Finalize hook manager update

This commit is contained in:
Sinai 2021-09-06 23:10:10 +10:00
parent fbdb84eefa
commit 57f59d1295
3 changed files with 14 additions and 8 deletions

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@ -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). * 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. * 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 ### Mouse-Inspect
* The "Mouse Inspect" dropdown on the main UnityExplorer navbar allows you to inspect objects under the mouse. * 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 # 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: For Visual Studio:
0. Clone the repository and run `git submodule update --init --recursive` to get the submodules. 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. 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. 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 # 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. * [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.

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@ -59,7 +59,7 @@ namespace UnityExplorer.Hooks
UIFactory.SetLayoutElement(DeleteButton.Component.gameObject, minHeight: 25, minWidth: 100); UIFactory.SetLayoutElement(DeleteButton.Component.gameObject, minHeight: 25, minWidth: 100);
DeleteButton.OnClick += OnDeleteClicked; 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); UIFactory.SetLayoutElement(EditPatchButton.Component.gameObject, minHeight: 25, minWidth: 150);
EditPatchButton.OnClick += OnEditPatchClicked; EditPatchButton.OnClick += OnEditPatchClicked;

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@ -238,7 +238,7 @@
<Compile Include="Core\Utility\ArgumentUtility.cs" /> <Compile Include="Core\Utility\ArgumentUtility.cs" />
<Compile Include="Core\Utility\MiscUtility.cs" /> <Compile Include="Core\Utility\MiscUtility.cs" />
<Compile Include="Core\Utility\ParseUtility.cs" /> <Compile Include="Core\Utility\ParseUtility.cs" />
<Compile Include="Hooks\MethodAddCell.cs" /> <Compile Include="Hooks\AddHookCell.cs" />
<Compile Include="Inspectors\GameObjectWidgets\ComponentCell.cs" /> <Compile Include="Inspectors\GameObjectWidgets\ComponentCell.cs" />
<Compile Include="Inspectors\GameObjectWidgets\ComponentList.cs" /> <Compile Include="Inspectors\GameObjectWidgets\ComponentList.cs" />
<Compile Include="Inspectors\GameObjectWidgets\GameObjectControls.cs" /> <Compile Include="Inspectors\GameObjectWidgets\GameObjectControls.cs" />