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2 Commits

Author SHA1 Message Date
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
4 changed files with 28 additions and 16 deletions

View File

@ -89,34 +89,29 @@ namespace UnityExplorer.Core.Input
public static void SetEventSystem()
{
// not overriding EventSystem for new InputSystem, dont seem to need to.
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;
m_lastEventSystem = EventSystem.current;
m_lastEventSystem.enabled = false;
}
// Set to our current system
m_settingEventSystem = true;
EventSystem.current = UIManager.EventSys;
UIManager.EventSys.enabled = true;
EventSystem.current = UIManager.EventSys;
InputManager.ActivateUIModule();
m_settingEventSystem = false;
}
public static void ReleaseEventSystem()
{
// not overriding EventSystem for new InputSystem, dont seem to need to.
if (InputManager.CurrentType == InputType.InputSystem)
return;
if (m_lastEventSystem)
if (m_lastEventSystem && m_lastEventSystem.gameObject.activeSelf)
{
m_lastEventSystem.enabled = true;
@ -153,13 +148,16 @@ namespace UnityExplorer.Core.Input
public static void Prefix_EventSystem_set_current(ref EventSystem value)
{
if (!m_settingEventSystem)
if (!m_settingEventSystem && value != UIManager.EventSys)
{
m_lastEventSystem = value;
m_lastInputModule = value?.currentInputModule;
if (ShouldActuallyUnlock)
{
value = UIManager.EventSys;
value.enabled = true;
}
}
}

View File

@ -6,6 +6,7 @@ using UnityEngine.EventSystems;
using UnityExplorer.UI;
using System.Collections.Generic;
using UnityExplorer.UI.Inspectors;
using System.Linq;
namespace UnityExplorer.Core.Input
{
@ -84,16 +85,28 @@ namespace UnityExplorer.Core.Input
}
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 });

View File

@ -13,7 +13,7 @@ namespace UnityExplorer
public class ExplorerCore
{
public const string NAME = "UnityExplorer";
public const string VERSION = "3.3.9";
public const string VERSION = "3.3.10";
public const string AUTHOR = "Sinai";
public const string GUID = "com.sinai.unityexplorer";
@ -48,7 +48,7 @@ namespace UnityExplorer
Log($"{NAME} {VERSION} initialized.");
InspectorManager.Instance.Inspect(typeof(TestClass));
//InspectorManager.Instance.Inspect(typeof(TestClass));
}
public static void Update()

View File

@ -13,6 +13,7 @@ using UnityExplorer.Loader.ML;
[assembly: MelonInfo(typeof(ExplorerMelonMod), ExplorerCore.NAME, ExplorerCore.VERSION, ExplorerCore.AUTHOR)]
[assembly: MelonGame(null, null)]
//[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.UNIVERSAL)]
namespace UnityExplorer
{