mirror of
https://github.com/GrahamKracker/UnityExplorer.git
synced 2025-07-01 19:13:03 +08:00
Remove "Core" namespace, move everything in it up one level
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137
src/Config/ConfigManager.cs
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137
src/Config/ConfigManager.cs
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.IO;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Text;
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using UnityEngine;
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using UnityExplorer.UI;
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namespace UnityExplorer.Config
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{
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public static class ConfigManager
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{
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// Each Mod Loader has its own ConfigHandler.
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// See the UnityExplorer.Loader namespace for the implementations.
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public static ConfigHandler Handler { get; private set; }
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public static ConfigElement<KeyCode> Master_Toggle;
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public static ConfigElement<UIManager.VerticalAnchor> Main_Navbar_Anchor;
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public static ConfigElement<bool> Force_Unlock_Mouse;
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public static ConfigElement<KeyCode> Force_Unlock_Toggle;
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public static ConfigElement<bool> Aggressive_Mouse_Unlock;
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public static ConfigElement<bool> Disable_EventSystem_Override;
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public static ConfigElement<string> Default_Output_Path;
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public static ConfigElement<bool> Log_Unity_Debug;
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public static ConfigElement<bool> Hide_On_Startup;
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public static ConfigElement<float> Startup_Delay_Time;
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public static ConfigElement<string> Reflection_Signature_Blacklist;
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// internal configs
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internal static InternalConfigHandler InternalHandler { get; private set; }
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public static ConfigElement<string> ObjectExplorerData;
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public static ConfigElement<string> InspectorData;
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public static ConfigElement<string> CSConsoleData;
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public static ConfigElement<string> OptionsPanelData;
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public static ConfigElement<string> ConsoleLogData;
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public static ConfigElement<string> HookManagerData;
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internal static readonly Dictionary<string, IConfigElement> ConfigElements = new Dictionary<string, IConfigElement>();
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internal static readonly Dictionary<string, IConfigElement> InternalConfigs = new Dictionary<string, IConfigElement>();
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public static void Init(ConfigHandler configHandler)
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{
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Handler = configHandler;
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Handler.Init();
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InternalHandler = new InternalConfigHandler();
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InternalHandler.Init();
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CreateConfigElements();
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Handler.LoadConfig();
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InternalHandler.LoadConfig();
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//InitConsoleCallback();
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}
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internal static void RegisterConfigElement<T>(ConfigElement<T> configElement)
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{
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if (!configElement.IsInternal)
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{
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Handler.RegisterConfigElement(configElement);
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ConfigElements.Add(configElement.Name, configElement);
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}
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else
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{
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InternalHandler.RegisterConfigElement(configElement);
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InternalConfigs.Add(configElement.Name, configElement);
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}
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}
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private static void CreateConfigElements()
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{
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Master_Toggle = new ConfigElement<KeyCode>("UnityExplorer Toggle",
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"The key to enable or disable UnityExplorer's menu and features.",
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KeyCode.F7);
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Main_Navbar_Anchor = new ConfigElement<UIManager.VerticalAnchor>("Main Navbar Anchor",
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"The vertical anchor of the main UnityExplorer Navbar, in case you want to move it.",
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UIManager.VerticalAnchor.Top);
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Hide_On_Startup = new ConfigElement<bool>("Hide On Startup",
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"Should UnityExplorer be hidden on startup?",
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false);
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Force_Unlock_Mouse = new ConfigElement<bool>("Force Unlock Mouse",
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"Force the Cursor to be unlocked (visible) when the UnityExplorer menu is open.",
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true);
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Force_Unlock_Mouse.OnValueChanged += (bool value) =>
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{
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UniverseLib.Config.ConfigManager.Force_Unlock_Mouse = value;
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};
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Force_Unlock_Toggle = new ConfigElement<KeyCode>("Force Unlock Toggle Key",
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"The keybind to toggle the 'Force Unlock Mouse' setting. Only usable when UnityExplorer is open.",
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KeyCode.None);
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Disable_EventSystem_Override = new ConfigElement<bool>("Disable EventSystem override",
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"If enabled, UnityExplorer will not override the EventSystem from the game.\n<b>May require restart to take effect.</b>",
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false);
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Disable_EventSystem_Override.OnValueChanged += (bool value) =>
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{
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UniverseLib.Config.ConfigManager.Disable_EventSystem_Override = value;
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};
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Log_Unity_Debug = new ConfigElement<bool>("Log Unity Debug",
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"Should UnityEngine.Debug.Log messages be printed to UnityExplorer's log?",
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false);
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Default_Output_Path = new ConfigElement<string>("Default Output Path",
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"The default output path when exporting things from UnityExplorer.",
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Path.Combine(ExplorerCore.Loader.ExplorerFolder, "Output"));
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Startup_Delay_Time = new ConfigElement<float>("Startup Delay Time",
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"The delay on startup before the UI is created.",
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1f);
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Reflection_Signature_Blacklist = new ConfigElement<string>("Member Signature Blacklist",
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"Use this to blacklist certain member signatures if they are known to cause a crash or other issues.\r\n" +
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"Seperate signatures with a semicolon ';'.\r\n" +
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"For example, to blacklist Camera.main, you would add 'UnityEngine.Camera.main;'",
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"");
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// Internal configs (panel save data)
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ObjectExplorerData = new ConfigElement<string>("ObjectExplorer", "", "", true);
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InspectorData = new ConfigElement<string>("Inspector", "", "", true);
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CSConsoleData = new ConfigElement<string>("CSConsole", "", "", true);
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OptionsPanelData = new ConfigElement<string>("OptionsPanel", "", "", true);
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ConsoleLogData = new ConfigElement<string>("ConsoleLog", "", "", true);
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HookManagerData = new ConfigElement<string>("HookManager", "", "", true);
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}
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}
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}
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