More robust unlocking and scanning

This commit is contained in:
Terry Hearst 2023-10-29 16:57:15 -04:00
parent 8580189282
commit f99f2e7a86
2 changed files with 19 additions and 4 deletions

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@ -1,5 +1,4 @@
using HarmonyLib;
using System;
using UnityEngine.SceneManagement;
namespace ConsoleUnlocker

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@ -1,16 +1,32 @@
using HarmonyLib;
using System;
using MIU;
using System.Reflection;
namespace ConsoleUnlocker.Patches
{
/*
* Emit "DevModeActivated" signal to enable the console, and do some other setup.
*/
[HarmonyPatch(typeof(PlatformSetup), "GetDevIDs")]
internal class PlatformSetupPatches
{
static void Postfix()
{
if (!PlatformSetup.HasDevAccess(DevUser.IsDev))
{
// If someone is already a dev, don't emit this twice just in case
GlobalContext.Invoke<DevModeActivated>(Array.Empty<object>());
}
if (!PlatformSetup.HasDevAccess(DevUser.CommandlineAccess) || !PlatformSetup.HasDevAccess(DevUser.IsDev))
{
// If a dev already has console access... why are they using the mod lol
MIU.Console.Instance.gameObject.SetActive(true);
}
// It seems it doesn't scan on first console open, but waits for you to type something. Just scan now so all
// commands are available right away
MethodInfo scanMethod = typeof(MIU.Console).GetMethod("CheckInitializeVarsAndCommands", BindingFlags.Instance | BindingFlags.NonPublic);
scanMethod.Invoke(MIU.Console.Instance, null);
}
}
}