mirror of
https://github.com/GrahamKracker/UnityExplorer.git
synced 2025-07-04 20:42:22 +08:00
Compare commits
11 Commits
Author | SHA1 | Date | |
---|---|---|---|
0432c6d56c | |||
8c34aa2be5 | |||
4a1c54fac1 | |||
190467fa5c | |||
44f54d9190 | |||
3b4ea31b50 | |||
ad7b05f721 | |||
852ca8e9eb | |||
7386eca0c2 | |||
97325a5f3a | |||
82e52de557 |
@ -49,15 +49,14 @@
|
|||||||
|
|
||||||
0. Install [BepInEx](https://github.com/BepInEx/BepInEx) for your game.
|
0. Install [BepInEx](https://github.com/BepInEx/BepInEx) for your game.
|
||||||
1. Download the UnityExplorer release for BepInEx IL2CPP or Mono above.
|
1. Download the UnityExplorer release for BepInEx IL2CPP or Mono above.
|
||||||
2. Take the `UnityExplorer.dll` file and put it in `[GameFolder]\BepInEx\plugins\`
|
2. Take the `UnityExplorer.BIE.___.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`.
|
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.
|
||||||
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.
|
|
||||||
|
|
||||||
### MelonLoader
|
### MelonLoader
|
||||||
|
|
||||||
0. Install [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) for your game.
|
0. Install [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) for your game.
|
||||||
1. Download the UnityExplorer release for MelonLoader IL2CPP or Mono above.
|
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
|
## Mod Config
|
||||||
|
|
||||||
|
@ -11,7 +11,7 @@ namespace UnityExplorer.Config
|
|||||||
public static ModConfig Instance;
|
public static ModConfig Instance;
|
||||||
|
|
||||||
internal static readonly IniDataParser _parser = new IniDataParser();
|
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()
|
static ModConfig()
|
||||||
{
|
{
|
||||||
|
@ -16,10 +16,15 @@ namespace UnityExplorer
|
|||||||
public class ExplorerCore
|
public class ExplorerCore
|
||||||
{
|
{
|
||||||
public const string NAME = "UnityExplorer";
|
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 AUTHOR = "Sinai";
|
||||||
public const string GUID = "com.sinai.unityexplorer";
|
public const string GUID = "com.sinai.unityexplorer";
|
||||||
|
|
||||||
|
#if ML
|
||||||
public const string EXPLORER_FOLDER = @"Mods\UnityExplorer";
|
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; }
|
public static ExplorerCore Instance { get; private set; }
|
||||||
|
|
||||||
|
@ -15,6 +15,16 @@ namespace UnityExplorer.Helpers
|
|||||||
private static MethodInfo EncodeToPNGMethod => m_encodeToPNGMethod ?? GetEncodeToPNGMethod();
|
private static MethodInfo EncodeToPNGMethod => m_encodeToPNGMethod ?? GetEncodeToPNGMethod();
|
||||||
private static MethodInfo m_encodeToPNGMethod;
|
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()
|
private static MethodInfo GetEncodeToPNGMethod()
|
||||||
{
|
{
|
||||||
if (ReflectionHelpers.GetTypeByName("UnityEngine.ImageConversion") is Type imageConversion)
|
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);
|
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);
|
var _newTex = new Texture2D((int)rect.width, (int)rect.height);
|
||||||
|
#endif
|
||||||
_newTex.SetPixels(pixels);
|
_newTex.SetPixels(pixels);
|
||||||
|
|
||||||
return _newTex;
|
return _newTex;
|
||||||
|
@ -111,8 +111,11 @@ namespace UnityExplorer.Inspectors.GameObjects
|
|||||||
internal static void OnCompToggleClicked(int index, bool value)
|
internal static void OnCompToggleClicked(int index, bool value)
|
||||||
{
|
{
|
||||||
var comp = s_compShortlist[index];
|
var comp = s_compShortlist[index];
|
||||||
|
#if CPP
|
||||||
|
comp.TryCast<Behaviour>().enabled = value;
|
||||||
|
#else
|
||||||
(comp as Behaviour).enabled = value;
|
(comp as Behaviour).enabled = value;
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
internal static void OnCompListObjectClicked(int index)
|
internal static void OnCompListObjectClicked(int index)
|
||||||
|
@ -272,7 +272,14 @@ namespace UnityExplorer.Inspectors.Reflection
|
|||||||
if (File.Exists(path))
|
if (File.Exists(path))
|
||||||
File.Delete(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);
|
File.WriteAllBytes(path, data);
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
@ -87,12 +87,6 @@ namespace UnityExplorer.UI
|
|||||||
new HarmonyMethod(typeof(ForceUnlockCursor).GetMethod(nameof(Prefix_set_visible))),
|
new HarmonyMethod(typeof(ForceUnlockCursor).GetMethod(nameof(Prefix_set_visible))),
|
||||||
true);
|
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),
|
TryPatch(typeof(EventSystem),
|
||||||
"current",
|
"current",
|
||||||
new HarmonyMethod(typeof(ForceUnlockCursor).GetMethod(nameof(Prefix_EventSystem_set_current))),
|
new HarmonyMethod(typeof(ForceUnlockCursor).GetMethod(nameof(Prefix_EventSystem_set_current))),
|
||||||
@ -164,9 +158,22 @@ namespace UnityExplorer.UI
|
|||||||
|
|
||||||
public static void SetEventSystem()
|
public static void SetEventSystem()
|
||||||
{
|
{
|
||||||
|
// temp disabled for new InputSystem
|
||||||
if (InputManager.CurrentType == InputType.InputSystem)
|
if (InputManager.CurrentType == InputType.InputSystem)
|
||||||
return;
|
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;
|
m_settingEventSystem = true;
|
||||||
EventSystem.current = UIManager.EventSys;
|
EventSystem.current = UIManager.EventSys;
|
||||||
InputManager.ActivateUIModule();
|
InputManager.ActivateUIModule();
|
||||||
@ -180,6 +187,9 @@ namespace UnityExplorer.UI
|
|||||||
|
|
||||||
if (m_lastEventSystem)
|
if (m_lastEventSystem)
|
||||||
{
|
{
|
||||||
|
m_lastEventSystem.enabled = true;
|
||||||
|
//m_lastEventSystem.gameObject.SetActive(true);
|
||||||
|
|
||||||
m_settingEventSystem = true;
|
m_settingEventSystem = true;
|
||||||
EventSystem.current = m_lastEventSystem;
|
EventSystem.current = m_lastEventSystem;
|
||||||
m_lastInputModule?.ActivateModule();
|
m_lastInputModule?.ActivateModule();
|
||||||
|
@ -1,7 +1,6 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
//using TMPro;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
@ -51,8 +50,6 @@ namespace UnityExplorer.UI.Modules
|
|||||||
private SceneFilter m_sceneFilter;
|
private SceneFilter m_sceneFilter;
|
||||||
private ChildFilter m_childFilter;
|
private ChildFilter m_childFilter;
|
||||||
|
|
||||||
internal bool m_isStaticClassSearching;
|
|
||||||
|
|
||||||
// ui elements
|
// ui elements
|
||||||
|
|
||||||
private Text m_resultCountText;
|
private Text m_resultCountText;
|
||||||
@ -232,6 +229,7 @@ namespace UnityExplorer.UI.Modules
|
|||||||
}
|
}
|
||||||
|
|
||||||
m_sceneDropdown.transform.Find("Label").GetComponent<Text>().text = "Any";
|
m_sceneDropdown.transform.Find("Label").GetComponent<Text>().text = "Any";
|
||||||
|
m_sceneFilter = SceneFilter.Any;
|
||||||
}
|
}
|
||||||
|
|
||||||
// ~~~~~ UI Callbacks ~~~~~
|
// ~~~~~ UI Callbacks ~~~~~
|
||||||
@ -248,12 +246,15 @@ namespace UnityExplorer.UI.Modules
|
|||||||
UnityObjectSearch();
|
UnityObjectSearch();
|
||||||
|
|
||||||
RefreshResultList();
|
RefreshResultList();
|
||||||
|
|
||||||
|
if (m_results.Length > 0)
|
||||||
|
m_resultCountText.text = $"{m_results.Length} Results";
|
||||||
|
else
|
||||||
|
m_resultCountText.text = "No results...";
|
||||||
}
|
}
|
||||||
|
|
||||||
internal void StaticClassSearch()
|
internal void StaticClassSearch()
|
||||||
{
|
{
|
||||||
m_isStaticClassSearching = true;
|
|
||||||
|
|
||||||
var list = new List<Type>();
|
var list = new List<Type>();
|
||||||
|
|
||||||
var nameFilter = "";
|
var nameFilter = "";
|
||||||
@ -274,16 +275,30 @@ namespace UnityExplorer.UI.Modules
|
|||||||
m_results = list.ToArray();
|
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()
|
private void SingletonSearch()
|
||||||
{
|
{
|
||||||
m_isStaticClassSearching = false;
|
|
||||||
|
|
||||||
var instances = new List<object>();
|
var instances = new List<object>();
|
||||||
|
|
||||||
var nameFilter = "";
|
var nameFilter = "";
|
||||||
if (!string.IsNullOrEmpty(m_nameInput.text))
|
if (!string.IsNullOrEmpty(m_nameInput.text))
|
||||||
nameFilter = m_nameInput.text.ToLower();
|
nameFilter = m_nameInput.text.ToLower();
|
||||||
|
|
||||||
|
var flags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static;
|
||||||
|
|
||||||
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
|
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
|
||||||
{
|
{
|
||||||
// All non-static classes
|
// All non-static classes
|
||||||
@ -293,31 +308,36 @@ namespace UnityExplorer.UI.Modules
|
|||||||
{
|
{
|
||||||
if (!string.IsNullOrEmpty(nameFilter) && !type.FullName.ToLower().Contains(nameFilter))
|
if (!string.IsNullOrEmpty(nameFilter) && !type.FullName.ToLower().Contains(nameFilter))
|
||||||
continue;
|
continue;
|
||||||
|
#if CPP
|
||||||
// First look for an "Instance" Property
|
// Only look for Properties in IL2CPP, not for Mono.
|
||||||
if (type.GetProperty("Instance", ReflectionHelpers.CommonFlags) is PropertyInfo pi
|
PropertyInfo pi;
|
||||||
&& pi.CanRead
|
foreach (var name in s_instanceNames)
|
||||||
&& pi.GetGetMethod(true).IsStatic)
|
|
||||||
{
|
{
|
||||||
var instance = pi.GetValue(null, null);
|
pi = type.GetProperty(name, flags);
|
||||||
if (instance != null)
|
if (pi != null)
|
||||||
instances.Add(instance);
|
{
|
||||||
|
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.
|
fi = type.GetField(name, flags);
|
||||||
FieldInfo fi;
|
if (fi != null)
|
||||||
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)
|
|
||||||
{
|
{
|
||||||
var instance = fi.GetValue(null);
|
var instance = fi.GetValue(null);
|
||||||
|
if (instance != null)
|
||||||
|
{
|
||||||
|
instances.Add(instance);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -330,8 +350,6 @@ namespace UnityExplorer.UI.Modules
|
|||||||
|
|
||||||
internal void UnityObjectSearch()
|
internal void UnityObjectSearch()
|
||||||
{
|
{
|
||||||
m_isStaticClassSearching = false;
|
|
||||||
|
|
||||||
Type searchType = null;
|
Type searchType = null;
|
||||||
switch (m_context)
|
switch (m_context)
|
||||||
{
|
{
|
||||||
@ -444,11 +462,6 @@ namespace UnityExplorer.UI.Modules
|
|||||||
}
|
}
|
||||||
|
|
||||||
m_results = results.ToArray();
|
m_results = results.ToArray();
|
||||||
|
|
||||||
if (m_results.Length > 0)
|
|
||||||
m_resultCountText.text = $"{m_results.Length} Results";
|
|
||||||
else
|
|
||||||
m_resultCountText.text = "No results...";
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnResultPageTurn()
|
private void OnResultPageTurn()
|
||||||
|
@ -45,7 +45,6 @@ namespace UnityExplorer.UI
|
|||||||
SceneExplorer.Instance?.OnSceneChange();
|
SceneExplorer.Instance?.OnSceneChange();
|
||||||
SearchPage.Instance?.OnSceneChange();
|
SearchPage.Instance?.OnSceneChange();
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void Update()
|
public static void Update()
|
||||||
{
|
{
|
||||||
MainMenu.Instance?.Update();
|
MainMenu.Instance?.Update();
|
||||||
@ -53,12 +52,9 @@ namespace UnityExplorer.UI
|
|||||||
if (EventSys)
|
if (EventSys)
|
||||||
{
|
{
|
||||||
if (EventSystem.current != EventSys)
|
if (EventSystem.current != EventSys)
|
||||||
{
|
|
||||||
ForceUnlockCursor.SetEventSystem();
|
ForceUnlockCursor.SetEventSystem();
|
||||||
}
|
|
||||||
|
|
||||||
#if CPP
|
#if CPP
|
||||||
// Fix for games which override the InputModule pointer events (eg, VRChat)
|
// Some IL2CPP games behave weird with multiple UI Input Systems, some fixes for them.
|
||||||
var evt = InputManager.InputPointerEvent;
|
var evt = InputManager.InputPointerEvent;
|
||||||
if (evt != null)
|
if (evt != null)
|
||||||
{
|
{
|
||||||
@ -69,9 +65,7 @@ namespace UnityExplorer.UI
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (PanelDragger.Instance != null)
|
if (PanelDragger.Instance != null)
|
||||||
{
|
|
||||||
PanelDragger.Instance.Update();
|
PanelDragger.Instance.Update();
|
||||||
}
|
|
||||||
|
|
||||||
for (int i = 0; i < SliderScrollbar.Instances.Count; i++)
|
for (int i = 0; i < SliderScrollbar.Instances.Count; i++)
|
||||||
{
|
{
|
||||||
@ -94,33 +88,66 @@ namespace UnityExplorer.UI
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private static AssetBundle LoadExplorerUi(string id)
|
||||||
|
{
|
||||||
|
return AssetBundle.LoadFromMemory(ReadFully(typeof(ExplorerCore).Assembly.GetManifestResourceStream($"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()
|
private static void LoadBundle()
|
||||||
{
|
{
|
||||||
var bundlePath = ExplorerCore.EXPLORER_FOLDER + @"\explorerui.bundle";
|
AssetBundle bundle = null;
|
||||||
if (File.Exists(bundlePath))
|
|
||||||
|
try
|
||||||
{
|
{
|
||||||
var bundle = AssetBundle.LoadFromFile(bundlePath);
|
bundle = LoadExplorerUi("modern");
|
||||||
|
|
||||||
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");
|
|
||||||
}
|
}
|
||||||
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;
|
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()
|
private static GameObject CreateRootCanvas()
|
||||||
|
@ -293,6 +293,7 @@
|
|||||||
<Compile Include="Unstrip\SceneUnstrip.cs" />
|
<Compile Include="Unstrip\SceneUnstrip.cs" />
|
||||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||||
<Compile Include="UI\UIFactory.cs" />
|
<Compile Include="UI\UIFactory.cs" />
|
||||||
|
<EmbeddedResource Include="Resources\*" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<None Include="ILRepack.targets" />
|
<None Include="ILRepack.targets" />
|
||||||
|
@ -24,6 +24,17 @@ namespace UnityExplorer.Unstrip
|
|||||||
|
|
||||||
return new AssetBundle(ptr);
|
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 ~~~~~~~~~~~~
|
// ~~~~~~~~~~~~ Instance ~~~~~~~~~~~~
|
||||||
|
|
||||||
|
Reference in New Issue
Block a user