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