Compare commits

..

5 Commits
3.1.3 ... 3.1.5

Author SHA1 Message Date
0432c6d56c 3.1.5
* Integrate PR from js6pak
2021-01-03 19:27:02 +11:00
8c34aa2be5 Merge pull request #29 from js6pak/embedded-assetbundle
Load assetbundle from EmbeddedResource
2021-01-03 19:13:15 +11:00
4a1c54fac1 Load assetbundle from EmbeddedResource 2021-01-02 19:38:01 +01:00
190467fa5c Update README.md 2020-12-31 18:34:26 +11:00
44f54d9190 3.1.4 2020-12-31 18:32:52 +11:00
11 changed files with 81 additions and 26 deletions

View File

@ -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

View File

@ -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()
{ {

View File

@ -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 = "3.1.3"; 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; }

View File

@ -70,7 +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;

View File

@ -229,6 +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 ~~~~~

View File

@ -88,12 +88,51 @@ 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");
}
catch
{
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"); BackupShader = bundle.LoadAsset<Shader>("DefaultUI");
@ -110,12 +149,6 @@ namespace UnityExplorer.UI
ExplorerCore.Log("Loaded UI bundle"); ExplorerCore.Log("Loaded UI bundle");
} }
else
{
ExplorerCore.LogWarning("Could not find the ExplorerUI Bundle! It should exist at '" + bundlePath + "'");
return;
}
}
private static GameObject CreateRootCanvas() private static GameObject CreateRootCanvas()
{ {

View File

@ -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" />

View File

@ -25,6 +25,17 @@ 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 ~~~~~~~~~~~~
private readonly IntPtr m_bundlePtr = IntPtr.Zero; private readonly IntPtr m_bundlePtr = IntPtr.Zero;