Cleanup and update readme

This commit is contained in:
Sinai 2021-08-03 18:30:07 +10:00
parent afa4135b67
commit 1fa1283a68
3 changed files with 19 additions and 11 deletions

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@ -49,6 +49,21 @@ The standalone release can be used with any injector or loader of your choice, b
3. Create an instance of Unity Explorer with `UnityExplorer.ExplorerStandalone.CreateInstance();`
4. Optionally subscribe to the `ExplorerStandalone.OnLog` event to handle logging if you wish
# Known issues
**C# Console completions are inaccurate or incomplete**
* Issue with `Mono.CSharp.Evaluator`, [being looked into](https://github.com/sinai-dev/UnityExplorer/issues/75).
**[IL2CPP] List or Dictionary fails to enumerate**
* Issue with `Il2CppAssemblyUnhollower`, [being looked into](https://github.com/sinai-dev/UnityExplorer/issues/74).
**[MelonLoader] Game classes do not load / all non-Unity components show up as "UnityEngine.Component"**
* Unsure of the cause of this issue, try with BepInEx and see if issue persists. Seems to be an issue with MelonLoader not being able to do `Assembly.Load` on the unhollowed `Assembly-CSharp` for some reason, despite the fact that referencing the assembly from a mod and loading it that way works fine.
# Features
<p align="center">

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@ -499,15 +499,14 @@ namespace UnityExplorer
{
if (Directory.Exists(UnhollowedFolderPath))
{
var files = Directory.GetFiles(UnhollowedFolderPath);
foreach (var filePath in files)
DoLoadModule(filePath, false);
foreach (var filePath in Directory.GetFiles(UnhollowedFolderPath, "*.dll"))
DoLoadModule(filePath);
}
else
ExplorerCore.LogWarning($"Expected Unhollowed folder path does not exist: '{UnhollowedFolderPath}'");
}
internal bool DoLoadModule(string fullPath, bool suppressWarning = false)
internal bool DoLoadModule(string fullPath)
{
if (string.IsNullOrEmpty(fullPath) || !File.Exists(fullPath))
return false;

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@ -56,13 +56,7 @@ namespace UnityExplorer.ObjectExplorer
else if (m_context == SearchContext.Class)
currentResults = SearchProvider.ClassSearch(nameInputField.Text);
else
{
string compType = "";
if (m_context == SearchContext.UnityObject)
compType = this.desiredTypeInput;
currentResults = SearchProvider.UnityObjectSearch(nameInputField.Text, compType, m_context, m_childFilter, m_sceneFilter);
}
currentResults = SearchProvider.UnityObjectSearch(nameInputField.Text, desiredTypeInput, m_context, m_childFilter, m_sceneFilter);
dataHandler.RefreshData();
resultsScrollPool.Refresh(true);