Project refactor, namespace cleanup, splitting UI/functionality.

This commit is contained in:
Sinai
2021-03-18 17:17:29 +11:00
parent 1c0011bef9
commit 25e48f2f37
99 changed files with 3387 additions and 3096 deletions

View File

@ -1,18 +1,15 @@
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using UnityExplorer.Inspectors;
using UnityExplorer.UI.Modules;
using UnityExplorer.Core.Inspectors;
using UnityExplorer.UI.Main;
using System.IO;
using System.Reflection;
using UnityExplorer.Helpers;
using UnityExplorer.UI.Shared;
using UnityExplorer.Input;
using UnityExplorer.UI.Reusable;
using UnityExplorer.Core.Input;
using System;
using UnityExplorer.Config;
#if CPP
using UnityExplorer.Unstrip;
#endif
using UnityExplorer.Core.Config;
using UnityExplorer.UI.Utility;
namespace UnityExplorer.UI
{
@ -72,7 +69,7 @@ namespace UnityExplorer.UI
// Create submodules
new MainMenu();
MouseInspector.ConstructUI();
InspectUnderMouse.UI.ConstructUI();
PanelDragger.LoadCursorImage();
// Force refresh of anchors
@ -91,12 +88,12 @@ namespace UnityExplorer.UI
CanvasRoot.SetActive(show);
if (show)
ForceUnlockCursor.SetEventSystem();
CursorUnlocker.SetEventSystem();
else
ForceUnlockCursor.ReleaseEventSystem();
CursorUnlocker.ReleaseEventSystem();
}
ForceUnlockCursor.UpdateCursorControl();
CursorUnlocker.UpdateCursorControl();
}
//public static void OnSceneChange()
@ -118,7 +115,7 @@ namespace UnityExplorer.UI
if (EventSys)
{
if (EventSystem.current != EventSys)
ForceUnlockCursor.SetEventSystem();
CursorUnlocker.SetEventSystem();
#if CPP
// Some IL2CPP games behave weird with multiple UI Input Systems, some fixes for them.
var evt = InputManager.InputPointerEvent;