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Add keybinds for Mouse Inspect, small cleanup
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@@ -32,6 +32,8 @@ namespace UnityExplorer.Config
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public static ConfigElement<bool> Hide_On_Startup;
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public static ConfigElement<float> Startup_Delay_Time;
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public static ConfigElement<string> Reflection_Signature_Blacklist;
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public static ConfigElement<KeyCode> World_MouseInspect_Keybind;
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public static ConfigElement<KeyCode> UI_MouseInspect_Keybind;
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// internal configs
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internal static InternalConfigHandler InternalHandler { get; private set; }
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@@ -93,13 +95,18 @@ namespace UnityExplorer.Config
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"Should UnityExplorer be hidden on startup?",
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false);
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World_MouseInspect_Keybind = new("World Mouse-Inspect Keybind",
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"Optional keybind to being a World-mode Mouse Inspect.",
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KeyCode.None);
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UI_MouseInspect_Keybind = new("UI Mouse-Inspect Keybind",
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"Optional keybind to begin a UI_mode Mouse Inspect.",
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KeyCode.None);
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Force_Unlock_Mouse = new ConfigElement<bool>("Force Unlock Mouse",
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"Force the Cursor to be unlocked (visible) when the UnityExplorer menu is open.",
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true);
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Force_Unlock_Mouse.OnValueChanged += (bool value) =>
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{
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UniverseLib.Config.ConfigManager.Force_Unlock_Mouse = value;
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};
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Force_Unlock_Mouse.OnValueChanged += (bool value) => UniverseLib.Config.ConfigManager.Force_Unlock_Mouse = value;
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Force_Unlock_Toggle = new ConfigElement<KeyCode>("Force Unlock Toggle Key",
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"The keybind to toggle the 'Force Unlock Mouse' setting. Only usable when UnityExplorer is open.",
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@@ -108,10 +115,7 @@ namespace UnityExplorer.Config
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Disable_EventSystem_Override = new ConfigElement<bool>("Disable EventSystem override",
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"If enabled, UnityExplorer will not override the EventSystem from the game.\n<b>May require restart to take effect.</b>",
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false);
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Disable_EventSystem_Override.OnValueChanged += (bool value) =>
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{
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UniverseLib.Config.ConfigManager.Disable_EventSystem_Override = value;
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};
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Disable_EventSystem_Override.OnValueChanged += (bool value) => UniverseLib.Config.ConfigManager.Disable_EventSystem_Override = value;
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Log_Unity_Debug = new ConfigElement<bool>("Log Unity Debug",
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"Should UnityEngine.Debug.Log messages be printed to UnityExplorer's log?",
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