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Add C# Console Assembly blacklist
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parent
61e7915a55
commit
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@ -56,6 +56,7 @@ namespace UnityExplorer.CSConsole
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"System.Text",
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"System.Collections",
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"System.Collections.Generic",
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"System.Reflection",
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"UnityEngine",
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"UniverseLib",
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#if CPP
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@ -3,6 +3,7 @@ using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using UnityExplorer.Config;
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// Thanks to ManlyMarco for this
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@ -10,6 +11,9 @@ namespace UnityExplorer.CSConsole
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{
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public class ScriptEvaluator : Evaluator, IDisposable
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{
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internal TextWriter _textWriter;
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internal static StreamReportPrinter _reportPrinter;
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private static readonly HashSet<string> StdLib = new(StringComparer.InvariantCultureIgnoreCase)
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{
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"mscorlib",
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@ -18,9 +22,6 @@ namespace UnityExplorer.CSConsole
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"System.Xml"
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};
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internal TextWriter _textWriter;
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internal static StreamReportPrinter _reportPrinter;
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public ScriptEvaluator(TextWriter tw) : base(BuildContext(tw))
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{
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_textWriter = tw;
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@ -48,8 +49,19 @@ namespace UnityExplorer.CSConsole
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private void Reference(Assembly asm)
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{
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string name = asm.GetName().Name;
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if (name == "completions")
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if (name == "completions") // ignore assemblies generated by mcs' autocomplete.
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return;
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foreach (string blacklisted in ConfigManager.CSConsole_Assembly_Blacklist.Value.Split(';'))
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{
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string bl = blacklisted;
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if (bl.EndsWith(".dll", StringComparison.OrdinalIgnoreCase))
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bl = blacklisted.Substring(0, bl.Length - 4);
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if (string.Equals(bl, name, StringComparison.OrdinalIgnoreCase))
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return;
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}
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ReferenceAssembly(asm);
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}
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@ -25,10 +25,11 @@ namespace UnityExplorer.Config
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public static ConfigElement<string> Default_Output_Path;
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public static ConfigElement<string> DnSpy_Path;
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public static ConfigElement<bool> Log_Unity_Debug;
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public static ConfigElement<string> Reflection_Signature_Blacklist;
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public static ConfigElement<UIManager.VerticalAnchor> Main_Navbar_Anchor;
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public static ConfigElement<KeyCode> World_MouseInspect_Keybind;
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public static ConfigElement<KeyCode> UI_MouseInspect_Keybind;
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public static ConfigElement<string> CSConsole_Assembly_Blacklist;
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public static ConfigElement<string> Reflection_Signature_Blacklist;
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// internal configs
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internal static InternalConfigHandler InternalHandler { get; private set; }
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@ -57,8 +58,6 @@ namespace UnityExplorer.Config
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#if STANDALONE
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Loader.Standalone.ExplorerEditorBehaviour.Instance?.LoadConfigs();
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#endif
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//InitConsoleCallback();
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}
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internal static void RegisterConfigElement<T>(ConfigElement<T> configElement)
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@ -77,50 +76,50 @@ namespace UnityExplorer.Config
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private static void CreateConfigElements()
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{
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Master_Toggle = new ConfigElement<KeyCode>("UnityExplorer Toggle",
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Master_Toggle = new("UnityExplorer Toggle",
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"The key to enable or disable UnityExplorer's menu and features.",
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KeyCode.F7);
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Hide_On_Startup = new ConfigElement<bool>("Hide On Startup",
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Hide_On_Startup = new("Hide On Startup",
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"Should UnityExplorer be hidden on startup?",
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false);
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Startup_Delay_Time = new ConfigElement<float>("Startup Delay Time",
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Startup_Delay_Time = new("Startup Delay Time",
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"The delay on startup before the UI is created.",
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1f);
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Target_Display = new ConfigElement<int>("Target Display",
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Target_Display = new("Target Display",
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"The monitor index for UnityExplorer to use, if you have multiple. 0 is the default display, 1 is secondary, etc. " +
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"Restart recommended when changing this setting. Make sure your extra monitors are the same resolution as your primary monitor.",
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0);
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Force_Unlock_Mouse = new ConfigElement<bool>("Force Unlock Mouse",
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Force_Unlock_Mouse = new("Force Unlock Mouse",
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"Force the Cursor to be unlocked (visible) when the UnityExplorer menu is open.",
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true);
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Force_Unlock_Mouse.OnValueChanged += (bool value) => UniverseLib.Config.ConfigManager.Force_Unlock_Mouse = value;
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Force_Unlock_Toggle = new ConfigElement<KeyCode>("Force Unlock Toggle Key",
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Force_Unlock_Toggle = new("Force Unlock Toggle Key",
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"The keybind to toggle the 'Force Unlock Mouse' setting. Only usable when UnityExplorer is open.",
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KeyCode.None);
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Disable_EventSystem_Override = new ConfigElement<bool>("Disable EventSystem override",
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Disable_EventSystem_Override = new("Disable EventSystem override",
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"If enabled, UnityExplorer will not override the EventSystem from the game.\n<b>May require restart to take effect.</b>",
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false);
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Disable_EventSystem_Override.OnValueChanged += (bool value) => UniverseLib.Config.ConfigManager.Disable_EventSystem_Override = value;
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Default_Output_Path = new ConfigElement<string>("Default Output Path",
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Default_Output_Path = new("Default Output Path",
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"The default output path when exporting things from UnityExplorer.",
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Path.Combine(ExplorerCore.ExplorerFolder, "Output"));
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DnSpy_Path = new ConfigElement<string>("dnSpy Path",
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DnSpy_Path = new("dnSpy Path",
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"The full path to dnSpy.exe (64-bit).",
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@"C:/Program Files/dnspy/dnSpy.exe");
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Main_Navbar_Anchor = new ConfigElement<UIManager.VerticalAnchor>("Main Navbar Anchor",
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Main_Navbar_Anchor = new("Main Navbar Anchor",
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"The vertical anchor of the main UnityExplorer Navbar, in case you want to move it.",
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UIManager.VerticalAnchor.Top);
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Log_Unity_Debug = new ConfigElement<bool>("Log Unity Debug",
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Log_Unity_Debug = new("Log Unity Debug",
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"Should UnityEngine.Debug.Log messages be printed to UnityExplorer's log?",
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false);
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@ -132,7 +131,13 @@ namespace UnityExplorer.Config
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"Optional keybind to begin a UI-mode Mouse Inspect.",
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KeyCode.None);
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Reflection_Signature_Blacklist = new ConfigElement<string>("Member Signature Blacklist",
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CSConsole_Assembly_Blacklist = new("CSharp Console Assembly Blacklist",
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"Use this to blacklist Assembly names from being referenced by the C# Console. Requires a Reset of the C# Console.\n" +
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"Separate each Assembly with a semicolon ';'." +
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"For example, to blacklist Assembly-CSharp, you would add 'Assembly-CSharp;'",
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"");
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Reflection_Signature_Blacklist = new("Member Signature Blacklist",
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"Use this to blacklist certain member signatures if they are known to cause a crash or other issues.\r\n" +
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"Seperate signatures with a semicolon ';'.\r\n" +
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"For example, to blacklist Camera.main, you would add 'UnityEngine.Camera.main;'",
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