mirror of
https://github.com/GrahamKracker/UnityExplorer.git
synced 2025-07-16 00:07:52 +08:00
Project refactor, namespace cleanup, splitting UI/functionality.
This commit is contained in:
244
src/UI/Utility/CursorUnlocker.cs
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244
src/UI/Utility/CursorUnlocker.cs
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@ -0,0 +1,244 @@
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using System;
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using UnityEngine;
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using UnityExplorer.Core.Unity;
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using UnityEngine.EventSystems;
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using UnityExplorer.Core.Input;
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using BF = System.Reflection.BindingFlags;
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using UnityExplorer.Core.Config;
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using UnityExplorer.Core;
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#if ML
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using Harmony;
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#else
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using HarmonyLib;
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#endif
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namespace UnityExplorer.UI.Utility
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{
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public class CursorUnlocker
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{
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public static bool Unlock
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{
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get => m_forceUnlock;
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set => SetForceUnlock(value);
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}
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private static bool m_forceUnlock;
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private static void SetForceUnlock(bool unlock)
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{
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m_forceUnlock = unlock;
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UpdateCursorControl();
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}
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public static bool ShouldForceMouse => UIManager.ShowMenu && Unlock;
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private static CursorLockMode m_lastLockMode;
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private static bool m_lastVisibleState;
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private static bool m_currentlySettingCursor = false;
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private static Type CursorType
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=> m_cursorType
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?? (m_cursorType = ReflectionUtility.GetTypeByName("UnityEngine.Cursor"));
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private static Type m_cursorType;
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public static void Init()
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{
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ExplorerConfig.OnConfigChanged += ModConfig_OnConfigChanged;
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SetupPatches();
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Unlock = true;
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}
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internal static void ModConfig_OnConfigChanged()
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{
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Unlock = ExplorerConfig.Instance.Force_Unlock_Mouse;
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}
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private static void SetupPatches()
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{
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try
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{
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if (CursorType == null)
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{
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throw new Exception("Could not find Type 'UnityEngine.Cursor'!");
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}
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// Get current cursor state and enable cursor
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try
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{
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//m_lastLockMode = Cursor.lockState;
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m_lastLockMode = (CursorLockMode?)typeof(Cursor).GetProperty("lockState", BF.Public | BF.Static)?.GetValue(null, null)
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?? CursorLockMode.None;
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//m_lastVisibleState = Cursor.visible;
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m_lastVisibleState = (bool?)typeof(Cursor).GetProperty("visible", BF.Public | BF.Static)?.GetValue(null, null)
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?? false;
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}
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catch { }
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// Setup Harmony Patches
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TryPatch(typeof(Cursor),
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"lockState",
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new HarmonyMethod(typeof(CursorUnlocker).GetMethod(nameof(Prefix_set_lockState))),
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true);
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TryPatch(typeof(Cursor),
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"visible",
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new HarmonyMethod(typeof(CursorUnlocker).GetMethod(nameof(Prefix_set_visible))),
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true);
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TryPatch(typeof(EventSystem),
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"current",
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new HarmonyMethod(typeof(CursorUnlocker).GetMethod(nameof(Prefix_EventSystem_set_current))),
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true);
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}
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catch (Exception e)
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{
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ExplorerCore.Log($"Exception on ForceUnlockCursor.Init! {e.GetType()}, {e.Message}");
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}
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}
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private static void TryPatch(Type type, string property, HarmonyMethod patch, bool setter)
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{
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try
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{
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var harmony = ExplorerCore.Loader.HarmonyInstance;
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System.Reflection.PropertyInfo prop = type.GetProperty(property);
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if (setter) // setter is prefix
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{
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harmony.Patch(prop.GetSetMethod(), prefix: patch);
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}
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else // getter is postfix
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{
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harmony.Patch(prop.GetGetMethod(), postfix: patch);
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}
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}
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catch (Exception e)
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{
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string suf = setter ? "set_" : "get_";
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ExplorerCore.Log($"Unable to patch {type.Name}.{suf}{property}: {e.Message}");
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}
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}
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public static void UpdateCursorControl()
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{
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try
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{
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m_currentlySettingCursor = true;
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if (ShouldForceMouse)
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{
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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}
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else
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{
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Cursor.lockState = m_lastLockMode;
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Cursor.visible = m_lastVisibleState;
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}
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m_currentlySettingCursor = false;
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}
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catch (Exception e)
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{
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ExplorerCore.Log($"Exception setting Cursor state: {e.GetType()}, {e.Message}");
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}
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}
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// Event system overrides
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private static bool m_settingEventSystem;
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private static EventSystem m_lastEventSystem;
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private static BaseInputModule m_lastInputModule;
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public static void SetEventSystem()
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{
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// temp disabled for new InputSystem
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if (InputManager.CurrentType == InputType.InputSystem)
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return;
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// Disable current event system object
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if (m_lastEventSystem || EventSystem.current)
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{
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if (!m_lastEventSystem)
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m_lastEventSystem = EventSystem.current;
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//ExplorerCore.Log("Disabling current event system...");
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m_lastEventSystem.enabled = false;
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//m_lastEventSystem.gameObject.SetActive(false);
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}
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// Set to our current system
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m_settingEventSystem = true;
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EventSystem.current = UIManager.EventSys;
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UIManager.EventSys.enabled = true;
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InputManager.ActivateUIModule();
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m_settingEventSystem = false;
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}
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public static void ReleaseEventSystem()
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{
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if (InputManager.CurrentType == InputType.InputSystem)
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return;
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if (m_lastEventSystem)
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{
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m_lastEventSystem.enabled = true;
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//m_lastEventSystem.gameObject.SetActive(true);
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m_settingEventSystem = true;
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EventSystem.current = m_lastEventSystem;
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m_lastInputModule?.ActivateModule();
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m_settingEventSystem = false;
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}
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}
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[HarmonyPrefix]
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public static void Prefix_EventSystem_set_current(ref EventSystem value)
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{
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if (!m_settingEventSystem)
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{
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m_lastEventSystem = value;
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m_lastInputModule = value?.currentInputModule;
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if (UIManager.ShowMenu)
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{
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value = UIManager.EventSys;
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}
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}
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}
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// Force mouse to stay unlocked and visible while UnlockMouse and ShowMenu are true.
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// Also keep track of when anything else tries to set Cursor state, this will be the
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// value that we set back to when we close the menu or disable force-unlock.
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[HarmonyPrefix]
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public static void Prefix_set_lockState(ref CursorLockMode value)
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{
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if (!m_currentlySettingCursor)
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{
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m_lastLockMode = value;
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if (ShouldForceMouse)
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{
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value = CursorLockMode.None;
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}
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}
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}
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[HarmonyPrefix]
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public static void Prefix_set_visible(ref bool value)
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{
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if (!m_currentlySettingCursor)
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{
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m_lastVisibleState = value;
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if (ShouldForceMouse)
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{
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value = true;
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}
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}
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}
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}
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}
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