mirror of
https://github.com/GrahamKracker/UnityExplorer.git
synced 2025-07-18 00:57:50 +08:00
2.0.4
* Added ability to see and change the layer of a gameobject from the GameObject inspector more easily, and shows you the actual layer name (where possible). * Fixed an issue related to the recently-added clickthrough prevention and resize drag * Fixed write-only properties in the inspector * A few other minor fixes
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@ -17,32 +17,25 @@ namespace Explorer.UI
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}
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private static bool m_forceUnlock;
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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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public static bool ShouldForceMouse => ExplorerCore.ShowMenu && Unlock;
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private static Type CursorType => m_cursorType ?? (m_cursorType = ReflectionHelpers.GetTypeByName("UnityEngine.Cursor"));
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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 = ReflectionHelpers.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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try
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{
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// Check if Cursor class is loaded
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if (CursorType == null)
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{
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ExplorerCore.Log("Trying to manually load Cursor module...");
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if (ReflectionHelpers.LoadModule("UnityEngine.CoreModule") && CursorType != null)
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{
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ExplorerCore.Log("Ok!");
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}
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else
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{
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throw new Exception("Could not load UnityEngine.Cursor module!");
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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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@ -91,7 +84,8 @@ namespace Explorer.UI
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}
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catch (Exception e)
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{
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ExplorerCore.Log($"[NON-FATAL] Couldn't patch a method: {e.Message}");
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string s = setter ? "set_" : "get_" ;
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ExplorerCore.Log($"Unable to patch Cursor.{s}{property}: {e.Message}");
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}
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}
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