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https://github.com/sinai-dev/UnityExplorer.git
synced 2025-06-23 08:53:05 +08:00
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105
README.md
105
README.md
@ -3,47 +3,45 @@
|
||||
</p>
|
||||
|
||||
<p align="center">
|
||||
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.
|
||||
🔍 An in-game UI for exploring, debugging and modifying Unity games.
|
||||
</p>
|
||||
|
||||
<p align="center">
|
||||
Supports most Unity games from versions 5.2 to 2020+.
|
||||
✔️ Supports most Unity versions from 5.2 to 2020+ (IL2CPP and Mono).
|
||||
</p>
|
||||
<p align="center">
|
||||
☕ Enjoy this tool? Consider supporting me on <a href="https://ko-fi.com/sinaidev">ko-fi</a>!
|
||||
</p>
|
||||
|
||||
## Releases [](../../releases)
|
||||
# Releases [](../../releases)
|
||||
|
||||
[](../../releases/latest) [](../../releases/latest)
|
||||
| Mod Loader | IL2CPP | Mono |
|
||||
| ----------- | ------ | ---- |
|
||||
| [BepInEx](https://github.com/BepInEx/BepInEx) 6.X | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.BepInEx.Il2Cpp.zip) | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.BepInEx6.Mono.zip) |
|
||||
| [BepInEx](https://github.com/BepInEx/BepInEx) 5.X | ✖️ n/a | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.BepInEx5.Mono.zip) |
|
||||
| [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) 0.3.1 | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.MelonLoader.Il2Cpp.zip) | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.MelonLoader.Mono.zip) |
|
||||
| [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) 0.3.0 | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.MelonLoader_Legacy.Il2Cpp.zip) | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.MelonLoader_Legacy.Mono.zip) |
|
||||
| Standalone | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.Standalone.Il2Cpp.zip) | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.Standalone.Mono.zip) |
|
||||
[](../../releases/latest) [](https://github.com/sinai-dev/UnityExplorer/actions) [](../../releases/latest)
|
||||
|
||||
* [Click here for Bleeding Edge releases](https://github.com/sinai-dev/UnityExplorer/actions) (click on the latest workflow and scroll down to Artifacts)
|
||||
## BepInEx
|
||||
|
||||
### 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.
|
||||
* The C# Console's completions have some minor issues such as not suggestion global classes which have no namespace, and erronously suggesting classes from using directives when they shouldn't be suggested. These are issues with mcs itself which I am looking into.
|
||||
| Release | IL2CPP | Mono |
|
||||
| ------- | ------ | ---- |
|
||||
| BIE 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) |
|
||||
| BIE 5.X | ✖️ n/a | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.BepInEx5.Mono.zip) |
|
||||
|
||||
## How to install
|
||||
1. Take the `UnityExplorer.BIE.[version].dll` file and put it in `BepInEx\plugins\`
|
||||
2. In IL2CPP, you will need to download the [Unity libs](https://github.com/LavaGang/Unity-Runtime-Libraries) for the game's Unity version, create a folder `BepInEx\unity-libs\`, then extract the Unity libs into this folder.
|
||||
|
||||
### BepInEx
|
||||
<i>Note: BepInEx 6 is obtainable via [BepisBuilds](https://builds.bepis.io/projects/bepinex_be)</i>
|
||||
|
||||
1. Install [BepInEx](https://github.com/BepInEx/BepInEx) for your game. IL2CPP currently requires a [Bleeding Edge](https://builds.bepis.io/projects/bepinex_be) release.
|
||||
2. Download the UnityExplorer release for BepInEx IL2CPP or Mono above.
|
||||
3. Take the `UnityExplorer.BIE.___.dll` file and put it in `[GameFolder]\BepInEx\plugins\`
|
||||
4. In IL2CPP, you will need to download the [Unity libs](https://github.com/LavaGang/Unity-Runtime-Libraries) for the game's Unity version and put them in the `BepInEx\unity-libs\` folder.
|
||||
## MelonLoader
|
||||
|
||||
### MelonLoader
|
||||
| Release | IL2CPP | Mono |
|
||||
| ------- | ------ | ---- |
|
||||
| ML 0.4.0 | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.MelonLoader.Il2Cpp.zip) | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.MelonLoader.Mono.zip) |
|
||||
| ML 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) |
|
||||
|
||||
1. Install [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) 0.3.1+ for your game (or use `MelonLoader_Legacy` for `0.3.0`). This version can currently be obtained from [here](https://github.com/LavaGang/MelonLoader/actions).
|
||||
2. Download the UnityExplorer release for MelonLoader IL2CPP or Mono above.
|
||||
3. Take the `UnityExplorer.ML.___.dll` file and put it in the `[GameFolder]\Mods\` folder.
|
||||
1. Take the `UnityExplorer.ML.[version].dll` file and put it in the `Mods\` folder created by MelonLoader.
|
||||
|
||||
### Standalone
|
||||
## Standalone
|
||||
|
||||
| IL2CPP | Mono |
|
||||
| ------ | ---- |
|
||||
| ✅ [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) |
|
||||
|
||||
The standalone release can be used with any injector or loader of your choice, but it requires you to load the dependencies manually: HarmonyX, and the IL2CPP version also requires that you set up an [Il2CppAssemblyUnhollower runtime](https://github.com/knah/Il2CppAssemblyUnhollower#required-external-setup).
|
||||
|
||||
@ -52,7 +50,12 @@ The standalone release can be used with any injector or loader of your choice, b
|
||||
3. Create an instance of Unity Explorer with `UnityExplorer.ExplorerStandalone.CreateInstance();`
|
||||
4. Optionally subscribe to the `ExplorerStandalone.OnLog` event to handle logging if you wish
|
||||
|
||||
## Features
|
||||
# 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.
|
||||
* The C# Console's completions have some minor issues such as not suggestion global classes which have no namespace, and erronously suggesting classes from using directives when they shouldn't be suggested. These are issues with mcs itself which I am looking into.
|
||||
|
||||
# Features
|
||||
|
||||
<p align="center">
|
||||
<a href="https://raw.githubusercontent.com/sinai-dev/UnityExplorer/master/img/preview.png">
|
||||
@ -62,39 +65,45 @@ The standalone release can be used with any injector or loader of your choice, b
|
||||
|
||||
### Object Explorer
|
||||
|
||||
* Use the <b>Scene Explorer</b> tab to traverse the active scenes, as well as the DontDestroyOnLoad scene and the HideAndDontSave "scene" (assets and hidden objects).
|
||||
* Use the <b>Scene Explorer</b> tab to traverse the active scenes, as well as the DontDestroyOnLoad and HideAndDontSave objects.
|
||||
* The "HideAndDontSave" scene contains objects with that flag, as well as Assets and Resources which are not in any scene but behave the same way.
|
||||
* You can use the Scene Loader to easily load any of the scenes in the build (may not work for Unity 5.X games)
|
||||
* Use the <b>Object Search</b> tab to search for Unity objects (including GameObjects, Components, etc), C# Singletons or Static Classes.
|
||||
* Use the UnityObject search to look for any objects which derive from `UnityEngine.Object`, with optional filters
|
||||
* The singleton search will look for any classes with a typical "Instance" field, and check it for a current value. This may cause unexpected behaviour in some IL2CPP games as we cannot distinguish between true properties and field-properties, so some property accessors will be invoked.
|
||||
|
||||
### Inspector
|
||||
|
||||
The inspector is used to see detailed information on GameObjects (GameObject Inspector), C# objects (Reflection Inspector) and C# classes (Static Inspector).
|
||||
The inspector is used to see detailed information on objects of any type and manipulate their values, as well as to inspect C# Classes with static reflection.
|
||||
|
||||
* 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.
|
||||
* The <b>GameObject Inspector</b> (tab prefix `[G]`) is used to inspect a `GameObject`, and to see and manipulate its Transform and Components.
|
||||
* 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.
|
||||
* <i>note: When inspecting a GameObject with a Canvas, the transform controls may be overridden by the RectTransform anchors.</i>
|
||||
* The <b>Reflection Inspectors</b> (tab prefix `[R]` and `[S]`) are used for everything else
|
||||
* Automatic updating is not enabled by default, and you must press Apply for any changes you make to take effect.
|
||||
* Press the `▼` button to expand certain values such as strings, enums, lists, dictionaries, some structs, etc
|
||||
* Use the filters at the top to quickly find the members you are looking for
|
||||
* For `Texture2D` objects, there is a `View Texture` button at the top of the inspector which lets you view it and save it as a PNG file. Currently there are no other similar helpers yet, but I may add more at some point for Mesh, Sprite, Material, etc
|
||||
|
||||
### C# Console
|
||||
|
||||
The C# Console uses the `Mono.CSharp.Evaluator` to define temporary classes or run immediate REPL code.
|
||||
|
||||
See the "Help" dropdown in the C# console menu for more detailed information.
|
||||
* The C# Console uses the `Mono.CSharp.Evaluator` to define temporary classes or run immediate REPL code.
|
||||
* See the "Help" dropdown in the C# console menu for more detailed information.
|
||||
|
||||
### Mouse-Inspect
|
||||
|
||||
The "Mouse Inspect" dropdown on the main UnityExplorer navbar allows you to inspect objects under the mouse.
|
||||
|
||||
* <b>World</b>: uses Physics.Raycast to look for Colliders
|
||||
* <b>UI</b>: uses GraphicRaycasters to find UI objects
|
||||
* The "Mouse Inspect" dropdown on the main UnityExplorer navbar allows you to inspect objects under the mouse.
|
||||
* <b>World</b>: uses Physics.Raycast to look for Colliders
|
||||
* <b>UI</b>: uses GraphicRaycasters to find UI objects
|
||||
|
||||
### Settings
|
||||
|
||||
You can change the settings via the "Options" page of the main menu, or directly from the config file.
|
||||
* You can change the settings via the "Options" tab of the menu, or directly from the config file.
|
||||
* BepInEx: `BepInEx\config\com.sinai.unityexplorer.cfg`
|
||||
* MelonLoader: `UserData\MelonPreferences.cfg`
|
||||
* Standalone `{DLL_location}\UnityExplorer\config.ini`
|
||||
|
||||
Depending on the release you are using, the config file will be found at:
|
||||
* BepInEx: `BepInEx\config\com.sinai.unityexplorer.cfg`
|
||||
* MelonLoader: `UserData\MelonPreferences.cfg`
|
||||
* Standalone `{DLL_location}\UnityExplorer\config.ini`
|
||||
|
||||
## Building
|
||||
# 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):
|
||||
|
||||
@ -109,7 +118,7 @@ For Visual Studio:
|
||||
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
|
||||
# Acknowledgments
|
||||
|
||||
* [ManlyMarco](https://github.com/ManlyMarco) for [Runtime Unity Editor](https://github.com/ManlyMarco/RuntimeUnityEditor) \[[license](THIRDPARTY_LICENSES.md#runtimeunityeditor-license)\], the ScriptEvaluator from RUE's REPL console was used as the base for UnityExplorer's C# console.
|
||||
* [denikson](https://github.com/denikson) (aka Horse) for [mcs-unity](https://github.com/denikson/mcs-unity) \[no license\], used as the `Mono.CSharp` reference for the C# Console.
|
||||
|
@ -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, " +
|
||||
$"deobfuscated types count: {DeobfuscatedTypes.Count}");
|
||||
}
|
||||
|
||||
#region IL2CPP Extern and pointers
|
||||
@ -67,19 +73,11 @@ namespace UnityExplorer
|
||||
|
||||
private static void BuildDeobfuscationCache()
|
||||
{
|
||||
float start = UnityEngine.Time.realtimeSinceStartup;
|
||||
|
||||
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
|
||||
{
|
||||
foreach (var type in asm.TryGetTypes())
|
||||
TryCacheDeobfuscatedType(type);
|
||||
}
|
||||
|
||||
if (DeobfuscatedTypes.Count > 0)
|
||||
{
|
||||
ExplorerCore.Log($"Built deobfuscation cache in {UnityEngine.Time.realtimeSinceStartup - start} seconds, " +
|
||||
$"initial count: {DeobfuscatedTypes.Count} ");
|
||||
}
|
||||
}
|
||||
|
||||
private static void TryCacheDeobfuscatedType(Type type)
|
||||
|
@ -65,10 +65,14 @@ namespace UnityExplorer
|
||||
|
||||
private static void SetupTypeCache()
|
||||
{
|
||||
float start = Time.realtimeSinceStartup;
|
||||
|
||||
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
|
||||
CacheTypes(asm);
|
||||
|
||||
AppDomain.CurrentDomain.AssemblyLoad += AssemblyLoaded;
|
||||
|
||||
ExplorerCore.Log($"Cached AppDomain assemblies in {Time.realtimeSinceStartup - start} seconds");
|
||||
}
|
||||
|
||||
private static void AssemblyLoaded(object sender, AssemblyLoadEventArgs args)
|
||||
|
@ -20,7 +20,7 @@ namespace UnityExplorer
|
||||
public static class ExplorerCore
|
||||
{
|
||||
public const string NAME = "UnityExplorer";
|
||||
public const string VERSION = "4.1.1";
|
||||
public const string VERSION = "4.1.3";
|
||||
public const string AUTHOR = "Sinai";
|
||||
public const string GUID = "com.sinai.unityexplorer";
|
||||
|
||||
|
@ -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
|
||||
|
||||
|
@ -12,6 +12,7 @@ using UnityExplorer.Core.Input;
|
||||
using UnityExplorer.UI.Panels;
|
||||
using UnityExplorer.UI.Widgets.AutoComplete;
|
||||
using System.Reflection;
|
||||
using Mono.CSharp;
|
||||
|
||||
namespace UnityExplorer.UI.CSConsole
|
||||
{
|
||||
@ -150,15 +151,16 @@ namespace UnityExplorer.UI.CSConsole
|
||||
|
||||
try
|
||||
{
|
||||
// Try to "Compile" the code (tries to interpret it as REPL)
|
||||
var evaluation = Evaluator.Compile(input);
|
||||
if (evaluation != null)
|
||||
// Compile the code. If it returned a CompiledMethod, it is REPL.
|
||||
CompiledMethod repl = Evaluator.Compile(input);
|
||||
|
||||
if (repl != null)
|
||||
{
|
||||
// Valid REPL, we have a delegate to the evaluation.
|
||||
try
|
||||
{
|
||||
object ret = null;
|
||||
evaluation.Invoke(ref ret);
|
||||
repl.Invoke(ref ret);
|
||||
var result = ret?.ToString();
|
||||
if (!string.IsNullOrEmpty(result))
|
||||
ExplorerCore.Log($"Invoked REPL, result: {ret}");
|
||||
@ -172,9 +174,7 @@ namespace UnityExplorer.UI.CSConsole
|
||||
}
|
||||
else
|
||||
{
|
||||
// The input was not recognized as an evaluation. Compile the code.
|
||||
|
||||
Evaluator.Run(input);
|
||||
// The compiled code was not REPL, so it was a using directive or it defined classes.
|
||||
|
||||
string output = ScriptEvaluator._textWriter.ToString();
|
||||
var outputSplit = output.Split('\n');
|
||||
@ -231,19 +231,26 @@ namespace UnityExplorer.UI.CSConsole
|
||||
previousInput = value;
|
||||
|
||||
if (EnableSuggestions && AutoCompleteModal.CheckEnter(Completer))
|
||||
{
|
||||
OnAutocompleteEnter();
|
||||
}
|
||||
else if (!settingCaretCoroutine)
|
||||
{
|
||||
if (EnableSuggestions)
|
||||
Completer.CheckAutocompletes();
|
||||
|
||||
if (!settingCaretCoroutine)
|
||||
{
|
||||
if (EnableAutoIndent)
|
||||
DoAutoIndent();
|
||||
}
|
||||
|
||||
HighlightVisibleInput();
|
||||
var inStringOrComment = HighlightVisibleInput();
|
||||
|
||||
if (!settingCaretCoroutine)
|
||||
{
|
||||
if (EnableSuggestions)
|
||||
{
|
||||
if (inStringOrComment)
|
||||
AutoCompleteModal.Instance.ReleaseOwnership(Completer);
|
||||
else
|
||||
Completer.CheckAutocompletes();
|
||||
}
|
||||
}
|
||||
|
||||
UpdateCaret(out _);
|
||||
}
|
||||
@ -257,16 +264,16 @@ namespace UnityExplorer.UI.CSConsole
|
||||
|
||||
UpdateCaret(out bool caretMoved);
|
||||
|
||||
if (!settingCaretCoroutine && EnableSuggestions && AutoCompleteModal.CheckEscape(Completer))
|
||||
if (!settingCaretCoroutine && EnableSuggestions)
|
||||
{
|
||||
OnAutocompleteEscaped();
|
||||
return;
|
||||
}
|
||||
if (AutoCompleteModal.CheckEscape(Completer))
|
||||
{
|
||||
OnAutocompleteEscaped();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!settingCaretCoroutine && EnableSuggestions && caretMoved)
|
||||
{
|
||||
AutoCompleteModal.Instance.ReleaseOwnership(Completer);
|
||||
//Completer.CheckAutocompletes();
|
||||
if (caretMoved)
|
||||
AutoCompleteModal.Instance.ReleaseOwnership(Completer);
|
||||
}
|
||||
|
||||
if (EnableCtrlRShortcut
|
||||
@ -372,7 +379,10 @@ 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 +420,8 @@ 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
|
||||
|
@ -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 || (caretIdx >= input.Length && match.endIndex >= input.Length - 1)))
|
||||
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;
|
||||
}
|
||||
|
@ -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)
|
||||
|
@ -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);
|
||||
|
||||
|
Reference in New Issue
Block a user