UnityExplorer/src/ExplorerCore.cs
2022-04-20 18:47:23 +10:00

183 lines
5.8 KiB
C#

using System;
using System.IO;
using UnityEngine;
using UnityExplorer.Config;
using UnityExplorer.ObjectExplorer;
using UnityExplorer.Runtime;
using UnityExplorer.UI;
using UnityExplorer.UI.Panels;
using UniverseLib;
using UniverseLib.Input;
namespace UnityExplorer
{
public static class ExplorerCore
{
public const string NAME = "UnityExplorer";
public const string VERSION = "4.7.5";
public const string AUTHOR = "Sinai";
public const string GUID = "com.sinai.unityexplorer";
public static IExplorerLoader Loader { get; private set; }
public static string ExplorerFolder => Path.Combine(Loader.ExplorerFolderDestination, Loader.ExplorerFolderName);
public const string DEFAULT_EXPLORER_FOLDER_NAME = "sinai-dev-UnityExplorer";
public static HarmonyLib.Harmony Harmony { get; } = new HarmonyLib.Harmony(GUID);
/// <summary>
/// Initialize UnityExplorer with the provided Loader implementation.
/// </summary>
public static void Init(IExplorerLoader loader)
{
if (Loader != null)
throw new Exception("UnityExplorer is already loaded.");
Loader = loader;
Log($"{NAME} {VERSION} initializing...");
CheckLegacyExplorerFolder();
Directory.CreateDirectory(ExplorerFolder);
ConfigManager.Init(Loader.ConfigHandler);
Universe.Init(ConfigManager.Startup_Delay_Time.Value, LateInit, Log, new()
{
Disable_EventSystem_Override = ConfigManager.Disable_EventSystem_Override.Value,
Force_Unlock_Mouse = ConfigManager.Force_Unlock_Mouse.Value,
Unhollowed_Modules_Folder = loader.UnhollowedModulesFolder
});
UERuntimeHelper.Init();
ExplorerBehaviour.Setup();
UnityCrashPrevention.Init();
}
// Do a delayed setup so that objects aren't destroyed instantly.
// This can happen for a multitude of reasons.
// Default delay is 1 second which is usually enough.
static void LateInit()
{
SceneHandler.Init();
Log($"Creating UI...");
UIManager.InitUI();
Log($"{NAME} {VERSION} ({Universe.Context}) initialized.");
// InspectorManager.Inspect(typeof(Tests.TestClass));
}
internal static void Update()
{
// check master toggle
if (InputManager.GetKeyDown(ConfigManager.Master_Toggle.Value))
UIManager.ShowMenu = !UIManager.ShowMenu;
}
#region LOGGING
public static void Log(object message)
=> Log(message, LogType.Log);
public static void LogWarning(object message)
=> Log(message, LogType.Warning);
public static void LogError(object message)
=> Log(message, LogType.Error);
public static void LogUnity(object message, LogType logType)
{
if (!ConfigManager.Log_Unity_Debug.Value)
return;
Log($"[Unity] {message}", logType);
}
private static void Log(object message, LogType logType)
{
string log = message?.ToString() ?? "";
LogPanel.Log(log, logType);
switch (logType)
{
case LogType.Assert:
case LogType.Log:
Loader.OnLogMessage(log);
break;
case LogType.Warning:
Loader.OnLogWarning(log);
break;
case LogType.Error:
case LogType.Exception:
Loader.OnLogError(log);
break;
}
}
#endregion
#region LEGACY FOLDER MIGRATION
// Can be removed eventually. For migration from <4.7.0
static void CheckLegacyExplorerFolder()
{
string legacyPath = Path.Combine(Loader.ExplorerFolderDestination, "UnityExplorer");
if (Directory.Exists(legacyPath))
{
LogWarning($"Attempting to migrate old 'UnityExplorer/' folder to 'sinai-dev-UnityExplorer/'...");
// If new folder doesn't exist yet, let's just use Move().
if (!Directory.Exists(ExplorerFolder))
{
try
{
Directory.Move(legacyPath, ExplorerFolder);
Log("Migrated successfully.");
}
catch (Exception ex)
{
LogWarning($"Exception migrating folder: {ex}");
}
}
else // We have to merge
{
try
{
CopyAll(new(legacyPath), new(ExplorerFolder));
Directory.Delete(legacyPath, true);
Log("Migrated successfully.");
}
catch (Exception ex)
{
LogWarning($"Exception migrating folder: {ex}");
}
}
}
}
public static void CopyAll(DirectoryInfo source, DirectoryInfo target)
{
Directory.CreateDirectory(target.FullName);
// Copy each file into it's new directory.
foreach (FileInfo fi in source.GetFiles())
fi.MoveTo(Path.Combine(target.ToString(), fi.Name));
// Copy each subdirectory using recursion.
foreach (DirectoryInfo diSourceSubDir in source.GetDirectories())
{
DirectoryInfo nextTargetSubDir = target.CreateSubdirectory(diSourceSubDir.Name);
CopyAll(diSourceSubDir, nextTargetSubDir);
}
}
#endregion
}
}