mirror of
https://github.com/sinai-dev/UnityExplorer.git
synced 2025-06-15 13:57:31 +08:00
186 lines
5.6 KiB
C#
186 lines
5.6 KiB
C#
using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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using UnityExplorer.Inspectors;
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using UnityExplorer.UI.Modules;
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using System.IO;
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using System.Reflection;
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using UnityExplorer.Helpers;
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using UnityExplorer.UI.Shared;
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using UnityExplorer.Input;
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#if CPP
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using UnityExplorer.Unstrip;
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#endif
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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 static GameObject CanvasRoot { get; private set; }
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public static EventSystem EventSys { get; private set; }
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internal static Font ConsoleFont { get; private set; }
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internal static Sprite ResizeCursor { get; private set; }
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internal static Shader BackupShader { get; private set; }
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public static void Init()
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{
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LoadBundle();
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// Create core UI Canvas and Event System handler
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CreateRootCanvas();
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// Create submodules
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new MainMenu();
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MouseInspector.ConstructUI();
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PanelDragger.LoadCursorImage();
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// Force refresh of anchors
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Canvas.ForceUpdateCanvases();
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}
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public static void OnSceneChange()
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{
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SceneExplorer.Instance?.OnSceneChange();
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SearchPage.Instance?.OnSceneChange();
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}
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public static void Update()
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{
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MainMenu.Instance?.Update();
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if (EventSys)
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{
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if (EventSystem.current != EventSys)
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{
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ForceUnlockCursor.SetEventSystem();
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}
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#if CPP
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// Fix for games which override the InputModule pointer events (eg, VRChat)
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var evt = InputManager.InputPointerEvent;
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if (evt != null)
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{
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if (!evt.eligibleForClick && evt.selectedObject)
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evt.eligibleForClick = true;
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}
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#endif
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}
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if (PanelDragger.Instance != null)
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{
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PanelDragger.Instance.Update();
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}
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for (int i = 0; i < SliderScrollbar.Instances.Count; i++)
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{
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var slider = SliderScrollbar.Instances[i];
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if (slider.CheckDestroyed())
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i--;
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else
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slider.Update();
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}
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for (int i = 0; i < InputFieldScroller.Instances.Count; i++)
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{
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var input = InputFieldScroller.Instances[i];
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if (input.sliderScroller.CheckDestroyed())
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i--;
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else
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input.Update();
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}
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}
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private static void LoadBundle()
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{
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var bundlePath = ExplorerCore.EXPLORER_FOLDER + @"\explorerui.bundle";
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if (File.Exists(bundlePath))
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{
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var bundle = AssetBundle.LoadFromFile(bundlePath);
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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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ResizeCursor = bundle.LoadAsset<Sprite>("cursor");
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ConsoleFont = bundle.LoadAsset<Font>("CONSOLA");
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ExplorerCore.Log("Loaded UI bundle");
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}
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else
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{
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ExplorerCore.LogWarning("Could not find the ExplorerUI Bundle! It should exist at '" + bundlePath + "'");
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return;
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}
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}
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private static GameObject CreateRootCanvas()
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{
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GameObject rootObj = new GameObject("ExplorerCanvas");
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UnityEngine.Object.DontDestroyOnLoad(rootObj);
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rootObj.layer = 5;
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CanvasRoot = rootObj;
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CanvasRoot.transform.position = new Vector3(0f, 0f, 1f);
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EventSys = rootObj.AddComponent<EventSystem>();
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InputManager.AddUIModule();
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Canvas canvas = rootObj.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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canvas.pixelPerfect = false;
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CanvasScaler scaler = rootObj.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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rootObj.AddComponent<GraphicRaycaster>();
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return rootObj;
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}
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public static Sprite CreateSprite(Texture2D tex, Rect size = default)
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{
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#if CPP
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Vector2 pivot = Vector2.zero;
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Vector4 border = Vector4.zero;
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if (size == default)
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{
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size = new Rect(0, 0, tex.width, tex.height);
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}
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return Sprite.CreateSprite_Injected(tex, ref size, ref pivot, 100f, 0u, SpriteMeshType.Tight, ref border, false);
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#else
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return Sprite.Create(tex, size, Vector2.zero);
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#endif
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}
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public static Texture2D MakeSolidTexture(Color color, int width, int height)
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{
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Color[] pixels = new Color[width * height];
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for (int i = 0; i < pixels.Length; i++)
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{
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pixels[i] = color;
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}
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Texture2D tex = new Texture2D(width, height);
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tex.SetPixels(pixels);
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tex.Apply();
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return tex;
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}
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}
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}
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