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New attempt at fixing conflicting EventSystem problems in IL2CPP
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@ -16,7 +16,7 @@ namespace UnityExplorer
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public class ExplorerCore
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public class ExplorerCore
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{
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{
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public const string NAME = "UnityExplorer";
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public const string NAME = "UnityExplorer";
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public const string VERSION = "3.1.1";
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public const string VERSION = "3.1.2";
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public const string AUTHOR = "Sinai";
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public const string AUTHOR = "Sinai";
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public const string GUID = "com.sinai.unityexplorer";
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public const string GUID = "com.sinai.unityexplorer";
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public const string EXPLORER_FOLDER = @"Mods\UnityExplorer";
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public const string EXPLORER_FOLDER = @"Mods\UnityExplorer";
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@ -87,12 +87,6 @@ namespace UnityExplorer.UI
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new HarmonyMethod(typeof(ForceUnlockCursor).GetMethod(nameof(Prefix_set_visible))),
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new HarmonyMethod(typeof(ForceUnlockCursor).GetMethod(nameof(Prefix_set_visible))),
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true);
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true);
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#if BIE
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#if CPP
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// temporarily disabling this patch in BepInEx il2cpp as it's causing a crash in some games.
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return;
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#endif
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#endif
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TryPatch(typeof(EventSystem),
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TryPatch(typeof(EventSystem),
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"current",
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"current",
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new HarmonyMethod(typeof(ForceUnlockCursor).GetMethod(nameof(Prefix_EventSystem_set_current))),
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new HarmonyMethod(typeof(ForceUnlockCursor).GetMethod(nameof(Prefix_EventSystem_set_current))),
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@ -164,9 +158,22 @@ namespace UnityExplorer.UI
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public static void SetEventSystem()
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public static void SetEventSystem()
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{
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{
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// temp disabled for new InputSystem
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if (InputManager.CurrentType == InputType.InputSystem)
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if (InputManager.CurrentType == InputType.InputSystem)
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return;
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return;
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// Disable current event system object
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if (m_lastEventSystem || EventSystem.current)
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{
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if (!m_lastEventSystem)
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m_lastEventSystem = EventSystem.current;
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//ExplorerCore.Log("Disabling current event system...");
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m_lastEventSystem.enabled = false;
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m_lastEventSystem.gameObject.SetActive(false);
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}
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// Set to our current system
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m_settingEventSystem = true;
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m_settingEventSystem = true;
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EventSystem.current = UIManager.EventSys;
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EventSystem.current = UIManager.EventSys;
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InputManager.ActivateUIModule();
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InputManager.ActivateUIModule();
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@ -180,6 +187,9 @@ namespace UnityExplorer.UI
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if (m_lastEventSystem)
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if (m_lastEventSystem)
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{
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{
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m_lastEventSystem.enabled = true;
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m_lastEventSystem.gameObject.SetActive(true);
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m_settingEventSystem = true;
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m_settingEventSystem = true;
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EventSystem.current = m_lastEventSystem;
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EventSystem.current = m_lastEventSystem;
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m_lastInputModule?.ActivateModule();
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m_lastInputModule?.ActivateModule();
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@ -45,10 +45,6 @@ namespace UnityExplorer.UI
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SceneExplorer.Instance?.OnSceneChange();
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SceneExplorer.Instance?.OnSceneChange();
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SearchPage.Instance?.OnSceneChange();
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SearchPage.Instance?.OnSceneChange();
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}
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}
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#if CPP
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internal static float s_timeOfLastClick;
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#endif
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public static void Update()
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public static void Update()
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{
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{
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MainMenu.Instance?.Update();
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MainMenu.Instance?.Update();
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@ -56,35 +52,20 @@ namespace UnityExplorer.UI
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if (EventSys)
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if (EventSys)
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{
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{
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if (EventSystem.current != EventSys)
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if (EventSystem.current != EventSys)
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{
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ForceUnlockCursor.SetEventSystem();
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ForceUnlockCursor.SetEventSystem();
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}
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#if CPP
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#if CPP
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// Fix for games which override the InputModule pointer events (eg, VRChat)
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// Some IL2CPP games behave weird with multiple UI Input Systems, some fixes for them.
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var evt = InputManager.InputPointerEvent;
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var evt = InputManager.InputPointerEvent;
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if (evt != null)
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if (evt != null)
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{
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{
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if (Time.realtimeSinceStartup - s_timeOfLastClick > 0.1f)
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{
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s_timeOfLastClick = Time.realtimeSinceStartup;
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if (!evt.eligibleForClick && evt.selectedObject)
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if (!evt.eligibleForClick && evt.selectedObject)
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evt.eligibleForClick = true;
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evt.eligibleForClick = true;
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}
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}
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else
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{
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if (evt.eligibleForClick)
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evt.eligibleForClick = false;
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}
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}
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#endif
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#endif
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}
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}
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if (PanelDragger.Instance != null)
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if (PanelDragger.Instance != null)
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{
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PanelDragger.Instance.Update();
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PanelDragger.Instance.Update();
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}
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for (int i = 0; i < SliderScrollbar.Instances.Count; i++)
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for (int i = 0; i < SliderScrollbar.Instances.Count; i++)
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{
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{
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