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https://github.com/originalnicodr/CinematicUnityExplorer.git
synced 2026-10-11 01:48:07 +08:00
1.6.9
* Fix for games where patching Cursor methods fails. * Added backup attempt for loading Cursor module if not present. * HashSet collections are now supported by CacheList * try/catch for loading Mod Config
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using Harmony;
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using MelonLoader;
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using System.Reflection;
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namespace Explorer
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{
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public class CursorControl
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{
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public static bool ForceUnlockMouse
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{
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get => m_forceUnlock;
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set => SetForceUnlock(value);
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}
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private static bool m_forceUnlock;
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private static CursorLockMode m_lastLockMode;
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private static bool m_lastVisibleState;
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private static bool m_currentlySettingCursor = false;
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public static bool ShouldForceMouse => CppExplorer.ShowMenu && ForceUnlockMouse;
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public static void Init()
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{
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try
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{
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// Check if Cursor class is loaded
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if (ReflectionHelpers.GetTypeByName("UnityEngine.Cursor") == null)
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{
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MelonLogger.Log("Trying to manually load Cursor module...");
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if (ReflectionHelpers.LoadModule("UnityEngine.CoreModule"))
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{
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MelonLogger.Log("Ok!");
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}
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else
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{
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throw new Exception("Could not load UnityEngine.Cursor module!");
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}
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}
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// Get current cursor state and enable cursor
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m_lastLockMode = Cursor.lockState;
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m_lastVisibleState = Cursor.visible;
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TryPatch("lockState", new HarmonyMethod(typeof(CursorControl).GetMethod(nameof(Prefix_set_lockState))), false, false);
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TryPatch("visible", new HarmonyMethod(typeof(CursorControl).GetMethod(nameof(Prefix_set_visible))), false, false);
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TryPatch("lockState", new HarmonyMethod(typeof(CursorControl).GetMethod(nameof(Postfix_get_lockState))), true, true);
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TryPatch("visible", new HarmonyMethod(typeof(CursorControl).GetMethod(nameof(Postfix_get_visible))), true, true);
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}
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catch (Exception e)
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{
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MelonLogger.Log($"Exception on CursorControl.Init! {e.GetType()}, {e.Message}");
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}
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// Enable ShowMenu and ForceUnlockMouse
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// (set m_showMenu directly to not call UpdateCursorState twice)
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CppExplorer.m_showMenu = true;
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ForceUnlockMouse = true;
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}
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private static void TryPatch(string property, HarmonyMethod patch, bool getter = true, bool postfix = false)
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{
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// Setup Harmony Patches
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try
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{
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var harmony = CppExplorer.Instance.harmonyInstance;
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var prop = typeof(Cursor).GetProperty(property);
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harmony.Patch(getter ? prop.GetGetMethod() : prop.GetSetMethod(),
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postfix ? null : patch,
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postfix ? patch : null);
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}
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catch (Exception e)
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{
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MelonLogger.Log($"[NON-FATAL] Couldn't patch a method: {e.Message}");
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}
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}
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private static void SetForceUnlock(bool unlock)
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{
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m_forceUnlock = unlock;
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UpdateCursorControl();
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}
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public static void Update()
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{
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// Check Force-Unlock input
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if (InputHelper.GetKeyDown(KeyCode.LeftAlt))
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{
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ForceUnlockMouse = !ForceUnlockMouse;
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}
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}
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public static void UpdateCursorControl()
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{
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try
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{
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m_currentlySettingCursor = true;
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if (ShouldForceMouse)
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{
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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}
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else
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{
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Cursor.lockState = m_lastLockMode;
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Cursor.visible = m_lastVisibleState;
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}
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m_currentlySettingCursor = false;
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}
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catch (Exception e)
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{
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MelonLogger.Log($"Exception setting Cursor state: {e.GetType()}, {e.Message}");
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}
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}
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// Force mouse to stay unlocked and visible while UnlockMouse and ShowMenu are true.
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// Also keep track of when anything else tries to set Cursor state, this will be the
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// value that we set back to when we close the menu or disable force-unlock.
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[HarmonyPrefix]
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public static void Prefix_set_lockState(ref CursorLockMode value)
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{
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if (!m_currentlySettingCursor)
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{
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m_lastLockMode = value;
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if (ShouldForceMouse)
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{
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value = CursorLockMode.None;
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}
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}
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}
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[HarmonyPrefix]
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public static void Prefix_set_visible(ref bool value)
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{
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if (!m_currentlySettingCursor)
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{
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m_lastVisibleState = value;
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if (ShouldForceMouse)
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{
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value = true;
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}
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}
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}
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[HarmonyPrefix]
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public static void Postfix_get_lockState(ref CursorLockMode __result)
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{
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if (ShouldForceMouse)
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{
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__result = m_lastLockMode;
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}
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}
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[HarmonyPrefix]
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public static void Postfix_get_visible(ref bool __result)
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{
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if (ShouldForceMouse)
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{
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__result = m_lastVisibleState;
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}
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}
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//[HarmonyPatch(typeof(Cursor), nameof(Cursor.lockState), MethodType.Setter)]
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//public class Cursor_set_lockState
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//{
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// [HarmonyPrefix]
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// public static void Prefix(ref CursorLockMode value)
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// {
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// if (!m_currentlySettingCursor)
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// {
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// m_lastLockMode = value;
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// if (ShouldForceMouse)
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// {
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// value = CursorLockMode.None;
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// }
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// }
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// }
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//}
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//[HarmonyPatch(typeof(Cursor), nameof(Cursor.visible), MethodType.Setter)]
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//public class Cursor_set_visible
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//{
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// [HarmonyPrefix]
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// public static void Prefix(ref bool value)
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// {
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// if (!m_currentlySettingCursor)
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// {
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// m_lastVisibleState = value;
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// if (ShouldForceMouse)
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// {
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// value = true;
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// }
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// }
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// }
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//}
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//// Make it appear as though UnlockMouse is disabled to the rest of the application.
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//[HarmonyPatch(typeof(Cursor), nameof(Cursor.lockState), MethodType.Getter)]
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//public class Cursor_get_lockState
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//{
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// [HarmonyPostfix]
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// public static void Postfix(ref CursorLockMode __result)
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// {
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// if (ShouldForceMouse)
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// {
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// __result = m_lastLockMode;
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// }
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// }
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//}
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//[HarmonyPatch(typeof(Cursor), nameof(Cursor.visible), MethodType.Getter)]
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//public class Cursor_get_visible
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//{
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// [HarmonyPostfix]
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// public static void Postfix(ref bool __result)
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// {
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// if (ShouldForceMouse)
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// {
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// __result = m_lastVisibleState;
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// }
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// }
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//}
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}
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}
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