mirror of
https://github.com/GrahamKracker/UnityExplorer.git
synced 2025-07-12 14:57:33 +08:00
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7 Commits
Author | SHA1 | Date | |
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0432c6d56c | |||
8c34aa2be5 | |||
4a1c54fac1 | |||
190467fa5c | |||
44f54d9190 | |||
3b4ea31b50 | |||
ad7b05f721 |
@ -49,15 +49,14 @@
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0. Install [BepInEx](https://github.com/BepInEx/BepInEx) for your game.
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0. Install [BepInEx](https://github.com/BepInEx/BepInEx) for your game.
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1. Download the UnityExplorer release for BepInEx IL2CPP or Mono above.
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1. Download the UnityExplorer release for BepInEx IL2CPP or Mono above.
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2. Take the `UnityExplorer.dll` file and put it in `[GameFolder]\BepInEx\plugins\`
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2. Take the `UnityExplorer.BIE.___.dll` file and put it in `[GameFolder]\BepInEx\plugins\`
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3. Take the `UnityExplorer\` folder (with `explorerui.bundle`) and put it in `[GameFolder]\Mods\`, so it looks like `[GameFolder]\Mods\UnityExplorer\explorerui.bundle`.
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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.
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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.
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### MelonLoader
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### MelonLoader
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0. Install [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) for your game.
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0. Install [MelonLoader](https://github.com/HerpDerpinstine/MelonLoader) for your game.
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1. Download the UnityExplorer release for MelonLoader IL2CPP or Mono above.
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1. Download the UnityExplorer release for MelonLoader IL2CPP or Mono above.
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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`.
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2. Take the contents of the release and put it in the `[GameFolder]\Mods\` folder. It should look like `[GameFolder]\Mods\UnityExplorer.ML.___.dll`
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## Mod Config
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## Mod Config
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@ -11,7 +11,7 @@ namespace UnityExplorer.Config
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public static ModConfig Instance;
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public static ModConfig Instance;
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internal static readonly IniDataParser _parser = new IniDataParser();
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internal static readonly IniDataParser _parser = new IniDataParser();
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internal const string INI_PATH = ExplorerCore.EXPLORER_FOLDER + @"\config.ini";
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internal static readonly string INI_PATH = Path.Combine(ExplorerCore.EXPLORER_FOLDER, "config.ini");
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static ModConfig()
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static ModConfig()
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{
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{
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@ -16,10 +16,15 @@ namespace UnityExplorer
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public class ExplorerCore
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public class ExplorerCore
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{
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{
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public const string NAME = "UnityExplorer";
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public const string NAME = "UnityExplorer";
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public const string VERSION = "3.1.2";
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public const string VERSION = "3.1.5";
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public const string AUTHOR = "Sinai";
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public const string AUTHOR = "Sinai";
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public const string GUID = "com.sinai.unityexplorer";
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public const string GUID = "com.sinai.unityexplorer";
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#if ML
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public const string EXPLORER_FOLDER = @"Mods\UnityExplorer";
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public const string EXPLORER_FOLDER = @"Mods\UnityExplorer";
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#elif BIE
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public static string EXPLORER_FOLDER = Path.Combine(BepInEx.Paths.ConfigPath, "UnityExplorer");
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#endif
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public static ExplorerCore Instance { get; private set; }
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public static ExplorerCore Instance { get; private set; }
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@ -15,6 +15,16 @@ namespace UnityExplorer.Helpers
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private static MethodInfo EncodeToPNGMethod => m_encodeToPNGMethod ?? GetEncodeToPNGMethod();
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private static MethodInfo EncodeToPNGMethod => m_encodeToPNGMethod ?? GetEncodeToPNGMethod();
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private static MethodInfo m_encodeToPNGMethod;
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private static MethodInfo m_encodeToPNGMethod;
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public static byte[] EncodeToPNGSafe(this Texture2D tex)
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{
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var method = EncodeToPNGMethod;
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if (method.IsStatic)
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return (byte[])method.Invoke(null, new object[] { tex });
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else
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return (byte[])method.Invoke(tex, new object[0]);
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}
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private static MethodInfo GetEncodeToPNGMethod()
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private static MethodInfo GetEncodeToPNGMethod()
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{
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{
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if (ReflectionHelpers.GetTypeByName("UnityEngine.ImageConversion") is Type imageConversion)
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if (ReflectionHelpers.GetTypeByName("UnityEngine.ImageConversion") is Type imageConversion)
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@ -60,7 +70,12 @@ namespace UnityExplorer.Helpers
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pixels = orig.GetPixels((int)rect.x, (int)rect.y, (int)rect.width, (int)rect.height);
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pixels = orig.GetPixels((int)rect.x, (int)rect.y, (int)rect.width, (int)rect.height);
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// use full constructor for better compatibility
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#if CPP
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var _newTex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.RGBA32, Texture.GenerateAllMips, false, IntPtr.Zero);
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#else
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var _newTex = new Texture2D((int)rect.width, (int)rect.height);
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var _newTex = new Texture2D((int)rect.width, (int)rect.height);
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#endif
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_newTex.SetPixels(pixels);
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_newTex.SetPixels(pixels);
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return _newTex;
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return _newTex;
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@ -272,7 +272,14 @@ namespace UnityExplorer.Inspectors.Reflection
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if (File.Exists(path))
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if (File.Exists(path))
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File.Delete(path);
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File.Delete(path);
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var data = tex.EncodeToPNG();
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if (!tex.IsReadable())
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tex = Texture2DHelpers.ForceReadTexture(tex);
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#if CPP
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byte[] data = tex.EncodeToPNG();
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#else
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byte[] data = tex.EncodeToPNGSafe();
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#endif
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File.WriteAllBytes(path, data);
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File.WriteAllBytes(path, data);
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}
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}
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});
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});
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@ -170,7 +170,7 @@ namespace UnityExplorer.UI
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//ExplorerCore.Log("Disabling current event system...");
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//ExplorerCore.Log("Disabling current event system...");
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m_lastEventSystem.enabled = false;
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m_lastEventSystem.enabled = false;
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m_lastEventSystem.gameObject.SetActive(false);
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//m_lastEventSystem.gameObject.SetActive(false);
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}
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}
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// Set to our current system
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// Set to our current system
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@ -188,7 +188,7 @@ namespace UnityExplorer.UI
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if (m_lastEventSystem)
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if (m_lastEventSystem)
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{
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{
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m_lastEventSystem.enabled = true;
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m_lastEventSystem.enabled = true;
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m_lastEventSystem.gameObject.SetActive(true);
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//m_lastEventSystem.gameObject.SetActive(true);
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m_settingEventSystem = true;
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m_settingEventSystem = true;
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EventSystem.current = m_lastEventSystem;
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EventSystem.current = m_lastEventSystem;
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@ -229,6 +229,7 @@ namespace UnityExplorer.UI.Modules
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}
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}
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m_sceneDropdown.transform.Find("Label").GetComponent<Text>().text = "Any";
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m_sceneDropdown.transform.Find("Label").GetComponent<Text>().text = "Any";
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m_sceneFilter = SceneFilter.Any;
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}
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}
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// ~~~~~ UI Callbacks ~~~~~
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// ~~~~~ UI Callbacks ~~~~~
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@ -88,33 +88,66 @@ namespace UnityExplorer.UI
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}
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}
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}
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}
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private static AssetBundle LoadExplorerUi(string id)
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{
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return AssetBundle.LoadFromMemory(ReadFully(typeof(ExplorerCore).Assembly.GetManifestResourceStream($"UnityExplorer.Resources.explorerui.{id}.bundle")));
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}
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private static byte[] ReadFully(this Stream input)
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{
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using (var ms = new MemoryStream())
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{
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byte[] buffer = new byte[81920];
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int read;
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while ((read = input.Read(buffer, 0, buffer.Length)) != 0)
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ms.Write(buffer, 0, read);
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return ms.ToArray();
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}
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}
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private static void LoadBundle()
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private static void LoadBundle()
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{
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{
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var bundlePath = ExplorerCore.EXPLORER_FOLDER + @"\explorerui.bundle";
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AssetBundle bundle = null;
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if (File.Exists(bundlePath))
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try
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{
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{
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var bundle = AssetBundle.LoadFromFile(bundlePath);
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bundle = LoadExplorerUi("modern");
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BackupShader = bundle.LoadAsset<Shader>("DefaultUI");
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// Fix for games which don't ship with 'UI/Default' shader.
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if (Graphic.defaultGraphicMaterial.shader?.name != "UI/Default")
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{
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ExplorerCore.Log("This game does not ship with the 'UI/Default' shader, using manual Default Shader...");
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Graphic.defaultGraphicMaterial.shader = BackupShader;
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}
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ResizeCursor = bundle.LoadAsset<Sprite>("cursor");
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ConsoleFont = bundle.LoadAsset<Font>("CONSOLA");
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ExplorerCore.Log("Loaded UI bundle");
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}
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}
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else
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catch
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{
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{
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ExplorerCore.LogWarning("Could not find the ExplorerUI Bundle! It should exist at '" + bundlePath + "'");
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ExplorerCore.Log("Failed to load modern ExplorerUI Bundle, falling back to legacy");
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try
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{
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bundle = LoadExplorerUi("legacy");
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}
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catch
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{
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// ignored
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}
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}
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if (bundle == null)
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{
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ExplorerCore.LogWarning("Could not load the ExplorerUI Bundle!");
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return;
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return;
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}
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}
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BackupShader = bundle.LoadAsset<Shader>("DefaultUI");
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// Fix for games which don't ship with 'UI/Default' shader.
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if (Graphic.defaultGraphicMaterial.shader?.name != "UI/Default")
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{
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ExplorerCore.Log("This game does not ship with the 'UI/Default' shader, using manual Default Shader...");
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Graphic.defaultGraphicMaterial.shader = BackupShader;
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}
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ResizeCursor = bundle.LoadAsset<Sprite>("cursor");
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ConsoleFont = bundle.LoadAsset<Font>("CONSOLA");
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ExplorerCore.Log("Loaded UI bundle");
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}
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}
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private static GameObject CreateRootCanvas()
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private static GameObject CreateRootCanvas()
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@ -293,6 +293,7 @@
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<Compile Include="Unstrip\SceneUnstrip.cs" />
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<Compile Include="Unstrip\SceneUnstrip.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="UI\UIFactory.cs" />
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<Compile Include="UI\UIFactory.cs" />
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<EmbeddedResource Include="Resources\*" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="ILRepack.targets" />
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<None Include="ILRepack.targets" />
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@ -25,6 +25,17 @@ namespace UnityExplorer.Unstrip
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return new AssetBundle(ptr);
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return new AssetBundle(ptr);
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}
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}
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private delegate IntPtr d_LoadFromMemory(IntPtr binary, uint crc);
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public static AssetBundle LoadFromMemory(byte[] binary, uint crc = 0)
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{
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var iCall = ICallHelper.GetICall<d_LoadFromMemory>("UnityEngine.AssetBundle::LoadFromMemory_Internal");
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var ptr = iCall(((Il2CppStructArray<byte>) binary).Pointer, crc);
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return new AssetBundle(ptr);
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}
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// ~~~~~~~~~~~~ Instance ~~~~~~~~~~~~
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// ~~~~~~~~~~~~ Instance ~~~~~~~~~~~~
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private readonly IntPtr m_bundlePtr = IntPtr.Zero;
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private readonly IntPtr m_bundlePtr = IntPtr.Zero;
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Reference in New Issue
Block a user