forked from sin365/AxibugEmuOnline
修正MAME 区分LocalInput和RemoteInput的问题
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7d4f59eb43
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@ -160,7 +160,8 @@ public class UMAME : EmuCore<ulong>
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mUniKeyboard.SyncInput(InputData);
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mUniKeyboard.SyncInput(InputData);
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emu.UpdateFrame();
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emu.UpdateFrame();
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//写入replay
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UMAME.instance.mReplayWriter.NextFramebyFrameIdx((int)UMAME.instance.mUniVideoPlayer.mFrame, InputData);
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return true;
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return true;
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}
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}
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@ -26,7 +26,11 @@ public class UniKeyboard : MonoBehaviour, IKeyboard
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}
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}
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public void SyncInput(ulong inputData)
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public void SyncInput(ulong inputData)
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{
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{
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if (InGameUI.Instance.Core.IsNetPlay)
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mPlayMode.CurrRemoteInpuAllData = inputData;
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else
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mPlayMode.CurrLocalInpuAllData = inputData;
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mPlayMode.CurrLocalInpuAllData = inputData;
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//mPlayMode.CurrLocalInpuAllData = inputData;
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}
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}
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public ulong DoLocalPressedKeys()
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public ulong DoLocalPressedKeys()
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@ -92,12 +96,12 @@ public class UniKeyboard : MonoBehaviour, IKeyboard
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#endif
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#endif
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CurrLocalInpuAllData = tempLocalInputAllData;
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CurrLocalInpuAllData = tempLocalInputAllData;
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//写入replay
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////写入replay
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UMAME.instance.mReplayWriter.NextFramebyFrameIdx((int)UMAME.instance.mUniVideoPlayer.mFrame, CurrLocalInpuAllData);
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//UMAME.instance.mReplayWriter.NextFramebyFrameIdx((int)UMAME.instance.mUniVideoPlayer.mFrame, tempLocalInputAllData);
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CheckPlayerSlotChanged();
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CheckPlayerSlotChanged();
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return CurrLocalInpuAllData;
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return tempLocalInputAllData;
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}
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}
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