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# These are supported funding model platforms
ko_fi: sinaidev

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name: Bug Report
description: File a bug or crash report
title: "[Bug]: "
labels: [bug]
body:
- type: markdown
attributes:
value: |
Thanks for submitting a bug report, please fill out as much detail as possible.
- type: checkboxes
id: latestversion
attributes:
label: Are you on the latest version of UnityExplorer?
description: If not, you must update first.
options:
- label: Yes, I'm on the latest version of UnityExplorer.
required: true
- type: dropdown
id: version
attributes:
label: Which release are you using?
description: Please select your environment for UnityExplorer.
options:
- BepInEx IL2CPP
- BepInEx 6.X Mono
- BepInEx 5.X Mono
- MelonLoader IL2CPP
- MelonLoader Mono
- Standalone IL2CPP
- Standalone Mono
validations:
required: true
- type: textarea
id: game
attributes:
label: Which game did this occur on?
description: Please tell us the name of the game. If it's a personal or private project, just let us know the Unity version.
validations:
required: true
- type: textarea
id: what-happened
attributes:
label: Describe the issue.
description: What happened? Should something else have happened instead? Please provide steps to reproduce the issue if possible.
placeholder: Tell us what you see!
validations:
required: true
- type: textarea
id: logs
attributes:
label: Relevant log output
description: |
Please copy and paste any relevant logs and stack traces.
* Unity log: `%userprofile%\AppData\LocalLow\{Company}\{Game}\Player.log` or `output_log.txt`
* BepInEx: `BepInEx\LogOutput.log`
* MelonLoader: `MelonLoader\latest.log`
* Standalone: `{DLL_Location}\UnityExplorer\Logs\` (pick the most recent one)
render: shell
validations:
required: false

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blank_issues_enabled: false

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name: New feature or enhancement
description: Suggest or discuss a feature or enhancement for UnityExplorer
title: "[Enhancement]: "
labels: [enhancement]
body:
- type: markdown
attributes:
value: |
Thanks for taking the time to discuss UnityExplorer, please provide as much detail as possible.
- type: textarea
id: description
attributes:
label: Describe the new feature or enhancement
description: |
Please go into as much detail as necessary in describing the new feature or enhancement.
If providing examples or suggestions for the required C# code, please use syntax-highlighted code blocks.
validations:
required: true

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name: Other
description: Something else?
title: "[Other]: "
labels: [Other]
body:
- type: textarea
id: description
attributes:
label: Describe the issue
description: |
Please describe the issue in as much detail as possible.
validations:
required: true

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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:
# Setup
- name: Checkout latest
uses: actions/checkout@v2
- name: Setup dotnet
uses: actions/setup-dotnet@v2
with:
dotnet-version: '6.0.x'
include-prerelease: true
# Run build script
- run: |
./build.ps1
# Upload artifacts
# BepInEx IL2CPP
- uses: actions/upload-artifact@v2
with:
name: UnityExplorer.BepInEx.IL2CPP.zip
path: ./Release/UnityExplorer.BepInEx.IL2CPP/
# BepInEx IL2CPP CoreCLR
- uses: actions/upload-artifact@v2
with:
name: UnityExplorer.BepInEx.IL2CPP.CoreCLR.zip
path: ./Release/UnityExplorer.BepInEx.IL2CPP.CoreCLR/
# BepInEx 5 Mono
- uses: actions/upload-artifact@v2
with:
name: UnityExplorer.BepInEx5.Mono.zip
path: ./Release/UnityExplorer.BepInEx5.Mono/
# BepInEx 6 Mono
- uses: actions/upload-artifact@v2
with:
name: UnityExplorer.BepInEx6.Mono.zip
path: ./Release/UnityExplorer.BepInEx6.Mono/
# Editor
- uses: actions/upload-artifact@v2
with:
name: UnityExplorer.Editor.zip
path: ./UnityEditorPackage/
# MelonLoader IL2CPP net6preview
- uses: actions/upload-artifact@v2
with:
name: UnityExplorer.MelonLoader.IL2CPP.net6preview.zip
path: ./Release/UnityExplorer.MelonLoader.IL2CPP.net6preview/
# MelonLoader IL2CPP net472
- uses: actions/upload-artifact@v2
with:
name: UnityExplorer.MelonLoader.IL2CPP.zip
path: ./Release/UnityExplorer.MelonLoader.IL2CPP/
# MelonLoader Mono
- uses: actions/upload-artifact@v2
with:
name: UnityExplorer.MelonLoader.Mono.zip
path: ./Release/UnityExplorer.MelonLoader.Mono/
# Standalone Il2Cpp
- uses: actions/upload-artifact@v2
with:
name: UnityExplorer.Standalone.IL2CPP.zip
path: ./Release/UnityExplorer.Standalone.IL2CPP/
# Standalone Mono
- uses: actions/upload-artifact@v2
with:
name: UnityExplorer.Standalone.Mono.zip
path: ./Release/UnityExplorer.Standalone.Mono/

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.gitignore vendored
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*.user
*.userosscache
*.sln.docstates
*/mcs-unity*
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs

218
README.md
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</p>
<p align="center">
🔍 An in-game UI for exploring, debugging and modifying Unity games.
An in-game explorer and a suite of debugging tools for <a href="https://docs.unity3d.com/Manual/IL2CPP.html">IL2CPP</a> and <b>Mono</b> Unity games, to aid with modding development.
</p>
<p align="center">
✔️ Supports most Unity versions from 5.2 to 2021+ (IL2CPP and Mono).
</p>
<p align="center">
✨ Powered by <a href="https://github.com/sinai-dev/UniverseLib">UniverseLib</a>
<a href="../../releases/latest">
<img src="https://img.shields.io/github/release/sinai-dev/Explorer.svg" />
</a>
<img src="https://img.shields.io/github/downloads/sinai-dev/Explorer/total.svg" />
</p>
# Releases [![](https://img.shields.io/github/downloads/sinai-dev/UnityExplorer/total.svg)](../../releases)
- [Releases](#releases)
- [Features](#features)
- [How to install](#how-to-install)
- [Mod Config](#mod-config)
- [Mouse Control](#mouse-control)
- [Building](#building)
- [Credits](#credits)
[![](https://img.shields.io/github/release/sinai-dev/UnityExplorer.svg?label=version)](../../releases/latest) [![](https://img.shields.io/github/workflow/status/sinai-dev/UnityExplorer/Build%20UnityExplorer)](https://github.com/sinai-dev/UnityExplorer/actions) [![](https://img.shields.io/github/downloads/sinai-dev/UnityExplorer/latest/total.svg)](../../releases/latest)
## Releases
⚡ Thunderstore releases: [BepInEx Mono](https://thunderstore.io/package/sinai-dev/UnityExplorer) | [BepInEx IL2CPP](https://gtfo.thunderstore.io/package/sinai-dev/UnityExplorer_IL2CPP) | [MelonLoader IL2CPP](https://boneworks.thunderstore.io/package/sinai-dev/UnityExplorer_IL2CPP_ML)
| Mod Loader | IL2CPP | Mono |
| ----------- | ------ | ---- |
| [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) | ✔️ [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) |
| [BepInEx](https://github.com/BepInEx/BepInEx) | ✔️ [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.BepInEx.Mono.zip) |
## Release schedule
<b>IL2CPP Issues:</b>
* Some methods may still fail with a `MissingMethodException`, please let me know if you experience this (with full debug log please).
Releases will be posted at most once per week, generally on weekends.
Nightly builds can be found [here](https://github.com/sinai-dev/UnityExplorer/actions).
## BepInEx
| 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 6.X (CoreCLR) | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.BepInEx.IL2CPP.CoreCLR.zip) | ✖ |
| BIE 5.X | ✖️ n/a | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.BepInEx5.Mono.zip) |
1. Unzip the release file into a folder
2. Take the `plugins/sinai-dev-UnityExplorer` folder and place it in `BepInEx/plugins/`
<i>Note: BepInEx 6 is obtainable via [builds.bepinex.dev](https://builds.bepinex.dev/projects/bepinex_be)</i>
## MelonLoader
| Release | IL2CPP | Mono |
| ------- | ------ | ---- |
| ML 0.5 | ✅ [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 0.6 | ✅ [link](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.MelonLoader.IL2CPP.net6preview.zip) | ✖️ |
1. Unzip the release file into a folder
2. Copy the DLL inside the `Mods` folder into your MelonLoader `Mods` folder
3. Copy all of the DLLs inside the `UserLibs` folder into your MelonLoader `UserLibs` folder
## 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.
1. Ensure the required libs are loaded - UniverseLib, HarmonyX and MonoMod. Take them from the [`UnityExplorer.Editor`](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.Editor.zip) release if you need them.
2. For IL2CPP, load Il2CppAssemblyUnhollower and start an [Il2CppAssemblyUnhollower runtime](https://github.com/knah/Il2CppAssemblyUnhollower#required-external-setup)
2. Load the UnityExplorer DLL
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
## Unity Editor
1. Download the [`UnityExplorer.Editor`](https://github.com/sinai-dev/UnityExplorer/releases/latest/download/UnityExplorer.Editor.zip) release.
2. Install the package, either by using the Package Manager and importing the `package.json` file, or by manually dragging the folder into your `Assets` folder.
3. Drag the `Runtime/UnityExplorer` prefab into your scene, or create a GameObject and add the `Explorer Editor Behaviour` script to it.
# Common issues and solutions
Although UnityExplorer should work out of the box for most Unity games, in some cases you may need to tweak the settings for it to work properly.
To adjust the settings, open the config file:
* BepInEx: `BepInEx\config\com.sinai.unityexplorer.cfg`
* MelonLoader: `UserData\MelonPreferences.cfg`
* Standalone: `sinai-dev-UnityExplorer\config.cfg`
Try adjusting the following settings and see if it fixes your issues:
* `Startup_Delay_Time` - increase to 5-10 seconds (or more as needed), can fix issues with UnityExplorer being destroyed or corrupted during startup.
* `Disable_EventSystem_Override` - if input is not working properly, try setting this to `true`.
If these fixes do not work, please create an issue in this repo and I'll do my best to look into it.
# Features
## Features
<p align="center">
<a href="https://raw.githubusercontent.com/sinai-dev/UnityExplorer/master/img/preview.png">
@ -91,94 +39,74 @@ If these fixes do not work, please create an issue in this repo and I'll do my b
</a>
</p>
### Inspector API
* <b>Scene Explorer</b>: Simple menu to traverse the Transform heirarchy of the scene.
* <b>GameObject Inspector</b>: Various helpful tools to see and manipulate the GameObject, similar to what you can do in the Editor.
* <b>Reflection Inspector</b>: Inspect Properties and Fields. Can also set primitive values and evaluate primitive methods.
* <b>Search</b>: Search for UnityEngine.Objects with various filters, or use the helpers for static Instances and Classes.
* <b>C# Console</b>: Interactive console for evaluating C# methods on the fly, with some basic helpers.
* <b>Inspect-under-mouse</b>: Hover over an object with a collider and inspect it by clicking on it.
If you want to inspect an object or Type from outside the C# console, use the `InspectorManager` class:
## How to install
**To inspect an object:**
```csharp
UnityExplorer.InspectorManager.Inspect(theObject);
```
### BepInEx
**To inspect a Type:**
```cs
UnityExplorer.InspectorManager.Inspect(typeof(SomeClass));
```
0. Install [BepInEx](https://github.com/BepInEx/BepInEx) for your game.
1. Download the UnityExplorer release for BepInEx IL2CPP or Mono above.
2. Take the `UnityExplorer.dll` file and put it in `[GameFolder]\BepInEx\plugins\`
3. Take the `UnityExplorer\` folder (with `explorerui.bundle`) and put it in `[GameFolder]\Mods\`, so it looks like `[GameFolder]\Mods\UnityExplorer\explorerui.bundle`.
4. In IL2CPP, it is highly recommended to get the base Unity libs for the game's Unity version and put them in the `BepInEx\unhollowed\base\` folder.
### Object Explorer
### MelonLoader
* 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.
0. Install [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) for your game.
1. Download the UnityExplorer release for MelonLoader IL2CPP or Mono above.
2. Take the contents of the release and put it in the `[GameFolder]\Mods\` folder. It should look like `[GameFolder]\Mods\UnityExplorer.dll` and `[GameFolder]\Mods\UnityExplorer\explorerui.bundle`.
### Inspector
## Mod Config
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.
You can access the settings via the "Options" page of the main menu, or directly from the config at `Mods\UnityExplorer\config.ini` (generated after first launch).
* 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`, `Image`, `Sprite` and `Material` objects, there is a `View Texture` button at the top of the inspector which lets you view the Texture(s) and save them as a PNG file.
* For `AudioClip` objects there is a `Show Player` button which opens an audio player widget. For clips which are loaded as `DecompressOnLoad`, there is also a button to save them to a `.wav` file.
`Main Menu Toggle` (KeyCode)
* Default: `F7`
* See [this article](https://docs.unity3d.com/ScriptReference/KeyCode.html) for a full list of all accepted KeyCodes.
### C# Console
`Force Unlock Mouse` (bool)
* Default: `true`
* Forces the cursor to be unlocked and visible while the UnityExplorer menu is open, and prevents anything else taking control.
* The C# Console uses the `Mono.CSharp.Evaluator` to define temporary classes or run immediate REPL code.
* You can execute a script automatically on startup by naming it `startup.cs` and placing it in the `sinai-dev-UnityExplorer\Scripts\` folder (this folder will be created where you placed the DLL file).
* See the "Help" dropdown in the C# console menu for more detailed information.
`Default Page Limit` (int)
* Default: `25`
* Sets the default items per page when viewing lists or search results.
* <b>Requires a restart to take effect</b>, apart from Reflection Inspector tabs.
### Hook Manager
`Default Output Path` (string)
* Default: `Mods\UnityExplorer`
* Where output is generated to, by default (for Texture PNG saving, etc).
* Currently this is not actually used for anything, but it will be soon.
* The Hooks panel allows you to hook methods at the click of a button for debugging purposes.
* Simply enter any class and hook the methods you want from the menu.
* You can edit the source code of the generated hook with the "Edit Hook Source" button. Accepted method names are `Prefix` (which can return `bool` or `void`), `Postfix`, `Finalizer` (which can return `Exception` or `void`), and `Transpiler` (which must return `IEnumerable<HarmonyLib.CodeInstruction>`). You can define multiple patches if you wish.
`Log Unity Debug` (bool)
* Default: `false`
* Listens for Unity `Debug.Log` messages and prints them to UnityExplorer's log.
### Mouse-Inspect
## Building
* The "Mouse Inspect" dropdown in the "Inspector" panel 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
If you'd like to build this yourself, you will need to have installed BepInEx and/or MelonLoader for at least one Unity game. If you want to build all 4 versions, you will need at least one IL2CPP and one Mono game, with BepInEx and MelonLoader installed for both.
### Freecam
1. Install BepInEx or MelonLoader for your game.
2. Open the `src\UnityExplorer.csproj` file in a text editor.
3. For IL2CPP builds, make sure you set `BIECppGameFolder` (for BepInEx) and/or `MLCppGameFolder` (for MelonLoader) so the project can locate the necessary references.
4. Open the `src\UnityExplorer.sln` project.
5. 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.
5. The DLLs are built to the `Release\` folder in the root of the repository.
6. If ILRepack fails or is missing, use the NuGet package manager to re-install `ILRepack.Lib.MSBuild.Task`, then re-build.
* UnityExplorer provides a basic Free Camera which you can control with your keyboard and mouse.
* Unlike all other features of UnityExplorer, you can still use Freecam while UnityExplorer's menu is hidden.
* Supports using the game's main Camera or a separate custom Camera.
* See the Freecam panel for further instructions and details.
## Credits
### Clipboard
Written by Sinai.
* The "Clipboard" panel allows you to see your current paste value, or clear it (resets it to `null`)
* Can copy the value from any member in a Reflection Inspector, Enumerable or Dictionary, and from the target of any Inspector tab
* Can paste values onto any member in a Reflection Inspector
* Non-parsable arguments in Method/Property Evaluators allow pasting values
* The C# Console has helper methods `Copy(obj)` and `Paste()` for accessing the Clipboard
### Licensing
### Settings
* 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}\sinai-dev-UnityExplorer\config.cfg`
# Building
1. Run the `build.ps1` powershell script to build UnityExplorer. Releases are found in the `Release` folder.
Building individual configurations from your IDE is fine, though note that the intial build process builds into `Release/<version>/...` instead of the subfolders that the powershell script uses. Batch building is not currently supported with the project.
# 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.
* [Geoffrey Horsington](https://github.com/ghorsington) for [mcs-unity](https://github.com/sinai-dev/mcs-unity) \[no license\], used as the `Mono.CSharp` reference for the C# Console.
### Disclaimer
UnityExplorer is in no way associated with Unity Technologies. "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere.
This project uses code from:
* (GPL) [ManlyMarco](https://github.com/ManlyMarco)'s [Runtime Unity Editor](https://github.com/ManlyMarco/RuntimeUnityEditor), which I used for some aspects of the C# Console and Auto-Complete features. The snippets I used are indicated with a comment.
* (MIT) [denikson](https://github.com/denikson) (aka Horse)'s [mcs-unity](https://github.com/denikson/mcs-unity). I commented out the `SkipVisibilityExt` constructor since it was causing an exception with the Hook it attempted in IL2CPP.
* (Apache) [InGameCodeEditor](https://assetstore.unity.com/packages/tools/gui/ingame-code-editor-144254) was used as the base for the syntax highlighting for UnityExplorer's C# console, although it has been heavily rewritten and optimized. Used classes are in the `UnityExplorer.CSConsole.Lexer` namespace.

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@ -1,874 +0,0 @@
* [RuntimeUnityEditor License](#runtimeunityeditor-license)
* [MelonLoader License](#melonloader-license)
## RuntimeUnityEditor License
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
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The Corresponding Source for a work in source code form is that
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All rights granted under this License are granted for the term of
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You may not propagate or modify a covered work except as expressly
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Termination of your rights under this section does not terminate the
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9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
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rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
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work thus licensed is called the contributor's "contributor version".
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consistent with the requirements of this License, to extend the patent
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or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
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License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
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License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
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Program specifies that a certain numbered version of the GNU General
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option of following the terms and conditions either of that numbered
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Foundation. If the Program does not specify a version number of the
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by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
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to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.
## MelonLoader License
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction,
and distribution as defined by Sections 1 through 9 of this document.
"Licensor" shall mean the copyright owner or entity authorized by
the copyright owner that is granting the License.
"Legal Entity" shall mean the union of the acting entity and all
other entities that control, are controlled by, or are under common
control with that entity. For the purposes of this definition,
"control" means (i) the power, direct or indirect, to cause the
direction or management of such entity, whether by contract or
otherwise, or (ii) ownership of fifty percent (50%) or more of the
outstanding shares, or (iii) beneficial ownership of such entity.
"You" (or "Your") shall mean an individual or Legal Entity
exercising permissions granted by this License.
"Source" form shall mean the preferred form for making modifications,
including but not limited to software source code, documentation
source, and configuration files.
"Object" form shall mean any form resulting from mechanical
transformation or translation of a Source form, including but
not limited to compiled object code, generated documentation,
and conversions to other media types.
"Work" shall mean the work of authorship, whether in Source or
Object form, made available under the License, as indicated by a
copyright notice that is included in or attached to the work
(an example is provided in the Appendix below).
"Derivative Works" shall mean any work, whether in Source or Object
form, that is based on (or derived from) the Work and for which the
editorial revisions, annotations, elaborations, or other modifications
represent, as a whole, an original work of authorship. For the purposes
of this License, Derivative Works shall not include works that remain
separable from, or merely link (or bind by name) to the interfaces of,
the Work and Derivative Works thereof.
"Contribution" shall mean any work of authorship, including
the original version of the Work and any modifications or additions
to that Work or Derivative Works thereof, that is intentionally
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communication on electronic mailing lists, source code control systems,
and issue tracking systems that are managed by, or on behalf of, the
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designated in writing by the copyright owner as "Not a Contribution."
"Contributor" shall mean Licensor and any individual or Legal Entity
on behalf of whom a Contribution has been received by Licensor and
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2. Grant of Copyright License. Subject to the terms and conditions of
this License, each Contributor hereby grants to You a perpetual,
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copyright license to reproduce, prepare Derivative Works of,
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(except as stated in this section) patent license to make, have made,
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where such license applies only to those patent claims licensable
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with the Work to which such Contribution(s) was submitted. If You
institute patent litigation against any entity (including a
cross-claim or counterclaim in a lawsuit) alleging that the Work
or a Contribution incorporated within the Work constitutes direct
or contributory patent infringement, then any patent licenses
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THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

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# UnityExplorer
🔍 An in-game UI for exploring, debugging and modifying Unity games.
✔️ Supports most Unity versions from 5.2 to 2021+ (IL2CPP and Mono).
✨ Powered by [UniverseLib](https://github.com/sinai-dev/UniverseLib)
# Setup
* Install this package, either by using the Package Manager and importing the `package.json` file, or by manually dragging this folder into your Assets folder.
* Drag the `Runtime/UnityExplorer` prefab into your scene, or create a GameObject and add the `Explorer Editor Behaviour` script to it.
# Features
### Object Explorer
* 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 objects of any type and manipulate their values, as well as to inspect C# Classes with static reflection.
* 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.
* You can execute a script automatically on startup by naming it `startup.cs` and placing it in the `UnityExplorer\Scripts\` folder (this folder will be created where you placed the DLL file).
* See the "Help" dropdown in the C# console menu for more detailed information.
### Hook Manager
* The Hooks panel allows you to hook methods at the click of a button for debugging purposes.
* Simply enter any class (generic types not yet supported) and hook the methods you want from the menu.
* You can edit the source code of the generated hook with the "Edit Hook Source" button. Accepted method names are `Prefix` (which can return `bool` or `void`), `Postfix`, `Finalizer` (which can return `Exception` or `void`), and `Transpiler` (which must return `IEnumerable<HarmonyLib.CodeInstruction>`). You can define multiple patches if you wish.
### Mouse-Inspect
* The "Mouse Inspect" dropdown in the "Inspector" panel 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
### Clipboard
* The "Clipboard" panel allows you to see your current paste value, or clear it (resets it to `null`)
* Can copy the value from any member in a Reflection Inspector, Enumerable or Dictionary, and from the target of any Inspector tab
* Can paste values onto any member in a Reflection Inspector
* Non-parsable arguments in Method/Property Evaluators allow pasting values
* The C# Console has helper methods `Copy(obj)` and `Paste()` for accessing the Clipboard
### Settings
* You can change the settings via the "Options" tab of the menu, or directly from the config file.
* <AssetsFolder>/sinai-dev-UnityExplorer~/config.cfg
# 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.
* [Geoffrey Horsington](https://github.com/ghorsington) for [mcs-unity](https://github.com/sinai-dev/mcs-unity) \[no license\], used as the `Mono.CSharp` reference for the C# Console.
### Disclaimer
UnityExplorer is in no way associated with Unity Technologies. "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere.

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* [RuntimeUnityEditor License](#runtimeunityeditor-license)
* [MelonLoader License](#melonloader-license)
## RuntimeUnityEditor License
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
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avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
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To "modify" a work means to copy from or adapt all or part of the work
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A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work
for making modifications to it. "Object code" means any non-source
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A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
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is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
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"Major Component", in this context, means a major essential component
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(if any) on which the executable work runs, or a compiler used to
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The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
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control those activities. However, it does not include the work's
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which are not part of the work. For example, Corresponding Source
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the work, and the source code for shared libraries and dynamically
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The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
Source.
The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
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You may make, run and propagate covered works that you do not
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c) You must license the entire work, as a whole, under this
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License will therefore apply, along with any applicable section 7
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long as you offer spare parts or customer support for that product
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If you convey an object code work under this section in, or with, or
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in accord with this section must be in a format that is publicly
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License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
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under those permissions, but the entire Program remains governed by
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When you convey a copy of a covered work, you may at your option
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provided under this License. Any attempt otherwise to propagate or
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However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
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holder fails to notify you of the violation by some reasonable means
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reinstated permanently if the copyright holder notifies you of the
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your receipt of the notice.
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END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
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<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
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<program> Copyright (C) <year> <name of author>
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For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
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the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.
## MelonLoader License
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction,
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END OF TERMS AND CONDITIONS
Copyright 2020 - 2021 Lava Gang
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

View File

@ -1,19 +0,0 @@
{
"name": "com.sinai-dev.unityexplorer",
"version": "4.7.12",
"displayName": "UnityExplorer",
"description": "An in-game UI for exploring, debugging and modifying Unity games.",
"unity": "2017.1",
"documentationUrl": "https://github.com/sinai-dev/UnityExplorer",
"changelogUrl": "https://github.com/sinai-dev/UnityExplorer/releases",
"licensesUrl": "https://github.com/sinai-dev/UnityExplorer/blob/master/LICENSE",
"keywords": [
"inspector",
"debug",
"runtime"
],
"author": {
"name": "Sinai",
"url": "https://github.com/sinai-dev"
}
}

155
build.ps1
View File

@ -1,155 +0,0 @@
# ----------- MelonLoader IL2CPP (net6) -----------
dotnet build src/UnityExplorer.sln -c Release_ML_Cpp_net6
$Path = "Release\UnityExplorer.MelonLoader.IL2CPP.net6preview"
# ILRepack
lib/ILRepack.exe /target:library /lib:lib/net6 /lib:lib/unhollowed /lib:$Path /internalize /out:$Path/UnityExplorer.ML.IL2CPP.net6preview.dll $Path/UnityExplorer.ML.IL2CPP.net6preview.dll $Path/mcs.dll
# (cleanup and move files)
Remove-Item $Path/UnityExplorer.ML.IL2CPP.net6preview.deps.json
Remove-Item $Path/Tomlet.dll
Remove-Item $Path/mcs.dll
Remove-Item $Path/Iced.dll
Remove-Item $Path/UnhollowerBaseLib.dll
New-Item -Path "$Path" -Name "Mods" -ItemType "directory" -Force
Move-Item -Path $Path/UnityExplorer.ML.IL2CPP.net6preview.dll -Destination $Path/Mods -Force
New-Item -Path "$Path" -Name "UserLibs" -ItemType "directory" -Force
Move-Item -Path $Path/UniverseLib.IL2CPP.Unhollower.dll -Destination $Path/UserLibs -Force
# (create zip archive)
Remove-Item $Path/../UnityExplorer.MelonLoader.IL2CPP.net6preview.zip -ErrorAction SilentlyContinue
7z a $Path/../UnityExplorer.MelonLoader.IL2CPP.net6preview.zip .\$Path\*
# ----------- MelonLoader IL2CPP (net472) -----------
dotnet build src/UnityExplorer.sln -c Release_ML_Cpp_net472
$Path = "Release/UnityExplorer.MelonLoader.IL2CPP"
# ILRepack
lib/ILRepack.exe /target:library /lib:lib/net472 /lib:lib/net35 /lib:lib/unhollowed /lib:$Path /internalize /out:$Path/UnityExplorer.ML.IL2CPP.dll $Path/UnityExplorer.ML.IL2CPP.dll $Path/mcs.dll
# (cleanup and move files)
Remove-Item $Path/Tomlet.dll
Remove-Item $Path/mcs.dll
Remove-Item $Path/Iced.dll
Remove-Item $Path/UnhollowerBaseLib.dll
New-Item -Path "$Path" -Name "Mods" -ItemType "directory" -Force
Move-Item -Path $Path/UnityExplorer.ML.IL2CPP.dll -Destination $Path/Mods -Force
New-Item -Path "$Path" -Name "UserLibs" -ItemType "directory" -Force
Move-Item -Path $Path/UniverseLib.IL2CPP.Unhollower.dll -Destination $Path/UserLibs -Force
# (create zip archive)
Remove-Item $Path/../UnityExplorer.MelonLoader.IL2CPP.zip -ErrorAction SilentlyContinue
7z a $Path/../UnityExplorer.MelonLoader.IL2CPP.zip .\$Path\*
# ----------- MelonLoader Mono -----------
dotnet build src/UnityExplorer.sln -c Release_ML_Mono
$Path = "Release/UnityExplorer.MelonLoader.Mono"
# ILRepack
lib/ILRepack.exe /target:library /lib:lib/net35 /lib:$Path /internalize /out:$Path/UnityExplorer.ML.Mono.dll $Path/UnityExplorer.ML.Mono.dll $Path/mcs.dll
# (cleanup and move files)
Remove-Item $Path/Tomlet.dll
Remove-Item $Path/mcs.dll
New-Item -Path "$Path" -Name "Mods" -ItemType "directory" -Force
Move-Item -Path $Path/UnityExplorer.ML.Mono.dll -Destination $Path/Mods -Force
New-Item -Path "$Path" -Name "UserLibs" -ItemType "directory" -Force
Move-Item -Path $Path/UniverseLib.Mono.dll -Destination $Path/UserLibs -Force
# (create zip archive)
Remove-Item $Path/../UnityExplorer.MelonLoader.Mono.zip -ErrorAction SilentlyContinue
7z a $Path/../UnityExplorer.MelonLoader.Mono.zip .\$Path\*
# ----------- BepInEx IL2CPP -----------
dotnet build src/UnityExplorer.sln -c Release_BIE_Cpp
$Path = "Release/UnityExplorer.BepInEx.IL2CPP"
# ILRepack
lib/ILRepack.exe /target:library /lib:lib/net472 /lib:lib/unhollowed /lib:$Path /internalize /out:$Path/UnityExplorer.BIE.IL2CPP.dll $Path/UnityExplorer.BIE.IL2CPP.dll $Path/mcs.dll $Path/Tomlet.dll
# (cleanup and move files)
Remove-Item $Path/Tomlet.dll
Remove-Item $Path/mcs.dll
Remove-Item $Path/Iced.dll
Remove-Item $Path/UnhollowerBaseLib.dll
New-Item -Path "$Path" -Name "plugins" -ItemType "directory" -Force
New-Item -Path "$Path" -Name "plugins/sinai-dev-UnityExplorer" -ItemType "directory" -Force
Move-Item -Path $Path/UnityExplorer.BIE.IL2CPP.dll -Destination $Path/plugins/sinai-dev-UnityExplorer -Force
Move-Item -Path $Path/UniverseLib.IL2CPP.Unhollower.dll -Destination $Path/plugins/sinai-dev-UnityExplorer -Force
# (create zip archive)
Remove-Item $Path/../UnityExplorer.BepInEx.IL2CPP.zip -ErrorAction SilentlyContinue
7z a $Path/../UnityExplorer.BepInEx.IL2CPP.zip .\$Path\*
# ----------- BepInEx IL2CPP CoreCLR -----------
dotnet build src/UnityExplorer.sln -c Release_BIE_CoreCLR
$Path = "Release/UnityExplorer.BepInEx.IL2CPP.CoreCLR"
# ILRepack
lib/ILRepack.exe /target:library /lib:lib/net472 /lib:lib/net6/ /lib:lib/interop/ /lib:$Path /internalize /out:$Path/UnityExplorer.BIE.IL2CPP.CoreCLR.dll $Path/UnityExplorer.BIE.IL2CPP.CoreCLR.dll $Path/mcs.dll $Path/Tomlet.dll
# (cleanup and move files)
Remove-Item $Path/Tomlet.dll
Remove-Item $Path/mcs.dll
Remove-Item $Path/Iced.dll
Remove-Item $Path/Il2CppInterop.Common.dll
Remove-Item $Path/Il2CppInterop.Runtime.dll
Remove-Item $Path/Microsoft.Extensions.Logging.Abstractions.dll
Remove-Item $Path/UnityExplorer.BIE.IL2CPP.CoreCLR.deps.json
New-Item -Path "$Path" -Name "plugins" -ItemType "directory" -Force
New-Item -Path "$Path" -Name "plugins/sinai-dev-UnityExplorer" -ItemType "directory" -Force
Move-Item -Path $Path/UnityExplorer.BIE.IL2CPP.CoreCLR.dll -Destination $Path/plugins/sinai-dev-UnityExplorer -Force
Move-Item -Path $Path/UniverseLib.IL2CPP.Interop.dll -Destination $Path/plugins/sinai-dev-UnityExplorer -Force
# (create zip archive)
Remove-Item $Path/../UnityExplorer.BepInEx.IL2CPP.CoreCLR.zip -ErrorAction SilentlyContinue
7z a $Path/../UnityExplorer.BepInEx.IL2CPP.CoreCLR.zip .\$Path\*
# ----------- BepInEx 5 Mono -----------
dotnet build src/UnityExplorer.sln -c Release_BIE5_Mono
$Path = "Release/UnityExplorer.BepInEx5.Mono"
# ILRepack
lib/ILRepack.exe /target:library /lib:lib/net35 /lib:$Path /internalize /out:$Path/UnityExplorer.BIE5.Mono.dll $Path/UnityExplorer.BIE5.Mono.dll $Path/mcs.dll $Path/Tomlet.dll
# (cleanup and move files)
Remove-Item $Path/Tomlet.dll
Remove-Item $Path/mcs.dll
New-Item -Path "$Path" -Name "plugins" -ItemType "directory" -Force
New-Item -Path "$Path" -Name "plugins/sinai-dev-UnityExplorer" -ItemType "directory" -Force
Move-Item -Path $Path/UnityExplorer.BIE5.Mono.dll -Destination $Path/plugins/sinai-dev-UnityExplorer -Force
Move-Item -Path $Path/UniverseLib.Mono.dll -Destination $Path/plugins/sinai-dev-UnityExplorer -Force
# (create zip archive)
Remove-Item $Path/../UnityExplorer.BepInEx5.Mono.zip -ErrorAction SilentlyContinue
7z a $Path/../UnityExplorer.BepInEx5.Mono.zip .\$Path\*
# ----------- BepInEx 6 Mono -----------
dotnet build src/UnityExplorer.sln -c Release_BIE6_Mono
$Path = "Release/UnityExplorer.BepInEx6.Mono"
# ILRepack
lib/ILRepack.exe /target:library /lib:lib/net35 /lib:$Path /internalize /out:$Path/UnityExplorer.BIE6.Mono.dll $Path/UnityExplorer.BIE6.Mono.dll $Path/mcs.dll $Path/Tomlet.dll
# (cleanup and move files)
Remove-Item $Path/Tomlet.dll
Remove-Item $Path/mcs.dll
New-Item -Path "$Path" -Name "plugins" -ItemType "directory" -Force
New-Item -Path "$Path" -Name "plugins/sinai-dev-UnityExplorer" -ItemType "directory" -Force
Move-Item -Path $Path/UnityExplorer.BIE6.Mono.dll -Destination $Path/plugins/sinai-dev-UnityExplorer -Force
Move-Item -Path $Path/UniverseLib.Mono.dll -Destination $Path/plugins/sinai-dev-UnityExplorer -Force
# (create zip archive)
Remove-Item $Path/../UnityExplorer.BepInEx6.Mono.zip -ErrorAction SilentlyContinue
7z a $Path/../UnityExplorer.BepInEx6.Mono.zip .\$Path\*
# ----------- Standalone Mono -----------
dotnet build src/UnityExplorer.sln -c Release_STANDALONE_Mono
$Path = "Release/UnityExplorer.Standalone.Mono"
# ILRepack
lib/ILRepack.exe /target:library /lib:lib/net35 /lib:$Path /internalize /out:$Path/UnityExplorer.Standalone.Mono.dll $Path/UnityExplorer.Standalone.Mono.dll $Path/mcs.dll $Path/Tomlet.dll
# (cleanup and move files)
Remove-Item $Path/Tomlet.dll
Remove-Item $Path/mcs.dll
Remove-Item $Path/../UnityExplorer.Standalone.Mono.zip -ErrorAction SilentlyContinue
7z a $Path/../UnityExplorer.Standalone.Mono.zip .\$Path\*
# ----------- Standalone IL2CPP -----------
dotnet build src/UnityExplorer.sln -c Release_STANDALONE_Cpp
$Path = "Release/UnityExplorer.Standalone.IL2CPP"
# ILRepack
lib/ILRepack.exe /target:library /lib:lib/net472 /lib:lib/unhollowed /lib:$Path /internalize /out:$Path/UnityExplorer.Standalone.IL2CPP.dll $Path/UnityExplorer.Standalone.IL2CPP.dll $Path/mcs.dll $Path/Tomlet.dll
# (cleanup and move files)
Remove-Item $Path/Tomlet.dll
Remove-Item $Path/mcs.dll
Remove-Item $Path/Iced.dll
Remove-Item $Path/UnhollowerBaseLib.dll
Remove-Item $Path/../UnityExplorer.Standalone.IL2CPP.zip -ErrorAction SilentlyContinue
7z a $Path/../UnityExplorer.Standalone.IL2CPP.zip .\$Path\*
# ----------- Editor (mono) -----------
$Path1 = "Release/UnityExplorer.Standalone.Mono"
$Path2 = "UnityEditorPackage/Runtime"
Copy-Item $Path1/UnityExplorer.STANDALONE.Mono.dll -Destination $Path2
Copy-Item $Path1/UniverseLib.Mono.dll -Destination $Path2
Remove-Item Release/UnityExplorer.Editor.zip -ErrorAction SilentlyContinue
7z a Release/UnityExplorer.Editor.zip .\UnityEditorPackage\*

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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using UnityExplorer.Helpers;
using UnityExplorer.UI;
using UnityExplorer.UI.Modules;
namespace UnityExplorer.CSConsole
{
public class AutoCompleter
{
public static AutoCompleter Instance;
public const int MAX_LABELS = 500;
private const int UPDATES_PER_BATCH = 100;
public static GameObject m_mainObj;
//private static RectTransform m_thisRect;
private static readonly List<GameObject> m_suggestionButtons = new List<GameObject>();
private static readonly List<Text> m_suggestionTexts = new List<Text>();
private static readonly List<Text> m_hiddenSuggestionTexts = new List<Text>();
private static bool m_suggestionsDirty;
private static Suggestion[] m_suggestions = new Suggestion[0];
private static int m_lastBatchIndex;
private static string m_prevInput = "NULL";
private static int m_lastCaretPos;
public static void Init()
{
ConstructUI();
m_mainObj.SetActive(false);
}
public static void Update()
{
if (!m_mainObj)
{
return;
}
if (!CodeEditor.EnableAutocompletes)
{
if (m_mainObj.activeSelf)
{
m_mainObj.SetActive(false);
}
return;
}
RefreshButtons();
UpdatePosition();
}
public static void SetSuggestions(Suggestion[] suggestions)
{
m_suggestions = suggestions;
m_suggestionsDirty = true;
m_lastBatchIndex = 0;
}
private static void RefreshButtons()
{
if (!m_suggestionsDirty)
{
return;
}
if (m_suggestions.Length < 1)
{
if (m_mainObj.activeSelf)
{
m_mainObj?.SetActive(false);
}
return;
}
if (!m_mainObj.activeSelf)
{
m_mainObj.SetActive(true);
}
if (m_suggestions.Length < 1 || m_lastBatchIndex >= MAX_LABELS)
{
m_suggestionsDirty = false;
return;
}
int end = m_lastBatchIndex + UPDATES_PER_BATCH;
for (int i = m_lastBatchIndex; i < end && i < MAX_LABELS; i++)
{
if (i >= m_suggestions.Length)
{
if (m_suggestionButtons[i].activeSelf)
{
m_suggestionButtons[i].SetActive(false);
}
}
else
{
if (!m_suggestionButtons[i].activeSelf)
{
m_suggestionButtons[i].SetActive(true);
}
var suggestion = m_suggestions[i];
var label = m_suggestionTexts[i];
var hiddenLabel = m_hiddenSuggestionTexts[i];
label.text = suggestion.Full;
hiddenLabel.text = suggestion.Addition;
label.color = suggestion.TextColor;
}
m_lastBatchIndex = i;
}
m_lastBatchIndex++;
}
private static void UpdatePosition()
{
try
{
var editor = CSConsolePage.Instance.m_codeEditor;
if (!editor.InputField.isFocused)
return;
var textGen = editor.InputText.cachedTextGenerator;
int caretPos = editor.m_lastCaretPos;
if (caretPos == m_lastCaretPos)
return;
m_lastCaretPos = caretPos;
if (caretPos >= 1)
caretPos--;
var pos = textGen.characters[caretPos].cursorPos;
pos = editor.InputField.transform.TransformPoint(pos);
m_mainObj.transform.position = new Vector3(pos.x + 10, pos.y - 20, 0);
}
catch //(Exception e)
{
//ExplorerCore.Log(e.ToString());
}
}
private static readonly char[] splitChars = new[] { '{', '}', ',', ';', '<', '>', '(', ')', '[', ']', '=', '|', '&', '?' };
public static void CheckAutocomplete()
{
var m_codeEditor = CSConsolePage.Instance.m_codeEditor;
string input = m_codeEditor.InputField.text;
int caretIndex = m_codeEditor.InputField.caretPosition;
if (!string.IsNullOrEmpty(input))
{
try
{
int start = caretIndex <= 0 ? 0 : input.LastIndexOfAny(splitChars, caretIndex - 1) + 1;
input = input.Substring(start, caretIndex - start).Trim();
}
catch (ArgumentException) { }
}
if (!string.IsNullOrEmpty(input) && input != m_prevInput)
{
GetAutocompletes(input);
}
else
{
ClearAutocompletes();
}
m_prevInput = input;
}
public static void ClearAutocompletes()
{
if (CodeEditor.AutoCompletes.Any())
{
CodeEditor.AutoCompletes.Clear();
}
}
public static void GetAutocompletes(string input)
{
try
{
// Credit ManylMarco
CodeEditor.AutoCompletes.Clear();
string[] completions = CSConsolePage.Instance.m_evaluator.GetCompletions(input, out string prefix);
if (completions != null)
{
if (prefix == null)
{
prefix = input;
}
CodeEditor.AutoCompletes.AddRange(completions
.Where(x => !string.IsNullOrEmpty(x))
.Select(x => new Suggestion(x, prefix, Suggestion.Contexts.Other))
);
}
string trimmed = input.Trim();
if (trimmed.StartsWith("using"))
{
trimmed = trimmed.Remove(0, 5).Trim();
}
IEnumerable<Suggestion> namespaces = Suggestion.Namespaces
.Where(x => x.StartsWith(trimmed) && x.Length > trimmed.Length)
.Select(x => new Suggestion(
x.Substring(trimmed.Length),
x.Substring(0, trimmed.Length),
Suggestion.Contexts.Namespace));
CodeEditor.AutoCompletes.AddRange(namespaces);
IEnumerable<Suggestion> keywords = Suggestion.Keywords
.Where(x => x.StartsWith(trimmed) && x.Length > trimmed.Length)
.Select(x => new Suggestion(
x.Substring(trimmed.Length),
x.Substring(0, trimmed.Length),
Suggestion.Contexts.Keyword));
CodeEditor.AutoCompletes.AddRange(keywords);
}
catch (Exception ex)
{
ExplorerCore.Log("Autocomplete error:\r\n" + ex.ToString());
ClearAutocompletes();
}
}
#region UI Construction
private static void ConstructUI()
{
var parent = UIManager.CanvasRoot;
var obj = UIFactory.CreateScrollView(parent, out GameObject content, out _, new Color(0.1f, 0.1f, 0.1f, 0.95f));
m_mainObj = obj;
var mainRect = obj.GetComponent<RectTransform>();
//m_thisRect = mainRect;
mainRect.pivot = new Vector2(0f, 1f);
mainRect.anchorMin = new Vector2(0.45f, 0.45f);
mainRect.anchorMax = new Vector2(0.65f, 0.6f);
mainRect.offsetMin = Vector2.zero;
mainRect.offsetMax = Vector2.zero;
var mainGroup = content.GetComponent<VerticalLayoutGroup>();
mainGroup.childControlHeight = false;
mainGroup.childControlWidth = true;
mainGroup.childForceExpandHeight = false;
mainGroup.childForceExpandWidth = true;
for (int i = 0; i < MAX_LABELS; i++)
{
var buttonObj = UIFactory.CreateButton(content);
Button btn = buttonObj.GetComponent<Button>();
ColorBlock btnColors = btn.colors;
btnColors.normalColor = new Color(0f, 0f, 0f, 0f);
btnColors.highlightedColor = new Color(0.2f, 0.2f, 0.2f, 1.0f);
btn.colors = btnColors;
var nav = btn.navigation;
nav.mode = Navigation.Mode.Vertical;
btn.navigation = nav;
var btnLayout = buttonObj.AddComponent<LayoutElement>();
btnLayout.minHeight = 20;
var text = btn.GetComponentInChildren<Text>();
text.alignment = TextAnchor.MiddleLeft;
text.color = Color.white;
var hiddenChild = UIFactory.CreateUIObject("HiddenText", buttonObj);
hiddenChild.SetActive(false);
var hiddenText = hiddenChild.AddComponent<Text>();
m_hiddenSuggestionTexts.Add(hiddenText);
btn.onClick.AddListener(UseAutocompleteButton);
void UseAutocompleteButton()
{
CSConsolePage.Instance.m_codeEditor.UseAutocomplete(hiddenText.text);
}
m_suggestionButtons.Add(buttonObj);
m_suggestionTexts.Add(text);
}
}
#endregion
}
}

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using System.Text;
using UnityExplorer.CSConsole.Lexers;
using UnityExplorer.UI.Panels;
using UnityExplorer.UI.Widgets.AutoComplete;
using UniverseLib.UI.Models;
namespace UnityExplorer.CSConsole
{
public class CSAutoCompleter : ISuggestionProvider
{
public InputFieldRef InputField => ConsoleController.Input;
public bool AnchorToCaretPosition => true;
bool ISuggestionProvider.AllowNavigation => true;
public void OnSuggestionClicked(Suggestion suggestion)
{
ConsoleController.InsertSuggestionAtCaret(suggestion.UnderlyingValue);
AutoCompleteModal.Instance.ReleaseOwnership(this);
}
private readonly HashSet<char> delimiters = new()
{
'{',
'}',
',',
';',
'<',
'>',
'(',
')',
'[',
']',
'=',
'|',
'&',
'?'
};
private readonly List<Suggestion> suggestions = new();
public void CheckAutocompletes()
{
if (string.IsNullOrEmpty(InputField.Text))
{
AutoCompleteModal.Instance.ReleaseOwnership(this);
return;
}
suggestions.Clear();
int caret = Math.Max(0, Math.Min(InputField.Text.Length - 1, InputField.Component.caretPosition - 1));
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,
// then we don't want to provide suggestions.
if (char.IsWhiteSpace(InputField.Text[caret])
|| delimiters.Contains(InputField.Text[caret])
|| (InputField.Text.Length > caret + 1 && !char.IsWhiteSpace(InputField.Text[caret + 1])))
{
AutoCompleteModal.Instance.ReleaseOwnership(this);
return;
}
// get the current composition string (from caret back to last delimiter)
while (startIdx > 0)
{
startIdx--;
char c = InputField.Text[startIdx];
if (delimiters.Contains(c) || char.IsWhiteSpace(c))
{
startIdx++;
break;
}
}
string input = InputField.Text.Substring(startIdx, caret - startIdx + 1);
// Get MCS completions
string[] evaluatorCompletions = ConsoleController.Evaluator.GetCompletions(input, out string prefix);
if (evaluatorCompletions != null && evaluatorCompletions.Any())
{
suggestions.AddRange(from completion in evaluatorCompletions
select new Suggestion(GetHighlightString(prefix, completion), completion));
}
// Get manual namespace completions
foreach (string ns in ReflectionUtility.AllNamespaces)
{
if (ns.StartsWith(input))
{
if (!namespaceHighlights.ContainsKey(ns))
namespaceHighlights.Add(ns, $"<color=#CCCCCC>{ns}</color>");
string completion = ns.Substring(input.Length, ns.Length - input.Length);
suggestions.Add(new Suggestion(namespaceHighlights[ns], completion));
}
}
// Get manual keyword completions
foreach (string kw in KeywordLexer.keywords)
{
if (kw.StartsWith(input))// && kw.Length > input.Length)
{
if (!keywordHighlights.ContainsKey(kw))
keywordHighlights.Add(kw, $"<color=#{SignatureHighlighter.keywordBlueHex}>{kw}</color>");
string completion = kw.Substring(input.Length, kw.Length - input.Length);
suggestions.Add(new Suggestion(keywordHighlights[kw], completion));
}
}
if (suggestions.Any())
{
AutoCompleteModal.TakeOwnership(this);
AutoCompleteModal.Instance.SetSuggestions(suggestions);
}
else
{
AutoCompleteModal.Instance.ReleaseOwnership(this);
}
}
private readonly Dictionary<string, string> namespaceHighlights = new();
private readonly Dictionary<string, string> keywordHighlights = new();
private readonly StringBuilder highlightBuilder = new();
private const string OPEN_HIGHLIGHT = "<color=cyan>";
private string GetHighlightString(string prefix, string completion)
{
highlightBuilder.Clear();
highlightBuilder.Append(OPEN_HIGHLIGHT);
highlightBuilder.Append(prefix);
highlightBuilder.Append(SignatureHighlighter.CLOSE_COLOR);
highlightBuilder.Append(completion);
return highlightBuilder.ToString();
}
}
}

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using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityExplorer.CSConsole.Lexer;
namespace UnityExplorer.CSConsole
{
public struct LexerMatchInfo
{
public int startIndex;
public int endIndex;
public string htmlColor;
}
public enum DelimiterType
{
Start,
End,
};
public class CSharpLexer
{
private string inputString;
private readonly Matcher[] matchers;
private readonly HashSet<char> startDelimiters;
private readonly HashSet<char> endDelimiters;
private int currentIndex;
private int currentLookaheadIndex;
public char Current { get; private set; }
public char Previous { get; private set; }
public bool EndOfStream => currentLookaheadIndex >= inputString.Length;
public static char indentOpen = '{';
public static char indentClose = '}';
private static StringBuilder indentBuilder = new StringBuilder();
public static char[] delimiters = new[]
{
'[', ']', '(', ')', '{', '}', ';', ':', ',', '.'
};
public static CommentMatch commentMatcher = new CommentMatch();
public static SymbolMatch symbolMatcher = new SymbolMatch();
public static NumberMatch numberMatcher = new NumberMatch();
public static StringMatch stringMatcher = new StringMatch();
public static KeywordMatch validKeywordMatcher = new KeywordMatch
{
highlightColor = new Color(0.33f, 0.61f, 0.83f, 1.0f),
Keywords = new[] { "add", "as", "ascending", "await", "bool", "break", "by", "byte",
"case", "catch", "char", "checked", "const", "continue", "decimal", "default", "descending", "do", "dynamic",
"else", "equals", "false", "finally", "float", "for", "foreach", "from", "global", "goto", "group",
"if", "in", "int", "into", "is", "join", "let", "lock", "long", "new", "null", "object", "on", "orderby", "out",
"ref", "remove", "return", "sbyte", "select", "short", "sizeof", "stackalloc", "string",
"switch", "throw", "true", "try", "typeof", "uint", "ulong", "ushort", "var", "where", "while", "yield" }
};
public static KeywordMatch invalidKeywordMatcher = new KeywordMatch()
{
highlightColor = new Color(0.95f, 0.10f, 0.10f, 1.0f),
Keywords = new[] { "abstract", "async", "base", "class", "delegate", "enum", "explicit", "extern", "fixed", "get",
"implicit", "interface", "internal", "namespace", "operator", "override", "params", "private", "protected", "public",
"using", "partial", "readonly", "sealed", "set", "static", "struct", "this", "unchecked", "unsafe", "value", "virtual", "volatile", "void" }
};
// ~~~~~~~ ctor ~~~~~~~
public CSharpLexer()
{
startDelimiters = new HashSet<char>(delimiters);
endDelimiters = new HashSet<char>(delimiters);
this.matchers = new Matcher[]
{
commentMatcher,
symbolMatcher,
numberMatcher,
stringMatcher,
validKeywordMatcher,
invalidKeywordMatcher,
};
foreach (Matcher lexer in matchers)
{
foreach (char c in lexer.StartChars)
{
if (!startDelimiters.Contains(c))
startDelimiters.Add(c);
}
foreach (char c in lexer.EndChars)
{
if (!endDelimiters.Contains(c))
endDelimiters.Add(c);
}
}
}
// ~~~~~~~ Lex Matching ~~~~~~~
public IEnumerable<LexerMatchInfo> GetMatches(string input)
{
if (input == null || matchers == null || matchers.Length == 0)
{
yield break;
}
inputString = input;
Current = ' ';
Previous = ' ';
currentIndex = 0;
currentLookaheadIndex = 0;
while (!EndOfStream)
{
bool didMatchLexer = false;
ReadWhiteSpace();
foreach (Matcher matcher in matchers)
{
int startIndex = currentIndex;
bool isMatched = matcher.IsMatch(this);
if (isMatched)
{
int endIndex = currentIndex;
didMatchLexer = true;
yield return new LexerMatchInfo
{
startIndex = startIndex,
endIndex = endIndex,
htmlColor = matcher.HexColor,
};
break;
}
}
if (!didMatchLexer)
{
ReadNext();
Commit();
}
}
}
// ~~~~~~~ Indent ~~~~~~~
public static string GetIndentForInput(string input, int indent, out int caretPosition)
{
indentBuilder = new StringBuilder();
indent += 1;
bool stringState = false;
for (int i = 0; i < input.Length; i++)
{
if (input[i] == '"')
{
stringState = !stringState;
}
if (input[i] == '\n')
{
indentBuilder.Append('\n');
for (int j = 0; j < indent; j++)
{
indentBuilder.Append("\t");
}
}
else if (input[i] == '\t')
{
continue;
}
else if (!stringState && input[i] == indentOpen)
{
indentBuilder.Append(indentOpen);
indent++;
}
else if (!stringState && input[i] == indentClose)
{
indentBuilder.Append(indentClose);
indent--;
}
else
{
indentBuilder.Append(input[i]);
}
}
string formattedSection = indentBuilder.ToString();
caretPosition = formattedSection.Length - 1;
for (int i = formattedSection.Length - 1; i >= 0; i--)
{
if (formattedSection[i] == '\n')
{
continue;
}
caretPosition = i;
break;
}
return formattedSection;
}
public static int GetIndentLevel(string inputString, int startIndex, int endIndex)
{
int indent = 0;
for (int i = startIndex; i < endIndex; i++)
{
if (inputString[i] == '\t')
{
indent++;
}
// Check for end line or other characters
if (inputString[i] == '\n' || inputString[i] != ' ')
{
break;
}
}
return indent;
}
// Lexer reading
public char ReadNext()
{
if (EndOfStream)
{
return '\0';
}
Previous = Current;
Current = inputString[currentLookaheadIndex];
currentLookaheadIndex++;
return Current;
}
public void Rollback(int amount = -1)
{
if (amount == -1)
{
currentLookaheadIndex = currentIndex;
}
else
{
if (currentLookaheadIndex > currentIndex)
{
currentLookaheadIndex -= amount;
}
}
int previousIndex = currentLookaheadIndex - 1;
if (previousIndex >= inputString.Length)
{
Previous = inputString[inputString.Length - 1];
}
else if (previousIndex >= 0)
{
Previous = inputString[previousIndex];
}
else
{
Previous = ' ';
}
}
public void Commit()
{
currentIndex = currentLookaheadIndex;
}
public bool IsSpecialSymbol(char character, DelimiterType position = DelimiterType.Start)
{
if (position == DelimiterType.Start)
{
return startDelimiters.Contains(character);
}
return endDelimiters.Contains(character);
}
private void ReadWhiteSpace()
{
while (char.IsWhiteSpace(ReadNext()) == true)
{
Commit();
}
Rollback();
}
}
}

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using System;
using System.Linq;
using System.Text;
using UnityExplorer.Input;
using UnityExplorer.CSConsole.Lexer;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using UnityExplorer.UI;
using UnityExplorer.UI.Modules;
using System.Collections.Generic;
using System.Reflection;
using UnityExplorer.UI.Shared;
using UnityExplorer.Helpers;
namespace UnityExplorer.CSConsole
{
// Handles most of the UI side of the C# console, including syntax highlighting.
public class CodeEditor
{
public InputField InputField { get; internal set; }
public Text InputText { get; internal set; }
public int CurrentIndent { get; private set; }
public static bool EnableCtrlRShortcut { get; set; } = true;
public static bool EnableAutoIndent { get; set; } = true;
public static bool EnableAutocompletes { get; set; } = true;
public static List<Suggestion> AutoCompletes = new List<Suggestion>();
public string HighlightedText => inputHighlightText.text;
private Text inputHighlightText;
private readonly CSharpLexer highlightLexer;
private readonly StringBuilder sbHighlight;
internal int m_lastCaretPos;
internal int m_fixCaretPos;
internal bool m_fixwanted;
internal float m_lastSelectAlpha;
private static readonly KeyCode[] onFocusKeys =
{
KeyCode.Return, KeyCode.Backspace, KeyCode.UpArrow,
KeyCode.DownArrow, KeyCode.LeftArrow, KeyCode.RightArrow
};
internal const string STARTUP_TEXT = @"Welcome to the UnityExplorer C# Console.
The following helper methods are available:
* <color=#add490>Log(""message"")</color> logs a message to the debug console
* <color=#add490>CurrentTarget()</color> returns the currently inspected target on the Home page
* <color=#add490>AllTargets()</color> returns an object[] array containing all inspected instances
* <color=#add490>Inspect(someObject)</color> to inspect an instance, eg. Inspect(Camera.main);
* <color=#add490>Inspect(typeof(SomeClass))</color> to inspect a Class with static reflection
* <color=#add490>AddUsing(""SomeNamespace"")</color> adds a using directive to the C# console
* <color=#add490>GetUsing()</color> logs the current using directives to the debug console
* <color=#add490>Reset()</color> resets all using directives and variables
";
public CodeEditor()
{
sbHighlight = new StringBuilder();
highlightLexer = new CSharpLexer();
ConstructUI();
InputField.onValueChanged.AddListener((string s) => { OnInputChanged(s); });
}
public void Update()
{
if (EnableCtrlRShortcut)
{
if ((InputManager.GetKey(KeyCode.LeftControl) || InputManager.GetKey(KeyCode.RightControl))
&& InputManager.GetKeyDown(KeyCode.R))
{
var text = InputField.text.Trim();
if (!string.IsNullOrEmpty(text))
{
CSConsolePage.Instance.Evaluate(text);
return;
}
}
}
if (EnableAutoIndent && InputManager.GetKeyDown(KeyCode.Return))
AutoIndentCaret();
if (EnableAutocompletes && InputField.isFocused)
{
if (InputManager.GetMouseButton(0) || onFocusKeys.Any(it => InputManager.GetKeyDown(it)))
UpdateAutocompletes();
}
if (m_fixCaretPos > 0)
{
if (!m_fixwanted)
{
EventSystem.current.SetSelectedGameObject(InputField.gameObject, null);
m_fixwanted = true;
}
else
{
InputField.caretPosition = m_fixCaretPos;
InputField.selectionFocusPosition = m_fixCaretPos;
m_fixwanted = false;
m_fixCaretPos = -1;
var color = InputField.selectionColor;
color.a = m_lastSelectAlpha;
InputField.selectionColor = color;
}
}
else if (InputField.caretPosition > 0)
{
m_lastCaretPos = InputField.caretPosition;
}
}
internal void UpdateAutocompletes()
{
AutoCompleter.CheckAutocomplete();
AutoCompleter.SetSuggestions(AutoCompletes.ToArray());
}
public void UseAutocomplete(string suggestion)
{
string input = InputField.text;
input = input.Insert(m_lastCaretPos, suggestion);
InputField.text = input;
m_fixCaretPos = m_lastCaretPos += suggestion.Length;
var color = InputField.selectionColor;
m_lastSelectAlpha = color.a;
color.a = 0f;
InputField.selectionColor = color;
AutoCompleter.ClearAutocompletes();
}
public void OnInputChanged(string newInput, bool forceUpdate = false)
{
string newText = newInput;
UpdateIndent(newInput);
if (!forceUpdate && string.IsNullOrEmpty(newText))
inputHighlightText.text = string.Empty;
else
inputHighlightText.text = SyntaxHighlightContent(newText);
UpdateAutocompletes();
}
private void UpdateIndent(string newText)
{
int caret = InputField.caretPosition;
int len = newText.Length;
if (caret < 0 || caret >= len)
{
while (caret >= 0 && caret >= len)
caret--;
if (caret < 0)
return;
}
CurrentIndent = 0;
bool stringState = false;
for (int i = 0; i < caret && i < newText.Length; i++)
{
char character = newText[i];
if (character == '"')
stringState = !stringState;
else if (!stringState && character == CSharpLexer.indentOpen)
CurrentIndent++;
else if (!stringState && character == CSharpLexer.indentClose)
CurrentIndent--;
}
if (CurrentIndent < 0)
CurrentIndent = 0;
}
private const string CLOSE_COLOR_TAG = "</color>";
private string SyntaxHighlightContent(string inputText)
{
int offset = 0;
sbHighlight.Length = 0;
foreach (LexerMatchInfo match in highlightLexer.GetMatches(inputText))
{
for (int i = offset; i < match.startIndex; i++)
{
sbHighlight.Append(inputText[i]);
}
sbHighlight.Append($"{match.htmlColor}");
for (int i = match.startIndex; i < match.endIndex; i++)
{
sbHighlight.Append(inputText[i]);
}
sbHighlight.Append(CLOSE_COLOR_TAG);
offset = match.endIndex;
}
for (int i = offset; i < inputText.Length; i++)
{
sbHighlight.Append(inputText[i]);
}
inputText = sbHighlight.ToString();
return inputText;
}
private void AutoIndentCaret()
{
if (CurrentIndent > 0)
{
string indent = GetAutoIndentTab(CurrentIndent);
if (indent.Length > 0)
{
int caretPos = InputField.caretPosition;
string indentMinusOne = indent.Substring(0, indent.Length - 1);
// get last index of {
// chuck it on the next line if its not already
string text = InputField.text;
string sub = InputField.text.Substring(0, InputField.caretPosition);
int lastIndex = sub.LastIndexOf("{");
int offset = lastIndex - 1;
if (offset >= 0 && text[offset] != '\n' && text[offset] != '\t')
{
string open = "\n" + indentMinusOne;
InputField.text = text.Insert(offset + 1, open);
caretPos += open.Length;
}
// check if should add auto-close }
int numOpen = InputField.text.Where(x => x == CSharpLexer.indentOpen).Count();
int numClose = InputField.text.Where(x => x == CSharpLexer.indentClose).Count();
if (numOpen > numClose)
{
// add auto-indent closing
indentMinusOne = $"\n{indentMinusOne}}}";
InputField.text = InputField.text.Insert(caretPos, indentMinusOne);
}
// insert the actual auto indent now
InputField.text = InputField.text.Insert(caretPos, indent);
//InputField.stringPosition = caretPos + indent.Length;
InputField.caretPosition = caretPos + indent.Length;
}
}
// Update line column and indent positions
UpdateIndent(InputField.text);
InputText.text = InputField.text;
//inputText.SetText(InputField.text, true);
InputText.Rebuild(CanvasUpdate.Prelayout);
InputField.ForceLabelUpdate();
InputField.Rebuild(CanvasUpdate.Prelayout);
OnInputChanged(InputText.text, true);
}
private string GetAutoIndentTab(int amount)
{
string tab = string.Empty;
for (int i = 0; i < amount; i++)
{
tab += "\t";
}
return tab;
}
// ========== UI CONSTRUCTION =========== //
public void ConstructUI()
{
CSConsolePage.Instance.Content = UIFactory.CreateUIObject("C# Console", MainMenu.Instance.PageViewport);
var mainLayout = CSConsolePage.Instance.Content.AddComponent<LayoutElement>();
mainLayout.preferredHeight = 500;
mainLayout.flexibleHeight = 9000;
var mainGroup = CSConsolePage.Instance.Content.AddComponent<VerticalLayoutGroup>();
mainGroup.childControlHeight = true;
mainGroup.childControlWidth = true;
mainGroup.childForceExpandHeight = true;
mainGroup.childForceExpandWidth = true;
#region TOP BAR
// Main group object
var topBarObj = UIFactory.CreateHorizontalGroup(CSConsolePage.Instance.Content);
LayoutElement topBarLayout = topBarObj.AddComponent<LayoutElement>();
topBarLayout.minHeight = 50;
topBarLayout.flexibleHeight = 0;
var topBarGroup = topBarObj.GetComponent<HorizontalLayoutGroup>();
topBarGroup.padding.left = 30;
topBarGroup.padding.right = 30;
topBarGroup.padding.top = 8;
topBarGroup.padding.bottom = 8;
topBarGroup.spacing = 10;
topBarGroup.childForceExpandHeight = true;
topBarGroup.childForceExpandWidth = true;
topBarGroup.childControlWidth = true;
topBarGroup.childControlHeight = true;
topBarGroup.childAlignment = TextAnchor.LowerCenter;
var topBarLabel = UIFactory.CreateLabel(topBarObj, TextAnchor.MiddleLeft);
var topBarLabelLayout = topBarLabel.AddComponent<LayoutElement>();
topBarLabelLayout.preferredWidth = 150;
topBarLabelLayout.flexibleWidth = 5000;
var topBarText = topBarLabel.GetComponent<Text>();
topBarText.text = "C# Console";
topBarText.fontSize = 20;
// Enable Ctrl+R toggle
var ctrlRToggleObj = UIFactory.CreateToggle(topBarObj, out Toggle ctrlRToggle, out Text ctrlRToggleText);
ctrlRToggle.onValueChanged.AddListener(CtrlRToggleCallback);
void CtrlRToggleCallback(bool val)
{
EnableCtrlRShortcut = val;
}
ctrlRToggleText.text = "Run on Ctrl+R";
ctrlRToggleText.alignment = TextAnchor.UpperLeft;
var ctrlRLayout = ctrlRToggleObj.AddComponent<LayoutElement>();
ctrlRLayout.minWidth = 140;
ctrlRLayout.flexibleWidth = 0;
ctrlRLayout.minHeight = 25;
// Enable Suggestions toggle
var suggestToggleObj = UIFactory.CreateToggle(topBarObj, out Toggle suggestToggle, out Text suggestToggleText);
suggestToggle.onValueChanged.AddListener(SuggestToggleCallback);
void SuggestToggleCallback(bool val)
{
EnableAutocompletes = val;
AutoCompleter.Update();
}
suggestToggleText.text = "Suggestions";
suggestToggleText.alignment = TextAnchor.UpperLeft;
var suggestLayout = suggestToggleObj.AddComponent<LayoutElement>();
suggestLayout.minWidth = 120;
suggestLayout.flexibleWidth = 0;
suggestLayout.minHeight = 25;
// Enable Auto-indent toggle
var autoIndentToggleObj = UIFactory.CreateToggle(topBarObj, out Toggle autoIndentToggle, out Text autoIndentToggleText);
autoIndentToggle.onValueChanged.AddListener(OnIndentChanged);
void OnIndentChanged(bool val) => EnableAutoIndent = val;
autoIndentToggleText.text = "Auto-indent on Enter";
autoIndentToggleText.alignment = TextAnchor.UpperLeft;
var autoIndentLayout = autoIndentToggleObj.AddComponent<LayoutElement>();
autoIndentLayout.minWidth = 180;
autoIndentLayout.flexibleWidth = 0;
autoIndentLayout.minHeight = 25;
#endregion
#region CONSOLE INPUT
int fontSize = 16;
var inputObj = UIFactory.CreateSrollInputField(CSConsolePage.Instance.Content, out InputFieldScroller consoleScroll, fontSize);
var inputField = consoleScroll.inputField;
var mainTextObj = inputField.textComponent.gameObject;
var mainTextInput = inputField.textComponent;
mainTextInput.supportRichText = false;
mainTextInput.color = new Color(1, 1, 1, 0.5f);
var placeHolderText = inputField.placeholder.GetComponent<Text>();
placeHolderText.text = STARTUP_TEXT;
placeHolderText.fontSize = fontSize;
var highlightTextObj = UIFactory.CreateUIObject("HighlightText", mainTextObj.gameObject);
var highlightTextRect = highlightTextObj.GetComponent<RectTransform>();
highlightTextRect.pivot = new Vector2(0, 1);
highlightTextRect.anchorMin = Vector2.zero;
highlightTextRect.anchorMax = Vector2.one;
highlightTextRect.offsetMin = new Vector2(20, 0);
highlightTextRect.offsetMax = new Vector2(14, 0);
var highlightTextInput = highlightTextObj.AddComponent<Text>();
highlightTextInput.supportRichText = true;
highlightTextInput.fontSize = fontSize;
#endregion
#region COMPILE BUTTON
var compileBtnObj = UIFactory.CreateButton(CSConsolePage.Instance.Content);
var compileBtnLayout = compileBtnObj.AddComponent<LayoutElement>();
compileBtnLayout.preferredWidth = 80;
compileBtnLayout.flexibleWidth = 0;
compileBtnLayout.minHeight = 45;
compileBtnLayout.flexibleHeight = 0;
var compileButton = compileBtnObj.GetComponent<Button>();
var compileBtnColors = compileButton.colors;
compileBtnColors.normalColor = new Color(14f / 255f, 80f / 255f, 14f / 255f);
compileButton.colors = compileBtnColors;
var btnText = compileBtnObj.GetComponentInChildren<Text>();
btnText.text = "Run";
btnText.fontSize = 18;
btnText.color = Color.white;
// Set compile button callback now that we have the Input Field reference
compileButton.onClick.AddListener(CompileCallback);
void CompileCallback()
{
if (!string.IsNullOrEmpty(inputField.text))
{
CSConsolePage.Instance.Evaluate(inputField.text.Trim());
}
}
#endregion
//mainTextInput.supportRichText = false;
mainTextInput.font = UIManager.ConsoleFont;
placeHolderText.font = UIManager.ConsoleFont;
highlightTextInput.font = UIManager.ConsoleFont;
// reset this after formatting finalized
highlightTextRect.anchorMin = Vector2.zero;
highlightTextRect.anchorMax = Vector2.one;
highlightTextRect.offsetMin = Vector2.zero;
highlightTextRect.offsetMax = Vector2.zero;
// assign references
this.InputField = inputField;
this.InputText = mainTextInput;
this.inputHighlightText = highlightTextInput;
}
}
}

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@ -1,747 +0,0 @@
using Mono.CSharp;
using System.Collections;
using System.Text;
using UnityExplorer.UI;
using UnityExplorer.UI.Panels;
using UniverseLib.Input;
using UniverseLib.UI.Models;
namespace UnityExplorer.CSConsole
{
public static class ConsoleController
{
public static ScriptEvaluator Evaluator { get; private set; }
public static LexerBuilder Lexer { get; private set; }
public static CSAutoCompleter Completer { get; private set; }
public static bool SRENotSupported { get; private set; }
public static int LastCaretPosition { get; private set; }
public static float DefaultInputFieldAlpha { get; set; }
public static bool EnableCtrlRShortcut { get; private set; } = true;
public static bool EnableAutoIndent { get; private set; } = true;
public static bool EnableSuggestions { get; private set; } = true;
public static CSConsolePanel Panel => UIManager.GetPanel<CSConsolePanel>(UIManager.Panels.CSConsole);
public static InputFieldRef Input => Panel.Input;
public static string ScriptsFolder => Path.Combine(ExplorerCore.ExplorerFolder, "Scripts");
static HashSet<string> usingDirectives;
static StringBuilder evaluatorOutput;
static StringWriter evaluatorStringWriter;
static float timeOfLastCtrlR;
static bool settingCaretCoroutine;
static string previousInput;
static int previousContentLength = 0;
static readonly string[] DefaultUsing = new string[]
{
"System",
"System.Linq",
"System.Text",
"System.Collections",
"System.Collections.Generic",
"System.Reflection",
"UnityEngine",
"UniverseLib",
#if CPP
"UnhollowerBaseLib",
"UnhollowerRuntimeLib",
#endif
};
const int CSCONSOLE_LINEHEIGHT = 18;
public static void Init()
{
try
{
ResetConsole(false);
// ensure the compiler is supported (if this fails then SRE is probably stripped)
Evaluator.Compile("0 == 0");
}
catch (Exception ex)
{
DisableConsole(ex);
return;
}
// Setup console
Lexer = new LexerBuilder();
Completer = new CSAutoCompleter();
SetupHelpInteraction();
Panel.OnInputChanged += OnInputChanged;
Panel.InputScroller.OnScroll += OnInputScrolled;
Panel.OnCompileClicked += Evaluate;
Panel.OnResetClicked += ResetConsole;
Panel.OnHelpDropdownChanged += HelpSelected;
Panel.OnAutoIndentToggled += OnToggleAutoIndent;
Panel.OnCtrlRToggled += OnToggleCtrlRShortcut;
Panel.OnSuggestionsToggled += OnToggleSuggestions;
Panel.OnPanelResized += OnInputScrolled;
// Run startup script
try
{
if (!Directory.Exists(ScriptsFolder))
Directory.CreateDirectory(ScriptsFolder);
string startupPath = Path.Combine(ScriptsFolder, "startup.cs");
if (File.Exists(startupPath))
{
ExplorerCore.Log($"Executing startup script from '{startupPath}'...");
string text = File.ReadAllText(startupPath);
Input.Text = text;
Evaluate();
}
}
catch (Exception ex)
{
ExplorerCore.LogWarning($"Exception executing startup script: {ex}");
}
}
#region Evaluating
static void GenerateTextWriter()
{
evaluatorOutput = new StringBuilder();
evaluatorStringWriter = new StringWriter(evaluatorOutput);
}
public static void ResetConsole() => ResetConsole(true);
public static void ResetConsole(bool logSuccess = true)
{
if (SRENotSupported)
return;
if (Evaluator != null)
Evaluator.Dispose();
GenerateTextWriter();
Evaluator = new ScriptEvaluator(evaluatorStringWriter)
{
InteractiveBaseClass = typeof(ScriptInteraction)
};
usingDirectives = new HashSet<string>();
foreach (string use in DefaultUsing)
AddUsing(use);
if (logSuccess)
ExplorerCore.Log($"C# Console reset");//. Using directives:\r\n{Evaluator.GetUsing()}");
}
public static void AddUsing(string assemblyName)
{
if (!usingDirectives.Contains(assemblyName))
{
Evaluate($"using {assemblyName};", true);
usingDirectives.Add(assemblyName);
}
}
public static void Evaluate()
{
if (SRENotSupported)
return;
Evaluate(Input.Text);
}
public static void Evaluate(string input, bool supressLog = false)
{
if (SRENotSupported)
return;
if (evaluatorStringWriter == null || evaluatorOutput == null)
{
GenerateTextWriter();
Evaluator._textWriter = evaluatorStringWriter;
}
try
{
// 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;
repl.Invoke(ref ret);
string result = ret?.ToString();
if (!string.IsNullOrEmpty(result))
ExplorerCore.Log($"Invoked REPL, result: {ret}");
else
ExplorerCore.Log($"Invoked REPL (no return value)");
}
catch (Exception ex)
{
ExplorerCore.LogWarning($"Exception invoking REPL: {ex}");
}
}
else
{
// The compiled code was not REPL, so it was a using directive or it defined classes.
string output = Evaluator._textWriter.ToString();
string[] outputSplit = output.Split('\n');
if (outputSplit.Length >= 2)
output = outputSplit[outputSplit.Length - 2];
evaluatorOutput.Clear();
if (ScriptEvaluator._reportPrinter.ErrorsCount > 0)
throw new FormatException($"Unable to compile the code. Evaluator's last output was:\r\n{output}");
else if (!supressLog)
ExplorerCore.Log($"Code compiled without errors.");
}
}
catch (FormatException fex)
{
if (!supressLog)
ExplorerCore.LogWarning(fex.Message);
}
catch (Exception ex)
{
if (!supressLog)
ExplorerCore.LogWarning(ex);
}
}
#endregion
#region Update loop and event listeners
public static void Update()
{
if (SRENotSupported)
return;
if (!InputManager.GetKey(KeyCode.LeftControl) && !InputManager.GetKey(KeyCode.RightControl))
{
if (InputManager.GetKeyDown(KeyCode.Home))
JumpToStartOrEndOfLine(true);
else if (InputManager.GetKeyDown(KeyCode.End))
JumpToStartOrEndOfLine(false);
}
UpdateCaret(out bool caretMoved);
if (!settingCaretCoroutine && EnableSuggestions)
{
if (AutoCompleteModal.CheckEscape(Completer))
{
OnAutocompleteEscaped();
return;
}
if (caretMoved)
AutoCompleteModal.Instance.ReleaseOwnership(Completer);
}
if (EnableCtrlRShortcut
&& (InputManager.GetKey(KeyCode.LeftControl) || InputManager.GetKey(KeyCode.RightControl))
&& InputManager.GetKeyDown(KeyCode.R)
&& timeOfLastCtrlR.OccuredEarlierThanDefault())
{
timeOfLastCtrlR = Time.realtimeSinceStartup;
Evaluate(Panel.Input.Text);
}
}
static void OnInputScrolled() => HighlightVisibleInput(out _);
static void OnInputChanged(string value)
{
if (SRENotSupported)
return;
// prevent escape wiping input
if (InputManager.GetKeyDown(KeyCode.Escape))
{
Input.Text = previousInput;
if (EnableSuggestions && AutoCompleteModal.CheckEscape(Completer))
OnAutocompleteEscaped();
return;
}
previousInput = value;
if (EnableSuggestions && AutoCompleteModal.CheckEnter(Completer))
OnAutocompleteEnter();
if (!settingCaretCoroutine)
{
if (EnableAutoIndent)
DoAutoIndent();
}
HighlightVisibleInput(out bool inStringOrComment);
if (!settingCaretCoroutine)
{
if (EnableSuggestions)
{
if (inStringOrComment)
AutoCompleteModal.Instance.ReleaseOwnership(Completer);
else
Completer.CheckAutocompletes();
}
}
UpdateCaret(out _);
}
static void OnToggleAutoIndent(bool value)
{
EnableAutoIndent = value;
}
static void OnToggleCtrlRShortcut(bool value)
{
EnableCtrlRShortcut = value;
}
static void OnToggleSuggestions(bool value)
{
EnableSuggestions = value;
}
#endregion
#region Caret position
static void UpdateCaret(out bool caretMoved)
{
int prevCaret = LastCaretPosition;
caretMoved = false;
// Override up/down arrow movement when autocompleting
if (EnableSuggestions && AutoCompleteModal.CheckNavigation(Completer))
{
Input.Component.caretPosition = LastCaretPosition;
return;
}
if (Input.Component.isFocused)
{
LastCaretPosition = Input.Component.caretPosition;
caretMoved = LastCaretPosition != prevCaret;
}
if (Input.Text.Length == 0)
return;
// If caret moved, ensure caret is visible in the viewport
if (caretMoved)
{
UICharInfo charInfo = Input.TextGenerator.characters[LastCaretPosition];
float charTop = charInfo.cursorPos.y;
float charBot = charTop - CSCONSOLE_LINEHEIGHT;
float viewportMin = Input.Transform.rect.height - Input.Transform.anchoredPosition.y - (Input.Transform.rect.height * 0.5f);
float viewportMax = viewportMin - Panel.InputScroller.ViewportRect.rect.height;
float diff = 0f;
if (charTop > viewportMin)
diff = charTop - viewportMin;
else if (charBot < viewportMax)
diff = charBot - viewportMax;
if (Math.Abs(diff) > 1)
{
RectTransform rect = Input.Transform;
rect.anchoredPosition = new Vector2(rect.anchoredPosition.x, rect.anchoredPosition.y - diff);
}
}
}
public static void SetCaretPosition(int caretPosition)
{
Input.Component.caretPosition = caretPosition;
// Fix to make sure we always really set the caret position.
// Yields a frame and fixes text-selection issues.
settingCaretCoroutine = true;
Input.Component.readOnly = true;
RuntimeHelper.StartCoroutine(DoSetCaretCoroutine(caretPosition));
}
static IEnumerator DoSetCaretCoroutine(int caretPosition)
{
Color color = Input.Component.selectionColor;
color.a = 0f;
Input.Component.selectionColor = color;
EventSystemHelper.SetSelectionGuard(false);
Input.Component.Select();
yield return null; // ~~~~~~~ YIELD FRAME ~~~~~~~~~
Input.Component.caretPosition = caretPosition;
Input.Component.selectionFocusPosition = caretPosition;
LastCaretPosition = Input.Component.caretPosition;
color.a = DefaultInputFieldAlpha;
Input.Component.selectionColor = color;
Input.Component.readOnly = false;
settingCaretCoroutine = false;
}
// For Home and End keys
static void JumpToStartOrEndOfLine(bool toStart)
{
// Determine the current and next line
UILineInfo thisline = default;
UILineInfo? nextLine = null;
for (int i = 0; i < Input.Component.cachedInputTextGenerator.lineCount; i++)
{
UILineInfo line = Input.Component.cachedInputTextGenerator.lines[i];
if (line.startCharIdx > LastCaretPosition)
{
nextLine = line;
break;
}
thisline = line;
}
if (toStart)
{
// Determine where the indented text begins
int endOfLine = nextLine == null ? Input.Text.Length : nextLine.Value.startCharIdx;
int indentedStart = thisline.startCharIdx;
while (indentedStart < endOfLine - 1 && char.IsWhiteSpace(Input.Text[indentedStart]))
indentedStart++;
// Jump to either the true start or the non-whitespace position,
// depending on which one we are not at.
if (LastCaretPosition == indentedStart)
SetCaretPosition(thisline.startCharIdx);
else
SetCaretPosition(indentedStart);
}
else
{
// If there is no next line, jump to the end of this line (+1, to the invisible next character position)
if (nextLine == null)
SetCaretPosition(Input.Text.Length);
else // jump to the next line start index - 1, ie. end of this line
SetCaretPosition(nextLine.Value.startCharIdx - 1);
}
}
#endregion
#region Lexer Highlighting
private static void HighlightVisibleInput(out bool inStringOrComment)
{
inStringOrComment = false;
if (string.IsNullOrEmpty(Input.Text))
{
Panel.HighlightText.text = "";
Panel.LineNumberText.text = "1";
return;
}
// Calculate the visible lines
int topLine = -1;
int bottomLine = -1;
// the top and bottom position of the viewport in relation to the text height
// they need the half-height adjustment to normalize against the 'line.topY' value.
float viewportMin = Input.Transform.rect.height - Input.Transform.anchoredPosition.y - (Input.Transform.rect.height * 0.5f);
float viewportMax = viewportMin - Panel.InputScroller.ViewportRect.rect.height;
for (int i = 0; i < Input.TextGenerator.lineCount; i++)
{
UILineInfo line = Input.TextGenerator.lines[i];
// if not set the top line yet, and top of line is below the viewport top
if (topLine == -1 && line.topY <= viewportMin)
topLine = i;
// if bottom of line is below the viewport bottom
if ((line.topY - line.height) >= viewportMax)
bottomLine = i;
}
topLine = Math.Max(0, topLine - 1);
bottomLine = Math.Min(Input.TextGenerator.lineCount - 1, bottomLine + 1);
int startIdx = Input.TextGenerator.lines[topLine].startCharIdx;
int endIdx = (bottomLine >= Input.TextGenerator.lineCount - 1)
? Input.Text.Length - 1
: (Input.TextGenerator.lines[bottomLine + 1].startCharIdx - 1);
// Highlight the visible text with the LexerBuilder
Panel.HighlightText.text = Lexer.BuildHighlightedString(Input.Text, startIdx, endIdx, topLine, LastCaretPosition, out inStringOrComment);
// Set the line numbers
// determine true starting line number (not the same as the cached TextGenerator line numbers)
int realStartLine = 0;
for (int i = 0; i < startIdx; i++)
{
if (LexerBuilder.IsNewLine(Input.Text[i]))
realStartLine++;
}
realStartLine++;
char lastPrev = '\n';
StringBuilder sb = new();
// append leading new lines for spacing (no point rendering line numbers we cant see)
for (int i = 0; i < topLine; i++)
sb.Append('\n');
// append the displayed line numbers
for (int i = topLine; i <= bottomLine; i++)
{
if (i > 0)
lastPrev = Input.Text[Input.TextGenerator.lines[i].startCharIdx - 1];
// previous line ended with a newline character, this is an actual new line.
if (LexerBuilder.IsNewLine(lastPrev))
{
sb.Append(realStartLine.ToString());
realStartLine++;
}
sb.Append('\n');
}
Panel.LineNumberText.text = sb.ToString();
return;
}
#endregion
#region Autocompletes
public static void InsertSuggestionAtCaret(string suggestion)
{
settingCaretCoroutine = true;
Input.Text = Input.Text.Insert(LastCaretPosition, suggestion);
SetCaretPosition(LastCaretPosition + suggestion.Length);
LastCaretPosition = Input.Component.caretPosition;
}
private static void OnAutocompleteEnter()
{
// Remove the new line
int lastIdx = Input.Component.caretPosition - 1;
Input.Text = Input.Text.Remove(lastIdx, 1);
// Use the selected suggestion
Input.Component.caretPosition = LastCaretPosition;
Completer.OnSuggestionClicked(AutoCompleteModal.SelectedSuggestion);
}
private static void OnAutocompleteEscaped()
{
AutoCompleteModal.Instance.ReleaseOwnership(Completer);
SetCaretPosition(LastCaretPosition);
}
#endregion
#region Auto indenting
private static void DoAutoIndent()
{
if (Input.Text.Length > previousContentLength)
{
int inc = Input.Text.Length - previousContentLength;
if (inc == 1)
{
int caret = Input.Component.caretPosition;
Input.Text = Lexer.IndentCharacter(Input.Text, ref caret);
Input.Component.caretPosition = caret;
LastCaretPosition = caret;
}
else
{
// todo indenting for copy+pasted content
//ExplorerCore.Log("Content increased by " + inc);
//var comp = Input.Text.Substring(PreviousCaretPosition, inc);
//ExplorerCore.Log("composition string: " + comp);
}
}
previousContentLength = Input.Text.Length;
}
#endregion
#region "Help" interaction
private static void DisableConsole(Exception ex)
{
SRENotSupported = true;
Input.Component.readOnly = true;
Input.Component.textComponent.color = "5d8556".ToColor();
if (ex is NotSupportedException)
{
Input.Text = $@"The C# Console has been disabled because System.Reflection.Emit threw a NotSupportedException.
Easy, dirty fix: (will likely break on game updates)
* Download the corlibs for the game's Unity version from here: https://unity.bepinex.dev/corlibs/
* Unzip and copy mscorlib.dll (and System.Reflection.Emit DLLs, if present) from the folder
* Paste and overwrite the files into <Game>_Data/Managed/
With UnityDoorstop: (BepInEx only, or if you use UnityDoorstop + Standalone release):
* Download the corlibs for the game's Unity version from here: https://unity.bepinex.dev/corlibs/
* Unzip and copy mscorlib.dll (and System.Reflection.Emit DLLs, if present) from the folder
* Find the folder which contains doorstop_config.ini (the game folder, or your r2modman/ThunderstoreModManager profile folder)
* Make a subfolder called 'corlibs' inside this folder.
* Paste the DLLs inside the corlibs folder.
* In doorstop_config.ini, set 'dllSearchPathOverride=corlibs'.
Doorstop example:
- <Game>\
- <Game>_Data\...
- BepInEx\...
- corlibs\
- mscorlib.dll
- doorstop_config.ini (with dllSearchPathOverride=corlibs)
- <Game>.exe
- winhttp.dll";
}
else
{
Input.Text = $"The C# Console has been disabled. {ex}";
}
}
private static readonly Dictionary<string, string> helpDict = new();
public static void SetupHelpInteraction()
{
Dropdown drop = Panel.HelpDropdown;
helpDict.Add("Help", "");
helpDict.Add("Usings", HELP_USINGS);
helpDict.Add("REPL", HELP_REPL);
helpDict.Add("Classes", HELP_CLASSES);
helpDict.Add("Coroutines", HELP_COROUTINES);
foreach (KeyValuePair<string, string> opt in helpDict)
drop.options.Add(new Dropdown.OptionData(opt.Key));
}
public static void HelpSelected(int index)
{
if (index == 0)
return;
KeyValuePair<string, string> helpText = helpDict.ElementAt(index);
Input.Text = helpText.Value;
Panel.HelpDropdown.value = 0;
}
internal const string STARTUP_TEXT = @"<color=#5d8556>// Welcome to the UnityExplorer C# Console!
// It is recommended to use the Log panel (or a console log window) while using this tool.
// Use the Help dropdown to see detailed examples of how to use the console.
// To execute a script automatically on startup, put the script at 'sinai-dev-UnityExplorer\Scripts\startup.cs'</color>";
internal const string HELP_USINGS = @"// You can add a using directive to any namespace, but you must compile for it to take effect.
// It will remain in effect until you Reset the console.
using UnityEngine.UI;
// To see your current usings, use the ""GetUsing();"" helper.
// Note: You cannot add usings and evaluate REPL at the same time.";
internal const string HELP_REPL = @"/* REPL (Read-Evaluate-Print-Loop) is a way to execute code immediately.
* REPL code cannot contain any using directives or classes.
* The return value of the last line of your REPL will be printed to the log.
* Variables defined in REPL will exist until you Reset the console.
*/
// eg: This code would print 'Hello, World!', and then print 6 as the return value.
Log(""Hello, world!"");
var x = 5;
++x;
/* The following helpers are available in REPL mode:
* CurrentTarget; - System.Object, the target of the active Inspector tab
* AllTargets; - System.Object[], the targets of all Inspector tabs
* Log(obj); - prints a message to the console log
* Inspect(obj); - inspect the object with the Inspector
* Inspect(someType); - inspect a Type with static reflection
* Start(enumerator); - Coroutine, starts the IEnumerator as a Coroutine, and returns the Coroutine.
* Stop(coroutine); - stop the Coroutine ONLY if it was started with Start(ienumerator).
* Copy(obj); - copies the object to the UnityExplorer Clipboard
* Paste(); - System.Object, the contents of the Clipboard.
* GetUsing(); - prints the current using directives to the console log
* GetVars(); - prints the names and values of the REPL variables you have defined
* GetClasses(); - prints the names and members of the classes you have defined
* help; - the default REPL help command, contains additional helpers.
*/";
internal const string HELP_CLASSES = @"// Classes you compile will exist until the application closes.
// You can soft-overwrite a class by compiling it again with the same name. The old class will still technically exist in memory.
// Compiled classes can be accessed from both inside and outside this console.
// Note: in IL2CPP, you must declare a Namespace to inject these classes with ClassInjector or it will crash the game.
public class HelloWorld
{
public static void Main()
{
UnityExplorer.ExplorerCore.Log(""Hello, world!"");
}
}
// In REPL, you could call the example method above with ""HelloWorld.Main();""
// Note: The compiler does not allow you to run REPL code and define classes at the same time.
// In REPL, use the ""GetClasses();"" helper to see the classes you have defined since the last Reset.";
internal const string HELP_COROUTINES = @"// To start a Coroutine directly, use ""Start(SomeCoroutine());"" in REPL mode.
// To declare a coroutine, you will need to compile it separately. For example:
public class MyCoro
{
public static IEnumerator Main()
{
yield return null;
UnityExplorer.ExplorerCore.Log(""Hello, world after one frame!"");
}
}
// To run this Coroutine in REPL, it would look like ""Start(MyCoro.Main());""";
#endregion
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace UnityExplorer.CSConsole.Lexer
{
public class CommentMatch : Matcher
{
public string lineCommentStart = @"//";
public string blockCommentStart = @"/*";
public string blockCommentEnd = @"*/";
public override Color HighlightColor => new Color(0.34f, 0.65f, 0.29f, 1.0f);
public override IEnumerable<char> StartChars => new char[] { lineCommentStart[0], blockCommentStart[0] };
public override IEnumerable<char> EndChars => new char[] { blockCommentEnd[0] };
public override bool IsImplicitMatch(CSharpLexer lexer) => IsMatch(lexer, lineCommentStart) || IsMatch(lexer, blockCommentStart);
private bool IsMatch(CSharpLexer lexer, string commentType)
{
if (!string.IsNullOrEmpty(commentType))
{
lexer.Rollback();
bool match = true;
for (int i = 0; i < commentType.Length; i++)
{
if (commentType[i] != lexer.ReadNext())
{
match = false;
break;
}
}
if (match)
{
// Read until end of line or file
while (!IsEndLineOrEndFile(lexer, lexer.ReadNext())) { }
return true;
}
}
return false;
}
private bool IsEndLineOrEndFile(CSharpLexer lexer, char character) => lexer.EndOfStream || character == '\n' || character == '\r';
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace UnityExplorer.CSConsole.Lexer
{
// I use two different KeywordMatch instances (valid and invalid).
// This class just contains common implementations.
public class KeywordMatch : Matcher
{
public string[] Keywords;
public override Color HighlightColor => highlightColor;
public Color highlightColor;
private readonly HashSet<string> shortlist = new HashSet<string>();
private readonly Stack<string> removeList = new Stack<string>();
public override bool IsImplicitMatch(CSharpLexer lexer)
{
if (!char.IsWhiteSpace(lexer.Previous) &&
!lexer.IsSpecialSymbol(lexer.Previous, DelimiterType.End))
{
return false;
}
shortlist.Clear();
int currentIndex = 0;
char currentChar = lexer.ReadNext();
for (int i = 0; i < Keywords.Length; i++)
{
if (Keywords[i][0] == currentChar)
{
shortlist.Add(Keywords[i]);
}
}
if (shortlist.Count == 0)
{
return false;
}
do
{
if (lexer.EndOfStream)
{
RemoveLongStrings(currentIndex + 1);
break;
}
currentChar = lexer.ReadNext();
currentIndex++;
if (char.IsWhiteSpace(currentChar) ||
lexer.IsSpecialSymbol(currentChar, DelimiterType.Start))
{
RemoveLongStrings(currentIndex);
lexer.Rollback(1);
break;
}
foreach (string keyword in shortlist)
{
if (currentIndex >= keyword.Length || keyword[currentIndex] != currentChar)
{
removeList.Push(keyword);
}
}
while (removeList.Count > 0)
{
shortlist.Remove(removeList.Pop());
}
}
while (shortlist.Count > 0);
return shortlist.Count > 0;
}
private void RemoveLongStrings(int length)
{
foreach (string keyword in shortlist)
{
if (keyword.Length > length)
{
removeList.Push(keyword);
}
}
while (removeList.Count > 0)
{
shortlist.Remove(removeList.Pop());
}
}
}
}

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using System.Collections.Generic;
using UnityExplorer.Unstrip;
using UnityEngine;
using System.Linq;
namespace UnityExplorer.CSConsole.Lexer
{
public abstract class Matcher
{
public abstract Color HighlightColor { get; }
public string HexColor => htmlColor ?? (htmlColor = "<color=#" + HighlightColor.ToHex() + ">");
private string htmlColor;
public virtual IEnumerable<char> StartChars => Enumerable.Empty<char>();
public virtual IEnumerable<char> EndChars => Enumerable.Empty<char>();
public abstract bool IsImplicitMatch(CSharpLexer lexer);
public bool IsMatch(CSharpLexer lexer)
{
if (IsImplicitMatch(lexer))
{
lexer.Commit();
return true;
}
lexer.Rollback();
return false;
}
}
}

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using UnityEngine;
namespace UnityExplorer.CSConsole.Lexer
{
public class NumberMatch : Matcher
{
public override Color HighlightColor => new Color(0.58f, 0.33f, 0.33f, 1.0f);
public override bool IsImplicitMatch(CSharpLexer lexer)
{
if (!char.IsWhiteSpace(lexer.Previous) &&
!lexer.IsSpecialSymbol(lexer.Previous, DelimiterType.End))
{
return false;
}
bool matchedNumber = false;
while (!lexer.EndOfStream)
{
if (IsNumberOrDecimalPoint(lexer.ReadNext()))
{
matchedNumber = true;
lexer.Commit();
}
else
{
lexer.Rollback();
break;
}
}
return matchedNumber;
}
private bool IsNumberOrDecimalPoint(char character) => char.IsNumber(character) || character == '.';
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace UnityExplorer.CSConsole.Lexer
{
public class StringMatch : Matcher
{
public override Color HighlightColor => new Color(0.79f, 0.52f, 0.32f, 1.0f);
public override IEnumerable<char> StartChars => new[] { '"' };
public override IEnumerable<char> EndChars => new[] { '"' };
public override bool IsImplicitMatch(CSharpLexer lexer)
{
if (lexer.ReadNext() == '"')
{
while (!IsClosingQuoteOrEndFile(lexer, lexer.ReadNext())) { }
return true;
}
return false;
}
private bool IsClosingQuoteOrEndFile(CSharpLexer lexer, char character) => lexer.EndOfStream || character == '"';
}
}

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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace UnityExplorer.CSConsole.Lexer
{
public class SymbolMatch : Matcher
{
public override Color HighlightColor => new Color(0.58f, 0.47f, 0.37f, 1.0f);
private readonly string[] symbols = new[]
{
"[", "]", "(", ")", ".", "?", ":", "+", "-", "*", "/", "%", "&", "|", "^", "~", "=", "<", ">",
"++", "--", "&&", "||", "<<", ">>", "==", "!=", "<=", ">=", "+=", "-=", "*=", "/=", "%=", "&=",
"|=", "^=", "<<=", ">>=", "->", "??", "=>",
};
private static readonly List<string> shortlist = new List<string>();
private static readonly Stack<string> removeList = new Stack<string>();
public override IEnumerable<char> StartChars => symbols.Select(s => s[0]);
public override IEnumerable<char> EndChars => symbols.Select(s => s[0]);
public override bool IsImplicitMatch(CSharpLexer lexer)
{
if (lexer == null)
return false;
if (!char.IsWhiteSpace(lexer.Previous) &&
!char.IsLetter(lexer.Previous) &&
!char.IsDigit(lexer.Previous) &&
!lexer.IsSpecialSymbol(lexer.Previous, DelimiterType.End))
{
return false;
}
shortlist.Clear();
int currentIndex = 0;
char currentChar = lexer.ReadNext();
for (int i = symbols.Length - 1; i >= 0; i--)
{
if (symbols[i][0] == currentChar)
shortlist.Add(symbols[i]);
}
if (shortlist.Count == 0)
return false;
do
{
if (lexer.EndOfStream)
{
RemoveLongStrings(currentIndex + 1);
break;
}
currentChar = lexer.ReadNext();
currentIndex++;
if (char.IsWhiteSpace(currentChar) ||
char.IsLetter(currentChar) ||
char.IsDigit(currentChar) ||
lexer.IsSpecialSymbol(currentChar, DelimiterType.Start))
{
RemoveLongStrings(currentIndex);
lexer.Rollback(1);
break;
}
foreach (string symbol in shortlist)
{
if (currentIndex >= symbol.Length || symbol[currentIndex] != currentChar)
{
removeList.Push(symbol);
}
}
while (removeList.Count > 0)
{
shortlist.Remove(removeList.Pop());
}
}
while (shortlist.Count > 0);
return shortlist.Count > 0;
}
private void RemoveLongStrings(int length)
{
foreach (string keyword in shortlist)
{
if (keyword.Length > length)
{
removeList.Push(keyword);
}
}
while (removeList.Count > 0)
{
shortlist.Remove(removeList.Pop());
}
}
}
}

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@ -1,351 +0,0 @@
using System.Text;
using UnityExplorer.CSConsole.Lexers;
namespace UnityExplorer.CSConsole
{
public struct MatchInfo
{
public int startIndex;
public int endIndex;
public bool isStringOrComment;
public bool matchToEndOfLine;
public string htmlColorTag;
}
public class LexerBuilder
{
public const char WHITESPACE = ' ';
public readonly HashSet<char> IndentOpenChars = new() { '{', '(' };
public readonly HashSet<char> IndentCloseChars = new() { '}', ')' };
private readonly Lexer[] lexers;
private readonly HashSet<char> delimiters = new();
private readonly StringLexer stringLexer = new();
private readonly CommentLexer commentLexer = new();
public LexerBuilder()
{
lexers = new Lexer[]
{
commentLexer,
stringLexer,
new SymbolLexer(),
new NumberLexer(),
new KeywordLexer(),
};
foreach (Lexer matcher in lexers)
{
foreach (char c in matcher.Delimiters)
{
if (!delimiters.Contains(c))
delimiters.Add(c);
}
}
}
/// <summary>The last committed index for a match or no-match. Starts at -1 for a new parse.</summary>
public int CommittedIndex { get; private set; }
/// <summary>The index of the character we are currently parsing, at minimum it will be CommittedIndex + 1.</summary>
public int CurrentIndex { get; private set; }
/// <summary>The current character we are parsing, determined by CurrentIndex.</summary>
public char Current => !EndOfInput ? currentInput[CurrentIndex] : WHITESPACE;
/// <summary>The previous character (CurrentIndex - 1), or whitespace if no previous character.</summary>
public char Previous => CurrentIndex >= 1 ? currentInput[CurrentIndex - 1] : WHITESPACE;
/// <summary>Returns true if CurrentIndex is >= the current input length.</summary>
public bool EndOfInput => CurrentIndex > currentEndIdx;
/// <summary>Returns true if EndOfInput or current character is a new line.</summary>
public bool EndOrNewLine => EndOfInput || IsNewLine(Current);
public static bool IsNewLine(char c) => c == '\n' || c == '\r';
private string currentInput;
private int currentStartIdx;
private int currentEndIdx;
/// <summary>
/// Parse the range of the string with the Lexer and build a RichText-highlighted representation of it.
/// </summary>
/// <param name="input">The entire input string which you want to parse a section (or all) of</param>
/// <param name="startIdx">The first character you want to highlight</param>
/// <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, int caretIdx, out bool caretInStringOrComment)
{
caretInStringOrComment = false;
if (string.IsNullOrEmpty(input) || endIdx <= startIdx)
return input;
currentInput = input;
currentStartIdx = startIdx;
currentEndIdx = endIdx;
StringBuilder sb = new();
for (int i = 0; i < leadingLines; i++)
sb.Append('\n');
int lastUnhighlighted = startIdx;
foreach (MatchInfo match in GetMatches())
{
// append non-highlighted text between last match and this
for (int i = lastUnhighlighted; i < match.startIndex; i++)
sb.Append(input[i]);
// 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);
// update the last unhighlighted start index
lastUnhighlighted = match.endIndex + 1;
int matchEndIdx = match.endIndex;
if (match.matchToEndOfLine)
{
while (input.Length - 1 >= matchEndIdx)
{
matchEndIdx++;
if (IsNewLine(input[matchEndIdx]))
break;
}
}
// check caretIdx to determine inStringOrComment state
if (caretIdx >= match.startIndex && (caretIdx <= (matchEndIdx + 1) || (caretIdx >= input.Length && matchEndIdx >= input.Length - 1)))
caretInStringOrComment = match.isStringOrComment;
}
// Append trailing unhighlighted input
while (lastUnhighlighted <= endIdx)
{
sb.Append(input[lastUnhighlighted]);
lastUnhighlighted++;
}
return sb.ToString();
}
// Match builder, iterates through each Lexer and returns all matches found.
public IEnumerable<MatchInfo> GetMatches()
{
CommittedIndex = currentStartIdx - 1;
Rollback();
while (!EndOfInput)
{
SkipWhitespace();
bool anyMatch = false;
int startIndex = CommittedIndex + 1;
foreach (Lexer lexer in lexers)
{
if (lexer.TryMatchCurrent(this))
{
anyMatch = true;
yield return new MatchInfo
{
startIndex = startIndex,
endIndex = CommittedIndex,
htmlColorTag = lexer.ColorTag,
isStringOrComment = lexer is StringLexer || lexer is CommentLexer,
};
break;
}
else
Rollback();
}
if (!anyMatch)
{
CurrentIndex = CommittedIndex + 1;
Commit();
}
}
}
// Methods used by the Lexers for interfacing with the current parse process
public char PeekNext(int amount = 1)
{
CurrentIndex += amount;
return Current;
}
public void Commit()
{
CommittedIndex = Math.Min(currentEndIdx, CurrentIndex);
}
public void Rollback()
{
CurrentIndex = CommittedIndex + 1;
}
public void RollbackBy(int amount)
{
CurrentIndex = Math.Max(CommittedIndex + 1, CurrentIndex - amount);
}
public bool IsDelimiter(char character, bool orWhitespace = false, bool orLetterOrDigit = false)
{
return delimiters.Contains(character)
|| (orWhitespace && char.IsWhiteSpace(character))
|| (orLetterOrDigit && char.IsLetterOrDigit(character));
}
private void SkipWhitespace()
{
// peek and commit as long as there is whitespace
while (!EndOfInput && char.IsWhiteSpace(Current))
{
Commit();
PeekNext();
}
if (!char.IsWhiteSpace(Current))
Rollback();
}
#region Auto Indenting
// Using the Lexer for indenting as it already has what we need to tokenize strings and comments.
// At the moment this only handles when a single newline or close-delimiter is composed.
// Does not handle copy+paste or any other characters yet.
public string IndentCharacter(string input, ref int caretIndex)
{
int lastCharIndex = caretIndex - 1;
char c = input[lastCharIndex];
// we only want to indent for new lines and close indents
if (!IsNewLine(c) && !IndentCloseChars.Contains(c))
return input;
// perform a light parse up to the caret to determine indent level
currentInput = input;
currentStartIdx = 0;
currentEndIdx = lastCharIndex;
CommittedIndex = -1;
Rollback();
int indent = 0;
while (!EndOfInput)
{
if (CurrentIndex >= lastCharIndex)
{
// reached the caret index
if (indent <= 0)
break;
if (IsNewLine(c))
input = IndentNewLine(input, indent, ref caretIndex);
else // closing indent
input = IndentCloseDelimiter(input, indent, lastCharIndex, ref caretIndex);
break;
}
// Try match strings and comments (Lexer will commit to the end of the match)
if (stringLexer.TryMatchCurrent(this) || commentLexer.TryMatchCurrent(this))
{
PeekNext();
continue;
}
// Still parsing, check indent
if (IndentOpenChars.Contains(Current))
indent++;
else if (IndentCloseChars.Contains(Current))
indent--;
Commit();
PeekNext();
}
return input;
}
private string IndentNewLine(string input, int indent, ref int caretIndex)
{
// continue until the end of line or next non-whitespace character.
// if there's a close-indent on this line, reduce the indent level.
while (CurrentIndex < input.Length - 1)
{
CurrentIndex++;
char next = input[CurrentIndex];
if (IsNewLine(next))
break;
if (char.IsWhiteSpace(next))
continue;
else if (IndentCloseChars.Contains(next))
indent--;
break;
}
if (indent > 0)
{
input = input.Insert(caretIndex, new string('\t', indent));
caretIndex += indent;
}
return input;
}
private string IndentCloseDelimiter(string input, int indent, int lastCharIndex, ref int caretIndex)
{
if (CurrentIndex > lastCharIndex)
{
return input;
}
// lower the indent level by one as we would not have accounted for this closing symbol
indent--;
// go back from the caret to the start of the line, calculate how much indent we need to adjust.
while (CurrentIndex > 0)
{
CurrentIndex--;
char prev = input[CurrentIndex];
if (IsNewLine(prev))
break;
if (!char.IsWhiteSpace(prev))
{
// the line containing the closing bracket has non-whitespace characters before it. do not indent.
indent = 0;
break;
}
else if (prev == '\t')
indent--;
}
if (indent > 0)
{
input = input.Insert(caretIndex, new string('\t', indent));
caretIndex += indent;
}
else if (indent < 0)
{
// line is overly indented
input = input.Remove(lastCharIndex - 1, -indent);
caretIndex += indent;
}
return input;
}
#endregion
}
}

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namespace UnityExplorer.CSConsole.Lexers
{
public class CommentLexer : Lexer
{
private enum CommentType
{
Line,
Block
}
// forest green
protected override Color HighlightColor => new(0.34f, 0.65f, 0.29f, 1.0f);
public override bool TryMatchCurrent(LexerBuilder lexer)
{
if (lexer.Current == '/')
{
lexer.PeekNext();
if (lexer.Current == '/')
{
// line comment. read to end of line or file.
do
{
lexer.Commit();
lexer.PeekNext();
}
while (!lexer.EndOrNewLine);
return true;
}
else if (lexer.Current == '*')
{
// block comment, read until end of file or closing '*/'
lexer.PeekNext();
do
{
lexer.PeekNext();
lexer.Commit();
}
while (!lexer.EndOfInput && !(lexer.Current == '/' && lexer.Previous == '*'));
return true;
}
}
return false;
}
}
}

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using System.Text;
namespace UnityExplorer.CSConsole.Lexers
{
public class KeywordLexer : Lexer
{
// system blue
protected override Color HighlightColor => new(0.33f, 0.61f, 0.83f, 1.0f);
public static readonly HashSet<string> keywords = new()
{
// reserved keywords
"abstract", "as", "base", "bool", "break", "byte", "case", "catch", "char", "checked", "class", "const", "continue",
"decimal", "default", "delegate", "do", "double", "else", "enum", "event", "explicit", "extern", "false", "finally",
"fixed", "float", "for", "foreach", "goto", "if", "implicit", "in", "int", "interface", "internal", "is", "lock",
"long", "namespace", "new", "null", "object", "operator", "out", "override", "params", "private", "protected", "public",
"readonly", "ref", "return", "sbyte", "sealed", "short", "sizeof", "stackalloc", "static", "string", "struct", "switch",
"this", "throw", "true", "try", "typeof", "uint", "ulong", "unchecked", "unsafe", "ushort", "using", "virtual", "void",
"volatile", "while",
// contextual keywords
"add", "and", "alias", "ascending", "async", "await", "by", "descending", "dynamic", "equals", "from", "get",
"global", "group", "init", "into", "join", "let", "managed", "nameof", "not", "notnull", "on",
"or", "orderby", "partial", "record", "remove", "select", "set", "unmanaged", "value", "var", "when", "where",
"where", "with", "yield", "nint", "nuint"
};
public override bool TryMatchCurrent(LexerBuilder lexer)
{
char prev = lexer.Previous;
char first = lexer.Current;
// check for keywords
if (lexer.IsDelimiter(prev, true) && char.IsLetter(first))
{
// can be a keyword...
StringBuilder sb = new();
sb.Append(lexer.Current);
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)
lexer.RollbackBy(1);
lexer.Commit();
return true;
}
return false;
}
else
return false;
}
}
}

View File

@ -1,14 +0,0 @@
namespace UnityExplorer.CSConsole.Lexers
{
public abstract class Lexer
{
public virtual IEnumerable<char> Delimiters => Enumerable.Empty<char>();
protected abstract Color HighlightColor { get; }
public string ColorTag => colorTag ?? (colorTag = "<color=#" + HighlightColor.ToHex() + ">");
private string colorTag;
public abstract bool TryMatchCurrent(LexerBuilder lexer);
}
}

View File

@ -1,30 +0,0 @@
namespace UnityExplorer.CSConsole.Lexers
{
public class NumberLexer : Lexer
{
// Maroon
protected override Color HighlightColor => new(0.58f, 0.33f, 0.33f, 1.0f);
private bool IsNumeric(char c) => char.IsNumber(c) || c == '.';
public override bool TryMatchCurrent(LexerBuilder lexer)
{
// previous character must be whitespace or delimiter
if (!lexer.IsDelimiter(lexer.Previous, true))
return false;
if (!IsNumeric(lexer.Current))
return false;
while (!lexer.EndOfInput)
{
lexer.Commit();
if (!IsNumeric(lexer.PeekNext()))
break;
}
return true;
}
}
}

View File

@ -1,77 +0,0 @@
namespace UnityExplorer.CSConsole.Lexers
{
public class StringLexer : Lexer
{
public override IEnumerable<char> Delimiters => new[] { '"', '\'', };
// orange
protected override Color HighlightColor => new(0.79f, 0.52f, 0.32f, 1.0f);
public override bool TryMatchCurrent(LexerBuilder lexer)
{
if (lexer.Current == '"')
{
if (lexer.Previous == '@')
{
// verbatim string, continue until un-escaped quote.
while (!lexer.EndOfInput)
{
lexer.Commit();
if (lexer.PeekNext() == '"')
{
lexer.Commit();
// possibly the end, check for escaped quotes.
// commit the character and flip the escape bool for each quote.
bool escaped = false;
while (lexer.PeekNext() == '"')
{
lexer.Commit();
escaped = !escaped;
}
// if the last quote wasnt escaped, that was the end of the string.
if (!escaped)
break;
}
}
}
else
{
// normal string
// continue until a quote which is not escaped, or end of input
while (!lexer.EndOfInput)
{
lexer.Commit();
lexer.PeekNext();
if ((lexer.Current == '"') && lexer.Previous != '\\')
{
lexer.Commit();
break;
}
}
}
return true;
}
else if (lexer.Current == '\'')
{
// char
while (!lexer.EndOfInput)
{
lexer.Commit();
lexer.PeekNext();
if ((lexer.Current == '\'') && lexer.Previous != '\\')
{
lexer.Commit();
break;
}
}
return true;
}
else
return false;
}
}
}

View File

@ -1,38 +0,0 @@
namespace UnityExplorer.CSConsole.Lexers
{
public class SymbolLexer : Lexer
{
// silver
protected override Color HighlightColor => new(0.6f, 0.6f, 0.6f);
// all symbols are delimiters
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);
public static readonly HashSet<char> symbols = new()
{
'[', '{', '(', // open
']', '}', ')', // close
'.', ',', ';', ':', '?', '@', // special
// operators
'+', '-', '*', '/', '%', '&', '|', '^', '~', '=', '<', '>', '!',
};
public override bool TryMatchCurrent(LexerBuilder lexer)
{
// previous character must be delimiter, whitespace, or alphanumeric.
if (!lexer.IsDelimiter(lexer.Previous, true, true))
return false;
if (IsSymbol(lexer.Current))
{
lexer.Commit();
return true;
}
return false;
}
}
}

View File

@ -1,5 +1,8 @@
using Mono.CSharp;
using UnityExplorer.Config;
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using Mono.CSharp;
// Thanks to ManlyMarco for this
@ -7,65 +10,43 @@ namespace UnityExplorer.CSConsole
{
public class ScriptEvaluator : Evaluator, IDisposable
{
internal TextWriter _textWriter;
internal static StreamReportPrinter _reportPrinter;
private static readonly HashSet<string> StdLib = new(StringComparer.InvariantCultureIgnoreCase)
private static readonly HashSet<string> StdLib = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase)
{
"mscorlib",
"System.Core",
"System",
"System.Xml"
"mscorlib", "System.Core", "System", "System.Xml"
};
private readonly TextWriter tw;
public ScriptEvaluator(TextWriter tw) : base(BuildContext(tw))
{
_textWriter = tw;
this.tw = tw;
ImportAppdomainAssemblies();
ImportAppdomainAssemblies(ReferenceAssembly);
AppDomain.CurrentDomain.AssemblyLoad += OnAssemblyLoad;
}
public void Dispose()
{
AppDomain.CurrentDomain.AssemblyLoad -= OnAssemblyLoad;
_textWriter.Dispose();
tw.Dispose();
}
private void OnAssemblyLoad(object sender, AssemblyLoadEventArgs args)
{
string name = args.LoadedAssembly.GetName().Name;
if (StdLib.Contains(name))
return;
Reference(args.LoadedAssembly);
}
private void Reference(Assembly asm)
{
string name = asm.GetName().Name;
if (name == "completions") // ignore assemblies generated by mcs' autocomplete.
return;
foreach (string blacklisted in ConfigManager.CSConsole_Assembly_Blacklist.Value.Split(';'))
{
string bl = blacklisted;
if (bl.EndsWith(".dll", StringComparison.OrdinalIgnoreCase))
bl = blacklisted.Substring(0, bl.Length - 4);
if (string.Equals(bl, name, StringComparison.OrdinalIgnoreCase))
return;
return;
}
ReferenceAssembly(asm);
ReferenceAssembly(args.LoadedAssembly);
}
private static CompilerContext BuildContext(TextWriter tw)
{
_reportPrinter = new StreamReportPrinter(tw);
var reporter = new StreamReportPrinter(tw);
CompilerSettings settings = new()
var settings = new CompilerSettings
{
Version = LanguageVersion.Experimental,
GenerateDebugInfo = false,
@ -75,25 +56,20 @@ namespace UnityExplorer.CSConsole
EnhancedWarnings = false
};
return new CompilerContext(settings, _reportPrinter);
return new CompilerContext(settings, reporter);
}
private void ImportAppdomainAssemblies()
private static void ImportAppdomainAssemblies(Action<Assembly> import)
{
foreach (Assembly assembly in AppDomain.CurrentDomain.GetAssemblies())
{
string name = assembly.GetName().Name;
if (StdLib.Contains(name))
{
continue;
}
try
{
Reference(assembly);
}
catch // (Exception ex)
{
//ExplorerCore.LogWarning($"Excepting referencing '{name}': {ex.GetType()}.{ex.Message}");
}
import(assembly);
}
}
}

View File

@ -1,71 +1,57 @@
using HarmonyLib;
using System;
using Mono.CSharp;
using System.Collections;
using System.Text;
using UnityExplorer.UI.Panels;
using UnityExplorer.UI;
using UnityExplorer.UI.Modules;
using UnityExplorer.Inspectors;
namespace UnityExplorer.CSConsole
{
public class ScriptInteraction : InteractiveBase
{
public static object CurrentTarget
=> InspectorManager.ActiveInspector?.Target;
public static object[] AllTargets
=> InspectorManager.Inspectors.Select(it => it.Target).ToArray();
public static void Log(object message)
=> ExplorerCore.Log(message);
{
ExplorerCore.Log(message);
}
public static void Inspect(object obj)
=> InspectorManager.Inspect(obj);
public static void Inspect(Type type)
=> InspectorManager.Inspect(type);
public static Coroutine Start(IEnumerator ienumerator)
=> RuntimeHelper.StartCoroutine(ienumerator);
public static void Stop(Coroutine coro)
=> RuntimeHelper.StopCoroutine(coro);
public static void Copy(object obj)
=> ClipboardPanel.Copy(obj);
public static object Paste()
=> ClipboardPanel.Current;
public static void AddUsing(string directive)
{
CSConsolePage.Instance.AddUsing(directive);
}
public static void GetUsing()
=> Log(Evaluator.GetUsing());
public static void GetVars()
{
string vars = Evaluator.GetVars()?.Trim();
if (string.IsNullOrEmpty(vars))
ExplorerCore.LogWarning("No variables seem to be defined!");
else
Log(vars);
ExplorerCore.Log(CSConsolePage.Instance.m_evaluator.GetUsing());
}
public static void GetClasses()
public static void Reset()
{
if (AccessTools.Field(typeof(Evaluator), "source_file")
.GetValue(Evaluator) is CompilationSourceFile sourceFile
&& sourceFile.Containers.Any())
{
StringBuilder sb = new();
sb.Append($"There are {sourceFile.Containers.Count} defined classes:");
foreach (TypeDefinition type in sourceFile.Containers.Where(it => it is TypeDefinition))
{
sb.Append($"\n\n{type.MemberName.Name}:");
foreach (MemberCore member in type.Members)
sb.Append($"\n\t- {member.AttributeTargets}: \"{member.MemberName.Name}\" ({member.ModFlags})");
}
Log(sb.ToString());
}
else
ExplorerCore.LogWarning("No classes seem to be defined.");
CSConsolePage.Instance.ResetConsole();
}
public static object CurrentTarget()
{
return InspectorManager.Instance?.m_activeInspector?.Target;
}
public static object[] AllTargets()
{
int count = InspectorManager.Instance?.m_currentInspectors.Count ?? 0;
object[] ret = new object[count];
for (int i = 0; i < count; i++)
{
ret[i] = InspectorManager.Instance?.m_currentInspectors[i].Target;
}
return ret;
}
public static void Inspect(object obj)
{
InspectorManager.Instance.Inspect(obj);
}
public static void Inspect(Type type)
{
InspectorManager.Instance.Inspect(type);
}
}
}
}

View File

@ -0,0 +1,69 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
using UnityExplorer.Helpers;
namespace UnityExplorer.CSConsole
{
public struct Suggestion
{
public enum Contexts
{
Namespace,
Keyword,
Other
}
// ~~~~ Instance ~~~~
public readonly string Prefix;
public readonly string Addition;
public readonly Contexts Context;
public string Full => Prefix + Addition;
public Color TextColor => GetTextColor();
public Suggestion(string addition, string prefix, Contexts type)
{
Addition = addition;
Prefix = prefix;
Context = type;
}
private Color GetTextColor()
{
switch (Context)
{
case Contexts.Namespace: return Color.grey;
case Contexts.Keyword: return keywordColor;
default: return Color.white;
}
}
// ~~~~ Static ~~~~
public static HashSet<string> Namespaces => m_namspaces ?? GetNamespaces();
private static HashSet<string> m_namspaces;
public static HashSet<string> Keywords => m_keywords ?? (m_keywords = new HashSet<string>(CSharpLexer.validKeywordMatcher.Keywords));
private static HashSet<string> m_keywords;
private static readonly Color keywordColor = new Color(80f / 255f, 150f / 255f, 215f / 255f);
private static HashSet<string> GetNamespaces()
{
HashSet<string> set = new HashSet<string>(
AppDomain.CurrentDomain.GetAssemblies()
.SelectMany(GetTypes)
.Where(x => x.IsPublic && !string.IsNullOrEmpty(x.Namespace))
.Select(x => x.Namespace));
return m_namspaces = set;
IEnumerable<Type> GetTypes(Assembly asm) => asm.TryGetTypes();
}
}
}

View File

@ -1,45 +0,0 @@
using UnityExplorer.CacheObject.Views;
using UnityExplorer.Config;
namespace UnityExplorer.CacheObject
{
public class CacheConfigEntry : CacheObjectBase
{
public CacheConfigEntry(IConfigElement configElement)
{
this.RefConfigElement = configElement;
this.FallbackType = configElement.ElementType;
this.NameLabelText = $"<color=cyan>{configElement.Name}</color>" +
$"\r\n<color=grey><i>{configElement.Description}</i></color>";
this.NameLabelTextRaw = string.Empty;
configElement.OnValueChangedNotify += UpdateValueFromSource;
}
public IConfigElement RefConfigElement;
public override bool ShouldAutoEvaluate => true;
public override bool HasArguments => false;
public override bool CanWrite => true;
public void UpdateValueFromSource()
{
//if (RefConfigElement.BoxedValue.Equals(this.Value))
// return;
SetValueFromSource(RefConfigElement.BoxedValue);
if (this.CellView != null)
this.SetDataToCell(CellView);
}
public override void TrySetUserValue(object value)
{
this.Value = value;
RefConfigElement.BoxedValue = value;
}
protected override bool TryAutoEvaluateIfUnitialized(CacheObjectCell cell) => true;
}
}

View File

@ -1,81 +0,0 @@
using UnityExplorer.Inspectors;
namespace UnityExplorer.CacheObject
{
public class CacheConstructor : CacheMember
{
public ConstructorInfo CtorInfo { get; }
readonly Type typeForStructConstructor;
public override Type DeclaringType => typeForStructConstructor ?? CtorInfo.DeclaringType;
public override bool IsStatic => true;
public override bool ShouldAutoEvaluate => false;
public override bool CanWrite => false;
public CacheConstructor(ConstructorInfo ci)
{
this.CtorInfo = ci;
}
public CacheConstructor(Type typeForStructConstructor)
{
this.typeForStructConstructor = typeForStructConstructor;
}
public override void SetInspectorOwner(ReflectionInspector inspector, MemberInfo member)
{
Type ctorReturnType;
// if is parameterless struct ctor
if (typeForStructConstructor != null)
{
ctorReturnType = typeForStructConstructor;
this.Owner = inspector;
// eg. Vector3.Vector3()
this.NameLabelText = SignatureHighlighter.Parse(typeForStructConstructor, false);
NameLabelText += $".{NameLabelText}()";
this.NameForFiltering = SignatureHighlighter.RemoveHighlighting(NameLabelText);
this.NameLabelTextRaw = NameForFiltering;
return;
}
else
{
base.SetInspectorOwner(inspector, member);
Arguments = CtorInfo.GetParameters();
ctorReturnType = CtorInfo.DeclaringType;
}
if (ctorReturnType.IsGenericTypeDefinition)
GenericArguments = ctorReturnType.GetGenericArguments();
}
protected override object TryEvaluate()
{
try
{
Type returnType = DeclaringType;
if (returnType.IsGenericTypeDefinition)
returnType = DeclaringType.MakeGenericType(Evaluator.TryParseGenericArguments());
object ret;
if (HasArguments)
ret = Activator.CreateInstance(returnType, Evaluator.TryParseArguments());
else
ret = Activator.CreateInstance(returnType, ArgumentUtility.EmptyArgs);
LastException = null;
return ret;
}
catch (Exception ex)
{
LastException = ex;
return null;
}
}
protected override void TrySetValue(object value) => throw new NotImplementedException("You can't set a constructor");
}
}

View File

@ -1,52 +0,0 @@
using UnityExplorer.Inspectors;
namespace UnityExplorer.CacheObject
{
public class CacheField : CacheMember
{
public FieldInfo FieldInfo { get; internal set; }
public override Type DeclaringType => FieldInfo.DeclaringType;
public override bool IsStatic => FieldInfo.IsStatic;
public override bool CanWrite => m_canWrite ?? (bool)(m_canWrite = !(FieldInfo.IsLiteral && !FieldInfo.IsInitOnly));
private bool? m_canWrite;
public override bool ShouldAutoEvaluate => true;
public CacheField(FieldInfo fi)
{
this.FieldInfo = fi;
}
public override void SetInspectorOwner(ReflectionInspector inspector, MemberInfo member)
{
base.SetInspectorOwner(inspector, member);
}
protected override object TryEvaluate()
{
try
{
object ret = FieldInfo.GetValue(DeclaringInstance);
LastException = null;
return ret;
}
catch (Exception ex)
{
LastException = ex;
return null;
}
}
protected override void TrySetValue(object value)
{
try
{
FieldInfo.SetValue(DeclaringInstance, value);
}
catch (Exception ex)
{
ExplorerCore.LogWarning(ex);
}
}
}
}

View File

@ -1,92 +0,0 @@
using UnityExplorer.CacheObject.IValues;
using UnityExplorer.CacheObject.Views;
namespace UnityExplorer.CacheObject
{
public class CacheKeyValuePair : CacheObjectBase
{
//public InteractiveList CurrentList { get; set; }
public int DictIndex;
public object DictKey;
public object DisplayedKey;
public bool KeyInputWanted;
public bool InspectWanted;
public string KeyLabelText;
public string KeyInputText;
public string KeyInputTypeText;
public float DesiredKeyWidth;
public float DesiredValueWidth;
public override bool ShouldAutoEvaluate => true;
public override bool HasArguments => false;
public override bool CanWrite => Owner.CanWrite;
public void SetDictOwner(InteractiveDictionary dict, int index)
{
this.Owner = dict;
this.DictIndex = index;
}
public void SetKey(object key)
{
this.DictKey = key;
this.DisplayedKey = key.TryCast();
Type type = DisplayedKey.GetType();
if (ParseUtility.CanParse(type))
{
KeyInputWanted = true;
KeyInputText = ParseUtility.ToStringForInput(DisplayedKey, type);
KeyInputTypeText = SignatureHighlighter.Parse(type, false);
}
else
{
KeyInputWanted = false;
InspectWanted = type != typeof(bool) && !type.IsEnum;
KeyLabelText = ToStringUtility.ToStringWithType(DisplayedKey, type, true);
}
}
public override void SetDataToCell(CacheObjectCell cell)
{
base.SetDataToCell(cell);
CacheKeyValuePairCell kvpCell = cell as CacheKeyValuePairCell;
kvpCell.NameLabel.text = $"{DictIndex}:";
kvpCell.HiddenNameLabel.Text = "";
kvpCell.Image.color = DictIndex % 2 == 0 ? CacheListEntryCell.EvenColor : CacheListEntryCell.OddColor;
if (KeyInputWanted)
{
kvpCell.KeyInputField.UIRoot.SetActive(true);
kvpCell.KeyInputTypeLabel.gameObject.SetActive(true);
kvpCell.KeyLabel.gameObject.SetActive(false);
kvpCell.KeyInspectButton.Component.gameObject.SetActive(false);
kvpCell.KeyInputField.Text = KeyInputText;
kvpCell.KeyInputTypeLabel.text = KeyInputTypeText;
}
else
{
kvpCell.KeyInputField.UIRoot.SetActive(false);
kvpCell.KeyInputTypeLabel.gameObject.SetActive(false);
kvpCell.KeyLabel.gameObject.SetActive(true);
kvpCell.KeyInspectButton.Component.gameObject.SetActive(InspectWanted);
kvpCell.KeyLabel.text = KeyLabelText;
}
}
public override void TrySetUserValue(object value)
{
(Owner as InteractiveDictionary).TrySetValueToKey(DictKey, value, DictIndex);
}
protected override bool TryAutoEvaluateIfUnitialized(CacheObjectCell cell) => true;
}
}

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