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https://github.com/sinai-dev/UnityExplorer.git
synced 2025-06-24 01:12:41 +08:00
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7 Commits
Author | SHA1 | Date | |
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304b47f898 | |||
3d1fcbcd9f | |||
36fc17aa43 | |||
adfa29e63c | |||
3ffdcea73b | |||
dfd55260a8 | |||
29c78dc5a6 |
@ -12,6 +12,8 @@ namespace UnityExplorer.Core.Input
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{
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public InputSystem()
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{
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SetupSupportedDevices();
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m_kbCurrentProp = TKeyboard.GetProperty("current");
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m_kbIndexer = TKeyboard.GetProperty("Item", new Type[] { TKey });
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@ -32,7 +34,37 @@ namespace UnityExplorer.Core.Input
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.GetMethod("ReadValue");
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}
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#region reflection cache
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internal static void SetupSupportedDevices()
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{
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try
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{
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// typeof(InputSystem)
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Type TInputSystem = ReflectionUtility.GetTypeByName("UnityEngine.InputSystem.InputSystem");
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// InputSystem.settings
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var settings = TInputSystem.GetProperty("settings", BindingFlags.Public | BindingFlags.Static).GetValue(null, null);
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// typeof(InputSettings)
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Type TSettings = settings.GetActualType();
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// InputSettings.supportedDevices
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PropertyInfo supportedProp = TSettings.GetProperty("supportedDevices", BindingFlags.Public | BindingFlags.Instance);
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var supportedDevices = supportedProp.GetValue(settings, null);
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// An empty supportedDevices list means all devices are supported.
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#if CPP
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// weird hack for il2cpp, use the implicit operator and cast Il2CppStringArray to ReadOnlyArray<string>
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var args = new object[] { new UnhollowerBaseLib.Il2CppStringArray(0) };
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var method = supportedDevices.GetActualType().GetMethod("op_Implicit", BindingFlags.Static | BindingFlags.Public);
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supportedProp.SetValue(settings, method.Invoke(null, args), null);
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#else
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supportedProp.SetValue(settings, Activator.CreateInstance(supportedDevices.GetActualType(), new object[] { new string[0] }), null);
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#endif
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}
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catch (Exception ex)
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{
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ExplorerCore.LogWarning($"Exception setting up InputSystem.settings.supportedDevices list!");
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ExplorerCore.Log(ex);
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}
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}
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#region reflection cache
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public static Type TKeyboard => m_tKeyboard ?? (m_tKeyboard = ReflectionUtility.GetTypeByName("UnityEngine.InputSystem.Keyboard"));
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private static Type m_tKeyboard;
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@ -73,7 +105,7 @@ namespace UnityExplorer.Core.Input
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private static object m_scrollInfo;
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private static PropertyInfo m_scrollDeltaProp;
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#endregion
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#endregion
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public Vector2 MousePosition
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{
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@ -138,6 +170,8 @@ namespace UnityExplorer.Core.Input
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public bool GetMouseButtonDown(int btn)
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{
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if (CurrentMouse == null)
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return false;
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switch (btn)
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{
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case 0: return (bool)m_btnWasPressedProp.GetValue(LeftMouseButton, null);
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@ -149,6 +183,8 @@ namespace UnityExplorer.Core.Input
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public bool GetMouseButton(int btn)
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{
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if (CurrentMouse == null)
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return false;
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switch (btn)
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{
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case 0: return (bool)m_btnIsPressedProp.GetValue(LeftMouseButton, null);
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@ -20,7 +20,7 @@ namespace UnityExplorer
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public static class ExplorerCore
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{
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public const string NAME = "UnityExplorer";
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public const string VERSION = "4.1.9";
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public const string VERSION = "4.1.11";
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public const string AUTHOR = "Sinai";
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public const string GUID = "com.sinai.unityexplorer";
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@ -47,10 +47,9 @@ namespace UnityExplorer
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Directory.CreateDirectory(Loader.ExplorerFolder);
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ConfigManager.Init(Loader.ConfigHandler);
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ReflectionUtility.Init();
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RuntimeProvider.Init();
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SceneHandler.Init();
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InputManager.Init();
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@ -114,7 +114,7 @@ namespace UnityExplorer.ObjectExplorer
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refreshRow.SetActive(!scene.IsValid());
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}
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private void SceneHandler_OnLoadedScenesChanged(ReadOnlyCollection<Scene> loadedScenes)
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private void SceneHandler_OnLoadedScenesChanged(List<Scene> loadedScenes)
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{
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PopulateSceneDropdown();
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}
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@ -126,6 +126,9 @@ namespace UnityExplorer.ObjectExplorer
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foreach (var scene in SceneHandler.LoadedScenes)
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{
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if (sceneToDropdownOption.ContainsKey(scene))
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continue;
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string name = scene.name?.Trim();
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if (!scene.IsValid())
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@ -29,14 +29,12 @@ namespace UnityExplorer.ObjectExplorer
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/// <summary>
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/// The GameObjects in the currently inspected scene.
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/// </summary>
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public static ReadOnlyCollection<GameObject> CurrentRootObjects => new ReadOnlyCollection<GameObject>(rootObjects);
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private static GameObject[] rootObjects = new GameObject[0];
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public static GameObject[] CurrentRootObjects { get; private set; } = new GameObject[0];
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/// <summary>
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/// All currently loaded Scenes.
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/// </summary>
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public static ReadOnlyCollection<Scene> LoadedScenes => new ReadOnlyCollection<Scene>(allLoadedScenes);
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private static readonly List<Scene> allLoadedScenes = new List<Scene>();
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public static List<Scene> LoadedScenes { get; private set; } = new List<Scene>();
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private static HashSet<Scene> previousLoadedScenes;
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/// <summary>
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@ -59,7 +57,7 @@ namespace UnityExplorer.ObjectExplorer
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/// <summary>
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/// Invoked whenever the list of currently loaded Scenes changes. The argument contains all loaded scenes after the change.
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/// </summary>
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public static event Action<ReadOnlyCollection<Scene>> OnLoadedScenesChanged;
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public static event Action<List<Scene>> OnLoadedScenesChanged;
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/// <summary>
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/// Equivalent to <see cref="SceneManager.sceneCount"/> + 2, to include 'DontDestroyOnLoad' and the 'None' scene.
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@ -115,7 +113,7 @@ namespace UnityExplorer.ObjectExplorer
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int confirmedCount = 2;
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bool inspectedExists = SelectedScene == DontDestroyScene || (SelectedScene.HasValue && SelectedScene.Value == default);
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allLoadedScenes.Clear();
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LoadedScenes.Clear();
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for (int i = 0; i < SceneManager.sceneCount; i++)
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{
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@ -131,30 +129,26 @@ namespace UnityExplorer.ObjectExplorer
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if (!inspectedExists && scene == SelectedScene)
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inspectedExists = true;
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allLoadedScenes.Add(scene);
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LoadedScenes.Add(scene);
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}
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bool anyChange = confirmedCount != allLoadedScenes.Count;
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bool anyChange = confirmedCount != LoadedScenes.Count;
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allLoadedScenes.Add(DontDestroyScene);
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allLoadedScenes.Add(default);
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previousLoadedScenes = new HashSet<Scene>(allLoadedScenes);
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LoadedScenes.Add(DontDestroyScene);
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LoadedScenes.Add(default);
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previousLoadedScenes = new HashSet<Scene>(LoadedScenes);
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// Default to first scene if none selected or previous selection no longer exists.
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if (!inspectedExists)
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{
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SelectedScene = allLoadedScenes.First();
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}
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SelectedScene = LoadedScenes.First();
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// Notify on the list changing at all
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if (anyChange)
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{
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OnLoadedScenesChanged?.Invoke(LoadedScenes);
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}
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// Finally, update the root objects list.
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if (SelectedScene != null && ((Scene)SelectedScene).IsValid())
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rootObjects = RuntimeProvider.Instance.GetRootGameObjects((Scene)SelectedScene);
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CurrentRootObjects = RuntimeProvider.Instance.GetRootGameObjects((Scene)SelectedScene);
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else
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{
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var allObjects = RuntimeProvider.Instance.FindObjectsOfTypeAll(typeof(GameObject));
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@ -165,7 +159,7 @@ namespace UnityExplorer.ObjectExplorer
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if (go.transform.parent == null && !go.scene.IsValid())
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objects.Add(go);
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}
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rootObjects = objects.ToArray();
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CurrentRootObjects = objects.ToArray();
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}
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}
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}
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@ -414,33 +414,29 @@ namespace UnityExplorer.UI
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private static void LoadBundle()
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{
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AssetBundle bundle = null;
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AssetBundle bundle;
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try
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{
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// Get the Unity version (without the 'f' suffix).
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// I'm not sure if Unity always includes the 'f' suffix.
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int len;
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if (Application.unityVersion.Contains("f"))
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len = Application.unityVersion.LastIndexOf("f");
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else
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len = Application.unityVersion.Length;
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Version version = new Version(Application.unityVersion.Substring(0, len));
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// Get the Major and Minor of the Unity version
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var split = Application.unityVersion.Split('.');
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int major = int.Parse(split[0]);
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int minor = int.Parse(split[1]);
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// Use appropriate AssetBundle for Unity version
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// >= 2017.3
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if (version.Major > 2017 || (version.Major == 2017 && version.Minor >= 3))
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if (major > 2017 || (major == 2017 && minor >= 3))
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bundle = LoadBundle("modern");
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// 5.6.0 to 2017.3
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else if (version.Major == 2017 || (version.Major == 5 && version.Minor >= 6))
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else if (major == 2017 || (major == 5 && minor >= 6))
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bundle = LoadBundle("legacy.5.6");
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// < 5.6.0
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else
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bundle = LoadBundle("legacy");
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}
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catch (Exception ex)
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catch
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{
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ExplorerCore.LogWarning($"Exception loading Explorer AssetBundle!");
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ExplorerCore.Log(ex);
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ExplorerCore.LogWarning($"Exception parsing Unity version, falling back to old AssetBundle load method...");
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bundle = LoadBundle("modern") ?? LoadBundle("legacy.5.6") ?? LoadBundle("legacy");
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}
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AssetBundle LoadBundle(string id)
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