Compare commits

..

48 Commits
4.0.6 ... 4.1.2

Author SHA1 Message Date
8d8c9ac7c9 Use whitespace as delimiter in completion composition, handle string/comment state with Lexer 2021-06-01 16:40:51 +10:00
f35beeaf58 Bump version 2021-06-01 16:00:56 +10:00
d150ff3455 Fix minor issues with CSConsole delimiter logic 2021-06-01 16:00:52 +10:00
c4fa0d6bcd Add better time logging to reflection init 2021-06-01 16:00:18 +10:00
a5f56cf5a3 Prevent very large Texture images from overflowing outside the Texture Viewer 2021-05-31 19:10:05 +10:00
8c822b2ee9 Simplify ci workflow 2021-05-30 04:50:37 +10:00
4681b7e192 Update README -noci 2021-05-29 19:46:39 +10:00
97093733d8 Update README -noci 2021-05-29 19:42:12 +10:00
615f77979f Update README -noci 2021-05-29 19:41:14 +10:00
ba3cf970d9 Update README.md 2021-05-29 19:30:08 +10:00
b2fb571b18 Testing ci skip -noci 2021-05-29 19:15:28 +10:00
67ce6f946a Update dotnet.yml 2021-05-29 19:13:30 +10:00
1b82ccb49f Bump version 2021-05-29 19:07:44 +10:00
480eb5afd5 Use HarmonyX NuGet package 2021-05-29 19:07:26 +10:00
88ea2a09c9 Update README.md 2021-05-29 18:46:17 +10:00
a678aa4d78 Update dotnet.yml 2021-05-29 18:30:52 +10:00
eaf478e314 Using temporary manual HarmonyX reference 2021-05-29 18:27:40 +10:00
d391968b32 Update dotnet.yml 2021-05-29 17:50:59 +10:00
70349ad7c7 Update dotnet.yml 2021-05-29 17:48:02 +10:00
78f2d1070f Update dotnet.yml 2021-05-29 17:46:59 +10:00
51307563ab Update dotnet.yml 2021-05-29 17:41:08 +10:00
185d1aaa0f Update dotnet.yml 2021-05-29 17:38:21 +10:00
3d6e8fcbf8 Update dotnet.yml 2021-05-29 17:36:56 +10:00
1daf4fade4 Use HarmonyX NuGet instead of submodule 2021-05-29 17:36:07 +10:00
d92fb3f83f Update dotnet.yml 2021-05-29 17:27:52 +10:00
fe24b68fe2 Update dotnet.yml 2021-05-29 17:24:53 +10:00
6bf92b9a96 Update dotnet.yml 2021-05-29 17:20:42 +10:00
9f1cab019d Create dotnet.yml 2021-05-29 17:18:09 +10:00
a131404ac7 Cleanup 2021-05-29 14:50:27 +10:00
773900d749 Fix CacheProperty not resetting Exception state when it has arguments 2021-05-29 14:50:21 +10:00
342fc6bdb8 Maintain last timeScale value 2021-05-28 18:48:55 +10:00
e85ea6ac3a Make Il2CppProvider actually process FixedUpdate coroutines 2021-05-28 18:23:45 +10:00
af889e64cb Fix exception when inspecting UnityObject classes with static reflection 2021-05-28 18:23:30 +10:00
0274022ce4 Make sure WaitForEndOfFrame object is never null 2021-05-28 18:23:07 +10:00
211576e0f8 Fallback to LateUpdate if OnPostRender listener failed 2021-05-28 18:22:44 +10:00
3e42d7479f Update README.md 2021-05-28 16:59:22 +10:00
df4dea20c1 Update README.md 2021-05-28 16:55:01 +10:00
ece0c43067 Add Time.timeScale helper on main navbar 2021-05-28 16:39:42 +10:00
6311c8d09a Bump version 2021-05-28 15:51:09 +10:00
04739d0be8 Separate default reflection blacklist from user list, add try/catch 2021-05-28 15:51:03 +10:00
a46acba265 Better JumpToIndex height calculation 2021-05-27 19:44:17 +10:00
5515b2eae4 Bump version 2021-05-27 19:31:01 +10:00
9992029e28 Set DataViewInfo struct back to array in rebuild, cleanup 2021-05-27 19:30:55 +10:00
14105785f0 Fix SceneExplorer not properly detecting scene changes sometimes 2021-05-27 19:30:19 +10:00
365269b0dd Clear GameObject Component and Transform lists properly on close 2021-05-27 19:29:00 +10:00
0b973393d1 Cleanup 2021-05-27 19:28:22 +10:00
701d4431ae Delete explorerui.legacy.bundle.bak.5.3.8 2021-05-27 16:00:42 +10:00
bfa73bcb55 Cleanup Pool.cs 2021-05-26 19:42:56 +10:00
35 changed files with 610 additions and 349 deletions

113
.github/workflows/dotnet.yml vendored Normal file
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@ -0,0 +1,113 @@
name: Build UnityExplorer
# Controls when the action will run.
on:
push:
branches: [master]
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
jobs:
build:
runs-on: windows-latest
if: "!contains(github.event.head_commit.message, '-noci')"
steps:
# Checkout latest with submodules
- uses: actions/checkout@v2
with:
submodules: recursive
# Setup tools
- name: Setup msbuild
uses: microsoft/setup-msbuild@v1
- name: Setup nuget
uses: nuget/setup-nuget@v1
with:
nuget-api-key: ${{ secrets.NuGetAPIKey }}
nuget-version: '5.x'
# Build Il2CppAssemblyUnhollower
- run: msbuild lib\Il2CppAssemblyUnhollower\UnhollowerBaseLib\UnhollowerBaseLib.csproj -t:Restore -t:Rebuild -p:Platform="AnyCPU" -p:Configuration=Release
# Build mcs
- run: nuget restore lib\mcs-unity\mcs.sln
- run: msbuild lib\mcs-unity\mcs\mcs.csproj -t:Restore -t:Rebuild -p:Platform="AnyCPU" -p:Configuration=Release
# Build UnityExplorer releases, and upload artifacts
- run: nuget restore src\UnityExplorer.sln
# BepInEx Il2Cpp
- run: msbuild src\UnityExplorer.csproj -t:Rebuild -p:Platform="AnyCPU" -p:Configuration=Release_BIE_Cpp
- uses: actions/upload-artifact@v2
with:
name: UnityExplorer.BepInEx.Il2Cpp
path: ./Release/UnityExplorer.BepInEx.Il2Cpp/*
# BepInEx 5 Mono
- run: msbuild src\UnityExplorer.csproj -t:Rebuild -p:Platform="AnyCPU" -p:Configuration=Release_BIE5_Mono
- uses: actions/upload-artifact@v2
with:
name: UnityExplorer.BepInEx5.Mono
path: ./Release/UnityExplorer.BepInEx5.Mono/*
# BepInEx 6 Mono
- run: msbuild src\UnityExplorer.csproj -t:Rebuild -p:Platform="AnyCPU" -p:Configuration=Release_BIE6_Mono
- uses: actions/upload-artifact@v2
with:
name: UnityExplorer.BepInEx6.Mono
path: ./Release/UnityExplorer.BepInEx6.Mono/*
# MelonLoader Il2Cpp
- run: msbuild src\UnityExplorer.csproj -t:Rebuild -p:Platform="AnyCPU" -p:Configuration=Release_ML_Cpp
- uses: actions/upload-artifact@v2
with:
name: UnityExplorer.MelonLoader.Il2Cpp
path: ./Release/UnityExplorer.MelonLoader.Il2Cpp/*
# MelonLoader Mono
- run: msbuild src\UnityExplorer.csproj -t:Rebuild -p:Platform="AnyCPU" -p:Configuration=Release_ML_Mono
- uses: actions/upload-artifact@v2
with:
name: UnityExplorer.MelonLoader.Mono
path: ./Release/UnityExplorer.MelonLoader.Mono/*
# MelonLoader 0.3.0 Il2Cpp
- run: msbuild src\UnityExplorer.csproj -t:Rebuild -p:Platform="AnyCPU" -p:Configuration=Release_MLLegacy_Cpp
- uses: actions/upload-artifact@v2
with:
name: UnityExplorer.MelonLoader_Legacy.Il2Cpp
path: ./Release/UnityExplorer.MelonLoader_Legacy.Il2Cpp/*
# MelonLoader 0.3.0 Mono
- run: msbuild src\UnityExplorer.csproj -t:Rebuild -p:Platform="AnyCPU" -p:Configuration=Release_MLLegacy_Mono
- uses: actions/upload-artifact@v2
with:
name: UnityExplorer.MelonLoader_Legacy.Mono
path: ./Release/UnityExplorer.MelonLoader_Legacy.Mono/*
# Standalone Il2Cpp
- run: msbuild src\UnityExplorer.csproj -t:Rebuild -p:Platform="AnyCPU" -p:Configuration=Release_STANDALONE_Cpp
- uses: actions/upload-artifact@v2
with:
name: UnityExplorer.Standalone.Il2Cpp
path: ./Release/UnityExplorer.Standalone.Il2Cpp/*
# Standalone Mono
- run: msbuild src\UnityExplorer.csproj -t:Rebuild -p:Platform="AnyCPU" -p:Configuration=Release_STANDALONE_Mono
- uses: actions/upload-artifact@v2
with:
name: UnityExplorer.Standalone.Mono
path: ./Release/UnityExplorer.Standalone.Mono/*

3
.gitmodules vendored
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@ -1,9 +1,6 @@
[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

View File

@ -10,8 +10,9 @@
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)
## Releases [![](https://img.shields.io/github/downloads/sinai-dev/UnityExplorer/total.svg)](../../releases)
[![](https://img.shields.io/github/release/sinai-dev/UnityExplorer.svg?label=version)](../../releases/latest) [![](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) |
@ -20,6 +21,8 @@
| [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) |
* [Click here for Bleeding Edge releases](https://github.com/sinai-dev/UnityExplorer/actions) (click on the latest workflow and scroll down to Artifacts)
### Known issues
* Any `MissingMethodException` or `NotSupportedException`: please report the issue and provide a copy of your mod loader log and/or Unity log.
* In IL2CPP, some IEnumerable and IDictionary types may fail enumeration. Waiting for the Unhollower rewrite to address this any further.
@ -66,9 +69,8 @@ The standalone release can be used with any injector or loader of your choice, b
The inspector is used to see detailed information on GameObjects (GameObject Inspector), C# objects (Reflection Inspector) and C# classes (Static Inspector).
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.
In the Reflection Inspectors, automatic updating is not enabled by default, and you must press Apply for any changes you make to take effect.
* In 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.
* In the Reflection Inspectors, automatic updating is not enabled by default, and you must press Apply for any changes you make to take effect.
### C# Console
@ -94,11 +96,18 @@ Depending on the release you are using, the config file will be found at:
## Building
If you fork the repository on GitHub you can build using the [dotnet workflow](https://github.com/sinai-dev/UnityExplorer/blob/master/.github/workflows/dotnet.yml):
0. Click on the Actions tab and enable workflows in your repository
1. Click on the "Build UnityExplorer" workflow, then click "Run Workflow" and run it manually, or make a new commit to trigger the workflow.
2. Take the artifact from the completed run.
For Visual Studio:
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.
4. If ILRepack complains about an error, just change the Active config to a different release and then back again. This sometimes happens for the first time you build the project.
1. Open the `src\UnityExplorer.sln` project.
2. Build `mcs`, and if using IL2CPP then build `UnhollowerBaseLib` as well.
3. Build the UnityExplorer release(s) you want to use, either by selecting the config as the Active Config, or batch-building.
## Acknowledgments

Submodule lib/HarmonyX deleted from 64462b3e31

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@ -113,10 +113,11 @@ namespace UnityExplorer.Core.Config
"The delay on startup before the UI is created.",
1f);
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");
Reflection_Signature_Blacklist = new ConfigElement<string>("Member Signature Blacklist",
"Use this to blacklist certain member signatures if they are known to cause a crash or other issues.\r\n" +
"Seperate signatures with a semicolon ';'.\r\n" +
"For example, to blacklist Camera.main, you would add 'Camera.main;'",
"");
// Internal configs (panel save data)

View File

@ -32,16 +32,32 @@ namespace UnityExplorer
public ExplorerBehaviour(IntPtr ptr) : base(ptr) { }
#endif
private static bool onPostRenderFailed;
internal void Awake()
{
try
{
#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>();
Camera.onPostRender = Camera.onPostRender == null
? new Action<Camera>(OnPostRender)
: Il2CppSystem.Delegate.Combine(Camera.onPostRender,
(Camera.CameraCallback)new Action<Camera>(OnPostRender)).Cast<Camera.CameraCallback>();
if (Camera.onPostRender == null || Camera.onPostRender.delegates == null)
{
ExplorerCore.LogWarning("Failed to add Camera.onPostRender listener, falling back to LateUpdate instead!");
onPostRenderFailed = true;
}
#else
Camera.onPostRender += OnPostRender;
Camera.onPostRender += OnPostRender;
#endif
}
catch (Exception ex)
{
ExplorerCore.LogWarning($"Exception adding onPostRender listener: {ex.ReflectionExToString()}\r\nFalling back to LateUpdate!");
onPostRenderFailed = true;
}
}
internal void Update()
@ -54,7 +70,13 @@ namespace UnityExplorer
ExplorerCore.FixedUpdate();
}
internal static void OnPostRender(Camera camera)
internal void LateUpdate()
{
if (onPostRenderFailed)
OnPostRender(null);
}
internal static void OnPostRender(Camera _)
{
ExplorerCore.OnPostRender();
}

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@ -62,13 +62,13 @@ namespace UnityExplorer.Core.Input
}
}
private static readonly WaitForEndOfFrame _waitForEndOfFrame = new WaitForEndOfFrame();
private static WaitForEndOfFrame _waitForEndOfFrame = new WaitForEndOfFrame();
private static IEnumerator AggressiveUnlockCoroutine()
{
while (true)
{
yield return _waitForEndOfFrame;
yield return _waitForEndOfFrame ?? (_waitForEndOfFrame = new WaitForEndOfFrame());
if (UIManager.ShowMenu)
UpdateCursorControl();

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@ -16,6 +16,7 @@ using CppType = Il2CppSystem.Type;
using BF = System.Reflection.BindingFlags;
using UnityExplorer.Core.Config;
using UnhollowerBaseLib.Attributes;
using UnityEngine;
namespace UnityExplorer
{
@ -25,10 +26,15 @@ namespace UnityExplorer
{
base.Initialize();
float start = Time.realtimeSinceStartup;
TryLoadGameModules();
ExplorerCore.Log($"Loaded Unhollowed modules in {Time.realtimeSinceStartup - start} seconds");
start = Time.realtimeSinceStartup;
BuildDeobfuscationCache();
OnTypeLoaded += TryCacheDeobfuscatedType;
ExplorerCore.Log($"Setup IL2CPP reflection in {Time.realtimeSinceStartup - start} seconds, " +
$"deobfuscated types count: {DeobfuscatedTypes.Count}");
}
#region IL2CPP Extern and pointers
@ -44,15 +50,15 @@ namespace UnityExplorer
public static bool Il2CppTypeNotNull(Type type, out IntPtr il2cppPtr)
{
if (cppClassPointers.TryGetValue(type.AssemblyQualifiedName, out il2cppPtr))
return il2cppPtr != IntPtr.Zero;
il2cppPtr = (IntPtr)typeof(Il2CppClassPointerStore<>)
if (!cppClassPointers.TryGetValue(type.AssemblyQualifiedName, out il2cppPtr))
{
il2cppPtr = (IntPtr)typeof(Il2CppClassPointerStore<>)
.MakeGenericType(new Type[] { type })
.GetField("NativeClassPtr", BF.Public | BF.Static)
.GetValue(null);
cppClassPointers.Add(type.AssemblyQualifiedName, il2cppPtr);
cppClassPointers.Add(type.AssemblyQualifiedName, il2cppPtr);
}
return il2cppPtr != IntPtr.Zero;
}
@ -67,19 +73,11 @@ namespace UnityExplorer
private static void BuildDeobfuscationCache()
{
float start = UnityEngine.Time.realtimeSinceStartup;
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
{
foreach (var type in asm.TryGetTypes())
TryCacheDeobfuscatedType(type);
}
if (DeobfuscatedTypes.Count > 0)
{
ExplorerCore.Log($"Built deobfuscation cache in {UnityEngine.Time.realtimeSinceStartup - start} seconds, " +
$"initial count: {DeobfuscatedTypes.Count} ");
}
}
private static void TryCacheDeobfuscatedType(Type type)
@ -242,11 +240,11 @@ namespace UnityExplorer
else if (castTo == typeof(string))
return UnboxString(obj);
// Casting from il2cpp object to il2cpp object...
if (!Il2CppTypeNotNull(castTo, out IntPtr castToPtr))
return obj;
// Casting from il2cpp object to il2cpp object...
IntPtr castFromPtr = il2cpp_object_get_class(cppObj.Pointer);
if (!il2cpp_class_is_assignable_from(castToPtr, castFromPtr))
@ -515,12 +513,12 @@ namespace UnityExplorer
return false;
}
#endregion
#endregion
#region Il2cpp reflection blacklist
public override string DefaultReflectionBlacklist => string.Join(";", defaultIl2CppBlacklist);
public override string[] DefaultReflectionBlacklist => defaultIl2CppBlacklist.ToArray();
// These methods currently cause a crash in most il2cpp games,
// even from doing "GetParameters()" on the MemberInfo.

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@ -12,7 +12,6 @@ using UnityExplorer.Core.Config;
namespace UnityExplorer
{
public class ReflectionUtility
{
public const BF FLAGS = BF.Public | BF.Instance | BF.NonPublic | BF.Static;
@ -66,10 +65,14 @@ namespace UnityExplorer
private static void SetupTypeCache()
{
float start = Time.realtimeSinceStartup;
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
CacheTypes(asm);
AppDomain.CurrentDomain.AssemblyLoad += AssemblyLoaded;
ExplorerCore.Log($"Cached AppDomain assemblies in {Time.realtimeSinceStartup - start} seconds");
}
private static void AssemblyLoaded(object sender, AssemblyLoadEventArgs args)
@ -434,31 +437,44 @@ namespace UnityExplorer
#region Reflection Blacklist
public virtual string DefaultReflectionBlacklist => string.Empty;
public virtual string[] DefaultReflectionBlacklist => new string[0];
public static void LoadBlacklistString(string blacklist)
{
if (string.Equals(blacklist, "DEFAULT", StringComparison.InvariantCultureIgnoreCase))
try
{
blacklist = Instance.DefaultReflectionBlacklist;
ConfigManager.Reflection_Signature_Blacklist.Value = blacklist;
ConfigManager.Handler.SaveConfig();
if (string.IsNullOrEmpty(blacklist) && !Instance.DefaultReflectionBlacklist.Any())
return;
try
{
var sigs = blacklist.Split(';');
foreach (var sig in sigs)
{
var s = sig.Trim();
if (string.IsNullOrEmpty(s))
continue;
if (!currentBlacklist.Contains(s))
currentBlacklist.Add(s);
}
}
catch (Exception ex)
{
ExplorerCore.LogWarning($"Exception parsing blacklist string: {ex.ReflectionExToString()}");
}
foreach (var sig in Instance.DefaultReflectionBlacklist)
{
if (!currentBlacklist.Contains(sig))
currentBlacklist.Add(sig);
}
Mono.CSharp.IL2CPP.Blacklist.SignatureBlacklist = currentBlacklist;
}
if (string.IsNullOrEmpty(blacklist))
return;
var sigs = blacklist.Split(';');
foreach (var sig in sigs)
catch (Exception ex)
{
var s = sig.Trim();
if (string.IsNullOrEmpty(s))
continue;
if (!currentBlacklist.Contains(s))
currentBlacklist.Add(s);
ExplorerCore.LogWarning($"Exception setting up reflection blacklist: {ex.ReflectionExToString()}");
}
Mono.CSharp.IL2CPP.Blacklist.SignatureBlacklist = currentBlacklist;
}
public static bool IsBlacklisted(MemberInfo member)

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@ -43,9 +43,9 @@ namespace UnityExplorer.Core.Runtime.Il2Cpp
ExplorerCore.LogUnity(condition, type);
}
public override void StartCoroutine(IEnumerator routine)
public override void Update()
{
Il2CppCoroutine.Start(routine);
Il2CppCoroutine.Process();
}
internal override void ProcessOnPostRender()
@ -53,9 +53,14 @@ namespace UnityExplorer.Core.Runtime.Il2Cpp
Il2CppCoroutine.ProcessWaitForEndOfFrame();
}
public override void Update()
internal override void ProcessFixedUpdate()
{
Il2CppCoroutine.Process();
Il2CppCoroutine.ProcessWaitForFixedUpdate();
}
public override void StartCoroutine(IEnumerator routine)
{
Il2CppCoroutine.Start(routine);
}
public override T AddComponent<T>(GameObject obj, Type type)

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@ -20,7 +20,7 @@ namespace UnityExplorer
public static class ExplorerCore
{
public const string NAME = "UnityExplorer";
public const string VERSION = "4.0.6";
public const string VERSION = "4.1.2";
public const string AUTHOR = "Sinai";
public const string GUID = "com.sinai.unityexplorer";

View File

@ -11,18 +11,17 @@
<!-- MonoMod for MelonLoader 0.3.0 -->
<ItemGroup Condition="'$(IsMelonLoaderLegacy)'=='true'">
<InputAssemblies Include="..\lib\HarmonyX\Harmony\bin\Release\net45\Mono.Cecil.dll" />
<InputAssemblies Include="..\lib\HarmonyX\Harmony\bin\Release\net45\Mono.Cecil.Mdb.dll" />
<InputAssemblies Include="..\lib\HarmonyX\Harmony\bin\Release\net45\Mono.Cecil.Pdb.dll" />
<InputAssemblies Include="..\lib\HarmonyX\Harmony\bin\Release\net45\Mono.Cecil.Rocks.dll" />
<InputAssemblies Include="..\lib\HarmonyX\Harmony\bin\Release\net45\MonoMod.RuntimeDetour.dll" />
<InputAssemblies Include="..\lib\HarmonyX\Harmony\bin\Release\net45\MonoMod.Utils.dll" />
<InputAssemblies Include="packages\Mono.Cecil.0.10.4\lib\net35\Mono.Cecil.dll" />
<InputAssemblies Include="packages\Mono.Cecil.0.10.4\lib\net35\Mono.Cecil.Mdb.dll" />
<InputAssemblies Include="packages\Mono.Cecil.0.10.4\lib\net35\Mono.Cecil.Pdb.dll" />
<InputAssemblies Include="packages\Mono.Cecil.0.10.4\lib\net35\Mono.Cecil.Rocks.dll" />
<InputAssemblies Include="packages\MonoMod.RuntimeDetour.20.1.1.4\lib\net35\MonoMod.RuntimeDetour.dll" />
<InputAssemblies Include="packages\MonoMod.Utils.20.1.1.4\lib\net35\MonoMod.Utils.dll" />
</ItemGroup>
<!-- Required references for ILRepack -->
<ItemGroup>
<ReferenceFolders Include="..\lib\" />
<ReferenceFolders Include="..\lib\HarmonyX\Harmony\bin\Release\net35\" />
<ReferenceFolders Include="packages\HarmonyX.2.4.2\lib\net35\" />
<ReferenceFolders Include="..\lib\BepInEx.6.IL2CPP\" />
<ReferenceFolders Include="..\lib\BepInEx.6.Mono\" />
<ReferenceFolders Include="..\lib\BepInEx.5\" />
@ -36,7 +35,8 @@
LibraryPath="@(ReferenceFolders)"
InputAssemblies="@(InputAssemblies)"
TargetKind="Dll"
OutputFile="$(OutputPath)$(AssemblyName).dll" />
OutputFile="$(OutputPath)$(AssemblyName).dll"
/>
</Target>
</Project>

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@ -41,7 +41,7 @@ namespace UnityExplorer.UI.CSConsole
suggestions.Clear();
int caret = Math.Max(0, Math.Min(InputField.Text.Length - 1, InputField.Component.caretPosition - 1));
int start = caret;
int startIdx = caret;
// If the character at the caret index is whitespace or delimiter,
// or if the next character (if it exists) is not whitespace,
@ -55,17 +55,18 @@ namespace UnityExplorer.UI.CSConsole
}
// get the current composition string (from caret back to last delimiter)
while (start > 0)
while (startIdx > 0)
{
start--;
char c = InputField.Text[start];
if (delimiters.Contains(c))
startIdx--;
char c = InputField.Text[startIdx];
if (delimiters.Contains(c) || char.IsWhiteSpace(c))
{
start++;
startIdx++;
break;
}
}
string input = InputField.Text.Substring(start, caret - start + 1);
string input = InputField.Text.Substring(startIdx, caret - startIdx + 1);
// Get MCS completions

View File

@ -231,20 +231,24 @@ namespace UnityExplorer.UI.CSConsole
previousInput = value;
if (EnableSuggestions && AutoCompleteModal.CheckEnter(Completer))
{
OnAutocompleteEnter();
}
else if (!settingCaretCoroutine)
var inStringOrComment = HighlightVisibleInput();
if (!settingCaretCoroutine)
{
if (EnableSuggestions)
Completer.CheckAutocompletes();
{
if (inStringOrComment)
AutoCompleteModal.Instance.ReleaseOwnership(Completer);
else
Completer.CheckAutocompletes();
}
if (EnableAutoIndent)
DoAutoIndent();
}
HighlightVisibleInput();
UpdateCaret(out _);
}
@ -372,7 +376,10 @@ namespace UnityExplorer.UI.CSConsole
#region Lexer Highlighting
private static void HighlightVisibleInput()
/// <summary>
/// Returns true if caret is inside string or comment, false otherwise
/// </summary>
private static bool HighlightVisibleInput()
{
int startIdx = 0;
int endIdx = Input.Text.Length - 1;
@ -410,7 +417,8 @@ namespace UnityExplorer.UI.CSConsole
}
// Highlight the visible text with the LexerBuilder
Panel.HighlightText.text = Lexer.BuildHighlightedString(Input.Text, startIdx, endIdx, topLine);
Panel.HighlightText.text = Lexer.BuildHighlightedString(Input.Text, startIdx, endIdx, topLine, LastCaretPosition, out bool ret);
return ret;
}
#endregion

View File

@ -14,6 +14,7 @@ namespace UnityExplorer.UI.CSConsole
public int startIndex;
public int endIndex;
public string htmlColorTag;
public bool isStringOrComment;
}
public class LexerBuilder
@ -82,8 +83,10 @@ namespace UnityExplorer.UI.CSConsole
/// <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)
public string BuildHighlightedString(string input, int startIdx, int endIdx, int leadingLines, int caretIdx, out bool caretInStringOrComment)
{
caretInStringOrComment = false;
if (string.IsNullOrEmpty(input) || endIdx <= startIdx)
return input;
@ -105,12 +108,14 @@ namespace UnityExplorer.UI.CSConsole
// 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);
// check caretIdx to determine inStringOrComment state
if (caretIdx >= match.startIndex && caretIdx <= match.endIndex)
caretInStringOrComment = match.isStringOrComment;
// update the last unhighlighted start index
lastUnhighlighted = match.endIndex + 1;
}
@ -150,6 +155,7 @@ namespace UnityExplorer.UI.CSConsole
startIndex = startIndex,
endIndex = CommittedIndex,
htmlColorTag = lexer.ColorTag,
isStringOrComment = lexer is StringLexer || lexer is CommentLexer,
};
break;
}

View File

@ -41,6 +41,10 @@ namespace UnityExplorer.UI.CSConsole.Lexers
while (!lexer.EndOfInput && char.IsLetter(lexer.PeekNext()))
sb.Append(lexer.Current);
// next must be whitespace or delimiter
if (!lexer.EndOfInput && !(char.IsWhiteSpace(lexer.Current) || lexer.IsDelimiter(lexer.Current)))
return false;
if (keywords.Contains(sb.ToString()))
{
if (!lexer.EndOfInput)

View File

@ -11,7 +11,7 @@ namespace UnityExplorer.UI.CSConsole.Lexers
protected override Color HighlightColor => new Color(0.6f, 0.6f, 0.6f);
// all symbols are delimiters
public override IEnumerable<char> Delimiters => symbols;
public override IEnumerable<char> Delimiters => symbols.Where(it => it != '.'); // '.' is not a delimiter, only a separator.
public static bool IsSymbol(char c) => symbols.Contains(c);

View File

@ -28,10 +28,11 @@ namespace UnityExplorer.UI.CacheObject
{
try
{
object ret;
if (HasArguments)
return PropertyInfo.GetValue(DeclaringInstance, this.Evaluator.TryParseArguments());
var ret = PropertyInfo.GetValue(DeclaringInstance, null);
ret = PropertyInfo.GetValue(DeclaringInstance, this.Evaluator.TryParseArguments());
else
ret = PropertyInfo.GetValue(DeclaringInstance, null);
HadException = false;
LastException = null;
return ret;

View File

@ -63,7 +63,7 @@ namespace UnityExplorer.UI.Inspectors
addCompInput.Text = "";
TransformTree.Clear();
ComponentList.Clear();
UpdateComponents();
}
public override void CloseInspector()
@ -112,6 +112,9 @@ namespace UnityExplorer.UI.Inspectors
private IEnumerable<GameObject> GetTransformEntries()
{
if (!GOTarget)
return Enumerable.Empty<GameObject>();
cachedChildren.Clear();
for (int i = 0; i < GOTarget.transform.childCount; i++)
cachedChildren.Add(GOTarget.transform.GetChild(i).gameObject);
@ -124,10 +127,21 @@ namespace UnityExplorer.UI.Inspectors
private readonly List<bool> behaviourEnabledStates = new List<bool>();
// ComponentList.GetRootEntriesMethod
private List<Component> GetComponentEntries() => componentEntries;
private List<Component> GetComponentEntries() => GOTarget ? componentEntries : Enumerable.Empty<Component>().ToList();
public void UpdateComponents()
{
if (!GOTarget)
{
componentEntries.Clear();
compInstanceIDs.Clear();
behaviourEntries.Clear();
behaviourEnabledStates.Clear();
ComponentList.RefreshData();
ComponentList.ScrollPool.Refresh(true, true);
return;
}
// Check if we actually need to refresh the component cells or not.
var comps = GOTarget.GetComponents<Component>();
var behaviours = GOTarget.GetComponents<Behaviour>();

View File

@ -21,7 +21,8 @@ namespace UnityExplorer.UI.Inspectors
public void Clear()
{
this.currentEntries.Clear();
RefreshData();
ScrollPool.Refresh(true, true);
}
private bool CheckShouldDisplay(Component _, string __) => true;

View File

@ -480,7 +480,7 @@ namespace UnityExplorer.UI.Inspectors
private void SetUnityTargets()
{
if (!typeof(UnityEngine.Object).IsAssignableFrom(TargetType))
if (StaticOnly || !typeof(UnityEngine.Object).IsAssignableFrom(TargetType))
{
unityObjectRow.SetActive(false);
textureViewer.SetActive(false);
@ -617,12 +617,15 @@ namespace UnityExplorer.UI.Inspectors
// Actual texture viewer
var imageObj = UIFactory.CreateUIObject("TextureViewerImage", textureViewer);
textureImage = imageObj.AddComponent<Image>();
textureImageLayout = textureImage.gameObject.AddComponent<LayoutElement>();
var imageViewport = UIFactory.CreateVerticalGroup(textureViewer, "Viewport", false, false, true, true);
imageViewport.GetComponent<Image>().color = Color.white;
imageViewport.AddComponent<Mask>().showMaskGraphic = false;
var imageObj = UIFactory.CreateUIObject("Image", imageViewport);
var fitter = imageObj.AddComponent<ContentSizeFitter>();
fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
textureImage = imageObj.AddComponent<Image>();
textureImageLayout = UIFactory.SetLayoutElement(imageObj, flexibleWidth: 9999, flexibleHeight: 9999);
textureViewer.SetActive(false);
}

View File

@ -50,8 +50,8 @@ namespace UnityExplorer.UI
}
public TextGenerator TextGenerator => Component.cachedInputTextGenerator;
public bool ReachedMaxVerts => TextGenerator.vertexCount >= UIManager.MAX_TEXT_VERTS;
public bool ReachedMaxVerts => TextGenerator.vertexCount >= UIManager.MAX_TEXT_VERTS;
private void OnInputChanged(string value)
{

View File

@ -1,19 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace UnityExplorer.UI.Models
{
public interface IPooledObject
{
GameObject UIRoot { get; set; }
GameObject CreateContent(GameObject parent);
float DefaultHeight { get; }
//GameObject CreatePrototype();
}
}

View File

@ -39,7 +39,7 @@ namespace UnityExplorer.UI.ObjectExplorer
private GameObject refreshRow;
private Dropdown sceneDropdown;
private readonly Dictionary<int, Dropdown.OptionData> sceneToDropdownOption = new Dictionary<int, Dropdown.OptionData>();
private readonly Dictionary<Scene, Dropdown.OptionData> sceneToDropdownOption = new Dictionary<Scene, Dropdown.OptionData>();
private IEnumerable<GameObject> GetRootEntries() => SceneHandler.CurrentRootObjects;
@ -70,7 +70,7 @@ namespace UnityExplorer.UI.ObjectExplorer
var go = transform.gameObject;
if (SceneHandler.SelectedScene != go.scene)
{
int idx = sceneDropdown.options.IndexOf(sceneToDropdownOption[go.scene.handle]);
int idx = sceneDropdown.options.IndexOf(sceneToDropdownOption[go.scene]);
sceneDropdown.value = idx;
}
@ -91,12 +91,12 @@ namespace UnityExplorer.UI.ObjectExplorer
private void SceneHandler_OnInspectedSceneChanged(Scene scene)
{
if (!sceneToDropdownOption.ContainsKey(scene.handle))
if (!sceneToDropdownOption.ContainsKey(scene))
PopulateSceneDropdown();
if (sceneToDropdownOption.ContainsKey(scene.handle))
if (sceneToDropdownOption.ContainsKey(scene))
{
var opt = sceneToDropdownOption[scene.handle];
var opt = sceneToDropdownOption[scene];
int idx = sceneDropdown.options.IndexOf(opt);
if (sceneDropdown.value != idx)
sceneDropdown.value = idx;
@ -134,7 +134,7 @@ namespace UnityExplorer.UI.ObjectExplorer
var option = new Dropdown.OptionData(name);
sceneDropdown.options.Add(option);
sceneToDropdownOption.Add(scene.handle, option);
sceneToDropdownOption.Add(scene, option);
}
}

View File

@ -15,16 +15,16 @@ namespace UnityExplorer.UI.ObjectExplorer
/// </summary>
public static Scene? SelectedScene
{
get => m_selectedScene;
get => selectedScene;
internal set
{
if (m_selectedScene != null && m_selectedScene?.handle == value?.handle)
if (selectedScene != null && selectedScene == value)
return;
m_selectedScene = value;
OnInspectedSceneChanged?.Invoke((Scene)m_selectedScene);
selectedScene = value;
OnInspectedSceneChanged?.Invoke((Scene)selectedScene);
}
}
private static Scene? m_selectedScene;
private static Scene? selectedScene;
/// <summary>
/// The GameObjects in the currently inspected scene.
@ -37,6 +37,7 @@ namespace UnityExplorer.UI.ObjectExplorer
/// </summary>
public static ReadOnlyCollection<Scene> LoadedScenes => new ReadOnlyCollection<Scene>(allLoadedScenes);
private static readonly List<Scene> allLoadedScenes = new List<Scene>();
private static HashSet<Scene> previousLoadedScenes;
/// <summary>
/// The names of all scenes in the build settings, if they could be retrieved.
@ -61,7 +62,7 @@ namespace UnityExplorer.UI.ObjectExplorer
public static event Action<ReadOnlyCollection<Scene>> OnLoadedScenesChanged;
/// <summary>
/// Equivalent to <see cref="SceneManager.sceneCount"/> + 2, to include 'DontDestroyOnLoad'.
/// Equivalent to <see cref="SceneManager.sceneCount"/> + 2, to include 'DontDestroyOnLoad' and the 'None' scene.
/// </summary>
public static int LoadedSceneCount => SceneManager.sceneCount + 2;
@ -82,7 +83,7 @@ namespace UnityExplorer.UI.ObjectExplorer
}
private static GameObject dontDestroyObject;
public static bool InspectingAssetScene => !SelectedScene?.IsValid() ?? false;
public static bool InspectingAssetScene => SelectedScene.HasValue && SelectedScene.Value == default;
internal static void Init()
{
@ -110,17 +111,9 @@ namespace UnityExplorer.UI.ObjectExplorer
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));
// check if the loaded scenes changed. always confirm DontDestroy / HideAndDontSave
int confirmedCount = 2;
bool inspectedExists = SelectedScene == DontDestroyScene || (SelectedScene.HasValue && SelectedScene.Value == default);
allLoadedScenes.Clear();
@ -130,20 +123,22 @@ namespace UnityExplorer.UI.ObjectExplorer
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 no changes yet, ensure the previous list contained the scene
if (previousLoadedScenes != null && previousLoadedScenes.Contains(scene))
confirmedCount++;
// If we have not yet confirmed inspectedExists, check if this scene is our currently inspected one.
if (curHandle != -1 && !inspectedExists && scene.handle == curHandle)
if (!inspectedExists && scene == SelectedScene)
inspectedExists = true;
allLoadedScenes.Add(scene);
}
// Always add the DontDestroyOnLoad scene and the "none" scene.
bool anyChange = confirmedCount != allLoadedScenes.Count;
allLoadedScenes.Add(DontDestroyScene);
allLoadedScenes.Add(default);
previousLoadedScenes = new HashSet<Scene>(allLoadedScenes);
// Default to first scene if none selected or previous selection no longer exists.
if (!inspectedExists)
@ -163,14 +158,14 @@ namespace UnityExplorer.UI.ObjectExplorer
else
{
var allObjects = RuntimeProvider.Instance.FindObjectsOfTypeAll(typeof(GameObject));
var list = new List<GameObject>();
var objects = new List<GameObject>();
foreach (var obj in allObjects)
{
var go = obj.TryCast<GameObject>();
if (go.transform.parent == null && !go.scene.IsValid())
list.Add(go);
objects.Add(go);
}
rootObjects = list.ToArray();
rootObjects = objects.ToArray();
}
}
}

View File

@ -225,7 +225,7 @@ namespace UnityExplorer.UI.Panels
{
// create navbar button
NavButton = UIFactory.CreateButton(UIManager.NavbarButtonHolder, $"Button_{PanelType}", Name);
NavButton = UIFactory.CreateButton(UIManager.NavbarTabButtonHolder, $"Button_{PanelType}", Name);
var navBtn = NavButton.Component.gameObject;
navBtn.AddComponent<ContentSizeFitter>().horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(navBtn, false, true, true, true, 0, 0, 0, 5, 5, TextAnchor.MiddleCenter);

View File

@ -4,9 +4,16 @@ using System.Linq;
using System.Text;
using UnityEngine;
namespace UnityExplorer.UI.Models
namespace UnityExplorer.UI
{
// Abstract non-generic class, handles the pool dictionary and interfacing with the generic pools.
public interface IPooledObject
{
GameObject UIRoot { get; set; }
float DefaultHeight { get; }
GameObject CreateContent(GameObject parent);
}
public abstract class Pool
{
protected static readonly Dictionary<Type, Pool> pools = new Dictionary<Type, Pool>();
@ -39,7 +46,6 @@ namespace UnityExplorer.UI.Models
protected abstract void TryReturn(IPooledObject obj);
}
// Each generic implementation has its own pool, business logic is here
public class Pool<T> : Pool where T : IPooledObject
{
public static Pool<T> GetPool() => (Pool<T>)GetPool(typeof(T));

View File

@ -55,9 +55,15 @@ namespace UnityExplorer.UI
internal static Shader BackupShader { get; private set; }
public static RectTransform NavBarRect;
public static GameObject NavbarButtonHolder;
public static GameObject NavbarTabButtonHolder;
public static Dropdown MouseInspectDropdown;
private static ButtonRef closeBtn;
private static ButtonRef pauseBtn;
private static InputFieldRef timeInput;
private static bool pauseButtonPausing;
private static float lastTimeScale;
// defaults
internal static readonly Color enabledButtonColor = new Color(0.2f, 0.4f, 0.28f);
internal static readonly Color disabledButtonColor = new Color(0.25f, 0.25f, 0.25f);
@ -80,6 +86,105 @@ namespace UnityExplorer.UI
}
public static bool s_showMenu = true;
// Initialization
internal static void InitUI()
{
LoadBundle();
UIFactory.Init();
CreateRootCanvas();
// Global UI Pool Holder
PoolHolder = new GameObject("PoolHolder");
PoolHolder.transform.parent = CanvasRoot.transform;
PoolHolder.SetActive(false);
CreateTopNavBar();
UIPanels.Add(Panels.AutoCompleter, new AutoCompleteModal());
UIPanels.Add(Panels.ObjectExplorer, new ObjectExplorerPanel());
UIPanels.Add(Panels.Inspector, new InspectorPanel());
UIPanels.Add(Panels.CSConsole, new CSConsolePanel());
UIPanels.Add(Panels.ConsoleLog, new LogPanel());
UIPanels.Add(Panels.Options, new OptionsPanel());
UIPanels.Add(Panels.MouseInspector, new InspectUnderMouse());
foreach (var panel in UIPanels.Values)
panel.ConstructUI();
ConsoleController.Init();
ShowMenu = !ConfigManager.Hide_On_Startup.Value;
lastScreenWidth = Screen.width;
lastScreenHeight = Screen.height;
Initializing = false;
}
// Main UI Update loop
private static int lastScreenWidth;
private static int lastScreenHeight;
public static void Update()
{
if (!CanvasRoot || Initializing)
return;
// if doing Mouse Inspect, update that and return.
if (InspectUnderMouse.Inspecting)
{
InspectUnderMouse.Instance.UpdateInspect();
return;
}
// check master toggle
if (InputManager.GetKeyDown(ConfigManager.Master_Toggle.Value))
ShowMenu = !ShowMenu;
// return if menu closed
if (!ShowMenu)
return;
// Check forceUnlockMouse toggle
if (InputManager.GetKeyDown(ConfigManager.Force_Unlock_Toggle.Value))
CursorUnlocker.Unlock = !CursorUnlocker.Unlock;
// check event system state
if (!ConfigManager.Disable_EventSystem_Override.Value && EventSystem.current != EventSys)
CursorUnlocker.SetEventSystem();
// update focused panel
UIPanel.UpdateFocus();
// update UI model instances
PanelDragger.UpdateInstances();
InputFieldRef.UpdateInstances();
UIBehaviourModel.UpdateInstances();
// update the timescale value
if (!timeInput.Component.isFocused && lastTimeScale != Time.timeScale)
{
if (pauseButtonPausing && Time.timeScale != 0.0f)
{
pauseButtonPausing = false;
OnPauseButtonToggled();
}
if (!pauseButtonPausing)
{
timeInput.Text = Time.timeScale.ToString("F2");
lastTimeScale = Time.timeScale;
}
}
// check screen dimension change
if (Screen.width != lastScreenWidth || Screen.height != lastScreenHeight)
OnScreenDimensionsChanged();
}
// Panels
public static UIPanel GetPanel(Panels panel)
@ -120,91 +225,89 @@ namespace UnityExplorer.UI
SetPanelActive(panel, value);
}
// Main UI Update loop
// navbar
private static int lastScreenWidth;
private static int lastScreenHeight;
public static void Update()
public static void SetNavBarAnchor()
{
if (!CanvasRoot || Initializing)
return;
if (InspectUnderMouse.Inspecting)
switch (NavbarAnchor)
{
InspectUnderMouse.Instance.UpdateInspect();
return;
}
case VerticalAnchor.Top:
NavBarRect.anchorMin = new Vector2(0.5f, 1f);
NavBarRect.anchorMax = new Vector2(0.5f, 1f);
NavBarRect.anchoredPosition = new Vector2(NavBarRect.anchoredPosition.x, 0);
NavBarRect.sizeDelta = new Vector2(1000f, 35f);
break;
if (InputManager.GetKeyDown(ConfigManager.Master_Toggle.Value))
ShowMenu = !ShowMenu;
if (!ShowMenu)
return;
if (InputManager.GetKeyDown(ConfigManager.Force_Unlock_Toggle.Value))
CursorUnlocker.Unlock = !CursorUnlocker.Unlock;
if (!ConfigManager.Disable_EventSystem_Override.Value && EventSystem.current != EventSys)
CursorUnlocker.SetEventSystem();
UIPanel.UpdateFocus();
PanelDragger.UpdateInstances();
InputFieldRef.UpdateInstances();
UIBehaviourModel.UpdateInstances();
if (Screen.width != lastScreenWidth || Screen.height != lastScreenHeight)
{
lastScreenWidth = Screen.width;
lastScreenHeight = Screen.height;
foreach (var panel in UIPanels)
{
panel.Value.EnsureValidSize();
UIPanel.EnsureValidPosition(panel.Value.Rect);
panel.Value.Dragger.OnEndResize();
}
case VerticalAnchor.Bottom:
NavBarRect.anchorMin = new Vector2(0.5f, 0f);
NavBarRect.anchorMax = new Vector2(0.5f, 0f);
NavBarRect.anchoredPosition = new Vector2(NavBarRect.anchoredPosition.x, 35);
NavBarRect.sizeDelta = new Vector2(1000f, 35f);
break;
}
}
// Initialization and UI Construction
// listeners
internal static void InitUI()
private static void OnScreenDimensionsChanged()
{
LoadBundle();
UIFactory.Init();
CreateRootCanvas();
// Global UI Pool Holder
PoolHolder = new GameObject("PoolHolder");
PoolHolder.transform.parent = CanvasRoot.transform;
PoolHolder.SetActive(false);
CreateTopNavBar();
UIPanels.Add(Panels.AutoCompleter, new AutoCompleteModal());
UIPanels.Add(Panels.ObjectExplorer, new ObjectExplorerPanel());
UIPanels.Add(Panels.Inspector, new InspectorPanel());
UIPanels.Add(Panels.CSConsole, new CSConsolePanel());
UIPanels.Add(Panels.ConsoleLog, new LogPanel());
UIPanels.Add(Panels.Options, new OptionsPanel());
UIPanels.Add(Panels.MouseInspector, new InspectUnderMouse());
foreach (var panel in UIPanels.Values)
panel.ConstructUI();
ConsoleController.Init();
ShowMenu = !ConfigManager.Hide_On_Startup.Value;
lastScreenWidth = Screen.width;
lastScreenHeight = Screen.height;
Initializing = false;
foreach (var panel in UIPanels)
{
panel.Value.EnsureValidSize();
UIPanel.EnsureValidPosition(panel.Value.Rect);
panel.Value.Dragger.OnEndResize();
}
}
private static void OnCloseButtonClicked()
{
ShowMenu = false;
}
private static void Master_Toggle_OnValueChanged(KeyCode val)
{
closeBtn.ButtonText.text = val.ToString();
}
private static void OnTimeInputEndEdit(string val)
{
if (pauseButtonPausing)
return;
if (float.TryParse(val, out float f))
{
Time.timeScale = f;
lastTimeScale = f;
}
timeInput.Text = Time.timeScale.ToString("F2");
}
private static void OnPauseButtonClicked()
{
pauseButtonPausing = !pauseButtonPausing;
Time.timeScale = pauseButtonPausing ? 0f : lastTimeScale;
OnPauseButtonToggled();
}
private static void OnPauseButtonToggled()
{
timeInput.Component.text = Time.timeScale.ToString("F2");
timeInput.Component.readOnly = pauseButtonPausing;
timeInput.Component.textComponent.color = pauseButtonPausing ? Color.grey : Color.white;
Color color = pauseButtonPausing ? new Color(0.3f, 0.3f, 0.2f) : new Color(0.2f, 0.2f, 0.2f);
RuntimeProvider.Instance.SetColorBlock(pauseBtn.Component, color, color * 1.2f, color * 0.7f);
pauseBtn.ButtonText.text = pauseButtonPausing ? "►" : "||";
}
// UI Construction
private static void CreateRootCanvas()
{
CanvasRoot = new GameObject("ExplorerCanvas");
@ -239,30 +342,10 @@ namespace UnityExplorer.UI
PanelHolder.transform.SetAsFirstSibling();
}
public static void SetNavBarAnchor()
{
switch (NavbarAnchor)
{
case VerticalAnchor.Top:
NavBarRect.anchorMin = new Vector2(0.5f, 1f);
NavBarRect.anchorMax = new Vector2(0.5f, 1f);
NavBarRect.anchoredPosition = new Vector2(NavBarRect.anchoredPosition.x, 0);
NavBarRect.sizeDelta = new Vector2(900f, 35f);
break;
case VerticalAnchor.Bottom:
NavBarRect.anchorMin = new Vector2(0.5f, 0f);
NavBarRect.anchorMax = new Vector2(0.5f, 0f);
NavBarRect.anchoredPosition = new Vector2(NavBarRect.anchoredPosition.x, 35);
NavBarRect.sizeDelta = new Vector2(900f, 35f);
break;
}
}
private static void CreateTopNavBar()
{
var navbarPanel = UIFactory.CreateUIObject("MainNavbar", CanvasRoot);
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(navbarPanel, false, true, true, true, 5, 4, 4, 4, 4, TextAnchor.MiddleCenter);
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(navbarPanel, false, false, true, true, 5, 4, 4, 4, 4, TextAnchor.MiddleCenter);
navbarPanel.AddComponent<Image>().color = new Color(0.1f, 0.1f, 0.1f);
NavBarRect = navbarPanel.GetComponent<RectTransform>();
NavBarRect.pivot = new Vector2(0.5f, 1f);
@ -278,14 +361,28 @@ namespace UnityExplorer.UI
// UnityExplorer title
string titleTxt = $"{ExplorerCore.NAME} <i><color=grey>{ExplorerCore.VERSION}</color></i>";
var title = UIFactory.CreateLabel(navbarPanel, "Title", titleTxt, TextAnchor.MiddleLeft, default, true, 18);
UIFactory.SetLayoutElement(title.gameObject, minWidth: 180, flexibleWidth: 0);
var title = UIFactory.CreateLabel(navbarPanel, "Title", titleTxt, TextAnchor.MiddleLeft, default, true, 17);
UIFactory.SetLayoutElement(title.gameObject, minWidth: 170, flexibleWidth: 0);
// Navbar
// panel tabs
NavbarButtonHolder = UIFactory.CreateUIObject("NavButtonHolder", navbarPanel);
UIFactory.SetLayoutElement(NavbarButtonHolder, flexibleHeight: 999, flexibleWidth: 999);
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(NavbarButtonHolder, false, true, true, true, 4, 2, 2, 2, 2);
NavbarTabButtonHolder = UIFactory.CreateUIObject("NavTabButtonHolder", navbarPanel);
UIFactory.SetLayoutElement(NavbarTabButtonHolder, minHeight: 25, flexibleHeight: 999, flexibleWidth: 999);
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(NavbarTabButtonHolder, false, true, true, true, 4, 2, 2, 2, 2);
// Time controls
var timeLabel = UIFactory.CreateLabel(navbarPanel, "TimeLabel", "Time:", TextAnchor.MiddleRight, Color.grey);
UIFactory.SetLayoutElement(timeLabel.gameObject, minHeight: 25, minWidth: 50);
timeInput = UIFactory.CreateInputField(navbarPanel, "TimeInput", "timeScale");
UIFactory.SetLayoutElement(timeInput.Component.gameObject, minHeight: 25, minWidth: 40);
timeInput.Text = Time.timeScale.ToString("F2");
timeInput.Component.onEndEdit.AddListener(OnTimeInputEndEdit);
pauseBtn = UIFactory.CreateButton(navbarPanel, "PauseButton", "||", new Color(0.2f, 0.2f, 0.2f));
UIFactory.SetLayoutElement(pauseBtn.Component.gameObject, minHeight: 25, minWidth: 25);
pauseBtn.OnClick += OnPauseButtonClicked;
// Inspect under mouse dropdown
@ -298,14 +395,13 @@ namespace UnityExplorer.UI
// Hide menu button
var closeBtn = UIFactory.CreateButton(navbarPanel, "CloseButton", ConfigManager.Master_Toggle.Value.ToString());
closeBtn = UIFactory.CreateButton(navbarPanel, "CloseButton", ConfigManager.Master_Toggle.Value.ToString());
UIFactory.SetLayoutElement(closeBtn.Component.gameObject, minHeight: 25, minWidth: 80, flexibleWidth: 0);
RuntimeProvider.Instance.SetColorBlock(closeBtn.Component, new Color(0.63f, 0.32f, 0.31f),
new Color(0.81f, 0.25f, 0.2f), new Color(0.6f, 0.18f, 0.16f));
ConfigManager.Master_Toggle.OnValueChanged += (KeyCode val) => { closeBtn.ButtonText.text = val.ToString(); };
closeBtn.OnClick += () => { ShowMenu = false; };
ConfigManager.Master_Toggle.OnValueChanged += Master_Toggle_OnValueChanged;
closeBtn.OnClick += OnCloseButtonClicked;
}
#region UI AssetBundle

View File

@ -6,31 +6,6 @@ using UnityEngine;
namespace UnityExplorer.UI.Widgets
{
public struct DataViewInfo
{
// static
public static DataViewInfo None => s_default;
private static DataViewInfo s_default = default;
public static implicit operator float(DataViewInfo it) => it.height;
// instance
public int dataIndex, normalizedSpread;
public float height, startPosition;
public override bool Equals(object obj)
{
var other = (DataViewInfo)obj;
return this.dataIndex == other.dataIndex
&& this.height == other.height
&& this.startPosition == other.startPosition
&& this.normalizedSpread == other.normalizedSpread;
}
public override int GetHashCode() => base.GetHashCode();
}
public class DataHeightCache<T> where T : ICell
{
private ScrollPool<T> ScrollPool { get; }
@ -93,11 +68,10 @@ namespace UnityExplorer.UI.Widgets
int expectedMax = expectedMin + cache.normalizedSpread - 1;
if (rangeIndex < expectedMin || rangeIndex > expectedMax)
{
RecalculateStartPositions(Math.Max(dataIndex, expectedMax));
RecalculateStartPositions(ScrollPool.DataSource.ItemCount - 1);
rangeIndex = GetRangeFloorOfPosition(desiredHeight);
dataIndex = rangeCache[rangeIndex];
//cache = heightCache[dataIndex];
}
return dataIndex;
@ -125,17 +99,11 @@ namespace UnityExplorer.UI.Widgets
/// <summary>Append a data index to the cache with the provided height value.</summary>
public void Add(float value)
{
value = (float)Math.Floor(value);
value = Math.Max(DefaultHeight, value);
int spread = GetRangeSpread(totalHeight, value);
heightCache.Add(new DataViewInfo()
{
height = value,
startPosition = TotalHeight,
normalizedSpread = spread,
});
heightCache.Add(new DataViewInfo(heightCache.Count, value, totalHeight, spread));
int dataIdx = heightCache.Count - 1;
for (int i = 0; i < spread; i++)
@ -203,31 +171,31 @@ namespace UnityExplorer.UI.Widgets
int spread = GetRangeSpread(cache.startPosition, height);
// If the previous item in the range cache is not the previous data index, there is a gap.
if (dataIndex > 0 && rangeCache[rangeIndex - 1] != (dataIndex - 1))
if (rangeCache[rangeIndex] != dataIndex)
{
// Recalculate start positions up to this index. The gap could be anywhere before here.
RecalculateStartPositions(dataIndex + 1);
RecalculateStartPositions(ScrollPool.DataSource.ItemCount - 1);
// Get the range index and spread again after rebuilding
rangeIndex = GetRangeCeilingOfPosition(cache.startPosition);
spread = GetRangeSpread(cache.startPosition, height);
}
if (rangeCache.Count <= rangeIndex || rangeCache[rangeIndex] != dataIndex)
throw new Exception("ScrollPool data height cache is corrupt or invalid, rebuild failed!");
if (rangeCache[rangeIndex] != dataIndex)
throw new IndexOutOfRangeException($"Trying to set dataIndex {dataIndex} at rangeIndex {rangeIndex}, but cache is corrupt or invalid!");
if (spread != cache.normalizedSpread)
{
int spreadDiff = spread - cache.normalizedSpread;
cache.normalizedSpread = spread;
SetSpread(dataIndex, rangeIndex, spreadDiff);
UpdateSpread(dataIndex, rangeIndex, spreadDiff);
}
// set the struct back to the array (TODO necessary?)
// set the struct back to the array
heightCache[dataIndex] = cache;
}
private void SetSpread(int dataIndex, int rangeIndex, int spreadDiff)
private void UpdateSpread(int dataIndex, int rangeIndex, int spreadDiff)
{
if (spreadDiff > 0)
{
@ -244,8 +212,6 @@ namespace UnityExplorer.UI.Widgets
rangeCache.RemoveAt(rangeIndex);
spreadDiff++;
}
//for (int i = 0; i < -spreadDiff; i++)
// rangeCache.RemoveAt(rangeIndex);
}
}
@ -254,24 +220,60 @@ namespace UnityExplorer.UI.Widgets
if (heightCache.Count <= 1)
return;
rangeCache.Clear();
DataViewInfo cache;
DataViewInfo prev = DataViewInfo.None;
for (int i = 0; i <= toIndex && i < heightCache.Count; i++)
for (int idx = 0; idx <= toIndex && idx < heightCache.Count; idx++)
{
cache = heightCache[i];
cache = heightCache[idx];
if (prev != DataViewInfo.None)
if (!prev.Equals(DataViewInfo.None))
cache.startPosition = prev.startPosition + prev.height;
else
cache.startPosition = 0;
var origSpread = cache.normalizedSpread;
cache.normalizedSpread = GetRangeSpread(cache.startPosition, cache.height);
if (cache.normalizedSpread != origSpread)
SetSpread(i, GetRangeCeilingOfPosition(cache.startPosition), cache.normalizedSpread - origSpread);
for (int i = 0; i < cache.normalizedSpread; i++)
rangeCache.Add(cache.dataIndex);
heightCache[idx] = cache;
prev = cache;
}
}
public struct DataViewInfo
{
// static
public static DataViewInfo None => s_default;
private static DataViewInfo s_default = default;
public static implicit operator float(DataViewInfo it) => it.height;
public DataViewInfo(int index, float height, float startPos, int spread)
{
this.dataIndex = index;
this.height = height;
this.startPosition = startPos;
this.normalizedSpread = spread;
}
// instance
public int dataIndex, normalizedSpread;
public float height, startPosition;
public override bool Equals(object obj)
{
var other = (DataViewInfo)obj;
return this.dataIndex == other.dataIndex
&& this.height == other.height
&& this.startPosition == other.startPosition
&& this.normalizedSpread == other.normalizedSpread;
}
public override int GetHashCode() => base.GetHashCode();
}
}
}

View File

@ -142,7 +142,9 @@ namespace UnityExplorer.UI.Widgets
RefreshCells(true, true);
// Slide to the normalized position of the index
float normalized = HeightCache[index].startPosition / HeightCache.TotalHeight;
var cache = HeightCache[index];
float normalized = (cache.startPosition + (cache.height * 0.5f)) / HeightCache.TotalHeight;
RuntimeProvider.Instance.StartCoroutine(ForceDelayedJump(index, normalized, onJumped));
}
@ -191,13 +193,12 @@ namespace UnityExplorer.UI.Widgets
RuntimeProvider.Instance.StartCoroutine(InitCoroutine(onHeightChangedListener));
}
private readonly WaitForEndOfFrame waitForEndOfFrame = new WaitForEndOfFrame();
private WaitForEndOfFrame waitForEndOfFrame = new WaitForEndOfFrame();
private IEnumerator InitCoroutine(Action onHeightChangedListener)
{
ScrollRect.content.anchoredPosition = Vector2.zero;
//yield return null;
yield return waitForEndOfFrame;
yield return waitForEndOfFrame ?? (waitForEndOfFrame = new WaitForEndOfFrame());
LayoutRebuilder.ForceRebuildLayoutImmediate(Content);

View File

@ -83,6 +83,7 @@ namespace UnityExplorer.UI.Widgets
displayIndex = 0;
autoExpandedIDs.Clear();
expandedInstanceIDs.Clear();
this.ScrollPool.Refresh(true, true);
}
public bool IsCellExpanded(int instanceID)

View File

@ -143,12 +143,12 @@
</Reference>
</ItemGroup>
<!-- BepInEx universal refs -->
<ItemGroup Condition="'$(IsBepInEx)'=='true'">
<Reference Include="0Harmony">
<HintPath>..\lib\HarmonyX\Harmony\bin\Release\net35\0Harmony.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup Condition="'$(IsBepInEx)'=='true'">
<Reference Include="0Harmony">
<HintPath>packages\HarmonyX.2.4.2\lib\net35\0Harmony.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<!-- BepInEx 5 Mono refs -->
<ItemGroup Condition="'$(IsBepInEx)|$(IsCpp)|$(Configuration)'=='true|false|Release_BIE5_Mono'">
<Reference Include="BepInEx">
@ -180,10 +180,10 @@
</ItemGroup>
<!-- Standalone refs -->
<ItemGroup Condition="'$(IsStandalone)'=='true'">
<Reference Include="0Harmony">
<HintPath>..\lib\HarmonyX\Harmony\bin\Release\net35\0Harmony.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="0Harmony">
<HintPath>packages\HarmonyX.2.4.2\lib\net35\0Harmony.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<!-- Mono refs -->
<ItemGroup Condition="'$(IsCpp)'=='false'">
@ -290,8 +290,7 @@
<Compile Include="UI\Inspectors\ReflectionInspector.cs" />
<Compile Include="UI\CacheObject\IValues\InteractiveValueStruct.cs" />
<Compile Include="UI\Models\InputFieldRef.cs" />
<Compile Include="UI\Models\ObjectPool\IPooledObject.cs" />
<Compile Include="UI\Models\ObjectPool\Pool.cs" />
<Compile Include="UI\Pool.cs" />
<Compile Include="UI\Panels\LogPanel.cs" />
<Compile Include="UI\Panels\CSConsolePanel.cs" />
<Compile Include="Core\Utility\IOUtility.cs" />
@ -367,11 +366,11 @@
</ItemGroup>
<ItemGroup />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Import Project="packages\ILRepack.Lib.MSBuild.Task.2.0.18.1\build\ILRepack.Lib.MSBuild.Task.targets" Condition="Exists('packages\ILRepack.Lib.MSBuild.Task.2.0.18.1\build\ILRepack.Lib.MSBuild.Task.targets')" />
<Import Project="packages\ILRepack.Lib.MSBuild.Task.2.0.18.2\build\ILRepack.Lib.MSBuild.Task.targets" Condition="Exists('packages\ILRepack.Lib.MSBuild.Task.2.0.18.2\build\ILRepack.Lib.MSBuild.Task.targets')" />
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
<PropertyGroup>
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
</PropertyGroup>
<Error Condition="!Exists('packages\ILRepack.Lib.MSBuild.Task.2.0.18.1\build\ILRepack.Lib.MSBuild.Task.targets')" Text="$([System.String]::Format('$(ErrorText)', 'packages\ILRepack.Lib.MSBuild.Task.2.0.18.1\build\ILRepack.Lib.MSBuild.Task.targets'))" />
<Error Condition="!Exists('packages\ILRepack.Lib.MSBuild.Task.2.0.18.2\build\ILRepack.Lib.MSBuild.Task.targets')" Text="$([System.String]::Format('$(ErrorText)', 'packages\ILRepack.Lib.MSBuild.Task.2.0.18.2\build\ILRepack.Lib.MSBuild.Task.targets'))" />
</Target>
</Project>

View File

@ -3,8 +3,6 @@ Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 16
VisualStudioVersion = 16.0.30128.74
MinimumVisualStudioVersion = 10.0.40219.1
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Harmony", "..\lib\HarmonyX\Harmony\Harmony.csproj", "{F2D7872C-5D4D-49EB-A656-C3D496DB4204}"
EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "UnhollowerBaseLib", "..\lib\Il2CppAssemblyUnhollower\UnhollowerBaseLib\UnhollowerBaseLib.csproj", "{7B7E5024-385D-4A46-9196-A6AF8F7FBDD5}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "mcs", "..\lib\mcs-unity\mcs\mcs.csproj", "{E4989E4C-0875-4528-9031-08E2C0E70103}"
@ -24,24 +22,6 @@ Global
Release_STANDALONE_Mono|Any CPU = Release_STANDALONE_Mono|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{F2D7872C-5D4D-49EB-A656-C3D496DB4204}.Release_BIE_Cpp|Any CPU.ActiveCfg = Release|Any CPU
{F2D7872C-5D4D-49EB-A656-C3D496DB4204}.Release_BIE_Cpp|Any CPU.Build.0 = Release|Any CPU
{F2D7872C-5D4D-49EB-A656-C3D496DB4204}.Release_BIE5_Mono|Any CPU.ActiveCfg = Release|Any CPU
{F2D7872C-5D4D-49EB-A656-C3D496DB4204}.Release_BIE5_Mono|Any CPU.Build.0 = Release|Any CPU
{F2D7872C-5D4D-49EB-A656-C3D496DB4204}.Release_BIE6_Mono|Any CPU.ActiveCfg = Release|Any CPU
{F2D7872C-5D4D-49EB-A656-C3D496DB4204}.Release_BIE6_Mono|Any CPU.Build.0 = Release|Any CPU
{F2D7872C-5D4D-49EB-A656-C3D496DB4204}.Release_ML_Cpp|Any CPU.ActiveCfg = Release|Any CPU
{F2D7872C-5D4D-49EB-A656-C3D496DB4204}.Release_ML_Cpp|Any CPU.Build.0 = Release|Any CPU
{F2D7872C-5D4D-49EB-A656-C3D496DB4204}.Release_ML_Mono|Any CPU.ActiveCfg = Release|Any CPU
{F2D7872C-5D4D-49EB-A656-C3D496DB4204}.Release_ML_Mono|Any CPU.Build.0 = Release|Any CPU
{F2D7872C-5D4D-49EB-A656-C3D496DB4204}.Release_MLLegacy_Cpp|Any CPU.ActiveCfg = Release|Any CPU
{F2D7872C-5D4D-49EB-A656-C3D496DB4204}.Release_MLLegacy_Cpp|Any CPU.Build.0 = Release|Any CPU
{F2D7872C-5D4D-49EB-A656-C3D496DB4204}.Release_MLLegacy_Mono|Any CPU.ActiveCfg = Release|Any CPU
{F2D7872C-5D4D-49EB-A656-C3D496DB4204}.Release_MLLegacy_Mono|Any CPU.Build.0 = Release|Any CPU
{F2D7872C-5D4D-49EB-A656-C3D496DB4204}.Release_STANDALONE_Cpp|Any CPU.ActiveCfg = Release|Any CPU
{F2D7872C-5D4D-49EB-A656-C3D496DB4204}.Release_STANDALONE_Cpp|Any CPU.Build.0 = Release|Any CPU
{F2D7872C-5D4D-49EB-A656-C3D496DB4204}.Release_STANDALONE_Mono|Any CPU.ActiveCfg = Release|Any CPU
{F2D7872C-5D4D-49EB-A656-C3D496DB4204}.Release_STANDALONE_Mono|Any CPU.Build.0 = Release|Any CPU
{7B7E5024-385D-4A46-9196-A6AF8F7FBDD5}.Release_BIE_Cpp|Any CPU.ActiveCfg = Release|Any CPU
{7B7E5024-385D-4A46-9196-A6AF8F7FBDD5}.Release_BIE_Cpp|Any CPU.Build.0 = Release|Any CPU
{7B7E5024-385D-4A46-9196-A6AF8F7FBDD5}.Release_BIE5_Mono|Any CPU.ActiveCfg = Release|Any CPU

View File

@ -1,5 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="ILRepack.Lib.MSBuild.Task" version="2.0.18.1" targetFramework="net472" />
<package id="HarmonyX" version="2.4.2" targetFramework="net35" />
<package id="ILRepack.Lib.MSBuild.Task" version="2.0.18.2" targetFramework="net35" />
<package id="ini-parser" version="2.5.2" targetFramework="net35" />
<package id="Mono.Cecil" version="0.10.4" targetFramework="net35" />
</packages>