Fix for InputSystem in 3.0.0 (temp fix for il2cpp)

This commit is contained in:
sinaioutlander
2020-11-20 17:12:40 +11:00
parent 97dbecaa2a
commit c38155ab04
10 changed files with 187 additions and 58 deletions

View File

@ -8,6 +8,7 @@ using System.IO;
using System.Reflection;
using UnityExplorer.Helpers;
using UnityExplorer.UI.Shared;
using UnityExplorer.Input;
#if CPP
using UnityExplorer.Unstrip;
#endif
@ -18,37 +19,13 @@ namespace UnityExplorer.UI
{
public static GameObject CanvasRoot { get; private set; }
public static EventSystem EventSys { get; private set; }
public static StandaloneInputModule InputModule { get; private set; }
//internal static Material UIMaterial { get; private set; }
internal static Sprite ResizeCursor { get; private set; }
internal static Font ConsoleFont { get; private set; }
public static void Init()
{
var bundlePath = ExplorerCore.EXPLORER_FOLDER + @"\explorerui.bundle";
if (File.Exists(bundlePath))
{
var bundle = AssetBundle.LoadFromFile(bundlePath);
// Fix for games which don't ship with 'UI/Default' shader.
if (Graphic.defaultGraphicMaterial.shader?.name != "UI/Default")
{
ExplorerCore.Log("This game does not ship with the 'UI/Default' shader, using manual Default Shader...");
Graphic.defaultGraphicMaterial.shader = bundle.LoadAsset<Shader>("DefaultUI");
}
ResizeCursor = bundle.LoadAsset<Sprite>("cursor");
ConsoleFont = bundle.LoadAsset<Font>("CONSOLA");
ExplorerCore.Log("Loaded UI bundle");
}
else
{
ExplorerCore.LogWarning("Could not find the ExplorerUI Bundle! It should exist at '" + bundlePath + "'");
return;
}
LoadBundle();
// Create core UI Canvas and Event System handler
CreateRootCanvas();
@ -62,12 +39,6 @@ namespace UnityExplorer.UI
Canvas.ForceUpdateCanvases();
}
public static void SetEventSystem()
{
EventSystem.current = EventSys;
InputModule.ActivateModule();
}
public static void OnSceneChange()
{
SceneExplorer.Instance?.OnSceneChange();
@ -78,23 +49,20 @@ namespace UnityExplorer.UI
{
MainMenu.Instance?.Update();
if (EventSys && InputModule)
if (EventSys)
{
if (EventSystem.current != EventSys)
{
ForceUnlockCursor.SetEventSystem();
//ForceUnlockCursor.Unlock = true;
}
// Fix for games which override the InputModule pointer events (eg, VRChat)
#if CPP
if (InputModule.m_InputPointerEvent != null)
// Fix for games which override the InputModule pointer events (eg, VRChat)
var evt = InputManager.InputPointerEvent;
if (evt != null)
{
PointerEventData evt = InputModule.m_InputPointerEvent;
if (!evt.eligibleForClick && evt.selectedObject)
{
evt.eligibleForClick = true;
}
}
#endif
}
@ -125,6 +93,33 @@ namespace UnityExplorer.UI
}
}
private static void LoadBundle()
{
var bundlePath = ExplorerCore.EXPLORER_FOLDER + @"\explorerui.bundle";
if (File.Exists(bundlePath))
{
var bundle = AssetBundle.LoadFromFile(bundlePath);
// Fix for games which don't ship with 'UI/Default' shader.
if (Graphic.defaultGraphicMaterial.shader?.name != "UI/Default")
{
ExplorerCore.Log("This game does not ship with the 'UI/Default' shader, using manual Default Shader...");
Graphic.defaultGraphicMaterial.shader = bundle.LoadAsset<Shader>("DefaultUI");
}
ResizeCursor = bundle.LoadAsset<Sprite>("cursor");
ConsoleFont = bundle.LoadAsset<Font>("CONSOLA");
ExplorerCore.Log("Loaded UI bundle");
}
else
{
ExplorerCore.LogWarning("Could not find the ExplorerUI Bundle! It should exist at '" + bundlePath + "'");
return;
}
}
private static GameObject CreateRootCanvas()
{
GameObject rootObj = new GameObject("ExplorerCanvas");
@ -135,8 +130,7 @@ namespace UnityExplorer.UI
CanvasRoot.transform.position = new Vector3(0f, 0f, 1f);
EventSys = rootObj.AddComponent<EventSystem>();
InputModule = rootObj.AddComponent<StandaloneInputModule>();
InputModule.ActivateModule();
InputManager.AddUIModule();
Canvas canvas = rootObj.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceCamera;