynamic", "equals", "from", "get",
"global", "group", "init", "into", "join", "let", "managed", "nameof", "not", "notnull", "on",
"or", "orderby", "partial", "record", "remove", "select", "set", "unmanaged", "value", "var", "when", "where",
"where", "with", "yield", "nint", "nuint"
};
public override bool TryMatchCurrent(LexerBuilder lexer)
{
var prev = lexer.Previous;
var first = lexer.Current;
// check for keywords
if (lexer.IsDelimiter(prev, true) && char.IsLetter(first))
{
// can be a keyword...
var sb = new StringBuilder();
sb.Append(lexer.Current);
while (!lexer.EndOfInput && char.IsLetter(lexer.PeekNext()))
sb.Append(lexer.Current);
if (keywords.Contains(sb.ToString()))
{
if (!lexer.EndOfInput)
lexer.RollbackBy(1);
lexer.Commit();
return true;
}
return false;
}
else
return false;
}
}
}

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@ -0,0 +1,18 @@
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
namespace UnityExplorer.UI.CSConsole.Lexers
{
public abstract class Lexer
{
public virtual IEnumerable<char> Delimiters => Enumerable.Empty<char>();
protected abstract Color HighlightColor { get; }
public string ColorTag => colorTag ?? (colorTag = "<color=#" + HighlightColor.ToHex() + ">");
private string colorTag;
public abstract bool TryMatchCurrent(LexerBuilder lexer);
}
}

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@ -0,0 +1,32 @@
using UnityEngine;
namespace UnityExplorer.UI.CSConsole.Lexers
{
public class NumberLexer : Lexer
{
// Maroon
protected override Color HighlightColor => new Color(0.58f, 0.33f, 0.33f, 1.0f);
private bool IsNumeric(char c) => char.IsNumber(c) || c == '.';
public override bool TryMatchCurrent(LexerBuilder lexer)
{
// previous character must be whitespace or delimiter
if (!lexer.IsDelimiter(lexer.Previous, true))
return false;
if (!IsNumeric(lexer.Current))
return false;
while (!lexer.EndOfInput)
{
lexer.Commit();
if (!IsNumeric(lexer.PeekNext()))
break;
}
return true;
}
}
}

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@ -0,0 +1,80 @@
using System.Collections.Generic;
using UnityEngine;
namespace UnityExplorer.UI.CSConsole.Lexers
{
public class StringLexer : Lexer
{
public override IEnumerable<char> Delimiters => new[] { '"', '\'', };
// orange
protected override Color HighlightColor => new Color(0.79f, 0.52f, 0.32f, 1.0f);
public override bool TryMatchCurrent(LexerBuilder lexer)
{
if (lexer.Current == '"')
{
if (lexer.Previous == '@')
{
// verbatim string, continue until un-escaped quote.
while (!lexer.EndOfInput)
{
lexer.Commit();
if (lexer.PeekNext() == '"')
{
lexer.Commit();
// possibly the end, check for escaped quotes.
// commit the character and flip the escape bool for each quote.
bool escaped = false;
while (lexer.PeekNext() == '"')
{
lexer.Commit();
escaped = !escaped;
}
// if the last quote wasnt escaped, that was the end of the string.
if (!escaped)
break;
}
}
}
else
{
// normal string
// continue until a quote which is not escaped, or end of input
while (!lexer.EndOfInput)
{
lexer.Commit();
lexer.PeekNext();
if ((lexer.Current == '"') && lexer.Previous != '\\')
{
lexer.Commit();
break;
}
}
}
return true;
}
else if (lexer.Current == '\'')
{
// char
while (!lexer.EndOfInput)
{
lexer.Commit();
lexer.PeekNext();
if ((lexer.Current == '\'') && lexer.Previous != '\\')
{
lexer.Commit();
break;
}
}
return true;
}
else
return false;
}
}
}

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@ -0,0 +1,49 @@
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace UnityExplorer.UI.CSConsole.Lexers
{
public class SymbolLexer : Lexer
{
// silver
protected override Color HighlightColor => new Color(0.6f, 0.6f, 0.6f);
// all symbols are delimiters
public override IEnumerable<char> Delimiters => symbols;
public static bool IsSymbol(char c) => symbols.Contains(c);
public static readonly HashSet<char> symbols = new HashSet<char>
{
'[', '{', '(', // open
']', '}', ')', // close
'.', ',', ';', ':', '?', '@', // special
// operators
'+', '-', '*', '/', '%', '&', '|', '^', '~', '=', '<', '>', '!',
};
public override bool TryMatchCurrent(LexerBuilder lexer)
{
// previous character must be delimiter, whitespace, or alphanumeric.
if (!lexer.IsDelimiter(lexer.Previous, true, true))
return false;
if (IsSymbol(lexer.Current))
{
do
{
lexer.Commit();
lexer.PeekNext();
}
while (IsSymbol(lexer.Current));
return true;
}
return false;
}
}
}

View File

@ -2,11 +2,12 @@
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Text;
using Mono.CSharp;
// Thanks to ManlyMarco for most of this
// Thanks to ManlyMarco for this
namespace UnityExplorer.Core.CSharp
namespace UnityExplorer.UI.CSConsole
{
public class ScriptEvaluator : Evaluator, IDisposable
{
@ -22,7 +23,7 @@ namespace UnityExplorer.Core.CSharp
{
_textWriter = tw;
ImportAppdomainAssemblies(ReferenceAssembly);
ImportAppdomainAssemblies(Reference);
AppDomain.CurrentDomain.AssemblyLoad += OnAssemblyLoad;
}
@ -39,7 +40,15 @@ namespace UnityExplorer.Core.CSharp
if (StdLib.Contains(name))
return;
ReferenceAssembly(args.LoadedAssembly);
Reference(args.LoadedAssembly);
}
private void Reference(Assembly asm)
{
var name = asm.GetName().Name;
if (name == "completions")
return;
ReferenceAssembly(asm);
}
private static CompilerContext BuildContext(TextWriter tw)
@ -65,9 +74,7 @@ namespace UnityExplorer.Core.CSharp
{
string name = assembly.GetName().Name;
if (StdLib.Contains(name))
{
continue;
}
import(assembly);
}

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@ -0,0 +1,79 @@
using System;
using Mono.CSharp;
using System.Collections;
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using UnityExplorer.Core.Runtime;
using System.Text;
/*
Welcome to the UnityExplorer C# Console!
Use the Help dropdown to see detailed examples of how to use this console.
To see your output, use the Log panel or a Console Log window.
*/
namespace UnityExplorer.UI.CSConsole
{
public class ScriptInteraction : InteractiveBase
{
public static void Log(object message)
{
ExplorerCore.Log(message);
}
public static object CurrentTarget => InspectorManager.ActiveInspector?.Target;
public static object[] AllTargets => InspectorManager.Inspectors.Select(it => it.Target).ToArray();
public static void Inspect(object obj)
{
InspectorManager.Inspect(obj);
}
public static void Inspect(Type type)
{
InspectorManager.Inspect(type);
}
public static void Start(IEnumerator ienumerator)
{
RuntimeProvider.Instance.StartCoroutine(ienumerator);
}
public static void GetUsing()
{
Log(Evaluator.GetUsing());
}
public static void GetVars()
{
var vars = Evaluator.GetVars()?.Trim();
if (string.IsNullOrEmpty(vars))
ExplorerCore.LogWarning("No variables seem to be defined!");
else
Log(vars);
}
public static void GetClasses()
{
if (ReflectionUtility.GetFieldInfo(typeof(Evaluator), "source_file")
.GetValue(Evaluator) is CompilationSourceFile sourceFile
&& sourceFile.Containers.Any())
{
var sb = new StringBuilder();
sb.Append($"There are {sourceFile.Containers.Count} defined classes:");
foreach (TypeDefinition type in sourceFile.Containers.Where(it => it is TypeDefinition))
{
sb.Append($"\n\n{type.MemberName.Name}:");
foreach (var member in type.Members)
sb.Append($"\n\t- {member.AttributeTargets}: \"{member.MemberName.Name}\" ({member.ModFlags})");
}
Log(sb.ToString());
}
else
ExplorerCore.LogWarning("No classes seem to be defined.");
}
}
}

View File

@ -2,101 +2,48 @@
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
using UnityExplorer.Core.Config;
using UnityExplorer.UI.InteractiveValues;
using UnityExplorer.UI.CacheObject.Views;
namespace UnityExplorer.UI.CacheObject
{
public class CacheConfigEntry : CacheObjectBase
{
public IConfigElement RefConfig { get; }
public CacheConfigEntry(IConfigElement configElement)
{
this.RefConfigElement = configElement;
public override Type FallbackType => RefConfig.ElementType;
this.NameLabelText = $"<color=cyan>{configElement.Name}</color>" +
$"\r\n<color=grey><i>{configElement.Description}</i></color>";
public override bool HasEvaluated => true;
public override bool HasParameters => false;
public override bool IsMember => false;
this.FallbackType = configElement.ElementType;
configElement.OnValueChangedNotify += UpdateValueFromSource;
}
public IConfigElement RefConfigElement;
public override bool ShouldAutoEvaluate => true;
public override bool HasArguments => false;
public override bool CanWrite => true;
public CacheConfigEntry(IConfigElement config, GameObject parent)
public void UpdateValueFromSource()
{
RefConfig = config;
//if (RefConfigElement.BoxedValue.Equals(this.Value))
// return;
m_parentContent = parent;
SetValueFromSource(RefConfigElement.BoxedValue);
config.OnValueChangedNotify += () => { UpdateValue(); };
CreateIValue(config.BoxedValue, config.ElementType);
if (this.CellView != null)
this.SetDataToCell(CellView);
}
public override void CreateIValue(object value, Type fallbackType)
public override void TrySetUserValue(object value)
{
IValue = InteractiveValue.Create(value, fallbackType);
IValue.Owner = this;
IValue.m_mainContentParent = m_mainGroup;
IValue.m_subContentParent = this.m_subContent;
this.Value = value;
RefConfigElement.BoxedValue = value;
}
public override void UpdateValue()
{
IValue.Value = RefConfig.BoxedValue;
base.UpdateValue();
}
public override void SetValue()
{
RefConfig.BoxedValue = IValue.Value;
}
internal GameObject m_mainGroup;
internal override void ConstructUI()
{
base.ConstructUI();
m_mainGroup = UIFactory.CreateVerticalGroup(m_mainContent, "ConfigHolder", true, false, true, true, 5, new Vector4(2, 2, 2, 2));
var horiGroup = UIFactory.CreateHorizontalGroup(m_mainGroup, "ConfigEntryHolder", false, false, true, true, childAlignment: TextAnchor.MiddleLeft);
UIFactory.SetLayoutElement(horiGroup, minHeight: 30, flexibleHeight: 0);
// config entry label
var configLabel = UIFactory.CreateLabel(horiGroup, "ConfigLabel", this.RefConfig.Name, TextAnchor.MiddleLeft);
var leftRect = configLabel.GetComponent<RectTransform>();
leftRect.anchorMin = Vector2.zero;
leftRect.anchorMax = Vector2.one;
leftRect.offsetMin = Vector2.zero;
leftRect.offsetMax = Vector2.zero;
leftRect.sizeDelta = Vector2.zero;
UIFactory.SetLayoutElement(configLabel.gameObject, minWidth: 250, minHeight: 25, flexibleWidth: 0, flexibleHeight: 0);
// Default button
var defaultButton = UIFactory.CreateButton(horiGroup,
"RevertDefaultButton",
"Default",
() => { RefConfig.RevertToDefaultValue(); },
new Color(0.3f, 0.3f, 0.3f));
UIFactory.SetLayoutElement(defaultButton.gameObject, minWidth: 80, minHeight: 22, flexibleWidth: 0);
// Description label
var desc = UIFactory.CreateLabel(m_mainGroup, "Description", $"<i>{RefConfig.Description}</i>", TextAnchor.MiddleLeft, Color.grey);
UIFactory.SetLayoutElement(desc.gameObject, minWidth: 250, minHeight: 20, flexibleWidth: 9999, flexibleHeight: 0);
// IValue
if (IValue != null)
{
IValue.m_mainContentParent = m_mainGroup;
IValue.m_subContentParent = this.m_subContent;
}
// makes the subcontent look nicer
m_subContent.transform.SetParent(m_mainGroup.transform, false);
}
protected override bool SetCellEvaluateState(CacheObjectCell cell) => false;
}
}

View File

@ -1,57 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityExplorer.UI;
using UnityEngine;
using UnityEngine.UI;
using UnityExplorer.UI.InteractiveValues;
namespace UnityExplorer.UI.CacheObject
{
public class CacheEnumerated : CacheObjectBase
{
public override Type FallbackType => ParentEnumeration.m_baseEntryType;
public override bool CanWrite => RefIList != null && ParentEnumeration.Owner.CanWrite;
public int Index { get; set; }
public IList RefIList { get; set; }
public InteractiveEnumerable ParentEnumeration { get; set; }
public CacheEnumerated(int index, InteractiveEnumerable parentEnumeration, IList refIList, GameObject parentContent)
{
this.ParentEnumeration = parentEnumeration;
this.Index = index;
this.RefIList = refIList;
this.m_parentContent = parentContent;
}
public override void CreateIValue(object value, Type fallbackType)
{
IValue = InteractiveValue.Create(value, fallbackType);
IValue.Owner = this;
}
public override void SetValue()
{
RefIList[Index] = IValue.Value;
ParentEnumeration.Value = RefIList;
ParentEnumeration.Owner.SetValue();
}
internal override void ConstructUI()
{
base.ConstructUI();
var rowObj = UIFactory.CreateHorizontalGroup(m_mainContent, "CacheEnumeratedGroup", false, true, true, true, 0, new Vector4(0,0,5,2),
new Color(1, 1, 1, 0));
var indexLabel = UIFactory.CreateLabel(rowObj, "IndexLabel", $"{this.Index}:", TextAnchor.MiddleLeft);
UIFactory.SetLayoutElement(indexLabel.gameObject, minWidth: 20, flexibleWidth: 30, minHeight: 25);
IValue.m_mainContentParent = rowObj;
}
}
}

View File

@ -1,40 +1,54 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Reflection;
using UnityExplorer.UI;
using UnityEngine;
using System.Text;
using UnityExplorer.UI.Inspectors;
namespace UnityExplorer.UI.CacheObject
{
public class CacheField : CacheMember
{
public override bool IsStatic => (MemInfo as FieldInfo).IsStatic;
public FieldInfo FieldInfo { get; internal set; }
public override Type DeclaringType => FieldInfo.DeclaringType;
public override bool IsStatic => FieldInfo.IsStatic;
public override bool CanWrite => m_canWrite ?? (bool)(m_canWrite = !(FieldInfo.IsLiteral && !FieldInfo.IsInitOnly));
private bool? m_canWrite;
public override Type FallbackType => (MemInfo as FieldInfo).FieldType;
public override bool ShouldAutoEvaluate => true;
public CacheField(FieldInfo fieldInfo, object declaringInstance, GameObject parent) : base(fieldInfo, declaringInstance, parent)
public override void SetInspectorOwner(ReflectionInspector inspector, MemberInfo member)
{
CreateIValue(null, fieldInfo.FieldType);
base.SetInspectorOwner(inspector, member);
}
public override void UpdateReflection()
protected override object TryEvaluate()
{
var fi = MemInfo as FieldInfo;
IValue.Value = fi.GetValue(fi.IsStatic ? null : DeclaringInstance);
m_evaluated = true;
ReflectionException = null;
try
{
var ret = FieldInfo.GetValue(DeclaringInstance);
HadException = false;
LastException = null;
return ret;
}
catch (Exception ex)
{
HadException = true;
LastException = ex;
return null;
}
}
public override void SetValue()
protected override void TrySetValue(object value)
{
var fi = MemInfo as FieldInfo;
fi.SetValue(fi.IsStatic ? null : DeclaringInstance, IValue.Value);
if (this.ParentInspector?.ParentMember != null)
this.ParentInspector.ParentMember.SetValue();
try
{
FieldInfo.SetValue(DeclaringInstance, value);
}
catch (Exception ex)
{
ExplorerCore.LogWarning(ex);
}
}
}
}

View File

@ -0,0 +1,100 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityExplorer.UI.CacheObject.Views;
using UnityExplorer.UI.IValues;
using UnityExplorer.UI.Utility;
namespace UnityExplorer.UI.CacheObject
{
public class CacheKeyValuePair : CacheObjectBase
{
//public InteractiveList CurrentList { get; set; }
public int DictIndex;
public object DictKey;
public object DisplayedKey;
public bool KeyInputWanted;
public bool InspectWanted;
public string KeyLabelText;
public string KeyInputText;
public string KeyInputTypeText;
public float DesiredKeyWidth;
public float DesiredValueWidth;
public override bool ShouldAutoEvaluate => true;
public override bool HasArguments => false;
public override bool CanWrite => Owner.CanWrite;
public void SetDictOwner(InteractiveDictionary dict, int index)
{
this.Owner = dict;
this.DictIndex = index;
}
public void SetKey(object key)
{
this.DictKey = key;
this.DisplayedKey = key.TryCast();
var type = DisplayedKey.GetType();
if (ParseUtility.CanParse(type))
{
KeyInputWanted = true;
KeyInputText = ParseUtility.ToStringForInput(DisplayedKey, type);
KeyInputTypeText = SignatureHighlighter.Parse(type, false);
}
else
{
KeyInputWanted = false;
InspectWanted = type != typeof(bool) && !type.IsEnum;
KeyLabelText = ToStringUtility.ToStringWithType(DisplayedKey, type, true);
}
}
public override void SetDataToCell(CacheObjectCell cell)
{
base.SetDataToCell(cell);
var kvpCell = cell as CacheKeyValuePairCell;
kvpCell.NameLabel.text = $"{DictIndex}:";
kvpCell.Image.color = DictIndex % 2 == 0 ? CacheListEntryCell.EvenColor : CacheListEntryCell.OddColor;
if (KeyInputWanted)
{
kvpCell.KeyInputField.UIRoot.SetActive(true);
kvpCell.KeyInputTypeLabel.gameObject.SetActive(true);
kvpCell.KeyLabel.gameObject.SetActive(false);
kvpCell.KeyInspectButton.Component.gameObject.SetActive(false);
kvpCell.KeyInputField.Text = KeyInputText;
kvpCell.KeyInputTypeLabel.text = KeyInputTypeText;
}
else
{
kvpCell.KeyInputField.UIRoot.SetActive(false);
kvpCell.KeyInputTypeLabel.gameObject.SetActive(false);
kvpCell.KeyLabel.gameObject.SetActive(true);
kvpCell.KeyInspectButton.Component.gameObject.SetActive(InspectWanted);
kvpCell.KeyLabel.text = KeyLabelText;
}
}
public override void TrySetUserValue(object value)
{
(Owner as InteractiveDictionary).TrySetValueToKey(DictKey, value, DictIndex);
}
protected override bool SetCellEvaluateState(CacheObjectCell cell)
{
// not needed
return false;
}
}
}

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