Comments (11)
Hello! Yes I'd love to add support for more mod loaders, that's the reason why I structured RUE as it is.
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Great to hear. Getting it up and running was pretty straight forward, the hold up at the moment is dealing with the settings in a manageable way.
BIE uses dynamic config through Config.Bind methodology, whereas UMM expects mods to derive from a ModSettings class, add all respective settings to that class, and then it takes care of serializing to/from Settings.xml. It also has something similiar to Configuration Manager baked in, and displays a config GUI based on field type.
Adhering to the RegisterSetting methodology is becoming a bit of a bear, effectively needs almost a standalone implementation of BepInEx's ConfigEntry(Base) class in lieu of ModSettings, manual serialization and converting UnityEngine.Rect to something XmlSerializer supports (like you did for Toml) and then a lightweight implementation of Config Mgr for dynamically drawing the UI based on field type. Anyway, almost there. I'll push it shortly to my fork and you can perhaps poke your head in there, give it a look over, see if there are glaring changes you would like to see.
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You could maybe still make a custom ModSettings class but harmony patch it to override whatever code requires properties to instead use a list. I'd imagine it would make things a lot simpler.
There will definitely be more settings added in the future so it's not practical to specify all of them now.
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Was a genius idea, 3 hours down the rabbit hole later, it was much easier just to reimplement. Here's a link to the function I was going to hook for laughs https://github.com/newman55/unity-mod-manager/blob/934022da3b002f629f0065a6a9a952071965e105/UnityModManager/UIDraw.cs#L632
Anyway, it's pretty much ready, going to look it over for refactoring, etc, but it's 100% functional. Just waiting for latest NuGet for UMM.dll to get pushed up as he made some changes for me.
https://github.com/mricher-git/RuntimeUnityEditor/tree/feat-umm-support
Do you have any UMM based games to test it out?
https://github.com/mricher-git/RuntimeUnityEditor/releases/tag/v4.2.0.0-alpha
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I looked through the changes so far and they seem good to me. I'll be looking forward to the PR.
Do you have any UMM based games to test it out?
I don't actually, I tend to use BepInEx for everything. I'll try it out once you're finished with the PR.
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Only thing left to do is the dependencies. BepInEx ships with Mono.Cecil and MonoMod.Utils/RuntimeDetour, UMM does not. Could either add these as dependencies to RuntimeUnityEditor.UMM with copy local and they'll get picked up by release.ps1, or keep them as dependencies only on core, enable copy local within core, and modify release.ps1 so RUE.BepInEx doesn't pull them in.
I also see install.ps1 turns copy local off for everything, so both of the above options would require a further change here too. Thoughts?
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Add it to RuntimeUnityEditor.UMM. The version doesn't have to be exact so you could use a package from a different source that doesn't have the copylocal script. Maybe some other UMM plugins already use it, in which case it would be best to use that version.
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Not sure if there is notification on comments after pull, so just in case you missed this:
#40 (comment)
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@mricher-git Released.
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@ManlyMarco have you seen #40 (comment) ? I can make a PR for it if you want to go ahead.
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@mricher-git Sorry, I didn't see it. Can you make a PR? You can place the file inside https://github.com/ManlyMarco/RuntimeUnityEditor/tree/master/RuntimeUnityEditor.UMM
Is there any way to make this file auto update on release? There's no way I'll remember to do it. Maybe a GitHub action?
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Related Issues (20)
- Materials being duplicated HOT 1
- Correct Object Browser's scroll behavior to jump to the correct object after clearing search
- Color code Prefab's a different color
- Improve search speed by offering search option without component search
- Add pasting values via right click
- Add log viewer window with filtering
- Add filtering GameObjects by scene and controls to load/unload scenes with a scene list
- UI / font size? HOT 2
- 2022 compile issues. HOT 6
- GUI text not rendering on wine (solution included) HOT 3
- Obsolite debug feature causing an error? HOT 1
- ReflectionTypeLoadException - RuntimeUnityEditorCore.dll HOT 2
- [Il2cpp] Honey Come GetPrivateExplicit Extension crash/null object reference HOT 2
- BepInEx 6 support HOT 1
- System.IO.FileNotFoundException: Could not load file or assembly 'RuntimeUnityEditor.Core' HOT 17
- F12 doesn't bring up the RuntimeUnityEditor interface but there's no log issues that I can see that would suggest a failure HOT 5
- "Mouse inspect" causes massive memory and CPU usage
- Failed to initialize REPL environment HOT 8
- Keystrokes in RUE and being passed to the game HOT 1
- 64x mono HOT 1
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