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Finalize hook manager update
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README.md

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@@ -84,6 +84,12 @@ The inspector is used to see detailed information on objects of any type and man
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* You can execute a script automatically on startup by naming it `startup.cs` and placing it in the `UnityExplorer\Scripts\` folder (this folder will be created where you placed the DLL file).
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* See the "Help" dropdown in the C# console menu for more detailed information.
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### Hook Manager
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* The Hooks panel allows you to hook methods at the click of a button for debugging purposes.
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* Simply enter any class (generic types not yet supported) and hook the methods you want from the menu.
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* To quickly copy the hook into your own project for further development, use the "Log Hook Source" button.
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### Mouse-Inspect
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* The "Mouse Inspect" dropdown on the main UnityExplorer navbar allows you to inspect objects under the mouse.
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# Building
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If you fork the repository on GitHub you can build using the [dotnet workflow](https://github.com/sinai-dev/UnityExplorer/blob/master/.github/workflows/dotnet.yml):
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0. Click on the Actions tab and enable workflows in your repository
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1. Click on the "Build UnityExplorer" workflow, then click "Run Workflow" and run it manually, or make a new commit to trigger the workflow.
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2. Take the artifact from the completed run.
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For Visual Studio:
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0. Clone the repository and run `git submodule update --init --recursive` to get the submodules.
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1. Open the `src\UnityExplorer.sln` project.
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2. Build `mcs` (Release/AnyCPU, you may need to run `nuget restore mcs.sln`), and if using IL2CPP then build `Il2CppAssemblyUnhollower` (Release/AnyCPU) as well.
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3. Build the UnityExplorer release(s) you want to use, either by selecting the config as the Active Config, or batch-building.
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If you fork the repository on GitHub you can build using the [dotnet workflow](https://github.com/sinai-dev/UnityExplorer/blob/master/.github/workflows/dotnet.yml):
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0. Click on the Actions tab and enable workflows in your repository
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1. Click on the "Build UnityExplorer" workflow, then click "Run Workflow" and run it manually, or make a new commit to trigger the workflow.
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2. Take the artifact from the completed run.
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# Acknowledgments
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* [ManlyMarco](https://github.com/ManlyMarco) for [Runtime Unity Editor](https://github.com/ManlyMarco/RuntimeUnityEditor) \[[license](THIRDPARTY_LICENSES.md#runtimeunityeditor-license)\], the ScriptEvaluator from RUE's REPL console was used as the base for UnityExplorer's C# console.

src/Hooks/HookCell.cs

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UIFactory.SetLayoutElement(DeleteButton.Component.gameObject, minHeight: 25, minWidth: 100);
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DeleteButton.OnClick += OnDeleteClicked;
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EditPatchButton = UIFactory.CreateButton(UIRoot, "EditButton", "Log Patch Source", new Color(0.15f, 0.15f, 0.15f));
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EditPatchButton = UIFactory.CreateButton(UIRoot, "EditButton", "Log Hook Source", new Color(0.15f, 0.15f, 0.15f));
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UIFactory.SetLayoutElement(EditPatchButton.Component.gameObject, minHeight: 25, minWidth: 150);
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EditPatchButton.OnClick += OnEditPatchClicked;
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src/UnityExplorer.csproj

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<Compile Include="Core\Utility\ArgumentUtility.cs" />
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<Compile Include="Core\Utility\MiscUtility.cs" />
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<Compile Include="Core\Utility\ParseUtility.cs" />
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<Compile Include="Hooks\MethodAddCell.cs" />
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<Compile Include="Hooks\AddHookCell.cs" />
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<Compile Include="Inspectors\GameObjectWidgets\ComponentCell.cs" />
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<Compile Include="Inspectors\GameObjectWidgets\ComponentList.cs" />
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<Compile Include="Inspectors\GameObjectWidgets\GameObjectControls.cs" />

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