Compare commits

..

9 Commits
3.3.4 ... 3.3.8

Author SHA1 Message Date
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
43 changed files with 1528 additions and 430 deletions

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@ -6,7 +6,7 @@
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)]()
## 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)](../../releases) [![](https://img.shields.io/github/downloads/sinai-dev/Explorer/latest/total.svg)](../../releases/latest)
| Mod Loader | IL2CPP | Mono |
| ----------- | ------ | ---- |
@ -135,10 +135,10 @@ 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) \[[license](THIRDPARTY_LICENSES.md#runtimeunityeditor-license)\], 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) \[no license\], 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.
* [InGameCodeEditor](https://assetstore.unity.com/packages/tools/gui/ingame-code-editor-144254) \[[license](THIRDPARTY_LICENSES.md#ingamecodeeditor-license)\] was used as the base for the syntax highlighting for UnityExplorer's C# console (`UnityExplorer.UI.Main.CSConsole.Lexer`).
### Disclaimer

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@ -7,6 +7,7 @@ using System.Linq;
using UnityExplorer.Core.Runtime;
using UnityExplorer.UI.Main.CSConsole;
using UnityExplorer.UI.Main.Home;
using UnityExplorer.UI.Inspectors;
namespace UnityExplorer.Core.CSharp
{

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@ -89,7 +89,7 @@ namespace UnityExplorer.Core.Input
public static void SetEventSystem()
{
// temp disabled for new InputSystem
// not overriding EventSystem for new InputSystem, dont seem to need to.
if (InputManager.CurrentType == InputType.InputSystem)
return;
@ -112,6 +112,7 @@ namespace UnityExplorer.Core.Input
public static void ReleaseEventSystem()
{
// not overriding EventSystem for new InputSystem, dont seem to need to.
if (InputManager.CurrentType == InputType.InputSystem)
return;

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@ -15,8 +15,6 @@ namespace UnityExplorer.Core.Input
BaseInputModule UIModule { get; }
PointerEventData InputPointerEvent { get; }
void AddUIInputModule();
void ActivateModule();
}

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@ -27,7 +27,6 @@ namespace UnityExplorer.Core.Input
public static bool GetMouseButton(int btn) => m_inputModule.GetMouseButton(btn);
public static BaseInputModule UIInput => m_inputModule.UIModule;
public static PointerEventData InputPointerEvent => m_inputModule.InputPointerEvent;
public static void ActivateUIModule() => m_inputModule.ActivateModule();
@ -52,7 +51,7 @@ namespace UnityExplorer.Core.Input
if (m_inputModule == null)
{
ExplorerCore.LogWarning("Could not find any Input module!");
ExplorerCore.LogWarning("Could not find any Input Module Type!");
m_inputModule = new NoInput();
CurrentType = InputType.None;
}

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@ -5,6 +5,10 @@ using UnityEngine;
using UnityEngine.EventSystems;
using UnityExplorer.UI;
using System.Collections.Generic;
using UnityExplorer.UI.Inspectors;
#if CPP
using UnhollowerRuntimeLib;
#endif
namespace UnityExplorer.Core.Input
{
@ -131,41 +135,74 @@ 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");
#if CPP
m_newInputModule = UIManager.CanvasRoot.AddComponent(Il2CppType.From(TInputSystemUIInputModule)).TryCast<BaseInputModule>();
var asset = ScriptableObject.CreateInstance(Il2CppType.From(assetType));
#else
m_newInputModule = (BaseInputModule)UIManager.CanvasRoot.AddComponent(TInputSystemUIInputModule);
var asset = ScriptableObject.CreateInstance(assetType);
#endif
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" });
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, new object[0]);
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 addAction = inputExtensions.GetMethod("AddAction");
var pointAction = addAction.Invoke(null, new object[] { map, actionName, default, null, null, null, null, null });
var inputActionType = pointAction.GetType();
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[] { pointAction, binding, null, null, null });
var inputRef = ReflectionUtility.GetTypeByName("UnityEngine.InputSystem.InputActionReference")
.GetMethod("Create")
.Invoke(null, new object[] { pointAction });
TInputSystemUIInputModule
.GetProperty(propertyName)
.SetValue(m_newInputModule, inputRef, null);
}
public void ActivateModule()
{
//#if CPP
// // m_newInputModule.ActivateModule();
//#else
// m_newInputModule.ActivateModule();
//#endif
m_newInputModule.ActivateModule();
UI_Enable.Invoke(UI_ActionMap, new object[0]);
}
}
}

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@ -44,13 +44,6 @@ 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>();

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@ -16,7 +16,6 @@ namespace UnityExplorer.Core.Input
public bool GetMouseButtonDown(int btn) => false;
public BaseInputModule UIModule => null;
public PointerEventData InputPointerEvent => null;
public void ActivateModule() { }
public void AddUIInputModule() { }
}

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@ -7,7 +7,7 @@ using System.Reflection;
using BF = System.Reflection.BindingFlags;
using UnityExplorer.Core.Runtime;
namespace UnityExplorer.Core
namespace UnityExplorer
{
public static class ReflectionUtility
{
@ -18,7 +18,7 @@ namespace UnityExplorer.Core
/// </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)
public static Type GetActualType(this object obj)
{
if (obj == null)
return null;
@ -32,7 +32,7 @@ namespace UnityExplorer.Core
/// <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));
=> ReflectionProvider.Instance.Cast(obj, GetActualType(obj));
/// <summary>
/// Cast an object to a Type, if possible.
@ -105,7 +105,7 @@ namespace UnityExplorer.Core
/// <summary>
/// Get all base types of the provided Type, including itself.
/// </summary>
public static Type[] GetAllBaseTypes(this object obj) => GetAllBaseTypes(GetType(obj));
public static Type[] GetAllBaseTypes(this object obj) => GetAllBaseTypes(GetActualType(obj));
/// <summary>
/// Get all base types of the provided Type, including itself.

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@ -154,21 +154,24 @@ namespace UnityExplorer.Core.Runtime.Il2Cpp
/// <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))
if (!(obj is Il2CppSystem.Object cppObj))
return obj;
if (!Il2CppTypeNotNull(castTo, out IntPtr castToPtr))
return obj;
IntPtr castFromPtr = il2cpp_object_get_class(ilObj.Pointer);
IntPtr castFromPtr = il2cpp_object_get_class(cppObj.Pointer);
if (!il2cpp_class_is_assignable_from(castToPtr, castFromPtr))
return obj;
return null;
if (RuntimeSpecificsStore.IsInjected(castToPtr))
return UnhollowerBaseLib.Runtime.ClassInjectorBase.GetMonoObjectFromIl2CppPointer(ilObj.Pointer);
return UnhollowerBaseLib.Runtime.ClassInjectorBase.GetMonoObjectFromIl2CppPointer(cppObj.Pointer);
return Activator.CreateInstance(castTo, ilObj.Pointer);
if (castTo == typeof(string))
return cppObj.ToString();
return Activator.CreateInstance(castTo, cppObj.Pointer);
}
/// <summary>
@ -319,6 +322,14 @@ namespace UnityExplorer.Core.Runtime.Il2Cpp
return false;
}
public override void BoxStringToType(ref object value, Type castTo)
{
if (castTo == typeof(Il2CppSystem.String))
value = (Il2CppSystem.String)(value as string);
else
value = (Il2CppSystem.Object)(value as string);
}
// ~~~~~~~~~~ not used ~~~~~~~~~~~~
// cached il2cpp unbox methods

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@ -27,6 +27,9 @@ namespace UnityExplorer.Core.Runtime.Mono
public override string ProcessTypeNameInString(Type type, string theString, ref string typeName)
=> theString;
// not necessary
public override void BoxStringToType(ref object _string, Type castTo) { }
}
}

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@ -25,5 +25,7 @@ namespace UnityExplorer.Core.Runtime
public abstract string ProcessTypeNameInString(Type type, string theString, ref string typeName);
public abstract bool LoadModule(string module);
public abstract void BoxStringToType(ref object _string, Type castTo);
}
}

29
src/Core/TestClass.cs Normal file
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@ -0,0 +1,29 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace UnityExplorer
{
public static class TestClass
{
public static UI.Main.PanelDragger.ResizeTypes flags = UI.Main.PanelDragger.ResizeTypes.NONE;
#if CPP
public static string testStringOne = "Test";
public static Il2CppSystem.Object testStringTwo = "string boxed as cpp object";
public static Il2CppSystem.String testStringThree = "string boxed as cpp string";
public static string nullString = null;
public static Il2CppSystem.Collections.Hashtable testHashset;
static TestClass()
{
testHashset = new Il2CppSystem.Collections.Hashtable();
testHashset.Add("key1", "itemOne");
testHashset.Add("key2", "itemTwo");
testHashset.Add("key3", "itemThree");
}
#endif
}
}

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@ -5,6 +5,7 @@ using UnityExplorer.Core.Config;
using UnityExplorer.Core.Input;
using UnityExplorer.Core.Runtime;
using UnityExplorer.UI;
using UnityExplorer.UI.Inspectors;
using UnityExplorer.UI.Main;
namespace UnityExplorer
@ -12,7 +13,7 @@ namespace UnityExplorer
public class ExplorerCore
{
public const string NAME = "UnityExplorer";
public const string VERSION = "3.3.4";
public const string VERSION = "3.3.8";
public const string AUTHOR = "Sinai";
public const string GUID = "com.sinai.unityexplorer";
@ -46,6 +47,8 @@ namespace UnityExplorer
UIManager.Init();
Log($"{NAME} {VERSION} initialized.");
//InspectorManager.Instance.Inspect(typeof(TestClass));
}
public static void Update()

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@ -21,7 +21,11 @@ namespace UnityExplorer.Loader.ML
{
prefCategory = MelonPreferences.CreateCategory(CTG_NAME, $"{CTG_NAME} Settings");
MelonPreferences.Mapper.RegisterMapper(KeycodeReader, KeycodeWriter);
try
{
MelonPreferences.Mapper.RegisterMapper(KeycodeReader, KeycodeWriter);
}
catch { }
}
public override void LoadConfig()

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@ -10,7 +10,7 @@ using UnityExplorer.Core.Runtime;
using UnityExplorer.Core;
using UnityExplorer.UI.Utility;
using UnityExplorer.UI.InteractiveValues;
using UnityExplorer.UI.Main.Home.Inspectors.Reflection;
using UnityExplorer.UI.Inspectors.Reflection;
namespace UnityExplorer.UI.CacheObject
{
@ -86,7 +86,7 @@ namespace UnityExplorer.UI.CacheObject
{
try
{
Type baseType = ReflectionUtility.GetType(IValue.Value) ?? FallbackType;
Type baseType = ReflectionUtility.GetActualType(IValue.Value) ?? FallbackType;
if (!ReflectionProvider.Instance.IsReflectionSupported(baseType))
throw new Exception("Type not supported with reflection");
@ -94,7 +94,7 @@ namespace UnityExplorer.UI.CacheObject
UpdateReflection();
if (IValue.Value != null)
IValue.Value = IValue.Value.Cast(ReflectionUtility.GetType(IValue.Value));
IValue.Value = IValue.Value.Cast(ReflectionUtility.GetActualType(IValue.Value));
}
catch (Exception e)
{

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@ -55,7 +55,7 @@ namespace UnityExplorer.UI.CacheObject
// if the type has changed fundamentally, make a new interactivevalue for it
var type = value == null
? FallbackType
: ReflectionUtility.GetType(value);
: ReflectionUtility.GetActualType(value);
var ivalueType = InteractiveValue.GetIValueForType(type);

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@ -7,7 +7,7 @@ using UnityEngine.UI;
using UnityExplorer.Core.Runtime;
using UnityExplorer.UI.Utility;
namespace UnityExplorer.UI.Main.Home.Inspectors.GameObjects
namespace UnityExplorer.UI.Inspectors.GameObjects
{
public class ChildList
{

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@ -8,7 +8,7 @@ using UnityExplorer.Core;
using UnityExplorer.Core.Runtime;
using UnityExplorer.UI.Utility;
namespace UnityExplorer.UI.Main.Home.Inspectors.GameObjects
namespace UnityExplorer.UI.Inspectors.GameObjects
{
public class ComponentList
{
@ -75,7 +75,7 @@ namespace UnityExplorer.UI.Main.Home.Inspectors.GameObjects
var text = s_compListTexts[i];
text.text = SignatureHighlighter.ParseFullSyntax(ReflectionUtility.GetType(comp), true);
text.text = SignatureHighlighter.ParseFullSyntax(ReflectionUtility.GetActualType(comp), true);
var toggle = s_compToggles[i];
#if CPP

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@ -8,7 +8,7 @@ using UnityExplorer.Core.Input;
using UnityExplorer.Core.Runtime;
using UnityExplorer.Core.Unity;
namespace UnityExplorer.UI.Main.Home.Inspectors.GameObjects
namespace UnityExplorer.UI.Inspectors.GameObjects
{
public class GameObjectControls
{

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@ -7,7 +7,7 @@ using UnityEngine.UI;
using UnityExplorer.Core.Runtime;
using UnityExplorer.Core.Unity;
namespace UnityExplorer.UI.Main.Home.Inspectors.GameObjects
namespace UnityExplorer.UI.Inspectors.GameObjects
{
public class GameObjectInspector : InspectorBase
{

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@ -11,6 +11,7 @@ using UnityExplorer.Core.Input;
using UnityExplorer.Core.Runtime;
using UnityExplorer.UI;
using UnityExplorer.UI.Main;
using UnityExplorer.UI.Inspectors;
namespace UnityExplorer.UI.Main.Home
{

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@ -3,7 +3,7 @@ using UnityEngine;
using UnityEngine.UI;
using UnityExplorer.Core.Unity;
namespace UnityExplorer.UI.Main.Home.Inspectors
namespace UnityExplorer.UI.Inspectors
{
public abstract class InspectorBase
{

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@ -9,12 +9,11 @@ using UnityEngine.SceneManagement;
using UnityEngine.UI;
using UnityExplorer.Core.Runtime;
using UnityExplorer.UI.Main.Home;
using UnityExplorer.UI.Main.Home.Inspectors;
using UnityExplorer.UI.CacheObject;
using UnityExplorer.UI.Main.Home.Inspectors.GameObjects;
using UnityExplorer.UI.Main.Home.Inspectors.Reflection;
using UnityExplorer.UI.Inspectors.GameObjects;
using UnityExplorer.UI.Inspectors.Reflection;
namespace UnityExplorer.UI.Main.Home
namespace UnityExplorer.UI.Inspectors
{
public class InspectorManager
{

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@ -9,7 +9,7 @@ using UnityExplorer.Core;
using UnityExplorer.Core.Config;
using UnityExplorer.Core.Runtime;
namespace UnityExplorer.UI.Main.Home.Inspectors.Reflection
namespace UnityExplorer.UI.Inspectors.Reflection
{
public enum MemberScopes
{

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@ -9,9 +9,11 @@ using UnityExplorer.Core;
using UnityExplorer.Core.Config;
using UnityExplorer.Core.Runtime;
using UnityExplorer.UI.CacheObject;
using UnityExplorer.UI.Main;
using UnityExplorer.UI.Main.Home;
using UnityExplorer.UI.Utility;
namespace UnityExplorer.UI.Main.Home.Inspectors.Reflection
namespace UnityExplorer.UI.Inspectors.Reflection
{
public class ReflectionInspector : InspectorBase
{
@ -78,7 +80,7 @@ namespace UnityExplorer.UI.Main.Home.Inspectors.Reflection
if (this is StaticInspector)
m_targetType = target as Type;
else
m_targetType = ReflectionUtility.GetType(target);
m_targetType = ReflectionUtility.GetActualType(target);
m_targetTypeShortName = SignatureHighlighter.ParseFullSyntax(m_targetType, false);

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace UnityExplorer.UI.Main.Home.Inspectors.Reflection
namespace UnityExplorer.UI.Inspectors.Reflection
{
public class StaticInspector : ReflectionInspector
{

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@ -218,32 +218,37 @@ namespace UnityExplorer.UI.InteractiveValues
private IDictionary EnumerateWithReflection()
{
var valueType = ReflectionUtility.GetType(Value);
var valueType = ReflectionUtility.GetActualType(Value);
// get keys and values
var keys = valueType.GetProperty("Keys").GetValue(Value, null);
var values = valueType.GetProperty("Values").GetValue(Value, null);
// create lists to hold them
var keyList = new List<object>();
var valueList = new List<object>();
// store entries with reflection
EnumerateCollection(keys, keyList);
EnumerateCollection(values, valueList);
var hashtable = Value.Cast(typeof(Il2CppSystem.Collections.Hashtable)) as Il2CppSystem.Collections.Hashtable;
// make actual mono dictionary
var dict = (IDictionary)Activator.CreateInstance(typeof(Dictionary<,>)
.MakeGenericType(m_typeOfKeys, m_typeofValues));
if (hashtable != null)
{
EnumerateCppHashtable(hashtable, keyList, valueList);
}
else
{
var keys = valueType.GetProperty("Keys").GetValue(Value, null);
var values = valueType.GetProperty("Values").GetValue(Value, null);
EnumerateCppIDictionary(keys, keyList);
EnumerateCppIDictionary(values, valueList);
}
var dict = Activator.CreateInstance(typeof(Dictionary<,>)
.MakeGenericType(m_typeOfKeys, m_typeofValues))
as IDictionary;
// finally iterate into mono dictionary
for (int i = 0; i < keyList.Count; i++)
dict.Add(keyList[i], valueList[i]);
return dict;
}
private void EnumerateCollection(object collection, List<object> list)
private void EnumerateCppIDictionary(object collection, List<object> list)
{
// invoke GetEnumerator
var enumerator = collection.GetType().GetMethod("GetEnumerator").Invoke(collection, null);
@ -258,11 +263,23 @@ namespace UnityExplorer.UI.InteractiveValues
list.Add(current.GetValue(enumerator, null));
}
}
private void EnumerateCppHashtable(Il2CppSystem.Collections.Hashtable hashtable, List<object> keys, List<object> values)
{
for (int i = 0; i < hashtable.buckets.Count; i++)
{
var bucket = hashtable.buckets[i];
if (bucket == null || bucket.key == null)
continue;
keys.Add(bucket.key);
values.Add(bucket.val);
}
}
#endif
#endregion
#endregion
#region UI CONSTRUCTION
#region UI CONSTRUCTION
internal GameObject m_listContent;
internal LayoutElement m_listLayout;

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@ -94,7 +94,7 @@ namespace UnityExplorer.UI.InteractiveValues
{
base.RefreshUIForValue();
if (m_subContentConstructed)
if (m_subContentConstructed && !(this is InteractiveFlags))
{
m_dropdownText.text = Value?.ToString() ?? "<no value set>";
}

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@ -6,6 +6,7 @@ using System.Reflection;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
using UnityExplorer.Core;
using UnityExplorer.Core.Config;
using UnityExplorer.Core.Unity;
using UnityExplorer.UI;
@ -38,11 +39,11 @@ namespace UnityExplorer.UI.InteractiveValues
internal IEnumerable RefIEnumerable;
internal IList RefIList;
#if CPP
internal Il2CppSystem.Collections.ICollection CppICollection;
#else
internal ICollection CppICollection = null;
#endif
//#if CPP
// internal object CppICollection;
//#else
// internal object CppICollection = null;
//#endif
internal readonly Type m_baseEntryType;
@ -55,13 +56,17 @@ namespace UnityExplorer.UI.InteractiveValues
RefIEnumerable = Value as IEnumerable;
RefIList = Value as IList;
#if CPP
if (Value != null && RefIList == null)
{
try { CppICollection = (Value as Il2CppSystem.Object).TryCast<Il2CppSystem.Collections.ICollection>(); }
catch { }
}
#endif
//#if CPP
// if (Value != null && RefIList == null)
// {
// try
// {
// var type = typeof(Il2CppSystem.Collections.ICollection).MakeGenericType(this.m_baseEntryType);
// CppICollection = (Value as Il2CppSystem.Object).Cast(type);
// }
// catch { }
// }
//#endif
if (m_subContentParent.activeSelf)
{
@ -91,8 +96,8 @@ namespace UnityExplorer.UI.InteractiveValues
if (Value != null)
{
string count = "?";
if (m_recacheWanted && (RefIList != null || CppICollection != null))
count = RefIList?.Count.ToString() ?? CppICollection.Count.ToString();
if (m_recacheWanted && RefIList != null)// || CppICollection != null))
count = RefIList.Count.ToString();// ?? CppICollection.Count.ToString();
else if (!m_recacheWanted)
count = m_entries.Count.ToString();

View File

@ -26,8 +26,6 @@ namespace UnityExplorer.UI.InteractiveValues
public override void OnValueUpdated()
{
base.OnValueUpdated();
if (Owner.CanWrite)
{
var enabledNames = new List<string>();
@ -37,10 +35,10 @@ namespace UnityExplorer.UI.InteractiveValues
enabledNames.AddRange(enabled);
for (int i = 0; i < m_values.Length; i++)
{
m_enabledFlags[i] = enabledNames.Contains(m_values[i].Value);
}
}
base.OnValueUpdated();
}
public override void RefreshUIForValue()
@ -48,6 +46,8 @@ namespace UnityExplorer.UI.InteractiveValues
GetDefaultLabel();
m_baseLabel.text = DefaultLabel;
base.RefreshUIForValue();
if (m_subContentConstructed)
{
for (int i = 0; i < m_values.Length; i++)

View File

@ -0,0 +1,198 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
using System.Reflection;
namespace UnityExplorer.UI.InteractiveValues
{
// Class for supporting any "float struct" (ie Vector, Rect, etc).
// Supports any struct where all the public instance fields are floats (or types assignable to float)
public class StructInfo
{
public string[] FieldNames { get; }
private readonly FieldInfo[] m_fields;
public StructInfo(Type type)
{
m_fields = type.GetFields(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public)
.Where(it => !it.IsLiteral)
.ToArray();
FieldNames = m_fields.Select(it => it.Name)
.ToArray();
}
public object SetValue(ref object instance, int fieldIndex, float val)
{
m_fields[fieldIndex].SetValue(instance, val);
return instance;
}
public float GetValue(object instance, int fieldIndex)
=> (float)m_fields[fieldIndex].GetValue(instance);
public void RefreshUI(InputField[] inputs, object instance)
{
try
{
for (int i = 0; i < m_fields.Length; i++)
{
var field = m_fields[i];
float val = (float)field.GetValue(instance);
inputs[i].text = val.ToString();
}
}
catch (Exception ex)
{
ExplorerCore.Log(ex);
}
}
}
public class InteractiveFloatStruct : InteractiveValue
{
private static readonly Dictionary<string, bool> _typeSupportCache = new Dictionary<string, bool>();
public static bool IsTypeSupported(Type type)
{
if (!type.IsValueType)
return false;
if (_typeSupportCache.TryGetValue(type.AssemblyQualifiedName, out bool ret))
return ret;
ret = true;
var fields = type.GetFields(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
foreach (var field in fields)
{
if (field.IsLiteral)
continue;
if (!typeof(float).IsAssignableFrom(field.FieldType))
{
ret = false;
break;
}
}
_typeSupportCache.Add(type.AssemblyQualifiedName, ret);
return ret;
}
//~~~~~~~~~ Instance ~~~~~~~~~~
public InteractiveFloatStruct(object value, Type valueType) : base(value, valueType) { }
public override bool HasSubContent => true;
public override bool SubContentWanted => true;
public StructInfo StructInfo;
public override void RefreshUIForValue()
{
InitializeStructInfo();
base.RefreshUIForValue();
if (m_subContentConstructed)
StructInfo.RefreshUI(m_inputs, this.Value);
}
internal override void OnToggleSubcontent(bool toggle)
{
InitializeStructInfo();
base.OnToggleSubcontent(toggle);
StructInfo.RefreshUI(m_inputs, this.Value);
}
internal Type m_lastStructType;
internal void InitializeStructInfo()
{
var type = Value?.GetType() ?? FallbackType;
if (StructInfo != null && type == m_lastStructType)
return;
if (StructInfo != null && m_subContentConstructed)
DestroySubContent();
m_lastStructType = type;
StructInfo = new StructInfo(type);
if (m_subContentParent.activeSelf)
ConstructSubcontent();
}
#region UI CONSTRUCTION
internal InputField[] m_inputs;
public override void ConstructUI(GameObject parent, GameObject subGroup)
{
base.ConstructUI(parent, subGroup);
}
public override void ConstructSubcontent()
{
base.ConstructSubcontent();
if (StructInfo == null)
{
ExplorerCore.LogWarning("Setting up subcontent but structinfo is null");
return;
}
var editorContainer = UIFactory.CreateVerticalGroup(m_subContentParent, "EditorContent", false, true, true, true, 2, new Vector4(4, 4, 4, 4),
new Color(0.08f, 0.08f, 0.08f));
m_inputs = new InputField[StructInfo.FieldNames.Length];
for (int i = 0; i < StructInfo.FieldNames.Length; i++)
AddEditorRow(i, editorContainer);
RefreshUIForValue();
}
internal void AddEditorRow(int index, GameObject groupObj)
{
try
{
var row = UIFactory.CreateHorizontalGroup(groupObj, "EditorRow", false, true, true, true, 5, default, new Color(1, 1, 1, 0));
string name = StructInfo.FieldNames[index];
var label = UIFactory.CreateLabel(row, "RowLabel", $"{name}:", TextAnchor.MiddleRight, Color.cyan);
UIFactory.SetLayoutElement(label.gameObject, minWidth: 30, flexibleWidth: 0, minHeight: 25);
var inputFieldObj = UIFactory.CreateInputField(row, "InputField", "...", 14, 3, 1);
UIFactory.SetLayoutElement(inputFieldObj, minWidth: 120, minHeight: 25, flexibleWidth: 0);
var inputField = inputFieldObj.GetComponent<InputField>();
m_inputs[index] = inputField;
inputField.onValueChanged.AddListener((string val) =>
{
try
{
float f = float.Parse(val);
Value = StructInfo.SetValue(ref this.Value, index, f);
Owner.SetValue();
}
catch { }
});
}
catch (Exception ex)
{
ExplorerCore.Log(ex);
}
}
#endregion
}
}

View File

@ -9,6 +9,7 @@ using UnityExplorer.Core.Unity;
using UnityExplorer.UI;
using UnityExplorer.UI.Utility;
using UnityExplorer.UI.CacheObject;
using UnityExplorer.Core.Runtime;
namespace UnityExplorer.UI.InteractiveValues
{
@ -23,6 +24,14 @@ namespace UnityExplorer.UI.InteractiveValues
public override void OnValueUpdated()
{
#if CPP
// strings boxed as Il2CppSystem.Objects can behave weirdly.
// GetActualType will find they are a string, but if its boxed
// then we need to unbox it like this...
if (!(Value is string) && Value is Il2CppSystem.Object cppobj)
Value = cppobj.ToString();
#endif
base.OnValueUpdated();
}
@ -88,10 +97,18 @@ namespace UnityExplorer.UI.InteractiveValues
m_labelLayout.flexibleWidth = 0;
}
internal void OnApplyClicked()
internal void SetValueFromInput()
{
Value = m_valueInput.text;
if (!typeof(string).IsAssignableFrom(Owner.FallbackType))
ReflectionProvider.Instance.BoxStringToType(ref Value, Owner.FallbackType);
Owner.SetValue();
// revert back to string now
OnValueUpdated();
RefreshUIForValue();
}
@ -162,7 +179,7 @@ namespace UnityExplorer.UI.InteractiveValues
if (Owner.CanWrite)
{
var apply = UIFactory.CreateButton(groupObj, "ApplyButton", "Apply", OnApplyClicked, new Color(0.2f, 0.2f, 0.2f));
var apply = UIFactory.CreateButton(groupObj, "ApplyButton", "Apply", SetValueFromInput, new Color(0.2f, 0.2f, 0.2f));
UIFactory.SetLayoutElement(apply.gameObject, minWidth: 50, minHeight: 25, flexibleWidth: 0);
}
else

View File

@ -1,298 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
using UnityExplorer.Core.Unity;
using UnityExplorer.UI;
namespace UnityExplorer.UI.InteractiveValues
{
#region IStructInfo helper
public interface IStructInfo
{
string[] FieldNames { get; }
object SetValue(ref object value, int fieldIndex, float val);
void RefreshUI(InputField[] inputs, object value);
}
public class StructInfo<T> : IStructInfo where T : struct
{
public string[] FieldNames { get; set; }
public delegate void SetMethod(ref T value, int fieldIndex, float val);
public SetMethod SetValueMethod;
public delegate void UpdateMethod(InputField[] inputs, object value);
public UpdateMethod UpdateUIMethod;
public object SetValue(ref object value, int fieldIndex, float val)
{
var box = (T)value;
SetValueMethod.Invoke(ref box, fieldIndex, val);
return box;
}
public void RefreshUI(InputField[] inputs, object value)
{
UpdateUIMethod.Invoke(inputs, value);
}
}
// This part is a bit ugly, but everything else is generalized above.
// I could generalize it more with reflection, but it would be different for
// mono/il2cpp and also slower.
public static class StructInfoFactory
{
public static IStructInfo Create(Type type)
{
if (type == typeof(Vector2))
{
return new StructInfo<Vector2>()
{
FieldNames = new[] { "x", "y", },
SetValueMethod = (ref Vector2 vec, int fieldIndex, float val) =>
{
switch (fieldIndex)
{
case 0: vec.x = val; break;
case 1: vec.y = val; break;
}
},
UpdateUIMethod = (InputField[] inputs, object value) =>
{
Vector2 vec = (Vector2)value;
inputs[0].text = vec.x.ToString();
inputs[1].text = vec.y.ToString();
}
};
}
else if (type == typeof(Vector3))
{
return new StructInfo<Vector3>()
{
FieldNames = new[] { "x", "y", "z" },
SetValueMethod = (ref Vector3 vec, int fieldIndex, float val) =>
{
switch (fieldIndex)
{
case 0: vec.x = val; break;
case 1: vec.y = val; break;
case 2: vec.z = val; break;
}
},
UpdateUIMethod = (InputField[] inputs, object value) =>
{
Vector3 vec = (Vector3)value;
inputs[0].text = vec.x.ToString();
inputs[1].text = vec.y.ToString();
inputs[2].text = vec.z.ToString();
}
};
}
else if (type == typeof(Vector4))
{
return new StructInfo<Vector4>()
{
FieldNames = new[] { "x", "y", "z", "w" },
SetValueMethod = (ref Vector4 vec, int fieldIndex, float val) =>
{
switch (fieldIndex)
{
case 0: vec.x = val; break;
case 1: vec.y = val; break;
case 2: vec.z = val; break;
case 3: vec.w = val; break;
}
},
UpdateUIMethod = (InputField[] inputs, object value) =>
{
Vector4 vec = (Vector4)value;
inputs[0].text = vec.x.ToString();
inputs[1].text = vec.y.ToString();
inputs[2].text = vec.z.ToString();
inputs[3].text = vec.w.ToString();
}
};
}
else if (type == typeof(Rect))
{
return new StructInfo<Rect>()
{
FieldNames = new[] { "x", "y", "width", "height" },
SetValueMethod = (ref Rect vec, int fieldIndex, float val) =>
{
switch (fieldIndex)
{
case 0: vec.x = val; break;
case 1: vec.y = val; break;
case 2: vec.width = val; break;
case 3: vec.height = val; break;
}
},
UpdateUIMethod = (InputField[] inputs, object value) =>
{
Rect vec = (Rect)value;
inputs[0].text = vec.x.ToString();
inputs[1].text = vec.y.ToString();
inputs[2].text = vec.width.ToString();
inputs[3].text = vec.height.ToString();
}
};
}
else if (type == typeof(Color))
{
return new StructInfo<Color>()
{
FieldNames = new[] { "r", "g", "b", "a" },
SetValueMethod = (ref Color vec, int fieldIndex, float val) =>
{
switch (fieldIndex)
{
case 0: vec.r = val; break;
case 1: vec.g = val; break;
case 2: vec.b = val; break;
case 3: vec.a = val; break;
}
},
UpdateUIMethod = (InputField[] inputs, object value) =>
{
Color vec = (Color)value;
inputs[0].text = vec.r.ToString();
inputs[1].text = vec.g.ToString();
inputs[2].text = vec.b.ToString();
inputs[3].text = vec.a.ToString();
}
};
}
else
throw new NotImplementedException();
}
}
#endregion
public class InteractiveUnityStruct : InteractiveValue
{
public static bool SupportsType(Type type) => s_supportedTypes.Contains(type);
private static readonly HashSet<Type> s_supportedTypes = new HashSet<Type>
{
typeof(Vector2),
typeof(Vector3),
typeof(Vector4),
typeof(Rect),
//typeof(Color) // todo might make a special editor for colors
};
//~~~~~~~~~ Instance ~~~~~~~~~~
public InteractiveUnityStruct(object value, Type valueType) : base(value, valueType) { }
public override bool HasSubContent => true;
public override bool SubContentWanted => true;
public override bool WantInspectBtn => true;
public IStructInfo StructInfo;
public override void RefreshUIForValue()
{
InitializeStructInfo();
base.RefreshUIForValue();
if (m_subContentConstructed)
StructInfo.RefreshUI(m_inputs, this.Value);
}
internal override void OnToggleSubcontent(bool toggle)
{
InitializeStructInfo();
base.OnToggleSubcontent(toggle);
StructInfo.RefreshUI(m_inputs, this.Value);
}
internal Type m_lastStructType;
internal void InitializeStructInfo()
{
var type = Value?.GetType() ?? FallbackType;
if (StructInfo != null && type == m_lastStructType)
return;
if (StructInfo != null)
DestroySubContent();
m_lastStructType = type;
StructInfo = StructInfoFactory.Create(type);
if (m_subContentParent.activeSelf)
{
ConstructSubcontent();
}
}
#region UI CONSTRUCTION
internal InputField[] m_inputs;
public override void ConstructUI(GameObject parent, GameObject subGroup)
{
base.ConstructUI(parent, subGroup);
}
public override void ConstructSubcontent()
{
base.ConstructSubcontent();
if (StructInfo == null)
{
ExplorerCore.LogWarning("Setting up subcontent but structinfo is null");
return;
}
var editorContainer = UIFactory.CreateVerticalGroup(m_subContentParent, "EditorContent", false, true, true, true, 2, new Vector4(4,4,4,4),
new Color(0.08f, 0.08f, 0.08f));
m_inputs = new InputField[StructInfo.FieldNames.Length];
for (int i = 0; i < StructInfo.FieldNames.Length; i++)
AddEditorRow(i, editorContainer);
if (Owner.CanWrite)
{
var applyBtn = UIFactory.CreateButton(editorContainer, "ApplyButton", "Apply", OnSetValue, new Color(0.2f, 0.2f, 0.2f));
UIFactory.SetLayoutElement(applyBtn.gameObject, minWidth: 175, minHeight: 25, flexibleWidth: 0);
void OnSetValue()
{
Owner.SetValue();
RefreshUIForValue();
}
}
}
internal void AddEditorRow(int index, GameObject groupObj)
{
var rowObj = UIFactory.CreateHorizontalGroup(groupObj, "EditorRow", false, true, true, true, 5, default, new Color(1, 1, 1, 0));
var label = UIFactory.CreateLabel(rowObj, "RowLabel", $"{StructInfo.FieldNames[index]}:", TextAnchor.MiddleRight, Color.cyan);
UIFactory.SetLayoutElement(label.gameObject, minWidth: 50, flexibleWidth: 0, minHeight: 25);
var inputFieldObj = UIFactory.CreateInputField(rowObj, "InputField", "...", 14, 3, 1);
UIFactory.SetLayoutElement(inputFieldObj, minWidth: 120, minHeight: 25, flexibleWidth: 0);
var inputField = inputFieldObj.GetComponent<InputField>();
m_inputs[index] = inputField;
inputField.onValueChanged.AddListener((string val) => { Value = StructInfo.SetValue(ref this.Value, index, float.Parse(val)); });
}
#endregion
}
}

View File

@ -12,6 +12,7 @@ using UnityExplorer.UI;
using UnityExplorer.UI.Utility;
using UnityExplorer.UI.CacheObject;
using UnityExplorer.UI.Main.Home;
using UnityExplorer.UI.Inspectors;
namespace UnityExplorer.UI.InteractiveValues
{
@ -30,8 +31,8 @@ namespace UnityExplorer.UI.InteractiveValues
// arbitrarily check some types, fastest methods first.
if (type == typeof(bool))
return typeof(InteractiveBool);
// if type is primitive then it must be a number if its not a bool
else if (type.IsPrimitive)
// if type is primitive then it must be a number if its not a bool. Also check for decimal.
else if (type.IsPrimitive || type == typeof(decimal))
return typeof(InteractiveNumber);
// check for strings
else if (type == typeof(string))
@ -48,8 +49,8 @@ namespace UnityExplorer.UI.InteractiveValues
// check for unity struct types
else if (typeof(Color).IsAssignableFrom(type))
return typeof(InteractiveColor);
else if (InteractiveUnityStruct.SupportsType(type))
return typeof(InteractiveUnityStruct);
else if (InteractiveFloatStruct.IsTypeSupported(type))
return typeof(InteractiveFloatStruct);
// check Transform, force InteractiveValue so they dont become InteractiveEnumerables.
else if (typeof(Transform).IsAssignableFrom(type))
return typeof(InteractiveValue);
@ -66,7 +67,7 @@ namespace UnityExplorer.UI.InteractiveValues
public static InteractiveValue Create(object value, Type fallbackType)
{
var type = ReflectionUtility.GetType(value) ?? fallbackType;
var type = ReflectionUtility.GetActualType(value) ?? fallbackType;
var iType = GetIValueForType(type);
return (InteractiveValue)Activator.CreateInstance(iType, new object[] { value, type });

View File

@ -59,7 +59,7 @@ namespace UnityExplorer.UI.Main.CSConsole
ResetConsole(false);
// Make sure compiler is supported on this platform
Evaluator.Compile("");
Evaluator.Compile("new object();");
return true;
}
@ -73,6 +73,8 @@ namespace UnityExplorer.UI.Main.CSConsole
ExplorerCore.LogWarning(info);
this.RefNavbarButton.GetComponentInChildren<Text>().text += " (disabled)";
return false;
}
}

View File

@ -217,7 +217,6 @@ namespace UnityExplorer.UI.Main
{
LogUnity = val;
ConfigManager.Log_Unity_Debug.Value = val;
ConfigManager.Handler.SaveConfig();
});
ConfigManager.Log_Unity_Debug.OnValueChanged += (bool val) => { unityToggle.isOn = val; };

View File

@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
using UnityExplorer.UI.Inspectors;
namespace UnityExplorer.UI.Main.Home
{

View File

@ -13,6 +13,7 @@ using UnityExplorer.UI.Utility;
using UnityExplorer.UI.Main.Search;
using System.IO;
using UnityExplorer.Core;
using UnityExplorer.UI.Inspectors;
namespace UnityExplorer.UI.Main.Home
{

View File

@ -10,6 +10,7 @@ using UnityExplorer.Core;
using UnityExplorer.UI.Utility;
using UnityExplorer.Core.Search;
using UnityExplorer.UI.Main.Home;
using UnityExplorer.UI.Inspectors;
namespace UnityExplorer.UI.Main.Search
{
@ -129,7 +130,7 @@ namespace UnityExplorer.UI.Main.Search
if (m_context != SearchContext.StaticClass)
{
var name = SignatureHighlighter.ParseFullSyntax(ReflectionUtility.GetType(obj), true);
var name = SignatureHighlighter.ParseFullSyntax(ReflectionUtility.GetActualType(obj), true);
if (unityObj && m_context != SearchContext.Singleton)
{

View File

@ -140,6 +140,8 @@ namespace UnityExplorer.UI
ExplorerCore.Log("This game does not ship with the 'UI/Default' shader, using manual Default Shader...");
Graphic.defaultGraphicMaterial.shader = BackupShader;
}
else
BackupShader = Graphic.defaultGraphicMaterial.shader;
ConsoleFont = bundle.LoadAsset<Font>("CONSOLA");
@ -148,9 +150,11 @@ namespace UnityExplorer.UI
private static AssetBundle LoadExplorerUi(string id)
{
var data = ReadFully(typeof(ExplorerCore)
var stream = typeof(ExplorerCore)
.Assembly
.GetManifestResourceStream($"UnityExplorer.Resources.explorerui.{id}.bundle"));
.GetManifestResourceStream($"UnityExplorer.Resources.explorerui.{id}.bundle");
var data = ReadFully(stream);
return AssetBundle.LoadFromMemory(data);
}

View File

@ -246,6 +246,7 @@
<Compile Include="Core\Search\SceneFilter.cs" />
<Compile Include="Core\Search\SearchContext.cs" />
<Compile Include="Core\Search\SearchProvider.cs" />
<Compile Include="Core\TestClass.cs" />
<Compile Include="Core\Unity\UnityHelpers.cs" />
<Compile Include="Loader\BIE\BepInExConfigHandler.cs" />
<Compile Include="Loader\BIE\ExplorerBepInPlugin.cs" />
@ -272,7 +273,7 @@
<Compile Include="UI\InteractiveValues\InteractiveFlags.cs" />
<Compile Include="UI\InteractiveValues\InteractiveNumber.cs" />
<Compile Include="UI\InteractiveValues\InteractiveString.cs" />
<Compile Include="UI\InteractiveValues\InteractiveUnityStruct.cs" />
<Compile Include="UI\InteractiveValues\InteractiveFloatStruct.cs" />
<Compile Include="UI\InteractiveValues\InteractiveValue.cs" />
<Compile Include="UI\Main\BaseMenuPage.cs" />
<Compile Include="UI\Main\CSConsole\AutoCompleter.cs" />
@ -286,16 +287,16 @@
<Compile Include="UI\Main\CSConsole\Lexer\SymbolMatch.cs" />
<Compile Include="UI\Main\DebugConsole.cs" />
<Compile Include="UI\Main\Home\HomePage.cs" />
<Compile Include="UI\Main\Home\InspectorManager.cs" />
<Compile Include="UI\Main\Home\Inspectors\GameObjects\ChildList.cs" />
<Compile Include="UI\Main\Home\Inspectors\GameObjects\ComponentList.cs" />
<Compile Include="UI\Main\Home\Inspectors\GameObjects\GameObjectControls.cs" />
<Compile Include="UI\Main\Home\Inspectors\GameObjects\GameObjectInspector.cs" />
<Compile Include="UI\Main\Home\Inspectors\InspectorBase.cs" />
<Compile Include="UI\Main\Home\Inspectors\Reflection\InstanceInspector.cs" />
<Compile Include="UI\Main\Home\Inspectors\Reflection\ReflectionInspector.cs" />
<Compile Include="UI\Main\Home\Inspectors\Reflection\StaticInspector.cs" />
<Compile Include="UI\Main\Home\InspectUnderMouse.cs" />
<Compile Include="UI\Inspectors\InspectorManager.cs" />
<Compile Include="UI\Inspectors\GameObjects\ChildList.cs" />
<Compile Include="UI\Inspectors\GameObjects\ComponentList.cs" />
<Compile Include="UI\Inspectors\GameObjects\GameObjectControls.cs" />
<Compile Include="UI\Inspectors\GameObjects\GameObjectInspector.cs" />
<Compile Include="UI\Inspectors\InspectorBase.cs" />
<Compile Include="UI\Inspectors\Reflection\InstanceInspector.cs" />
<Compile Include="UI\Inspectors\Reflection\ReflectionInspector.cs" />
<Compile Include="UI\Inspectors\Reflection\StaticInspector.cs" />
<Compile Include="UI\Inspectors\InspectUnderMouse.cs" />
<Compile Include="UI\Main\Home\SceneExplorer.cs" />
<Compile Include="UI\Main\MainMenu.cs" />
<Compile Include="UI\Main\Options\OptionsPage.cs" />