From 57f59d1295705bcb4c173adb0f971c31e278f3a5 Mon Sep 17 00:00:00 2001
From: Sinai <49360850+sinai-dev@users.noreply.github.com>
Date: Mon, 6 Sep 2021 23:10:10 +1000
Subject: [PATCH] Finalize hook manager update
---
README.md | 18 ++++++++++++------
src/Hooks/HookCell.cs | 2 +-
src/UnityExplorer.csproj | 2 +-
3 files changed, 14 insertions(+), 8 deletions(-)
diff --git a/README.md b/README.md
index 3d99835..fdfd397 100644
--- a/README.md
+++ b/README.md
@@ -84,6 +84,12 @@ The inspector is used to see detailed information on objects of any type and man
* You can execute a script automatically on startup by naming it `startup.cs` and placing it in the `UnityExplorer\Scripts\` folder (this folder will be created where you placed the DLL file).
* See the "Help" dropdown in the C# console menu for more detailed information.
+### Hook Manager
+
+* The Hooks panel allows you to hook methods at the click of a button for debugging purposes.
+ * Simply enter any class (generic types not yet supported) and hook the methods you want from the menu.
+ * To quickly copy the hook into your own project for further development, use the "Log Hook Source" button.
+
### Mouse-Inspect
* The "Mouse Inspect" dropdown on the main UnityExplorer navbar allows you to inspect objects under the mouse.
@@ -99,12 +105,6 @@ The inspector is used to see detailed information on objects of any type and man
# Building
-If you fork the repository on GitHub you can build using the [dotnet workflow](https://github.com/sinai-dev/UnityExplorer/blob/master/.github/workflows/dotnet.yml):
-
-0. Click on the Actions tab and enable workflows in your repository
-1. Click on the "Build UnityExplorer" workflow, then click "Run Workflow" and run it manually, or make a new commit to trigger the workflow.
-2. Take the artifact from the completed run.
-
For Visual Studio:
0. Clone the repository and run `git submodule update --init --recursive` to get the submodules.
@@ -112,6 +112,12 @@ For Visual Studio:
2. Build `mcs` (Release/AnyCPU, you may need to run `nuget restore mcs.sln`), and if using IL2CPP then build `Il2CppAssemblyUnhollower` (Release/AnyCPU) as well.
3. Build the UnityExplorer release(s) you want to use, either by selecting the config as the Active Config, or batch-building.
+If you fork the repository on GitHub you can build using the [dotnet workflow](https://github.com/sinai-dev/UnityExplorer/blob/master/.github/workflows/dotnet.yml):
+
+0. Click on the Actions tab and enable workflows in your repository
+1. Click on the "Build UnityExplorer" workflow, then click "Run Workflow" and run it manually, or make a new commit to trigger the workflow.
+2. Take the artifact from the completed run.
+
# Acknowledgments
* [ManlyMarco](https://github.com/ManlyMarco) for [Runtime Unity Editor](https://github.com/ManlyMarco/RuntimeUnityEditor) \[[license](THIRDPARTY_LICENSES.md#runtimeunityeditor-license)\], the ScriptEvaluator from RUE's REPL console was used as the base for UnityExplorer's C# console.
diff --git a/src/Hooks/HookCell.cs b/src/Hooks/HookCell.cs
index d7133bd..7e1667c 100644
--- a/src/Hooks/HookCell.cs
+++ b/src/Hooks/HookCell.cs
@@ -59,7 +59,7 @@ namespace UnityExplorer.Hooks
UIFactory.SetLayoutElement(DeleteButton.Component.gameObject, minHeight: 25, minWidth: 100);
DeleteButton.OnClick += OnDeleteClicked;
- EditPatchButton = UIFactory.CreateButton(UIRoot, "EditButton", "Log Patch Source", new Color(0.15f, 0.15f, 0.15f));
+ EditPatchButton = UIFactory.CreateButton(UIRoot, "EditButton", "Log Hook Source", new Color(0.15f, 0.15f, 0.15f));
UIFactory.SetLayoutElement(EditPatchButton.Component.gameObject, minHeight: 25, minWidth: 150);
EditPatchButton.OnClick += OnEditPatchClicked;
diff --git a/src/UnityExplorer.csproj b/src/UnityExplorer.csproj
index 2017d41..eb1d195 100644
--- a/src/UnityExplorer.csproj
+++ b/src/UnityExplorer.csproj
@@ -238,7 +238,7 @@
-
+