mirror of
https://github.com/sinai-dev/UnityExplorer.git
synced 2025-06-16 22:27:45 +08:00
316 lines
11 KiB
C#
316 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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using UnityExplorer.Core.Config;
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using UnityExplorer.Core.Input;
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using UnityExplorer.UI.CSConsole;
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using UnityExplorer.UI.Inspectors;
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using UnityExplorer.UI.Models;
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using UnityExplorer.UI.Panels;
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using UnityExplorer.UI.Utility;
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using UnityExplorer.UI.Widgets;
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using UnityExplorer.UI.Widgets.AutoComplete;
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namespace UnityExplorer.UI
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{
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public static class UIManager
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{
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public enum Panels
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{
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ObjectExplorer,
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Inspector,
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CSConsole,
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Options,
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ConsoleLog,
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AutoCompleter,
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MouseInspector
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}
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public static bool Initializing { get; private set; } = true;
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public static GameObject CanvasRoot { get; private set; }
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public static Canvas Canvas { get; private set; }
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public static EventSystem EventSys { get; private set; }
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internal static GameObject PoolHolder { get; private set; }
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// panels
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internal static GameObject PanelHolder { get; private set; }
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private static readonly Dictionary<Panels, UIPanel> UIPanels = new Dictionary<Panels, UIPanel>();
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// assets
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internal static Font ConsoleFont { get; private set; }
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internal static Shader BackupShader { get; private set; }
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// Main Navbar UI
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public static RectTransform NavBarRect;
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public static GameObject NavbarButtonHolder;
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public static Dropdown MouseInspectDropdown;
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internal static readonly Color enabledButtonColor = new Color(0.2f, 0.4f, 0.28f);
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internal static readonly Color disabledButtonColor = new Color(0.25f, 0.25f, 0.25f);
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public const int MAX_INPUTFIELD_CHARS = 16000;
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public const int MAX_TEXT_VERTS = 65000;
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public static bool ShowMenu
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{
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get => s_showMenu;
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set
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{
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if (s_showMenu == value || !CanvasRoot)
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return;
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s_showMenu = value;
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CanvasRoot.SetActive(value);
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CursorUnlocker.UpdateCursorControl();
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}
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}
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public static bool s_showMenu = true;
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// Panels
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public static UIPanel GetPanel(Panels panel)
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{
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return UIPanels[panel];
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}
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public static T GetPanel<T>(Panels panel) where T : UIPanel
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{
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return (T)UIPanels[panel];
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}
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public static void TogglePanel(Panels panel)
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{
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var uiPanel = GetPanel(panel);
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SetPanelActive(panel, !uiPanel.Enabled);
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}
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public static void SetPanelActive(Panels panel, bool active)
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{
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var obj = GetPanel(panel);
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SetPanelActive(obj, active);
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}
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public static void SetPanelActive(UIPanel panel, bool active)
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{
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panel.SetActive(active);
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if (active)
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{
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panel.UIRoot.transform.SetAsLastSibling();
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UIPanel.InvokeOnPanelsReordered();
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}
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}
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internal static void SetPanelActive(Transform transform, bool value)
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{
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if (UIPanel.transformToPanelDict.TryGetValue(transform.GetInstanceID(), out UIPanel panel))
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SetPanelActive(panel, value);
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}
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// Main UI Update loop
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public static void Update()
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{
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if (!CanvasRoot || Initializing)
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return;
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if (InspectUnderMouse.Inspecting)
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{
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InspectUnderMouse.Instance.UpdateInspect();
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return;
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}
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if (InputManager.GetKeyDown(ConfigManager.Master_Toggle.Value))
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ShowMenu = !ShowMenu;
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if (!ShowMenu)
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return;
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if (InputManager.GetKeyDown(ConfigManager.Force_Unlock_Toggle.Value))
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CursorUnlocker.Unlock = !CursorUnlocker.Unlock;
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if (EventSystem.current != EventSys)
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CursorUnlocker.SetEventSystem();
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UIPanel.UpdateFocus();
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PanelDragger.UpdateInstances();
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UIBehaviourModel.UpdateInstances();
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}
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// Initialization and UI Construction
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internal static void InitUI()
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{
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LoadBundle();
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UIFactory.Init();
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CreateRootCanvas();
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// Global UI Pool Holder
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PoolHolder = new GameObject("PoolHolder");
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PoolHolder.transform.parent = CanvasRoot.transform;
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PoolHolder.SetActive(false);
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CreateTopNavBar();
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UIPanels.Add(Panels.AutoCompleter, new AutoCompleteModal());
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UIPanels.Add(Panels.ObjectExplorer, new ObjectExplorerPanel());
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UIPanels.Add(Panels.Inspector, new InspectorPanel());
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UIPanels.Add(Panels.CSConsole, new CSConsolePanel());
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UIPanels.Add(Panels.ConsoleLog, new LogPanel());
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UIPanels.Add(Panels.Options, new OptionsPanel());
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UIPanels.Add(Panels.MouseInspector, new InspectUnderMouse());
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foreach (var panel in UIPanels.Values)
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panel.ConstructUI();
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ConsoleController.Init();
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ShowMenu = !ConfigManager.Hide_On_Startup.Value;
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Initializing = false;
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}
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private static void CreateRootCanvas()
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{
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CanvasRoot = new GameObject("ExplorerCanvas");
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UnityEngine.Object.DontDestroyOnLoad(CanvasRoot);
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CanvasRoot.hideFlags |= HideFlags.HideAndDontSave;
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CanvasRoot.layer = 5;
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CanvasRoot.transform.position = new Vector3(0f, 0f, 1f);
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EventSys = CanvasRoot.AddComponent<EventSystem>();
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InputManager.AddUIModule();
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Canvas = CanvasRoot.AddComponent<Canvas>();
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Canvas.renderMode = RenderMode.ScreenSpaceCamera;
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Canvas.referencePixelsPerUnit = 100;
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Canvas.sortingOrder = 999;
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CanvasScaler scaler = CanvasRoot.AddComponent<CanvasScaler>();
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scaler.referenceResolution = new Vector2(1920, 1080);
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scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.Expand;
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CanvasRoot.AddComponent<GraphicRaycaster>();
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PanelHolder = new GameObject("PanelHolder");
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PanelHolder.transform.SetParent(CanvasRoot.transform, false);
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PanelHolder.layer = 5;
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var rect = PanelHolder.AddComponent<RectTransform>();
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rect.sizeDelta = Vector2.zero;
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rect.anchoredPosition = Vector2.zero;
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rect.pivot = new Vector2(0.5f, 0.5f);
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rect.anchorMin = Vector2.zero;
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rect.anchorMax = Vector2.one;
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PanelHolder.transform.SetAsFirstSibling();
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}
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private static void CreateTopNavBar()
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{
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var navbarPanel = UIFactory.CreateUIObject("MainNavbar", CanvasRoot);
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UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(navbarPanel, false, true, true, true, 5, 4, 4, 4, 4, TextAnchor.MiddleCenter);
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navbarPanel.AddComponent<Image>().color = new Color(0.1f, 0.1f, 0.1f);
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NavBarRect = navbarPanel.GetComponent<RectTransform>();
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NavBarRect.pivot = new Vector2(0.5f, 1f);
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NavBarRect.anchorMin = new Vector2(0.5f, 1f);
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NavBarRect.anchorMax = new Vector2(0.5f, 1f);
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NavBarRect.sizeDelta = new Vector2(900f, 35f);
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// UnityExplorer title
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string titleTxt = $"{ExplorerCore.NAME} <i><color=grey>{ExplorerCore.VERSION}</color></i>";
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var title = UIFactory.CreateLabel(navbarPanel, "Title", titleTxt, TextAnchor.MiddleLeft, default, true, 18);
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UIFactory.SetLayoutElement(title.gameObject, minWidth: 180, flexibleWidth: 0);
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// Navbar
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NavbarButtonHolder = UIFactory.CreateUIObject("NavButtonHolder", navbarPanel);
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UIFactory.SetLayoutElement(NavbarButtonHolder, flexibleHeight: 999, flexibleWidth: 999);
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UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(NavbarButtonHolder, false, true, true, true, 4, 2, 2, 2, 2);
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// Inspect under mouse dropdown
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var mouseDropdown = UIFactory.CreateDropdown(navbarPanel, out MouseInspectDropdown, "Mouse Inspect", 14,
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InspectUnderMouse.OnDropdownSelect);
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UIFactory.SetLayoutElement(mouseDropdown, minHeight: 25, minWidth: 140);
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MouseInspectDropdown.options.Add(new Dropdown.OptionData("Mouse Inspect"));
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MouseInspectDropdown.options.Add(new Dropdown.OptionData("World"));
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MouseInspectDropdown.options.Add(new Dropdown.OptionData("UI"));
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// Hide menu button
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var closeBtn = UIFactory.CreateButton(navbarPanel, "CloseButton", ConfigManager.Master_Toggle.Value.ToString());
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UIFactory.SetLayoutElement(closeBtn.Component.gameObject, minHeight: 25, minWidth: 80, flexibleWidth: 0);
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RuntimeProvider.Instance.SetColorBlock(closeBtn.Component, new Color(0.63f, 0.32f, 0.31f),
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new Color(0.81f, 0.25f, 0.2f), new Color(0.6f, 0.18f, 0.16f));
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ConfigManager.Master_Toggle.OnValueChanged += (KeyCode val) => { closeBtn.ButtonText.text = val.ToString(); };
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closeBtn.OnClick += () => { ShowMenu = false; };
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}
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#region UI AssetBundle
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private static void LoadBundle()
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{
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AssetBundle bundle = null;
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try
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{
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bundle = LoadBundle("modern");
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if (bundle == null)
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bundle = LoadBundle("legacy");
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}
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catch { }
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if (bundle == null)
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{
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ExplorerCore.LogWarning("Could not load the ExplorerUI Bundle!");
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ConsoleFont = Resources.GetBuiltinResource<Font>("Arial.ttf");
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return;
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}
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BackupShader = bundle.LoadAsset<Shader>("DefaultUI");
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// Fix for games which don't ship with 'UI/Default' shader.
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if (Graphic.defaultGraphicMaterial.shader?.name != "UI/Default")
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{
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ExplorerCore.Log("This game does not ship with the 'UI/Default' shader, using manual Default Shader...");
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Graphic.defaultGraphicMaterial.shader = BackupShader;
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}
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else
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BackupShader = Graphic.defaultGraphicMaterial.shader;
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ConsoleFont = bundle.LoadAsset<Font>("CONSOLA");
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}
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private static AssetBundle LoadBundle(string id)
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{
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var stream = typeof(ExplorerCore).Assembly
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.GetManifestResourceStream($"UnityExplorer.Resources.explorerui.{id}.bundle");
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return AssetBundle.LoadFromMemory(ReadFully(stream));
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}
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private static byte[] ReadFully(Stream input)
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{
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using (var ms = new MemoryStream())
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{
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byte[] buffer = new byte[81920];
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int read;
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while ((read = input.Read(buffer, 0, buffer.Length)) != 0)
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ms.Write(buffer, 0, read);
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return ms.ToArray();
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}
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}
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#endregion
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}
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}
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