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 @@ - +