├── Source
├── Images
│ ├── Geo.png
│ ├── Flower.png
│ ├── HelpBG.png
│ ├── SlyKey.png
│ ├── AddEntry.png
│ ├── BlueGlow.png
│ ├── ButtonDel.png
│ ├── ButtonInf.png
│ ├── CityKey.png
│ ├── ConsoleBg.png
│ ├── DreamGate.png
│ ├── EnemiesBg.png
│ ├── Essence.png
│ ├── Essence2.png
│ ├── IsmasTear.png
│ ├── Lantern.png
│ ├── LoveKey.png
│ ├── MapQuill.png
│ ├── PaleOre.png
│ ├── RancidEgg.png
│ ├── SimpleKey.png
│ ├── TramPass.png
│ ├── ButtonPlus.png
│ ├── ButtonRect.png
│ ├── DreamNail1.png
│ ├── DreamNail2.png
│ ├── DropdownBG.png
│ ├── ElegantKey.png
│ ├── EnemiesPBg.png
│ ├── Kingsbrand.png
│ ├── MantisClaw.png
│ ├── ShadeCloak.png
│ ├── ButtonsMenuBG.png
│ ├── CrystalHeart.png
│ ├── MonarchWings.png
│ ├── MothwingCloak.png
│ ├── StatusPanelBG.png
│ ├── scrollbar_mid.png
│ ├── ButtonRectEmpty.png
│ ├── ScrollBarArrowUp.png
│ ├── Scrollbar_point.png
│ ├── DreamGateDropdownBG.png
│ ├── NailArt_DashSlash.png
│ ├── NailArt_GreatSlash.png
│ ├── ScrollBarArrowDown.png
│ └── NailArt_CycloneSlash.png
├── Pair.cs
├── BindableMethod.cs
├── PlayerDeathWatcher.cs
├── Settings.cs
├── EnemyData.cs
├── Properties
│ ├── Resources.Designer.cs
│ └── Resources.resx
├── CanvasText.cs
├── CanvasImage.cs
├── Console.cs
├── KeyBindPanel.cs
├── CanvasButton.cs
├── DebugMod.csproj
├── CanvasPanel.cs
├── BossHandler.cs
├── DreamGate.cs
├── DebugMod.cs
├── GUIController.cs
├── InfoPanel.cs
├── EnemiesPanel.cs
└── TopMenu.cs
├── DebugMod.sln
├── README.md
└── .gitignore
/Source/Images/Geo.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/Geo.png
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/Source/Images/Flower.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/Flower.png
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/Source/Images/HelpBG.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/HelpBG.png
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/Source/Images/SlyKey.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/SlyKey.png
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/Source/Images/AddEntry.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/AddEntry.png
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/Source/Images/BlueGlow.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/BlueGlow.png
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/Source/Images/ButtonDel.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/ButtonDel.png
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/Source/Images/ButtonInf.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/ButtonInf.png
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/Source/Images/CityKey.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/CityKey.png
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/Source/Images/ConsoleBg.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/ConsoleBg.png
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/Source/Images/DreamGate.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/DreamGate.png
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/Source/Images/EnemiesBg.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/EnemiesBg.png
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/Source/Images/Essence.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/Essence.png
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/Source/Images/Essence2.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/Essence2.png
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/Source/Images/IsmasTear.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/IsmasTear.png
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/Source/Images/Lantern.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/Lantern.png
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/Source/Images/LoveKey.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/LoveKey.png
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/Source/Images/MapQuill.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/MapQuill.png
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/Source/Images/PaleOre.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/PaleOre.png
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/Source/Images/RancidEgg.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/RancidEgg.png
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/Source/Images/SimpleKey.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/SimpleKey.png
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/Source/Images/TramPass.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/TramPass.png
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/Source/Images/ButtonPlus.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/ButtonPlus.png
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/Source/Images/ButtonRect.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/ButtonRect.png
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/Source/Images/DreamNail1.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/DreamNail1.png
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/Source/Images/DreamNail2.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/DreamNail2.png
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/Source/Images/DropdownBG.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/DropdownBG.png
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/Source/Images/ElegantKey.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/ElegantKey.png
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/Source/Images/EnemiesPBg.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/EnemiesPBg.png
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/Source/Images/Kingsbrand.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/Kingsbrand.png
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/Source/Images/MantisClaw.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/MantisClaw.png
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/Source/Images/ShadeCloak.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/ShadeCloak.png
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/Source/Images/ButtonsMenuBG.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/ButtonsMenuBG.png
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/Source/Images/CrystalHeart.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/CrystalHeart.png
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/Source/Images/MonarchWings.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/MonarchWings.png
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/Source/Images/MothwingCloak.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/MothwingCloak.png
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/Source/Images/StatusPanelBG.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/StatusPanelBG.png
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/Source/Images/scrollbar_mid.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/scrollbar_mid.png
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/Source/Images/ButtonRectEmpty.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/ButtonRectEmpty.png
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/Source/Images/ScrollBarArrowUp.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/ScrollBarArrowUp.png
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/Source/Images/Scrollbar_point.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/Scrollbar_point.png
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/Source/Images/DreamGateDropdownBG.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/DreamGateDropdownBG.png
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/Source/Images/NailArt_DashSlash.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/NailArt_DashSlash.png
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/Source/Images/NailArt_GreatSlash.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/NailArt_GreatSlash.png
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/Source/Images/ScrollBarArrowDown.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/ScrollBarArrowDown.png
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/Source/Images/NailArt_CycloneSlash.png:
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https://raw.githubusercontent.com/seresharp/DebugMod/HEAD/Source/Images/NailArt_CycloneSlash.png
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/Source/Pair.cs:
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1 | namespace DebugMod
2 | {
3 | public class Pair
4 | {
5 | public object First;
6 | public object Second;
7 |
8 | public Pair(object x, object y)
9 | {
10 | First = x;
11 | Second = y;
12 | }
13 | }
14 | }
15 |
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/Source/BindableMethod.cs:
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1 | using System;
2 |
3 | namespace DebugMod
4 | {
5 | [AttributeUsage(AttributeTargets.Method, AllowMultiple = false, Inherited = false)]
6 | public class BindableMethod : Attribute
7 | {
8 | public string name;
9 | public string category;
10 | }
11 | }
12 |
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/DebugMod.sln:
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1 | Microsoft Visual Studio Solution File, Format Version 12.00
2 | # Visual Studio Express 2013 for Windows Desktop
3 | VisualStudioVersion = 12.0.21005.1
4 | MinimumVisualStudioVersion = 10.0.40219.1
5 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DebugMod", "Source\DebugMod.csproj", "{E3E4D0B7-656C-6C50-7567-696E2E57696E}"
6 | EndProject
7 | Global
8 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
9 | Debug|Any CPU = Debug|Any CPU
10 | Release|Any CPU = Release|Any CPU
11 | EndGlobalSection
12 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
13 | {E3E4D0B7-656C-6C50-7567-696E2E57696E}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
14 | {E3E4D0B7-656C-6C50-7567-696E2E57696E}.Debug|Any CPU.Build.0 = Debug|Any CPU
15 | {E3E4D0B7-656C-6C50-7567-696E2E57696E}.Release|Any CPU.ActiveCfg = Release|Any CPU
16 | {E3E4D0B7-656C-6C50-7567-696E2E57696E}.Release|Any CPU.Build.0 = Release|Any CPU
17 | EndGlobalSection
18 | GlobalSection(SolutionProperties) = preSolution
19 | HideSolutionNode = FALSE
20 | EndGlobalSection
21 | EndGlobal
22 |
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/Source/PlayerDeathWatcher.cs:
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1 | namespace DebugMod
2 | {
3 | public static class PlayerDeathWatcher
4 | {
5 | private static bool playerDead;
6 |
7 | public static void Reset()
8 | {
9 | playerDead = false;
10 | }
11 |
12 | public static bool PlayerDied()
13 | {
14 | return (!playerDead && PlayerData.instance.health <= 0 && DebugMod.GM.IsGameplayScene());
15 | }
16 |
17 | public static void LogDeathDetails()
18 | {
19 | playerDead = true;
20 | Console.AddLine(string.Concat(new string[]
21 | {
22 | "Hero death detected. Game playtime: ",
23 | PlayerData.instance.playTime.ToString(),
24 | " Shade Zone: ",
25 | PlayerData.instance.shadeMapZone.ToString(),
26 | " Shade Geo: ",
27 | PlayerData.instance.geoPool.ToString(),
28 | " Respawn scene: ",
29 | PlayerData.instance.respawnScene.ToString()
30 | }));
31 | }
32 | }
33 | }
34 |
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/Source/Settings.cs:
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1 | using Modding;
2 |
3 | namespace DebugMod
4 | {
5 | //Empty class required for DebugMod class definition
6 | public class SaveSettings : IModSettings { }
7 |
8 | public class GlobalSettings : IModSettings
9 | {
10 | //Save members
11 | public SerializableIntDictionary binds = new SerializableIntDictionary();
12 |
13 | public bool ConsoleVisible
14 | {
15 | get => GetBool(true);
16 | set => SetBool(value);
17 | }
18 |
19 | public bool EnemiesPanelVisible
20 | {
21 | get => GetBool(true);
22 | set => SetBool(value);
23 | }
24 |
25 | public bool HelpPanelVisible
26 | {
27 | get => GetBool(true);
28 | set => SetBool(value);
29 | }
30 |
31 | public bool InfoPanelVisible
32 | {
33 | get => GetBool(true);
34 | set => SetBool(value);
35 | }
36 |
37 | public bool TopMenuVisible
38 | {
39 | get => GetBool(true);
40 | set => SetBool(value);
41 | }
42 |
43 | public bool FirstRun
44 | {
45 | get => GetBool(true);
46 | set => SetBool(value);
47 | }
48 | }
49 | }
50 |
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/Source/EnemyData.cs:
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1 | using UnityEngine;
2 |
3 | namespace DebugMod
4 | {
5 | public struct EnemyData
6 | {
7 | public int HP;
8 | public int maxHP;
9 | // public PlayMakerFSM FSM;
10 | public HealthManager HM;
11 | public Component Spr;
12 | public CanvasPanel hpBar;
13 | public CanvasPanel hitbox;
14 | public GameObject gameObject;
15 |
16 | public EnemyData(int hp, HealthManager hm, Component spr, GameObject parent = null, GameObject go = null)
17 | {
18 | HP = hp;
19 | maxHP = hp;
20 | HM = hm;
21 | Spr = spr;
22 | gameObject = go;
23 |
24 | Texture2D tex = new Texture2D(120, 40);
25 |
26 | for (int x = 0; x < 120; x++)
27 | {
28 | for (int y = 0; y < 40; y++)
29 | {
30 | if (x < 3 || x > 116 || y < 3 || y > 36)
31 | {
32 | tex.SetPixel(x, y, Color.black);
33 | }
34 | else
35 | {
36 | tex.SetPixel(x, y, Color.red);
37 | }
38 | }
39 | }
40 |
41 | tex.Apply();
42 |
43 | Texture2D tex2 = new Texture2D(1, 1);
44 | Color yellow = Color.yellow;
45 | yellow.a = .7f;
46 | tex2.SetPixel(1, 1, yellow);
47 |
48 | hpBar = new CanvasPanel(parent, tex, Vector2.zero, Vector2.zero, new Rect(0, 0, 120, 40));
49 | hpBar.AddText("HP", "", Vector2.zero, new Vector2(120, 40), GUIController.Instance.arial, 20, FontStyle.Normal, TextAnchor.MiddleCenter);
50 | hpBar.FixRenderOrder();
51 |
52 | hitbox = new CanvasPanel(parent, tex2, Vector2.zero, Vector2.zero, new Rect(0, 0, 1, 1));
53 |
54 | hpBar.SetActive(false, true);
55 | hitbox.SetActive(false, true);
56 | }
57 |
58 | public void SetHP(int health)
59 | {
60 | HP = health;
61 | HM.hp = health;
62 | }
63 | }
64 | }
65 |
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/README.md:
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1 | ----------------------------------------------------------------------------------------
2 | FEATURES
3 | ----------------------------------------------------------------------------------------
4 | * A completely new toggleable UI in game that provides the following functions:
5 | * Cheats such as invincibility and noclip
6 | * The ability to unlock all charms or repair broken ones
7 | * Change which skills the player has
8 | * Change which items the player has
9 | * Give the player more of consumable resources such as geo and essence
10 | * Respawn bosses
11 | * Hold multiple dream gate positions
12 | * Change the player's respawn point to anywhere in the current scene
13 | * Recall to the set respawn point
14 | * Kill all enemies
15 | * Add HP bars to enemies
16 | * Draw collision boxes for enemies
17 | * Clone or delete any enemy
18 | * Set an enemy's health to 9999
19 | * Change the player's nail damage
20 | * Damage the player
21 | * Change the camera zoom level
22 | * Disable the in game HUD
23 | * Make the player invisible
24 | * Disable the lighting around the player
25 | * Disable the vignette drawn around the player
26 | * Change the time scale of the game
27 | ----------------------------------------------------------------------------------------
28 | INSTALLATION (STEAM, WINDOWS)
29 | ----------------------------------------------------------------------------------------
30 | 1) Download the modding API from here: https://drive.google.com/open?id=0B_b9PFqx_PR9X1ZrWGFxUGdydTg
31 | 2) Right click Hollow Knight in Steam -> Properties -> Local Files -> Browse Local Files
32 | 3) Create a backup of the game files located here
33 | 4) Copy the contents of the modding API zip into this folder (Overwrite files when asked)
34 | 5) Copy the contents of this zip into the folder (Overwrite files when asked)
35 | 6) This mod should not affect saves negatively, but it is a good idea to back them up anyway.
36 | Saves are located at %AppData%\..\LocalLow\Team Cherry\Hollow Knight\
37 | ----------------------------------------------------------------------------------------
38 | CREDITS
39 | ----------------------------------------------------------------------------------------
40 | Coding - Seanpr
41 | UI design and graphics - The Embraced One
42 | Assistance with canvas - KDT
43 |
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/Source/Properties/Resources.Designer.cs:
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1 | //------------------------------------------------------------------------------
2 | //
3 | // This code was generated by a tool.
4 | // Runtime Version:4.0.30319.42000
5 | //
6 | // Changes to this file may cause incorrect behavior and will be lost if
7 | // the code is regenerated.
8 | //
9 | //------------------------------------------------------------------------------
10 |
11 | namespace DebugMod.Properties {
12 | using System;
13 |
14 |
15 | ///
16 | /// A strongly-typed resource class, for looking up localized strings, etc.
17 | ///
18 | // This class was auto-generated by the StronglyTypedResourceBuilder
19 | // class via a tool like ResGen or Visual Studio.
20 | // To add or remove a member, edit your .ResX file then rerun ResGen
21 | // with the /str option, or rebuild your VS project.
22 | [global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "15.0.0.0")]
23 | [global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
24 | [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
25 | internal class Resources {
26 |
27 | private static global::System.Resources.ResourceManager resourceMan;
28 |
29 | private static global::System.Globalization.CultureInfo resourceCulture;
30 |
31 | [global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
32 | internal Resources() {
33 | }
34 |
35 | ///
36 | /// Returns the cached ResourceManager instance used by this class.
37 | ///
38 | [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
39 | internal static global::System.Resources.ResourceManager ResourceManager {
40 | get {
41 | if (object.ReferenceEquals(resourceMan, null)) {
42 | global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("DebugMod.Properties.Resources", typeof(Resources).Assembly);
43 | resourceMan = temp;
44 | }
45 | return resourceMan;
46 | }
47 | }
48 |
49 | ///
50 | /// Overrides the current thread's CurrentUICulture property for all
51 | /// resource lookups using this strongly typed resource class.
52 | ///
53 | [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
54 | internal static global::System.Globalization.CultureInfo Culture {
55 | get {
56 | return resourceCulture;
57 | }
58 | set {
59 | resourceCulture = value;
60 | }
61 | }
62 | }
63 | }
64 |
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/Source/CanvasText.cs:
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 |
4 | namespace DebugMod
5 | {
6 | public class CanvasText
7 | {
8 | private GameObject textObj;
9 | private Vector2 size;
10 |
11 | public bool active;
12 |
13 | public CanvasText(GameObject parent, Vector2 pos, Vector2 sz, Font font, string text, int fontSize = 13, FontStyle style = FontStyle.Normal, TextAnchor alignment = TextAnchor.UpperLeft)
14 | {
15 | if (sz.x == 0 || sz.y == 0)
16 | {
17 | size = new Vector2(1920f, 1080f);
18 | }
19 | else
20 | {
21 | size = sz;
22 | }
23 |
24 | textObj = new GameObject();
25 | textObj.AddComponent();
26 | RectTransform textTransform = textObj.AddComponent();
27 | textTransform.sizeDelta = size;
28 |
29 | CanvasGroup group = textObj.AddComponent();
30 | group.interactable = false;
31 | group.blocksRaycasts = false;
32 |
33 | Text t = textObj.AddComponent();
34 | t.text = text;
35 | t.font = font;
36 | t.fontSize = fontSize;
37 | t.fontStyle = style;
38 | t.alignment = alignment;
39 |
40 | textObj.transform.SetParent(parent.transform, false);
41 |
42 | Vector2 position = new Vector2((pos.x + size.x / 2f) / 1920f, (1080f - (pos.y + size.y / 2f)) / 1080f);
43 | textTransform.anchorMin = position;
44 | textTransform.anchorMax = position;
45 |
46 | Object.DontDestroyOnLoad(textObj);
47 |
48 | active = true;
49 | }
50 |
51 | public void SetPosition(Vector2 pos)
52 | {
53 | if (textObj != null)
54 | {
55 | RectTransform textTransform = textObj.GetComponent();
56 |
57 | Vector2 position = new Vector2((pos.x + size.x / 2f) / 1920f, (1080f - (pos.y + size.y / 2f)) / 1080f);
58 | textTransform.anchorMin = position;
59 | textTransform.anchorMax = position;
60 | }
61 | }
62 |
63 | public Vector2 GetPosition()
64 | {
65 | if (textObj != null)
66 | {
67 | Vector2 anchor = textObj.GetComponent().anchorMin;
68 |
69 | return new Vector2(anchor.x * 1920f - size.x / 2f, 1080f - anchor.y * 1080f - size.y / 2f);
70 | }
71 |
72 | return Vector2.zero;
73 | }
74 |
75 | public void UpdateText(string text)
76 | {
77 | if (textObj != null)
78 | {
79 | textObj.GetComponent().text = text;
80 | }
81 | }
82 |
83 | public void SetActive(bool a)
84 | {
85 | active = a;
86 |
87 | if (textObj != null)
88 | {
89 | textObj.SetActive(active);
90 | }
91 | }
92 |
93 | public void MoveToTop()
94 | {
95 | if (textObj != null)
96 | {
97 | textObj.transform.SetAsLastSibling();
98 | }
99 | }
100 |
101 | public void SetTextColor(Color color)
102 | {
103 | if (textObj != null)
104 | {
105 | Text t = textObj.GetComponent();
106 | t.color = color;
107 | }
108 | }
109 |
110 | public void Destroy()
111 | {
112 | Object.Destroy(textObj);
113 | }
114 | }
115 | }
116 |
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/Source/CanvasImage.cs:
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 |
4 | namespace DebugMod
5 | {
6 | public class CanvasImage
7 | {
8 | private GameObject imageObj;
9 | private Vector2 sz;
10 | private Rect sub;
11 |
12 | public bool active;
13 |
14 | public CanvasImage(GameObject parent, Texture2D tex, Vector2 pos, Vector2 size, Rect subSprite)
15 | {
16 | if (size.x == 0 || size.y == 0)
17 | {
18 | size = new Vector2(subSprite.width, subSprite.height);
19 | }
20 |
21 | sz = size;
22 | sub = subSprite;
23 |
24 | imageObj = new GameObject();
25 | imageObj.AddComponent();
26 | RectTransform imageTransform = imageObj.AddComponent();
27 | imageTransform.sizeDelta = new Vector2(subSprite.width, subSprite.height);
28 | imageObj.AddComponent().sprite = Sprite.Create(tex, new Rect(subSprite.x, tex.height - subSprite.height, subSprite.width, subSprite.height), Vector2.zero);
29 |
30 | CanvasGroup group = imageObj.AddComponent();
31 | group.interactable = false;
32 | group.blocksRaycasts = false;
33 |
34 | imageObj.transform.SetParent(parent.transform, false);
35 |
36 | Vector2 position = new Vector2((pos.x + ((size.x / subSprite.width) * subSprite.width) / 2f) / 1920f, (1080f - (pos.y + ((size.y / subSprite.height) * subSprite.height) / 2f)) / 1080f);
37 | imageTransform.anchorMin = position;
38 | imageTransform.anchorMax = position;
39 | imageTransform.SetScaleX(size.x / subSprite.width);
40 | imageTransform.SetScaleY(size.y / subSprite.height);
41 |
42 | Object.DontDestroyOnLoad(imageObj);
43 |
44 | active = true;
45 | }
46 |
47 | public void UpdateImage(Texture2D tex, Rect subSection)
48 | {
49 | if (imageObj != null)
50 | {
51 | imageObj.GetComponent().sprite = Sprite.Create(tex, new Rect(subSection.x, tex.height - subSection.height, subSection.width, subSection.height), Vector2.zero);
52 | }
53 | }
54 |
55 | public void SetWidth(float width)
56 | {
57 | if (imageObj != null)
58 | {
59 | sz = new Vector2(width, sz.y);
60 | imageObj.GetComponent().SetScaleX(width / imageObj.GetComponent().sizeDelta.x);
61 | }
62 | }
63 |
64 | public void SetHeight(float height)
65 | {
66 | if (imageObj != null)
67 | {
68 | sz = new Vector2(sz.x, height);
69 | imageObj.GetComponent().SetScaleY(height / imageObj.GetComponent().sizeDelta.y);
70 | }
71 | }
72 |
73 | public void SetPosition(Vector2 pos)
74 | {
75 | if (imageObj != null)
76 | {
77 | Vector2 position = new Vector2((pos.x + ((sz.x / sub.width) * sub.width) / 2f) / 1920f, (1080f - (pos.y + ((sz.y / sub.height) * sub.height) / 2f)) / 1080f);
78 | imageObj.GetComponent().anchorMin = position;
79 | imageObj.GetComponent().anchorMax = position;
80 | }
81 | }
82 |
83 | public void SetActive(bool b)
84 | {
85 | if (imageObj != null)
86 | {
87 | imageObj.SetActive(b);
88 | active = b;
89 | }
90 | }
91 |
92 | public void SetRenderIndex(int idx)
93 | {
94 | imageObj.transform.SetSiblingIndex(idx);
95 | }
96 |
97 | public void Destroy()
98 | {
99 | Object.Destroy(imageObj); ;
100 | }
101 | }
102 | }
103 |
--------------------------------------------------------------------------------
/Source/Console.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.IO;
4 | using UnityEngine;
5 |
6 | namespace DebugMod
7 | {
8 | public static class Console
9 | {
10 | private static CanvasPanel panel;
11 | private static List history = new List();
12 | private static Vector2 scrollPosition = Vector2.zero;
13 |
14 | public static void BuildMenu(GameObject canvas)
15 | {
16 | panel = new CanvasPanel(canvas, GUIController.Instance.images["ConsoleBg"], new Vector2(1275, 800), Vector2.zero, new Rect(0, 0, GUIController.Instance.images["ConsoleBg"].width, GUIController.Instance.images["ConsoleBg"].height));
17 | panel.AddText("Console", "", new Vector2(10f, 25f), Vector2.zero, GUIController.Instance.arial);
18 | panel.FixRenderOrder();
19 |
20 | GUIController.Instance.arial.RequestCharactersInTexture("abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890`~!@#$%^&*()-_=+[{]}\\|;:'\",<.>/? ", 13);
21 | }
22 |
23 | public static void Update()
24 | {
25 | if (panel == null)
26 | {
27 | return;
28 | }
29 |
30 | if (DebugMod.GM.IsNonGameplayScene())
31 | {
32 | if (panel.active)
33 | {
34 | panel.SetActive(false, true);
35 | }
36 |
37 | return;
38 | }
39 |
40 | if (DebugMod.settings.ConsoleVisible && !panel.active)
41 | {
42 | panel.SetActive(true, false);
43 | }
44 | else if (!DebugMod.settings.ConsoleVisible && panel.active)
45 | {
46 | panel.SetActive(false, true);
47 | }
48 |
49 | if (panel.active)
50 | {
51 | string consoleString = "";
52 | int lineCount = 0;
53 |
54 | for (int i = history.Count - 1; i >= 0; i--)
55 | {
56 | if (lineCount >= 8) break;
57 | consoleString = history[i] + "\n" + consoleString;
58 | lineCount++;
59 | }
60 |
61 | panel.GetText("Console").UpdateText(consoleString);
62 | }
63 | }
64 |
65 | public static void Reset()
66 | {
67 | history.Clear();
68 | scrollPosition = Vector2.zero;
69 | }
70 |
71 | public static void AddLine(string chatLine)
72 | {
73 | while (history.Count > 1000)
74 | {
75 | history.RemoveAt(0);
76 | }
77 |
78 | int wrap = WrapIndex(GUIController.Instance.arial, 13, chatLine);
79 |
80 | while (wrap != -1)
81 | {
82 | int index = chatLine.LastIndexOf(' ', wrap, wrap);
83 |
84 | if (index != -1)
85 | {
86 | history.Add(chatLine.Substring(0, index));
87 | chatLine = chatLine.Substring(index + 1);
88 | wrap = WrapIndex(GUIController.Instance.arial, 13, chatLine);
89 | }
90 | else
91 | {
92 | break;
93 | }
94 | }
95 |
96 | history.Add(chatLine);
97 |
98 | scrollPosition.y = scrollPosition.y + 50f;
99 | }
100 |
101 | public static void SaveHistory()
102 | {
103 | try
104 | {
105 | File.WriteAllLines("console.txt", history.ToArray());
106 | AddLine("Written history to console.txt");
107 | }
108 | catch (Exception arg)
109 | {
110 | DebugMod.instance.LogError("[CONSOLE] Unable to write console history: " + arg);
111 | AddLine("Unable to write console history");
112 | }
113 | }
114 |
115 | private static int WrapIndex(Font font, int fontSize, string message)
116 | {
117 | int totalLength = 0;
118 |
119 | char[] arr = message.ToCharArray();
120 |
121 | for (int i = 0; i < arr.Length; i++)
122 | {
123 | char c = arr[i];
124 | font.GetCharacterInfo(c, out CharacterInfo characterInfo, fontSize);
125 | totalLength += characterInfo.advance;
126 |
127 | if (totalLength >= 564) return i;
128 | }
129 |
130 | return -1;
131 | }
132 | }
133 | }
134 |
--------------------------------------------------------------------------------
/Source/KeyBindPanel.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using UnityEngine;
5 |
6 | namespace DebugMod
7 | {
8 | public static class KeyBindPanel
9 | {
10 | private static CanvasPanel panel;
11 | private static int page = 0;
12 |
13 | private static Dictionary> bindPages = new Dictionary>();
14 | private static List pageKeys;
15 |
16 | public static KeyCode keyWarning = KeyCode.None;
17 |
18 | public static void BuildMenu(GameObject canvas)
19 | {
20 | panel = new CanvasPanel(canvas, GUIController.Instance.images["HelpBG"], new Vector2(1123, 456), Vector2.zero, new Rect(0, 0, GUIController.Instance.images["HelpBG"].width, GUIController.Instance.images["HelpBG"].height));
21 | panel.AddText("Label", "Binds", new Vector2(130f, -25f), Vector2.zero, GUIController.Instance.trajanBold, 30);
22 |
23 | panel.AddText("Category", "", new Vector2(25f, 25f), Vector2.zero, GUIController.Instance.trajanNormal, 20);
24 | panel.AddText("Help", "", new Vector2(25f, 50f), Vector2.zero, GUIController.Instance.arial, 15);
25 | panel.AddButton("Next", GUIController.Instance.images["ButtonRect"], new Vector2(125, 250), Vector2.zero, NextClicked, new Rect(0, 0, GUIController.Instance.images["ButtonRect"].width, GUIController.Instance.images["ButtonRect"].height), GUIController.Instance.trajanBold, "# / #");
26 |
27 | for (int i = 0; i < 11; i++)
28 | {
29 | panel.AddButton(i.ToString(), GUIController.Instance.images["Scrollbar_point"], new Vector2(300f, 45f + 17.5f * i), Vector2.zero, ChangeBind, new Rect(0, 0, GUIController.Instance.images["Scrollbar_point"].width, GUIController.Instance.images["Scrollbar_point"].height));
30 | }
31 |
32 | //Build pages based on categories
33 | foreach (KeyValuePair bindable in DebugMod.bindMethods)
34 | {
35 | string name = bindable.Key;
36 | string cat = (string)bindable.Value.First;
37 |
38 | if (!bindPages.ContainsKey(cat)) bindPages.Add(cat, new List());
39 | bindPages[cat].Add(name);
40 | }
41 |
42 | pageKeys = bindPages.Keys.ToList();
43 |
44 | panel.GetText("Category").UpdateText(pageKeys[page]);
45 | panel.GetButton("Next").UpdateText((page + 1) + " / " + pageKeys.Count);
46 | UpdateHelpText();
47 | }
48 |
49 | public static void UpdateHelpText()
50 | {
51 | if (page < 0 || page >= pageKeys.Count) return;
52 |
53 | string cat = pageKeys[page];
54 | List helpPage = bindPages[cat];
55 |
56 | string updatedText = "";
57 |
58 | foreach (string bindStr in helpPage)
59 | {
60 | updatedText += bindStr + " - ";
61 |
62 | if (DebugMod.settings.binds.ContainsKey(bindStr))
63 | {
64 | KeyCode code = ((KeyCode)DebugMod.settings.binds[bindStr]);
65 |
66 | if (code != KeyCode.None)
67 | {
68 | updatedText += ((KeyCode)DebugMod.settings.binds[bindStr]).ToString();
69 | }
70 | else
71 | {
72 | updatedText += "WAITING";
73 | }
74 | }
75 | else
76 | {
77 | updatedText += "UNBOUND";
78 | }
79 |
80 | updatedText += "\n";
81 | }
82 |
83 | panel.GetText("Help").UpdateText(updatedText);
84 | }
85 |
86 | private static void NextClicked(string buttonName)
87 | {
88 | page++;
89 | if (page >= pageKeys.Count) page = 0;
90 |
91 | panel.GetText("Category").UpdateText(pageKeys[page]);
92 | panel.GetButton("Next").UpdateText((page + 1) + " / " + pageKeys.Count);
93 | UpdateHelpText();
94 | }
95 |
96 | private static void ChangeBind(string buttonName)
97 | {
98 | int num = Convert.ToInt32(buttonName);
99 |
100 | if (num < 0 || num >= bindPages[pageKeys[page]].Count)
101 | {
102 | DebugMod.instance.LogWarn("Invalid bind change button clicked. Should not be possible");
103 | return;
104 | }
105 |
106 | string bindName = bindPages[pageKeys[page]][num];
107 |
108 | if (DebugMod.settings.binds.ContainsKey(bindName))
109 | {
110 | DebugMod.settings.binds[bindName] = (int)KeyCode.None;
111 | }
112 | else
113 | {
114 | DebugMod.settings.binds.Add(bindName, (int)KeyCode.None);
115 | }
116 |
117 | UpdateHelpText();
118 | }
119 |
120 | public static void Update()
121 | {
122 | if (panel == null)
123 | {
124 | return;
125 | }
126 |
127 | if (DebugMod.GM.IsNonGameplayScene())
128 | {
129 | if (panel.active)
130 | {
131 | panel.SetActive(false, true);
132 | }
133 |
134 | return;
135 | }
136 |
137 | if (DebugMod.settings.HelpPanelVisible && !panel.active)
138 | {
139 | panel.SetActive(true, false);
140 | }
141 | else if (!DebugMod.settings.HelpPanelVisible && panel.active)
142 | {
143 | panel.SetActive(false, true);
144 | }
145 |
146 | if (panel.active && page >= 0 && page < pageKeys.Count)
147 | {
148 | for (int i = 0; i < 11; i++)
149 | {
150 | panel.GetButton(i.ToString()).SetActive(bindPages[pageKeys[page]].Count > i);
151 | }
152 | }
153 | }
154 | }
155 | }
156 |
--------------------------------------------------------------------------------
/Source/Properties/Resources.resx:
--------------------------------------------------------------------------------
1 |
2 |
3 |
62 |
63 |
64 |
65 |
66 |
67 |
68 |
69 |
70 |
71 |
72 |
73 |
74 |
75 |
76 |
77 |
78 |
79 |
80 |
81 |
82 |
83 |
84 |
85 |
86 |
87 |
88 |
89 |
90 |
91 |
92 |
93 |
94 |
95 |
96 |
97 |
98 |
99 |
100 |
101 |
102 |
103 |
104 |
105 |
106 |
107 |
108 |
109 | text/microsoft-resx
110 |
111 |
112 | 2.0
113 |
114 |
115 | System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
116 |
117 |
118 | System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
119 |
120 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | ## Ignore Visual Studio temporary files, build results, and
2 | ## files generated by popular Visual Studio add-ons.
3 | ##
4 | ## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
5 |
6 | # User-specific files
7 | *.suo
8 | *.user
9 | *.userosscache
10 | *.sln.docstates
11 |
12 | # User-specific files (MonoDevelop/Xamarin Studio)
13 | *.userprefs
14 |
15 | # Build results
16 | [Dd]ebug/
17 | [Dd]ebugPublic/
18 | [Rr]elease/
19 | [Rr]eleases/
20 | x64/
21 | x86/
22 | bld/
23 | [Bb]in/
24 | [Oo]bj/
25 | [Ll]og/
26 |
27 | # Visual Studio 2015 cache/options directory
28 | .vs/
29 | # Uncomment if you have tasks that create the project's static files in wwwroot
30 | #wwwroot/
31 |
32 | # MSTest test Results
33 | [Tt]est[Rr]esult*/
34 | [Bb]uild[Ll]og.*
35 |
36 | # NUNIT
37 | *.VisualState.xml
38 | TestResult.xml
39 |
40 | # Build Results of an ATL Project
41 | [Dd]ebugPS/
42 | [Rr]eleasePS/
43 | dlldata.c
44 |
45 | # .NET Core
46 | project.lock.json
47 | project.fragment.lock.json
48 | artifacts/
49 | **/Properties/launchSettings.json
50 |
51 | *_i.c
52 | *_p.c
53 | *_i.h
54 | *.ilk
55 | *.meta
56 | *.obj
57 | *.pch
58 | *.pdb
59 | *.pgc
60 | *.pgd
61 | *.rsp
62 | *.sbr
63 | *.tlb
64 | *.tli
65 | *.tlh
66 | *.tmp
67 | *.tmp_proj
68 | *.log
69 | *.vspscc
70 | *.vssscc
71 | .builds
72 | *.pidb
73 | *.svclog
74 | *.scc
75 |
76 | # Chutzpah Test files
77 | _Chutzpah*
78 |
79 | # Visual C++ cache files
80 | ipch/
81 | *.aps
82 | *.ncb
83 | *.opendb
84 | *.opensdf
85 | *.sdf
86 | *.cachefile
87 | *.VC.db
88 | *.VC.VC.opendb
89 |
90 | # Visual Studio profiler
91 | *.psess
92 | *.vsp
93 | *.vspx
94 | *.sap
95 |
96 | # TFS 2012 Local Workspace
97 | $tf/
98 |
99 | # Guidance Automation Toolkit
100 | *.gpState
101 |
102 | # ReSharper is a .NET coding add-in
103 | _ReSharper*/
104 | *.[Rr]e[Ss]harper
105 | *.DotSettings.user
106 |
107 | # JustCode is a .NET coding add-in
108 | .JustCode
109 |
110 | # TeamCity is a build add-in
111 | _TeamCity*
112 |
113 | # DotCover is a Code Coverage Tool
114 | *.dotCover
115 |
116 | # Visual Studio code coverage results
117 | *.coverage
118 | *.coveragexml
119 |
120 | # NCrunch
121 | _NCrunch_*
122 | .*crunch*.local.xml
123 | nCrunchTemp_*
124 |
125 | # MightyMoose
126 | *.mm.*
127 | AutoTest.Net/
128 |
129 | # Web workbench (sass)
130 | .sass-cache/
131 |
132 | # Installshield output folder
133 | [Ee]xpress/
134 |
135 | # DocProject is a documentation generator add-in
136 | DocProject/buildhelp/
137 | DocProject/Help/*.HxT
138 | DocProject/Help/*.HxC
139 | DocProject/Help/*.hhc
140 | DocProject/Help/*.hhk
141 | DocProject/Help/*.hhp
142 | DocProject/Help/Html2
143 | DocProject/Help/html
144 |
145 | # Click-Once directory
146 | publish/
147 |
148 | # Publish Web Output
149 | *.[Pp]ublish.xml
150 | *.azurePubxml
151 | # TODO: Comment the next line if you want to checkin your web deploy settings
152 | # but database connection strings (with potential passwords) will be unencrypted
153 | *.pubxml
154 | *.publishproj
155 |
156 | # Microsoft Azure Web App publish settings. Comment the next line if you want to
157 | # checkin your Azure Web App publish settings, but sensitive information contained
158 | # in these scripts will be unencrypted
159 | PublishScripts/
160 |
161 | # NuGet Packages
162 | *.nupkg
163 | # The packages folder can be ignored because of Package Restore
164 | **/packages/*
165 | # except build/, which is used as an MSBuild target.
166 | !**/packages/build/
167 | # Uncomment if necessary however generally it will be regenerated when needed
168 | #!**/packages/repositories.config
169 | # NuGet v3's project.json files produces more ignorable files
170 | *.nuget.props
171 | *.nuget.targets
172 |
173 | # Microsoft Azure Build Output
174 | csx/
175 | *.build.csdef
176 |
177 | # Microsoft Azure Emulator
178 | ecf/
179 | rcf/
180 |
181 | # Windows Store app package directories and files
182 | AppPackages/
183 | BundleArtifacts/
184 | Package.StoreAssociation.xml
185 | _pkginfo.txt
186 |
187 | # Visual Studio cache files
188 | # files ending in .cache can be ignored
189 | *.[Cc]ache
190 | # but keep track of directories ending in .cache
191 | !*.[Cc]ache/
192 |
193 | # Others
194 | ClientBin/
195 | ~$*
196 | *~
197 | *.dbmdl
198 | *.dbproj.schemaview
199 | *.jfm
200 | *.pfx
201 | *.publishsettings
202 | orleans.codegen.cs
203 |
204 | # Since there are multiple workflows, uncomment next line to ignore bower_components
205 | # (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
206 | #bower_components/
207 |
208 | # RIA/Silverlight projects
209 | Generated_Code/
210 |
211 | # Backup & report files from converting an old project file
212 | # to a newer Visual Studio version. Backup files are not needed,
213 | # because we have git ;-)
214 | _UpgradeReport_Files/
215 | Backup*/
216 | UpgradeLog*.XML
217 | UpgradeLog*.htm
218 |
219 | # SQL Server files
220 | *.mdf
221 | *.ldf
222 | *.ndf
223 |
224 | # Business Intelligence projects
225 | *.rdl.data
226 | *.bim.layout
227 | *.bim_*.settings
228 |
229 | # Microsoft Fakes
230 | FakesAssemblies/
231 |
232 | # GhostDoc plugin setting file
233 | *.GhostDoc.xml
234 |
235 | # Node.js Tools for Visual Studio
236 | .ntvs_analysis.dat
237 | node_modules/
238 |
239 | # Typescript v1 declaration files
240 | typings/
241 |
242 | # Visual Studio 6 build log
243 | *.plg
244 |
245 | # Visual Studio 6 workspace options file
246 | *.opt
247 |
248 | # Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
249 | *.vbw
250 |
251 | # Visual Studio LightSwitch build output
252 | **/*.HTMLClient/GeneratedArtifacts
253 | **/*.DesktopClient/GeneratedArtifacts
254 | **/*.DesktopClient/ModelManifest.xml
255 | **/*.Server/GeneratedArtifacts
256 | **/*.Server/ModelManifest.xml
257 | _Pvt_Extensions
258 |
259 | # Paket dependency manager
260 | .paket/paket.exe
261 | paket-files/
262 |
263 | # FAKE - F# Make
264 | .fake/
265 |
266 | # JetBrains Rider
267 | .idea/
268 | *.sln.iml
269 |
270 | # CodeRush
271 | .cr/
272 |
273 | # Python Tools for Visual Studio (PTVS)
274 | __pycache__/
275 | *.pyc
276 |
277 | # Cake - Uncomment if you are using it
278 | # tools/**
279 | # !tools/packages.config
280 |
281 | # Telerik's JustMock configuration file
282 | *.jmconfig
283 |
284 | # BizTalk build output
285 | *.btp.cs
286 | *.btm.cs
287 | *.odx.cs
288 | *.xsd.cs
289 |
--------------------------------------------------------------------------------
/Source/CanvasButton.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using UnityEngine.UI;
3 | using UnityEngine.Events;
4 |
5 | namespace DebugMod
6 | {
7 | public class CanvasButton
8 | {
9 | private GameObject buttonObj;
10 | private GameObject textObj;
11 | private Button button;
12 | private UnityAction clicked;
13 | private string buttonName;
14 |
15 | public bool active;
16 |
17 | public CanvasButton(GameObject parent, string name, Texture2D tex, Vector2 pos, Vector2 size, Rect bgSubSection, Font font = null, string text = null, int fontSize = 13)
18 | {
19 | if (size.x == 0 || size.y == 0)
20 | {
21 | size = new Vector2(bgSubSection.width, bgSubSection.height);
22 | }
23 |
24 | buttonName = name;
25 |
26 | buttonObj = new GameObject();
27 | buttonObj.AddComponent();
28 | RectTransform buttonTransform = buttonObj.AddComponent();
29 | buttonTransform.sizeDelta = new Vector2(bgSubSection.width, bgSubSection.height);
30 | buttonObj.AddComponent().sprite = Sprite.Create(tex, new Rect(bgSubSection.x, tex.height - bgSubSection.height, bgSubSection.width, bgSubSection.height), Vector2.zero);
31 | button = buttonObj.AddComponent