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11 Commits
3.1.0 ... 3.1.5

14 changed files with 166 additions and 75 deletions

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@ -49,15 +49,14 @@
0. Install [BepInEx](https://github.com/BepInEx/BepInEx) for your game.
1. Download the UnityExplorer release for BepInEx IL2CPP or Mono above.
2. Take the `UnityExplorer.dll` file and put it in `[GameFolder]\BepInEx\plugins\`
3. Take the `UnityExplorer\` folder (with `explorerui.bundle`) and put it in `[GameFolder]\Mods\`, so it looks like `[GameFolder]\Mods\UnityExplorer\explorerui.bundle`.
4. In IL2CPP, it is highly recommended to get the base Unity libs for the game's Unity version and put them in the `BepInEx\unhollowed\base\` folder.
2. Take the `UnityExplorer.BIE.___.dll` file and put it in `[GameFolder]\BepInEx\plugins\`
3. In IL2CPP, it is highly recommended to get the base Unity libs for the game's Unity version and put them in the `BepInEx\unhollowed\base\` folder.
### MelonLoader
0. Install [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) for your game.
1. Download the UnityExplorer release for MelonLoader IL2CPP or Mono above.
2. Take the contents of the release and put it in the `[GameFolder]\Mods\` folder. It should look like `[GameFolder]\Mods\UnityExplorer.dll` and `[GameFolder]\Mods\UnityExplorer\explorerui.bundle`.
2. Take the contents of the release and put it in the `[GameFolder]\Mods\` folder. It should look like `[GameFolder]\Mods\UnityExplorer.ML.___.dll`
## Mod Config

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@ -11,7 +11,7 @@ namespace UnityExplorer.Config
public static ModConfig Instance;
internal static readonly IniDataParser _parser = new IniDataParser();
internal const string INI_PATH = ExplorerCore.EXPLORER_FOLDER + @"\config.ini";
internal static readonly string INI_PATH = Path.Combine(ExplorerCore.EXPLORER_FOLDER, "config.ini");
static ModConfig()
{

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@ -16,10 +16,15 @@ namespace UnityExplorer
public class ExplorerCore
{
public const string NAME = "UnityExplorer";
public const string VERSION = "3.1.0";
public const string VERSION = "3.1.5";
public const string AUTHOR = "Sinai";
public const string GUID = "com.sinai.unityexplorer";
#if ML
public const string EXPLORER_FOLDER = @"Mods\UnityExplorer";
#elif BIE
public static string EXPLORER_FOLDER = Path.Combine(BepInEx.Paths.ConfigPath, "UnityExplorer");
#endif
public static ExplorerCore Instance { get; private set; }

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@ -15,6 +15,16 @@ namespace UnityExplorer.Helpers
private static MethodInfo EncodeToPNGMethod => m_encodeToPNGMethod ?? GetEncodeToPNGMethod();
private static MethodInfo m_encodeToPNGMethod;
public static byte[] EncodeToPNGSafe(this Texture2D tex)
{
var method = EncodeToPNGMethod;
if (method.IsStatic)
return (byte[])method.Invoke(null, new object[] { tex });
else
return (byte[])method.Invoke(tex, new object[0]);
}
private static MethodInfo GetEncodeToPNGMethod()
{
if (ReflectionHelpers.GetTypeByName("UnityEngine.ImageConversion") is Type imageConversion)
@ -60,7 +70,12 @@ namespace UnityExplorer.Helpers
pixels = orig.GetPixels((int)rect.x, (int)rect.y, (int)rect.width, (int)rect.height);
// use full constructor for better compatibility
#if CPP
var _newTex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.RGBA32, Texture.GenerateAllMips, false, IntPtr.Zero);
#else
var _newTex = new Texture2D((int)rect.width, (int)rect.height);
#endif
_newTex.SetPixels(pixels);
return _newTex;

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@ -111,8 +111,11 @@ namespace UnityExplorer.Inspectors.GameObjects
internal static void OnCompToggleClicked(int index, bool value)
{
var comp = s_compShortlist[index];
#if CPP
comp.TryCast<Behaviour>().enabled = value;
#else
(comp as Behaviour).enabled = value;
#endif
}
internal static void OnCompListObjectClicked(int index)

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@ -272,7 +272,14 @@ namespace UnityExplorer.Inspectors.Reflection
if (File.Exists(path))
File.Delete(path);
var data = tex.EncodeToPNG();
if (!tex.IsReadable())
tex = Texture2DHelpers.ForceReadTexture(tex);
#if CPP
byte[] data = tex.EncodeToPNG();
#else
byte[] data = tex.EncodeToPNGSafe();
#endif
File.WriteAllBytes(path, data);
}
});

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@ -87,12 +87,6 @@ namespace UnityExplorer.UI
new HarmonyMethod(typeof(ForceUnlockCursor).GetMethod(nameof(Prefix_set_visible))),
true);
#if BIE
#if CPP
// temporarily disabling this patch in BepInEx il2cpp as it's causing a crash in some games.
return;
#endif
#endif
TryPatch(typeof(EventSystem),
"current",
new HarmonyMethod(typeof(ForceUnlockCursor).GetMethod(nameof(Prefix_EventSystem_set_current))),
@ -164,9 +158,22 @@ namespace UnityExplorer.UI
public static void SetEventSystem()
{
// temp disabled for new InputSystem
if (InputManager.CurrentType == InputType.InputSystem)
return;
// Disable current event system object
if (m_lastEventSystem || EventSystem.current)
{
if (!m_lastEventSystem)
m_lastEventSystem = EventSystem.current;
//ExplorerCore.Log("Disabling current event system...");
m_lastEventSystem.enabled = false;
//m_lastEventSystem.gameObject.SetActive(false);
}
// Set to our current system
m_settingEventSystem = true;
EventSystem.current = UIManager.EventSys;
InputManager.ActivateUIModule();
@ -180,6 +187,9 @@ namespace UnityExplorer.UI
if (m_lastEventSystem)
{
m_lastEventSystem.enabled = true;
//m_lastEventSystem.gameObject.SetActive(true);
m_settingEventSystem = true;
EventSystem.current = m_lastEventSystem;
m_lastInputModule?.ActivateModule();

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@ -1,7 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
//using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
@ -51,8 +50,6 @@ namespace UnityExplorer.UI.Modules
private SceneFilter m_sceneFilter;
private ChildFilter m_childFilter;
internal bool m_isStaticClassSearching;
// ui elements
private Text m_resultCountText;
@ -232,6 +229,7 @@ namespace UnityExplorer.UI.Modules
}
m_sceneDropdown.transform.Find("Label").GetComponent<Text>().text = "Any";
m_sceneFilter = SceneFilter.Any;
}
// ~~~~~ UI Callbacks ~~~~~
@ -248,12 +246,15 @@ namespace UnityExplorer.UI.Modules
UnityObjectSearch();
RefreshResultList();
if (m_results.Length > 0)
m_resultCountText.text = $"{m_results.Length} Results";
else
m_resultCountText.text = "No results...";
}
internal void StaticClassSearch()
{
m_isStaticClassSearching = true;
var list = new List<Type>();
var nameFilter = "";
@ -274,16 +275,30 @@ namespace UnityExplorer.UI.Modules
m_results = list.ToArray();
}
internal string[] s_instanceNames = new string[]
{
"m_instance",
"m_Instance",
"s_instance",
"s_Instance",
"_instance",
"_Instance",
"instance",
"Instance",
"<Instance>k__BackingField",
"<instance>k__BackingField",
};
private void SingletonSearch()
{
m_isStaticClassSearching = false;
var instances = new List<object>();
var nameFilter = "";
if (!string.IsNullOrEmpty(m_nameInput.text))
nameFilter = m_nameInput.text.ToLower();
var flags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static;
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
{
// All non-static classes
@ -293,31 +308,36 @@ namespace UnityExplorer.UI.Modules
{
if (!string.IsNullOrEmpty(nameFilter) && !type.FullName.ToLower().Contains(nameFilter))
continue;
// First look for an "Instance" Property
if (type.GetProperty("Instance", ReflectionHelpers.CommonFlags) is PropertyInfo pi
&& pi.CanRead
&& pi.GetGetMethod(true).IsStatic)
#if CPP
// Only look for Properties in IL2CPP, not for Mono.
PropertyInfo pi;
foreach (var name in s_instanceNames)
{
var instance = pi.GetValue(null, null);
if (instance != null)
instances.Add(instance);
pi = type.GetProperty(name, flags);
if (pi != null)
{
var instance = pi.GetValue(null, null);
if (instance != null)
{
instances.Add(instance);
continue;
}
}
}
else
#endif
// Look for a typical Instance backing field.
FieldInfo fi;
foreach (var name in s_instanceNames)
{
// Otherwise, look for a typical Instance backing field.
FieldInfo fi;
fi = type.GetField("m_instance", ReflectionHelpers.CommonFlags);
if (fi == null)
fi = type.GetField("s_instance", ReflectionHelpers.CommonFlags);
if (fi == null)
fi = type.GetField("_instance", ReflectionHelpers.CommonFlags);
if (fi == null)
fi = type.GetField("instance", ReflectionHelpers.CommonFlags);
if (fi != null && fi.IsStatic)
fi = type.GetField(name, flags);
if (fi != null)
{
var instance = fi.GetValue(null);
if (instance != null)
{
instances.Add(instance);
continue;
}
}
}
}
@ -330,8 +350,6 @@ namespace UnityExplorer.UI.Modules
internal void UnityObjectSearch()
{
m_isStaticClassSearching = false;
Type searchType = null;
switch (m_context)
{
@ -444,11 +462,6 @@ namespace UnityExplorer.UI.Modules
}
m_results = results.ToArray();
if (m_results.Length > 0)
m_resultCountText.text = $"{m_results.Length} Results";
else
m_resultCountText.text = "No results...";
}
private void OnResultPageTurn()

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@ -45,7 +45,6 @@ namespace UnityExplorer.UI
SceneExplorer.Instance?.OnSceneChange();
SearchPage.Instance?.OnSceneChange();
}
public static void Update()
{
MainMenu.Instance?.Update();
@ -53,12 +52,9 @@ namespace UnityExplorer.UI
if (EventSys)
{
if (EventSystem.current != EventSys)
{
ForceUnlockCursor.SetEventSystem();
}
#if CPP
// Fix for games which override the InputModule pointer events (eg, VRChat)
// Some IL2CPP games behave weird with multiple UI Input Systems, some fixes for them.
var evt = InputManager.InputPointerEvent;
if (evt != null)
{
@ -69,9 +65,7 @@ namespace UnityExplorer.UI
}
if (PanelDragger.Instance != null)
{
PanelDragger.Instance.Update();
}
for (int i = 0; i < SliderScrollbar.Instances.Count; i++)
{
@ -94,33 +88,66 @@ namespace UnityExplorer.UI
}
}
private static AssetBundle LoadExplorerUi(string id)
{
return AssetBundle.LoadFromMemory(ReadFully(typeof(ExplorerCore).Assembly.GetManifestResourceStream($"UnityExplorer.Resources.explorerui.{id}.bundle")));
}
private static byte[] ReadFully(this Stream input)
{
using (var ms = new MemoryStream())
{
byte[] buffer = new byte[81920];
int read;
while ((read = input.Read(buffer, 0, buffer.Length)) != 0)
ms.Write(buffer, 0, read);
return ms.ToArray();
}
}
private static void LoadBundle()
{
var bundlePath = ExplorerCore.EXPLORER_FOLDER + @"\explorerui.bundle";
if (File.Exists(bundlePath))
AssetBundle bundle = null;
try
{
var bundle = AssetBundle.LoadFromFile(bundlePath);
BackupShader = bundle.LoadAsset<Shader>("DefaultUI");
// 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 = BackupShader;
}
ResizeCursor = bundle.LoadAsset<Sprite>("cursor");
ConsoleFont = bundle.LoadAsset<Font>("CONSOLA");
ExplorerCore.Log("Loaded UI bundle");
bundle = LoadExplorerUi("modern");
}
else
catch
{
ExplorerCore.LogWarning("Could not find the ExplorerUI Bundle! It should exist at '" + bundlePath + "'");
ExplorerCore.Log("Failed to load modern ExplorerUI Bundle, falling back to legacy");
try
{
bundle = LoadExplorerUi("legacy");
}
catch
{
// ignored
}
}
if (bundle == null)
{
ExplorerCore.LogWarning("Could not load the ExplorerUI Bundle!");
return;
}
BackupShader = bundle.LoadAsset<Shader>("DefaultUI");
// 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 = BackupShader;
}
ResizeCursor = bundle.LoadAsset<Sprite>("cursor");
ConsoleFont = bundle.LoadAsset<Font>("CONSOLA");
ExplorerCore.Log("Loaded UI bundle");
}
private static GameObject CreateRootCanvas()

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@ -293,6 +293,7 @@
<Compile Include="Unstrip\SceneUnstrip.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="UI\UIFactory.cs" />
<EmbeddedResource Include="Resources\*" />
</ItemGroup>
<ItemGroup>
<None Include="ILRepack.targets" />

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@ -24,6 +24,17 @@ namespace UnityExplorer.Unstrip
return new AssetBundle(ptr);
}
private delegate IntPtr d_LoadFromMemory(IntPtr binary, uint crc);
public static AssetBundle LoadFromMemory(byte[] binary, uint crc = 0)
{
var iCall = ICallHelper.GetICall<d_LoadFromMemory>("UnityEngine.AssetBundle::LoadFromMemory_Internal");
var ptr = iCall(((Il2CppStructArray<byte>) binary).Pointer, crc);
return new AssetBundle(ptr);
}
// ~~~~~~~~~~~~ Instance ~~~~~~~~~~~~