* 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
This commit is contained in:
sinaioutlander
2020-10-11 22:57:46 +11:00
parent 2d414e544b
commit 39d9585f1d
15 changed files with 217 additions and 119 deletions

View File

@ -17,32 +17,25 @@ namespace Explorer.UI
}
private static bool m_forceUnlock;
private static CursorLockMode m_lastLockMode;
private static bool m_lastVisibleState;
private static bool m_currentlySettingCursor = false;
public static bool ShouldForceMouse => ExplorerCore.ShowMenu && Unlock;
private static Type CursorType => m_cursorType ?? (m_cursorType = ReflectionHelpers.GetTypeByName("UnityEngine.Cursor"));
private static CursorLockMode m_lastLockMode;
private static bool m_lastVisibleState;
private static bool m_currentlySettingCursor = false;
private static Type CursorType
=> m_cursorType
?? (m_cursorType = ReflectionHelpers.GetTypeByName("UnityEngine.Cursor"));
private static Type m_cursorType;
public static void Init()
{
try
{
// Check if Cursor class is loaded
if (CursorType == null)
{
ExplorerCore.Log("Trying to manually load Cursor module...");
if (ReflectionHelpers.LoadModule("UnityEngine.CoreModule") && CursorType != null)
{
ExplorerCore.Log("Ok!");
}
else
{
throw new Exception("Could not load UnityEngine.Cursor module!");
}
throw new Exception("Could not find Type 'UnityEngine.Cursor'!");
}
// Get current cursor state and enable cursor
@ -91,7 +84,8 @@ namespace Explorer.UI
}
catch (Exception e)
{
ExplorerCore.Log($"[NON-FATAL] Couldn't patch a method: {e.Message}");
string s = setter ? "set_" : "get_" ;
ExplorerCore.Log($"Unable to patch Cursor.{s}{property}: {e.Message}");
}
}