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658 Commits

Author SHA1 Message Date
70fb6154ec NetReplay增加FrameProfiler(未实装) 2025-01-26 15:04:26 +08:00
7ed40210fd 收到房间数据后不再判断slot信息是否改变,全量推送 2025-01-26 14:50:33 +08:00
34fccd457a 修改120回到60 2025-01-26 14:12:49 +08:00
1090fb4da7 IEmuCore 推帧,跳帧抽象,不再需要IEmuCore依赖monobehaviour的update推帧 2025-01-26 10:51:06 +08:00
5ae970673a Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2025-01-26 09:40:20 +08:00
a04d1f4243 修改同步策略,本地跳帧策略基于forward 2025-01-26 09:39:34 +08:00
8970c7e335 滤镜再增加一个(当然,跟psv没关系) 2025-01-25 16:14:10 +08:00
f11e36c83f 修复左下角手柄信息UI,在收到按键信号时抖动效果可能导致坐标偏移的问题(这是一个临时效果,后续改成对应键值按下动画) 2025-01-25 11:24:27 +08:00
058306f0fe Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2025-01-25 10:31:59 +08:00
9152dcc301 time fixed 2025-01-25 10:27:39 +08:00
7ff5648e32 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2025-01-25 10:12:05 +08:00
c782f712a5 fixed aximemset 2025-01-25 10:11:50 +08:00
c4825696d6 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2025-01-25 10:01:07 +08:00
ad3d090e75 no descript 2025-01-25 10:00:52 +08:00
a63980eea1 Merge pull request '撤销之前关于列表为空时不呼出侧边栏的改动,因为搜索列表也可能为空,导致无法呼出侧边栏,就无法取消搜索' (#90) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#90
2025-01-25 09:59:11 +08:00
e782fa2eb2 tools 归档 2025-01-25 09:58:12 +08:00
8858c43468 MAME实现多玩家动态插入 2025-01-25 02:28:01 +08:00
da5a155c88 api fixed rom平台 2025-01-25 01:39:57 +08:00
21468a6397 使用MAME新的motionkey定义,debug,更新协议 2025-01-25 01:36:38 +08:00
912468b674 Server按照平台区分单个玩家使用数据长度为byte,ushort 2025-01-25 01:34:43 +08:00
36f0822244 撤销之前关于列表为空时不呼出侧边栏的改动,因为搜索列表也可能为空,导致无法呼出侧边栏,就无法取消搜索
现在保证侧边栏呼出时,判断当前选中rom是否为空
2025-01-24 16:30:19 +08:00
9abbce930f mame.fixed 2025-01-24 16:07:04 +08:00
7085cdaa2c 追加枚举,修复mame键值 2025-01-24 15:47:57 +08:00
c184c5442c api fixed 2025-01-24 15:45:56 +08:00
381c5339cb Merge pull request '修复处于Rom列表UI中时,如果Rom列表为空,呼出侧边栏报错的问题,在这种情况下将无法呼出侧边栏' (#89) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#89
2025-01-24 15:43:14 +08:00
70bc735fb5 预览rom大图背景shader替换 2025-01-24 15:06:12 +08:00
c040594caa 修复Rom下载时,UI上展示的进度值不正确的问题 2025-01-24 14:20:58 +08:00
c553182c9a uieffect插件目录调整,程序集调整 2025-01-24 13:51:49 +08:00
ae40e70f9c 调整psp和其他平台上,rom图片预览大图的模糊参数 2025-01-24 13:51:03 +08:00
75d7e1f5a9 收藏列表移动到首位 2025-01-24 13:28:01 +08:00
285d9f4f65 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2025-01-24 13:24:56 +08:00
71d60eaec9 调整RomItem布局 2025-01-24 13:24:37 +08:00
6f841c598d rom依赖WebApi修正 2025-01-24 13:23:39 +08:00
c48ac38f00 接入自己的MAME.Core平台,单人游玩功能 2025-01-24 13:14:21 +08:00
54b1789711 搜索rom时,带上平台参数 2025-01-24 13:09:02 +08:00
f670a0778c http 下载错误时,打印错误日志
CacheManager从http下载的数据获取图片时,如果下载错误,会使用默认的错误图片资源
2025-01-24 11:56:09 +08:00
dcdfdd343f 修复处于Rom列表UI中时,如果Rom列表为空,呼出侧边栏报错的问题,在这种情况下将无法呼出侧边栏 2025-01-24 10:19:38 +08:00
5a9e472c1b 导入Axibug/UMAME.Core项目,待接入 2025-01-23 18:03:55 +08:00
20e277f6a2 Merge pull request 'master' (#88) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#88
2025-01-23 17:44:24 +08:00
771175a8fe 修复报错 2025-01-23 17:44:02 +08:00
a3d3e05edd UI脚本 RoomItem修改,保持和RomItem一致的逻辑 2025-01-23 16:24:06 +08:00
d57d9eeb4b 清理namespace 2025-01-23 16:23:39 +08:00
8f04bff7b7 移除多余namespace 2025-01-23 16:18:47 +08:00
0a2a82dada 修复编译报错 2025-01-23 16:14:54 +08:00
b486fc26c3 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2025-01-23 16:14:19 +08:00
206715b482 文件下载功能重构到单独的FileDownloader类中,以解决多个Rom同时下载的冲突(例如依赖关系的Rom) 2025-01-23 16:14:01 +08:00
c147e1dd91 重构RomFile,支持依赖Rom的联动下载,以及多文件Rom的下载 2025-01-23 14:19:26 +08:00
9ceb66a3d5 多文件hash 2025-01-23 13:40:34 +08:00
6a770fe4f1 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2025-01-23 13:36:41 +08:00
c8d18f90dd api依赖参数 2025-01-23 13:14:25 +08:00
3fc31a11de Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2025-01-23 12:40:36 +08:00
6ec6e2d213 街机平台枚举 2025-01-23 11:57:25 +08:00
4af2168748 存档模块迭代 2025-01-20 12:03:49 +08:00
67617057ed AppGameSavMgr更名为SavCloudApi,负责存档的云端同步功能
新增SaveSlotManager,用于游戏存档功能
2025-01-17 11:35:05 +08:00
94cd346c66 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2025-01-17 10:33:13 +08:00
855e1d1892 云即时存档系统 2025-01-16 19:09:23 +08:00
5687995315 todomapper 2025-01-13 22:37:22 +08:00
9f6d7dba8b todomapper 2025-01-13 22:29:19 +08:00
aebdf6824b 增加 Mapper253支持 参照VirtuaNESex C++代码翻译 2025-01-13 21:46:13 +08:00
8494f67229 支持大字版汉化《热血时代剧》 | readme 2025-01-13 18:11:40 +08:00
85b175f831 Merge pull request 'master' (#87) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#87
2025-01-13 18:07:29 +08:00
7b1d97873b 参照VirtualNES Plus 翻译代码C++代码到C# 修改mapper191 支持madcell大字汉化的《热血物语》《快打旋风》《双截龙3》 2025-01-13 18:06:36 +08:00
9152a19b77 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2025-01-13 17:58:47 +08:00
71b2525334 移除错误的UnitEditor引用 2025-01-13 17:58:29 +08:00
1ed81f53be Unity项目设置中的DefaultCompany改为AlienTechnology(稍微正式一点) 2025-01-13 17:38:26 +08:00
ad5b792fcd 重新组织PersisdentPath路径,现在每个模拟器核心具有单独的隔离路径
修复Nes核心,读取SRAM失败的bug(SRAM是NES原生存档数据)
暂时移除ROMDB,因为目前发现这个映射并不准确
将
2025-01-13 17:36:05 +08:00
b6e6e750d4 初始时的边栏UI模板默认隐藏 2025-01-13 15:45:43 +08:00
4eb5630356 即时存档服务端实现 客户端网络收发 压缩,protobuff 2025-01-13 14:57:02 +08:00
35a5f03a66 新增GamePadManager类,用于管理Unity手柄连接相关功能 2025-01-10 23:17:09 +08:00
864b5879e1 完成SampleCRT所有参数的配置实现
新增Boolean类型滤镜参数支持
2025-01-10 17:32:08 +08:00
e5667b55a1 移植来自 github.com/yunoda-3DCG/Simple-CRT-Shader 的crtshader
滤镜参数现在支持int类型
滤镜参数支持自定义命名
2025-01-10 15:49:31 +08:00
5054bfd57a Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2025-01-10 13:34:51 +08:00
ad6fa8fc86 游戏收藏功能fixed 2025-01-09 15:40:46 +08:00
ba52dd4e84 修复romitem没有即时显示收藏标记的问题,修复bug 2025-01-09 15:09:32 +08:00
e649104475 Merge pull request 'master' (#86) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#86
2025-01-09 14:38:14 +08:00
2513cf4f7f Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2025-01-09 13:50:02 +08:00
95d05cf799 mark 2025-01-09 13:32:15 +08:00
251b1830fd 修复bug 2025-01-09 13:25:10 +08:00
752c4c4511 新增收藏列表菜单 2025-01-09 13:19:49 +08:00
5561fdd881 修复收藏标记gameobject未引用到prefab的问题 2025-01-09 09:36:26 +08:00
da81d4799a 收藏事件 2025-01-08 23:22:45 +08:00
d05d69735d 收藏fixed,协议更新 部分即时存档 2025-01-08 23:18:21 +08:00
327570e031 中间图形转换库 2025-01-08 18:24:56 +08:00
8b8a055cd1 token AES 密钥生成加密,收藏rom功能和api 2025-01-08 13:30:58 +08:00
31da819ad0 Merge pull request 'master' (#85) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#85
2025-01-08 11:05:49 +08:00
af2162ad25 实现收藏和取消收藏接口 2025-01-07 20:29:31 +08:00
2bd16a9125 重构侧边栏菜单基类,修复bug 2025-01-07 20:11:11 +08:00
e2da8ce405 为Rom下载完毕时增加一个闪光效果 2025-01-07 19:42:07 +08:00
67c0a47fe3 移除部分XMB背景shader继承自ugui的特性,减少开销 2025-01-07 17:21:02 +08:00
c0ae876581 模糊效果在psv上使用廉价版本 2025-01-07 17:01:05 +08:00
5a303cf1e8 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2025-01-07 16:44:05 +08:00
9d1a09045f 为rom列表和room列表选中时,添加一个全屏模糊背景效果 2025-01-07 16:43:54 +08:00
fc8302062b ScreenScaler获得平台分辨率的switch代码片段,未实现的平台抛出异常 2025-01-07 14:40:16 +08:00
ba93b5747b Merge pull request 'master' (#84) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#84
2025-01-07 14:26:16 +08:00
b746b55e19 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2025-01-07 14:21:34 +08:00
cc2bc419c7 清理冗余命名空间 2025-01-07 14:21:22 +08:00
f489b79e9a Merge pull request 'IEmuCore增加一个Dispose接口' (#83) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#83
2025-01-07 14:19:41 +08:00
fecb7be1a4 IEmuCore增加一个Dispose接口 2025-01-07 14:19:12 +08:00
16765291fa Merge pull request 'master' (#82) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#82
2025-01-07 14:12:46 +08:00
7eaa208c78 添加 模拟器核心接口IEmuCore各个方法的注释 2025-01-07 14:11:35 +08:00
0628c4439d 缩放设置类文件提交 2025-01-07 14:11:02 +08:00
5a5741a185 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2025-01-07 14:00:02 +08:00
342aa1f85f 房间携带Rom平台信息 2025-01-07 13:56:16 +08:00
7acb2883e9 游戏内UI(InGameUI)侧边栏增加缩放比例设置,可以单独以模拟器平台为单位设置缩放模式 2025-01-07 13:52:14 +08:00
25aea138e1 修复Rom列表报错问题 2025-01-07 13:51:18 +08:00
66978e08e2 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2025-01-07 13:22:32 +08:00
6f98e967b2 Merge pull request 'master' (#81) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#81
2025-01-07 13:22:26 +08:00
14d2ae167e 移除EnumPlatform文件,统一使用RomPlatformType枚举来定义模拟器平台 2025-01-07 13:15:53 +08:00
983bd36099 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2025-01-07 11:58:34 +08:00
572dc81ca4 侧边栏(OptionUI)的可执行类型菜单现在支持Applied标记
游戏中,滤镜预设菜单现在显示一个Applied标记,用于表示该滤镜是否已被设置
2025-01-07 11:56:52 +08:00
2fd0cffa6e Acknowledgements & Attribution 2025-01-07 11:54:47 +08:00
3c26b24d50 readme 2025-01-07 11:33:15 +08:00
6ca0f5528d readme 2025-01-07 11:29:11 +08:00
297f140a80 readme 2025-01-07 11:26:42 +08:00
355042fc84 三级虚拟菜单重载接口调整,现在可以在显示三级菜单时,指定默认选中的项目
主菜单中的画面比例设置,在弹出时会自动选中当前已设置的选项
2025-01-07 11:23:10 +08:00
c77684d89b 扩展为多平台rom选择(api,客户端逻辑,服务端统计) 2025-01-07 10:51:12 +08:00
b4496486a8 server fixed 2025-01-07 01:21:59 +08:00
2ea64e2d32 增加 汽车Android车机 定义 2025-01-07 01:19:17 +08:00
e19145bc23 客户端增加设备类型和手柄类型概念 2025-01-07 01:08:48 +08:00
9c8a6e102d 服务器增加 手柄类型概念和枚举 2025-01-07 01:08:15 +08:00
ce8f31d4e1 api请求重连 2025-01-07 00:27:59 +08:00
8ec0927037 数据库连接池完善 2025-01-07 00:27:15 +08:00
12f8f0eea5 Merge pull request '修复一些拉取rom列表的bug' (#80) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#80
2025-01-06 20:31:44 +08:00
f6bc4689e8 移除gamma调整代码 2025-01-06 20:31:20 +08:00
ef1c43d3fc IEmuCore接口变更,StartGame会返回初始化失败的情况 2025-01-06 16:48:48 +08:00
ef0ab9ccb1 修复mmu重置逻辑中,一处源码翻译错误i错写成了1 2025-01-06 16:48:04 +08:00
cd49086ddf 修复Mapper023错误的reg[9]越界问题(virtuanes源码就有这个问题,但是c++可能不会有数组越界报错问题) 2025-01-06 16:45:54 +08:00
3bbb347e84 修复一些拉取rom列表的bug 2025-01-06 11:59:06 +08:00
194150b911 urlcode还是用axihttp里的吧,保证兼容 2025-01-06 01:12:21 +08:00
72ca1e8b64 标记一下 2025-01-06 01:06:36 +08:00
55a8e02a3a 改善网络请求异常捕获 2025-01-06 01:01:58 +08:00
7c2709f335 解决翻页时丢失搜索关键字的问题 2025-01-06 00:22:30 +08:00
90f23a1d3f urlencode 2025-01-06 00:05:37 +08:00
540ceab377 Merge pull request 'master' (#79) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#79
2025-01-03 15:42:05 +08:00
dbf79fc936 不行啊不行啊,真特么不行啊 2025-01-02 23:33:49 +08:00
ccc638defb Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2025-01-02 21:37:45 +08:00
7de81cc1ec 滤镜移植中 2025-01-02 20:32:08 +08:00
d44dafc227 颜色空间调整为线性空间 2025-01-02 18:17:15 +08:00
d24df04982 规整代码 2025-01-02 15:39:13 +08:00
f04c7e543d 房主离线,自动选择延迟最低另一名玩家做房主 2025-01-02 15:28:29 +08:00
3706ca9c82 修正非P1玩家退出房间的问题 2025-01-02 15:05:21 +08:00
54516d9482 Merge pull request 'master' (#78) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#78
2025-01-02 14:45:16 +08:00
ALIENJACK\alien
9d73293747 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2025-01-02 09:30:14 +08:00
ALIENJACK\alien
fe5c38dafc 修复编译报错 2025-01-02 09:28:42 +08:00
d23bcfba77 Merge pull request '新增FilterChainEffect基类,模仿retroarch的多pass流程' (#77) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#77
2025-01-01 13:08:22 +08:00
2e9d546c0b 新增FilterChainEffect基类,模仿retroarch的多pass流程 2024-12-31 23:01:55 +08:00
3d13eb9512 Merge pull request 'master' (#76) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#76
2024-12-30 23:52:18 +08:00
6168fffba1 添加一个1990-esque滤镜 2024-12-30 23:10:07 +08:00
3dff9abf23 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-30 09:24:17 +08:00
0cb4c85b4a Merge pull request '合特么的' (#74) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#74
2024-12-27 22:25:28 +08:00
f421fd4f1f Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-27 20:36:13 +08:00
0b07d251b0 增加画面比例修改功能,以及配套的设置界面 2024-12-27 20:36:01 +08:00
ecb3630751 filter相关代码移入appsetting文件夹 2024-12-27 16:46:18 +08:00
abbc2eac2e 增加一个画面比例模式设置项目,滤镜类型移入AppSettings类型下 2024-12-27 16:40:33 +08:00
fdf88aa626 场景中只保留Initer脚本,启动时从脚本动态加载其他初始化所需对象(为了该死的低版本UNITY兼容) 2024-12-27 14:47:17 +08:00
7464b0c05f Merge pull request 'master' (#73) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#73
2024-12-27 14:33:08 +08:00
588c8c13de Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline
# Conflicts:
#	AxibugEmuOnline.Client/Assets/Script/AppMain/Filter/FilterManager.cs
2024-12-27 14:31:36 +08:00
8dd334e5fb 滤镜增加通用参数RenderScale
优化滤镜机制
2024-12-27 14:11:31 +08:00
05d980e127 AxiHttp网络异常处理,PSVita RenderTexture分辨率 2024-12-27 14:10:22 +08:00
3b7bdcf445 服务端跟随新用户槽位 更改管理 ,以及对象池 2024-12-27 14:00:52 +08:00
b7a4c5907a Merge branch 'master' of http://git.axibug.com/alienjack/AxibugEmuOnline 2024-12-27 13:31:18 +08:00
b7a663415f 123 2024-12-27 13:31:14 +08:00
dbe77aae3d 完善移植工具后 不再依赖中间项目 2024-12-27 01:42:22 +08:00
57a1f4a622 Merge pull request 'master' (#72) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#72
2024-12-27 01:26:31 +08:00
30373844c4 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-27 01:25:10 +08:00
779fdf9e12 PSVita 完整程序运行基线 归档 2024-12-27 01:24:06 +08:00
e2570c2b52 增加滤镜RetroArchMattiasCRTGlow,
filtereffect派生类现在自动加载,
StripAttribute用于标记滤镜不在某些平台自动加载
2024-12-26 23:57:28 +08:00
6e7d6a27cf shader实验中 2024-12-26 20:34:56 +08:00
0cf0966c6f MattiasCRT增加几个质量变体,优化MattiasCRT render代码效率 2024-12-26 15:20:11 +08:00
00664bdbfc 加bom 2024-12-26 14:14:13 +08:00
8a7a2ea8f2 修复编译错误 2024-12-26 10:40:59 +08:00
1f6094e816 psv中文输入,PSV暂时屏蔽滤镜,httpapi搜索处理部分 2024-12-26 02:22:56 +08:00
5b20413b7b 移植问题解决 2024-12-26 00:30:59 +08:00
9a325b9fde 低版本C#兼容 完善移植工具 2024-12-25 23:48:55 +08:00
5d802ae03b 核心.net standard2.0 2024-12-25 23:13:07 +08:00
c30b9b6eb3 移除StreamAssets 2024-12-25 22:42:02 +08:00
6fb1f6d050 移植工具宏 2024-12-25 22:38:55 +08:00
8e5f460673 Merge pull request 'master' (#71) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#71
2024-12-25 22:33:20 +08:00
18cf409db0 加个异常 2024-12-25 22:32:54 +08:00
4eafeeccc7 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-25 20:48:37 +08:00
887031be32 重构代码,解耦上层逻辑强依赖virtualnes核心逻辑 2024-12-25 20:48:26 +08:00
b5f567b336 完善 服务器 玩家更换slotidx 2024-12-25 20:25:55 +08:00
aa4a45ee79 Merge pull request 'master' (#70) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#70
2024-12-25 20:00:09 +08:00
c6dab62926 增加房主创建房间成功后,将本地的手柄连接设置同步到服务器的机制 2024-12-25 19:56:11 +08:00
f722ca764c 实现按键自动请求空闲位置 2024-12-25 18:41:16 +08:00
aee34bc7a8 PSVita 输入法事件处理 2024-12-25 18:35:38 +08:00
7f78240304 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline
# Conflicts:
#	AxibugEmuOnline.Client/Assets/Script/AppMain/UI/OverlayUI/OverlayManager.cs
2024-12-25 18:23:48 +08:00
8c991cb465 Add UTF8-BOM 2024-12-25 18:19:19 +08:00
d81b0835c8 AppRoom部分接口变化 2024-12-25 18:18:42 +08:00
a53e7d65e5 fixed psv ime 2024-12-25 18:14:29 +08:00
8d8c305eb6 PSVita输入框索尼lib,房间更换槽位接口,服务端Room fixed 2024-12-25 18:09:40 +08:00
10f50f5422 Merge pull request 'master' (#69) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#69
2024-12-25 15:11:31 +08:00
023a4acf13 滤镜预览功能适配滤镜机制修改 2024-12-25 14:43:25 +08:00
970fe7f201 滤镜机制参数修改,不再限制源纹理要求rendertexture类型 2024-12-25 14:42:50 +08:00
af1b90bc0c 移除冗余脚本 2024-12-25 14:41:35 +08:00
3a94186da4 修复报错 2024-12-25 14:28:34 +08:00
dd7a249db4 像素对齐 2024-12-25 13:52:00 +08:00
2df8901660 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-25 01:05:55 +08:00
15b1109055 移除postprocess包 2024-12-25 01:05:18 +08:00
f48558cdec 移除postprocess方式的滤镜实现,改为graphics.Blit方式 2024-12-25 01:03:00 +08:00
bb6815a18e 更换HaoYueNet网络库版本 更换新版本 2024-12-25 00:49:06 +08:00
3470920dd9 axihttp fixed 2024-12-24 23:36:49 +08:00
1d44828d0c axihttp 线程管理 2024-12-24 23:35:32 +08:00
f351983be1 fixed 2024-12-24 23:00:08 +08:00
4cbd78dd85 程序集 2024-12-24 22:50:18 +08:00
b7b3f9dd8c axihttp图片下载问题 2024-12-24 22:48:55 +08:00
61a7bf74f7 修复nes默认手柄键位未正确初始化的bug 2024-12-24 21:52:23 +08:00
e73b29913a 修复工程报错,以及RomItem下拉速度过快可能报错的bug 2024-12-24 21:46:31 +08:00
f56525a51e slotidx预制体资源 2024-12-24 16:17:19 +08:00
2f8c95628b 还原一些readyonly项 2024-12-23 01:16:23 +08:00
cc9a571932 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-23 01:06:41 +08:00
72526d9ede 主项目 - 低版本C# 兼容 (考虑PSV) 2024-12-23 01:06:27 +08:00
b834dd6754 取消对核心的低版本C#修改,使用dll standard2.0版本 2024-12-20 20:18:41 +08:00
0ad8768d67 主工程 VirtualNes.Core核心低版本C#兼容 2024-12-20 18:44:55 +08:00
b303607a29 VirtualNes.Core核心低版本C#兼容 2024-12-20 17:57:29 +08:00
ae256e3e97 VirtualNes.Core核心低版本C#兼容 2024-12-20 17:24:09 +08:00
29e2554c22 服务器分配玩家位置 2024-12-20 13:52:34 +08:00
e821866de4 客户端 2024-12-20 12:11:02 +08:00
7789e86557 Merge pull request 'master' (#68) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#68
2024-12-20 12:09:49 +08:00
495ad8de23 XMBTopGroup重命名为XMBInfoBar,不再局限于右上角UI管理
GamingChanger.cs和NormalChanger.cs不再属于legacy了,因为InputSystem已经作废了:)
2024-12-20 11:06:08 +08:00
5b3366af31 XMBTopGroup.prefab从LaunchUI.prefab的嵌套结构中脱离
处理部分代码文件的编码文件
部分代码经过了rider调教
2024-12-20 10:52:39 +08:00
26e68e419a 服务器重构玩家位置管理,使其可以一对多手柄位联机,以及切换位置等协议 2024-12-20 01:04:40 +08:00
2652967e46 Merge pull request 'master' (#67) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#67
2024-12-19 20:46:38 +08:00
072638e4dd Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-19 20:36:19 +08:00
9a3852c539 本地手柄和游戏内手柄插槽抽象机制实现 2024-12-19 20:36:04 +08:00
30459102d1 程序集不使用GUID引用 2024-12-19 16:06:22 +08:00
d348013a59 完善移植工具 2024-12-19 16:00:45 +08:00
7f2dd8dfc7 采集 2024-12-19 15:13:03 +08:00
c17a7040b8 .. 2024-12-19 14:55:59 +08:00
311be15212 移植工具 2024-12-19 14:34:18 +08:00
3d888d33ee Merge pull request 'master' (#66) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#66
2024-12-19 00:47:13 +08:00
4d06b5c045 移植工具 2024-12-19 00:46:14 +08:00
0cf4bf060f 兼容性替换工具 2024-12-19 00:00:51 +08:00
17c79e9b9d psv中间跨版本项目,初运行状态 2024-12-17 01:30:13 +08:00
8bf0c365e0 尝试TCP纯原生平替HTTP异步下载和接口请求,支持PSVita 2024-12-16 23:50:00 +08:00
1c80ed99cb Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-13 20:33:18 +08:00
20ae6bdcee 更换自动创建房间事件 2024-12-13 20:33:09 +08:00
859a8020c1 其他玩家下线 清理其手柄位的键值 2024-12-13 19:19:11 +08:00
8b04ea2be1 用户名修改客户端事件 2024-12-13 19:10:52 +08:00
bf6be5cd68 Merge pull request '游戏内滤镜设置增加取消滤镜功能' (#65) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#65
2024-12-13 18:38:11 +08:00
3aa00176b3 房间逻辑 Tips 自动起昵称 2024-12-13 18:36:43 +08:00
a5ac0e6e40 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-13 17:56:07 +08:00
a70450bf5d 房间事件完善 和 提示Tips 2024-12-13 17:55:44 +08:00
37e6262659 玩家自行启动游戏时,如果还未登录成功,将会在登录成功后自动创建房间(从加入房间的入口创建游戏时不会触发这个逻辑) 2024-12-13 17:52:23 +08:00
1a1563278e Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-13 17:28:47 +08:00
1d98d4727f Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-13 17:28:12 +08:00
94973deeb0 登录成功失败事件 2024-12-13 17:28:02 +08:00
4868ba2a52 游戏内滤镜设置增加取消滤镜功能 2024-12-13 17:06:25 +08:00
f98145b6c0 Merge pull request 'shader include' (#64) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#64
2024-12-13 16:08:25 +08:00
53883936c0 shader include 2024-12-13 16:07:16 +08:00
3753705a16 Merge pull request 'master' (#63) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#63
2024-12-13 16:03:59 +08:00
c7d011f1d4 预览功能替换预览图片 2024-12-13 16:01:48 +08:00
b6862cfef4 修复bug,删除冗余资源 2024-12-13 15:46:59 +08:00
173a3a2076 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-13 15:42:55 +08:00
2cc3544877 ui微调 2024-12-13 15:42:37 +08:00
afdd10d6cc 添加一个滤镜 2024-12-13 15:42:26 +08:00
d951af1f54 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-13 13:38:58 +08:00
1dc98d026d Merge branch 'master' of http://git.axibug.com/alienjack/AxibugEmuOnline
# Conflicts:
#	AxibugEmuOnline.Client/Assets/Script/AppMain/Filter/FixingPixelArtGrille/FixingPixelArtGrille.cs
2024-12-13 13:38:48 +08:00
73f3cefb54 加utf8-bom 2024-12-13 13:37:49 +08:00
8bda95fbab Merge pull request 'master' (#62) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#62
2024-12-12 09:47:11 +08:00
e8ce2e089e 实现PopMsg UI 2024-12-11 22:45:16 +08:00
176b392eb9 目录结构调整撞上了pull... 2024-12-11 21:29:19 +08:00
dd4d27be44 代码目录结构调整 2024-12-11 21:21:27 +08:00
bbdfe5c713 房间完善,游戏列表统计 2024-12-11 11:12:14 +08:00
cbc9aed982 Merge pull request '项目设置中包含滤镜shader' (#61) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#61
2024-12-10 12:51:46 +08:00
b3bfeb8f7c 提交Unity6相关设置文件 2024-12-09 21:31:54 +08:00
9dc988ac7e 项目设置中包含滤镜shader 2024-12-09 16:35:11 +08:00
4f4143868b psvita 归档 2024-12-08 21:50:52 +08:00
b9466b214a netfix 2024-12-06 19:10:15 +08:00
8defca7729 t stat
-:q::Qqq;Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline
2024-12-06 18:13:07 +08:00
162761f0f1 进入房间bug desu 2024-12-06 18:12:31 +08:00
94af0664d2 Merge pull request 'master' (#60) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#60
2024-12-06 18:10:47 +08:00
836a519810 修复进入房间时,netreply中的帧数未重置的问题 2024-12-06 18:09:29 +08:00
c4393671a7 修复meta版本被unity6修改的问题,滤镜代码改为unity2020可用版本 2024-12-06 17:45:05 +08:00
b1428efefb Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-06 17:19:17 +08:00
f10fd2a81b Merge branch 'master' of http://git.axibug.com/alienjack/AxibugEmuOnline 2024-12-06 17:18:12 +08:00
aa6e1417cf unity 材质球修改了材质球序列化 2024-12-06 17:17:57 +08:00
5fe5fc38f0 join 2024-12-06 15:09:19 +08:00
d421777ab3 侧边栏UI增加可编辑值的选项类型,滤镜预设现在已支持参数的修改 2024-12-05 01:31:28 +08:00
31099c1900 优化侧边栏菜单 UI细节 2024-12-04 23:15:05 +08:00
0b7d6c640d 提交遗漏的文件 2024-12-04 21:27:21 +08:00
6d7d72d0dc Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-04 16:05:35 +08:00
7fc4c26993 当游戏暂停时,中断音频处理 2024-12-04 16:05:21 +08:00
01742dd7a3 VitrualNes.Core 核心从Unity里迁移到.NetStandard 2.0独立项目 2024-12-04 15:17:28 +08:00
355f31da00 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-04 15:13:36 +08:00
b887c54416 移除打包场景中的缺失项 2024-12-04 15:13:20 +08:00
89573f3e7c 移除废物 2024-12-04 15:08:35 +08:00
58a438c232 video cpu渲染模式描述 2024-12-04 14:34:00 +08:00
5de505d57f readme 2024-12-04 14:28:49 +08:00
eb66ec7995 Merge pull request 'master' (#59) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#59
2024-12-04 14:28:12 +08:00
fbfb944487 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-04 14:25:23 +08:00
d227473af7 videoProvider增加了cpu计算输出图像的开关 2024-12-04 14:25:09 +08:00
ae808ac4cf 同步动态提前量 | 公网联机体验调整 | 跳帧规则 2024-12-04 13:54:30 +08:00
56c3681062 移除Coffee UI特效包中的TMP支持shader,滤镜系统完善,virtuanes核心移除多余命名空间引用 2024-12-04 00:04:31 +08:00
d218dbfba8 修复一个room房间进入过快可能导致报错的bug 2024-12-03 20:16:10 +08:00
f49a7e87d1 testflag 2024-12-03 20:05:12 +08:00
c0cd7623df Merge pull request 'master' (#58) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#58
2024-12-03 19:49:20 +08:00
c3a5d4f2fc 新增一个滤镜MattiasCRT,滤镜文件夹位置移动 2024-12-03 19:35:36 +08:00
f04b841544 修改遗漏的字体 2024-12-03 18:09:15 +08:00
bae3c16c54 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline
# Conflicts:
#	AxibugEmuOnline.Client/Assets/Scene/AxibugEmuOnline.Client.unity
2024-12-03 18:05:53 +08:00
2e4761aae9 PS3字体 2024-11-29 16:36:26 +08:00
8e60e2c0f7 侧边栏UI迭代,支持无限次级菜单套娃 2024-11-29 09:56:40 +08:00
f77aca0111 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-11-29 09:56:02 +08:00
2ab8b9db35 忽略 2024-11-28 20:18:00 +08:00
f9e8ee6fe8 数据库结构 2024-11-28 19:56:31 +08:00
561b789021 游戏收藏,客户端接口,服务端协议,webapi 2024-11-28 19:54:59 +08:00
de551cc3ba 统计 2024-11-28 18:01:27 +08:00
208653f9a9 统计功能 2024-11-28 17:31:19 +08:00
2e71774bf5 用户通知 | 改名| 用户管理 | 以及前后端逻辑 2024-11-28 16:55:12 +08:00
17a08e2f93 滤镜功能迭代 2024-11-28 16:33:00 +08:00
9d718ba0a1 Merge pull request 'master' (#57) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#57
2024-11-28 10:13:51 +08:00
adf8267fb6 修改滤镜设置图标 2024-11-28 10:11:59 +08:00
3694b0e027 增加滤镜预览功能 2024-11-28 10:08:49 +08:00
10fde01ac5 滤镜设置UI添加,修复bug 2024-11-27 13:30:56 +08:00
872be73ace 完成滤镜系统初步抽象 2024-11-27 11:28:51 +08:00
d3c7c21552 滤镜参数可调 2024-11-26 20:30:02 +08:00
8fefe516bd Legacy改名,不再使用inputsystem 2024-11-26 17:18:20 +08:00
0a62f9c8f8 fuck InputSystem! 2024-11-26 16:54:51 +08:00
dbce372194 引入滤镜 2024-11-22 18:59:48 +08:00
b8a2488a99 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-11-21 20:32:58 +08:00
cd6c4f36c1 UI输入系统已接入InputSystem 2024-11-21 20:32:41 +08:00
8fd84454c4 引入inputsystem 2024-11-21 17:41:53 +08:00
7e90fa098a Merge pull request 'master' (#56) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#56
2024-11-21 17:41:16 +08:00
14b8caae3c 新建一个Initer monobehaviour,用来提前加载app.init 2024-11-21 17:40:01 +08:00
3e742a4ad0 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline
# Conflicts:
#	AxibugEmuOnline.Client/Assets/Script/App.cs
2024-11-21 17:19:11 +08:00
cfb71d22a1 123 2024-11-21 17:18:51 +08:00
ed4bc456e2 打包前归档 2024-11-21 17:18:15 +08:00
e7a131e513 添加preserve 2024-11-21 17:08:44 +08:00
fbbdab6320 修复背景颜色未设置时,返回默认颜色的代码错误
rename BgSetting_Color.cs->UI_BgSettingItem_Color.cs
2024-11-21 17:03:06 +08:00
52f8239fea 修复一些奇怪的命名空间引用 移除冗余的package 2024-11-21 16:53:05 +08:00
1aff673c40 Merge pull request '修改destroy回调警告' (#55) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#55
2024-11-21 16:22:27 +08:00
498abe5f1f 修改destroy回调警告 2024-11-21 16:12:54 +08:00
7efac0581c Merge pull request 'master' (#54) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#54
2024-11-20 19:37:05 +08:00
d3b36cbfa1 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-11-20 19:33:25 +08:00
239b31468d 注释 2024-11-19 13:54:23 +08:00
1267826229 注释 2024-11-19 13:52:37 +08:00
3bd9a728ed 状态栏显示帧数 2024-11-19 13:09:53 +08:00
39007d7854 修复bug 2024-11-19 12:08:21 +08:00
692b309951 修复uint*作为模拟器核心屏幕数据时,一些批量赋值的bug 2024-11-19 11:59:37 +08:00
e8c1a7d3a0 服务器被动追帧+优化广播 2024-11-18 23:46:02 +08:00
3633328fa8 Merge pull request 'Rom列表搜索功能实现' (#53) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#53
2024-11-15 10:53:56 +08:00
3bd2b622bf UI调整 2024-11-15 10:53:19 +08:00
afc21e4502 XMB shader现在是一个完备的ugui shader 2024-11-15 09:49:15 +08:00
22fe8ee77a 动效调整 2024-11-14 20:23:51 +08:00
eb3e9e571a 颜色预览shader修改 2024-11-14 20:10:01 +08:00
b2e454aa1a 颜色选择加入渐变 2024-11-14 20:07:24 +08:00
4dd8b3afba 优化背景shader表现 2024-11-14 19:25:44 +08:00
b3e8a9254f 实现背景颜色切换 2024-11-14 17:14:52 +08:00
de40250fc9 UI资源微调 2024-11-14 14:19:28 +08:00
3b09ddeec3 完美像素! 2024-11-14 12:02:11 +08:00
a30d43d079 ppu lpScreen改为指针版本 2024-11-14 11:17:17 +08:00
9fab25e3f7 移除debug代码 2024-11-13 19:25:46 +08:00
1e156c9b51 修复存档问题 2024-11-13 18:42:30 +08:00
4f4e00df0d 移除操作 2024-11-13 14:03:11 +08:00
31e3b298d8 Rom列表搜索功能实现 2024-11-13 13:55:36 +08:00
b1a7a234d7 log 2024-11-12 17:48:12 +08:00
0179f2f0ad Merge pull request 'master' (#52) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#52
2024-11-12 16:51:31 +08:00
7a9952a40f 添加动态追帧机制 2024-11-12 14:55:45 +08:00
94443e05b7 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-11-12 14:49:39 +08:00
06f67281b4 微调追帧策略 2024-11-12 14:47:57 +08:00
fc24e50636 Merge pull request 'master' (#51) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#51
2024-11-12 12:51:53 +08:00
ff3335c35a 同步bug修复 2024-11-12 12:49:58 +08:00
452f91ea71 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-11-12 09:59:46 +08:00
6fbe29066a NetReplay 2024-11-12 09:59:09 +08:00
bdf10da3f2 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-11-12 09:58:43 +08:00
39c600f4ad 开放模拟器核心帧序号 2024-11-12 09:58:30 +08:00
97b63e4382 NetReplay 2024-11-12 09:56:07 +08:00
ea68a6150d Merge pull request 'master' (#50) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#50
2024-11-11 20:21:01 +08:00
ea9171f074 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-11-11 20:19:59 +08:00
f4dfca94ad 增加追帧机制 2024-11-11 20:19:50 +08:00
a4c1b06a1a Merge pull request 'master' (#49) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#49
2024-11-11 20:18:22 +08:00
e186ae9ed0 修复bug 2024-11-11 20:09:54 +08:00
a94ab8629e Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-11-11 19:42:19 +08:00
a940f87b4f NetFix 2024-11-11 19:21:35 +08:00
6d2ee700d5 主界面UI调整 2024-11-11 18:18:59 +08:00
06ad3630ce Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-11-11 17:26:00 +08:00
403441023d 修复Room列表颜色问题 2024-11-11 17:25:43 +08:00
bbc4981a7f 修复OptionUI找寻一个可以被选中的Item时的死循环报错 2024-11-11 17:23:44 +08:00
6ae02a4b2b 为二级UI增加左方向键返回功能,修复Room列表初始时的位置错误 2024-11-11 17:11:15 +08:00
2dfbf98340 frame test 2024-11-11 16:39:41 +08:00
6ab27375ac fix 2024-11-11 16:31:19 +08:00
c6e71ac282 log 2024-11-11 16:12:54 +08:00
f40690eee1 netreplay 2024-11-11 15:40:21 +08:00
ab8a4bf7bc NetReplay 2024-11-11 13:58:27 +08:00
42b583a1f6 recvInput 2024-11-11 11:39:38 +08:00
c776b73cf8 Merge pull request '修复bug' (#48) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#48
2024-11-11 11:06:46 +08:00
01d0d7bace 修复bug 2024-11-11 10:48:30 +08:00
8b37fe3a9e Merge pull request '修复bug' (#47) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#47
2024-11-11 10:10:39 +08:00
0d3e55f620 修复bug 2024-11-11 10:09:11 +08:00
9563b60e25 Merge pull request 'master' (#46) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#46
2024-11-11 09:34:24 +08:00
98fea5e87e Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-11-11 09:32:30 +08:00
1a2a0c1a88 移除debug代码 2024-11-11 09:32:13 +08:00
f0962a97e9 Merge pull request 'master' (#45) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#45
2024-11-08 17:18:01 +08:00
124b72ee82 修复bug 2024-11-08 16:23:26 +08:00
1d832edf6f Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-11-08 16:23:10 +08:00
027fcbea53 shader参数开放 2024-11-08 14:56:33 +08:00
04d7bd51ee Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-11-08 13:53:18 +08:00
1b2f63f263 room 2024-11-08 13:53:13 +08:00
22c501bf0a Merge pull request 'master' (#44) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#44
2024-11-08 13:49:32 +08:00
12421d4de1 修复联机流程bug 2024-11-08 13:48:53 +08:00
b0c44c154d 事件异常日志优化,XMBshader优化 2024-11-08 12:01:16 +08:00
184e598259 Merge pull request '完善一些网络状态判断' (#43) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#43
2024-11-08 11:51:30 +08:00
f56b0fb684 完善一些网络状态判断 2024-11-08 11:49:33 +08:00
f41e2e2ad5 Merge pull request '修复bug' (#42) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#42
2024-11-08 11:39:21 +08:00
6b644fd6da 修复bug 2024-11-08 11:38:32 +08:00
2814c783d8 Merge pull request 'master' (#41) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#41
2024-11-08 11:34:30 +08:00
5e64ba8beb 进入房间相关代码流程实现 2024-11-08 11:31:12 +08:00
325a1d0cdf Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-11-08 10:03:17 +08:00
cb309e4ab0 test flag 2024-11-08 10:00:57 +08:00
2bec46bed4 fix 2024-11-08 09:59:35 +08:00
1184baf3a0 完善房间 2024-11-08 09:41:09 +08:00
f4876af218 迭代 2024-11-07 20:33:44 +08:00
3e4ed10fbc 迭代 2024-11-07 20:20:53 +08:00
189e963f8f Merge pull request 'master' (#40) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#40
2024-11-07 19:42:12 +08:00
88db341f9d 房间列表事件监听 2024-11-07 19:38:48 +08:00
e3c9ac625c Room列表迭代 2024-11-07 19:23:59 +08:00
9c168a5e29 房间列表获取,调用实装 2024-11-07 19:18:50 +08:00
0da54a5f22 IEmuCore接口增加获取gameObject的方法,完善游戏中和UI操作的操作集切换功能 2024-11-07 17:58:20 +08:00
85580ee9e6 Merge pull request 'master' (#39) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#39
2024-09-24 18:01:58 +08:00
3586928f24 NesGamingScheme实现 2024-09-23 18:31:05 +08:00
e84fb891ee Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline
# Conflicts:
#	AxibugEmuOnline.Client/Assets/Script/UI/CommandDispatcher/CommandDispatcher.cs
2024-09-23 18:16:03 +08:00
262c7218df 抽象EmuCore和键位集 2024-09-23 18:15:34 +08:00
2e19107cd1 PSVitaKey 2024-09-23 13:21:51 +08:00
3fb7a02644 room mgr fix 2024-09-20 18:27:13 +08:00
fa9fcedfa4 RemoteRoms文件夹中的Rom文件现在会和服务器提供的hash进行比较,以确定该文件是否合法,不合法会被移除 2024-09-20 17:16:30 +08:00
a5c0523634 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-09-20 17:10:44 +08:00
57ef02de51 稍微重构,以支持加载用户自己提供的Rom文件 2024-09-20 17:10:32 +08:00
8096fef072 hash | PSVita dir 2024-09-20 17:10:18 +08:00
5d5705c01b Room列表菜单添加 2024-09-18 15:53:58 +08:00
ad0a341b5d 单个rom 信息查询 webapi 2024-09-18 12:54:13 +08:00
c37b31e512 Merge pull request 'master' (#38) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#38
2024-09-18 11:56:41 +08:00
a84560d278 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-09-18 11:52:02 +08:00
a2df6d641d 是否画面提供者 2024-09-18 11:37:43 +08:00
b82950245b 离开房间 2024-09-18 11:35:53 +08:00
fc54b480c7 主界面菜单尺寸调整 2024-09-18 10:58:38 +08:00
d385366230 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-09-18 10:45:07 +08:00
f3b1d27ae5 png 2024-09-18 10:44:41 +08:00
ce8dfe1eb4 获取单个房间画面快照 2024-09-18 10:21:06 +08:00
e77fa49631 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-09-18 10:02:35 +08:00
201a881bcf Room 列表 2024-09-18 10:01:54 +08:00
c9c3a6bb4d .. 2024-09-14 18:13:46 +08:00
1e94597bac merge 2024-09-14 17:50:39 +08:00
55dc741aef netinput 2024-09-14 17:43:08 +08:00
55936ead92 修bug 2024-09-14 17:40:01 +08:00
8b7dc0f7ce Merge pull request 'master' (#37) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#37
2024-09-14 17:38:09 +08:00
fd0ac158cb 联网代码上传 2024-09-14 17:22:01 +08:00
b31dce5c6b 进入房间create rom 2024-09-14 15:56:15 +08:00
70fcef886f 修改Nes进入游戏流程 2024-09-14 15:32:29 +08:00
ee01724738 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-09-14 09:47:00 +08:00
ad0959392d 快照机制完善 2024-09-14 09:46:49 +08:00
2aa673ae88 房间逻辑推进 2024-09-13 18:07:27 +08:00
af25067081 Merge pull request 'master' (#36) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#36
2024-09-13 18:05:29 +08:00
d87a07ea18 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-09-13 18:04:09 +08:00
d4813b22a1 删除多余 2024-09-13 18:02:38 +08:00
14adef08ec 实现NesCore LoadState和SaveState 2024-09-13 17:39:48 +08:00
87019d7760 场景 2024-09-13 16:44:33 +08:00
4c399f7505 电量 2024-09-13 16:26:26 +08:00
f3382367cd 优化shader性能 2024-09-13 14:24:18 +08:00
6a869987c0 XMB背景shader移除自己声明的lerp方法,使用系统lerp方法 2024-09-13 13:57:02 +08:00
338830ca96 fixed netreplay 2024-09-13 13:52:37 +08:00
a33f3f2a10 远端差异帧 2024-09-13 13:46:04 +08:00
dc8a794ad8 服务器当前帧 2024-09-13 13:41:04 +08:00
0ce38b037a Merge pull request 'master' (#35) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#35
2024-09-13 13:30:20 +08:00
e2616fdea0 添加游戏内UI,以及呼出侧边菜单栏的功能 2024-09-13 13:28:33 +08:00
076efd01dc 侧边栏菜单迭代 2024-09-13 10:28:02 +08:00
68ccd15ac1 服务端逻辑修改 2024-09-13 10:10:14 +08:00
8d8d7e3264 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-09-13 10:08:02 +08:00
942ed2b2ac 新增ping 2024-09-13 10:07:24 +08:00
63cf91180f Merge pull request 'master' (#34) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#34
2024-09-13 10:05:03 +08:00
16eeac3c17 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-09-12 17:48:07 +08:00
30c15fc890 删一下命名空间 2024-09-12 17:47:55 +08:00
b54ee68afd UI迭代 2024-09-12 17:47:05 +08:00
0f5ce00fe2 UI调整,事件派发机制抽象结构调整 2024-09-12 16:20:11 +08:00
7af1511042 目录结构调整 2024-09-12 15:10:48 +08:00
69a71605be 重构UI菜单继承结构 2024-09-12 15:08:48 +08:00
7a60ea0d34 WebApi 检查版本和获取服务器IP 2024-09-12 14:35:44 +08:00
4d14b16f05 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-09-12 13:43:07 +08:00
8dd490a685 OptionUI迭代 2024-09-12 13:42:57 +08:00
a8153a191b Server合并画面同步到RoomMgr 2024-09-12 13:42:24 +08:00
d48f9aa448 新增服务器P3 P4 | Protobuff | 顶部预制体 2024-09-12 13:41:19 +08:00
7305abd8b2 Game_NES 改名RomListMenuItem 更通用 2024-09-12 11:34:32 +08:00
091d8ae2de 调整主场景结构 2024-09-12 11:19:40 +08:00
9ca023320d 修复UI表现 2024-09-12 11:02:30 +08:00
0278789fd8 Merge pull request '重构一下' (#33) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#33
2024-09-11 18:32:23 +08:00
183709d5a6 重构一下 2024-09-11 18:31:25 +08:00
e0e66b3936 Merge pull request 'master' (#32) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#32
2024-09-11 18:12:50 +08:00
7bd80130f8 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline
# Conflicts:
#	AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta
2024-09-11 18:12:08 +08:00
0e9f3a1ae2 dotween dll 提交 2024-09-11 18:11:23 +08:00
bd45825bf5 完成基础房间逻辑封装 | NetRePlay 2024-09-11 18:10:47 +08:00
c8f5dfddda 增加了移除Cache和Rom文件的api 2024-09-11 16:48:23 +08:00
e2b404f91b Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-09-11 16:34:01 +08:00
0f03758ebe UI迭代 2024-09-11 16:33:48 +08:00
3996ac86ab 补充Mapper from VirtuaNESex 2024-09-11 16:04:55 +08:00
998773cde2 dotween dll meta 2024-09-04 11:39:22 +08:00
ab2b29df60 Merge pull request 'master' (#31) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#31
2024-08-30 18:18:44 +08:00
aa37dcb006 修复Rom列表,对象池复用,状态未回转的bug 2024-08-30 16:28:05 +08:00
dba72e1fd4 UI迭代 2024-08-30 16:23:27 +08:00
80fdb2dbba Ui迭代 2024-08-29 18:31:36 +08:00
f41bc6ed24 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-08-29 17:31:07 +08:00
1dcb8e5122 补充State 2024-08-29 17:30:56 +08:00
783df7901e NEScore StateSave机制 实现 2024-08-29 17:20:01 +08:00
ccf9361a48 补充Mapper 即时存档代码 | EEROM代码补充实现 2024-08-28 17:38:01 +08:00
b5913d3f8e UI 迭代 2024-08-22 17:25:00 +08:00
f0d02ee95b Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-08-22 15:17:15 +08:00
33287ffa34 UI迭代 2024-08-22 15:16:58 +08:00
43842b7ee6 Merge pull request 'master' (#30) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#30
2024-08-22 14:26:10 +08:00
d4d6902f02 web Api 2024-08-22 14:24:11 +08:00
781b1d615b 服务器房间准备流程,即时存档,准备,帧提前,等逻辑 基本编写 2024-08-21 17:59:55 +08:00
9045e7e458 UI 迭代 2024-08-21 16:28:23 +08:00
f273353cb0 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-08-21 13:02:14 +08:00
2e23e44e1b 服务器逻辑帧驱动实现,房间protobuf定义 2024-08-21 11:04:53 +08:00
e49498c7f0 XMB Shader! 2024-08-16 18:19:12 +08:00
1e3fd32608 XBM迭代 2024-08-16 17:26:28 +08:00
67902e9adf 调整目录结构
XMB UI控件迭代
2024-08-16 14:45:44 +08:00
58d5990a6a XMB 主菜单Item选中动画实现 2024-08-16 10:53:43 +08:00
3ff506ce62 Fix texture channel for psvita 2024-08-16 10:39:51 +08:00
f155a29ff5 统一入口管理PersistentDataPath目录 2024-08-16 10:36:00 +08:00
6eb32d2a02 Rom从RomLib读取后,一些Rom信息获取入口的善后工作 2024-08-16 10:29:51 +08:00
57cb91262b Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-08-16 10:25:09 +08:00
a49e269367 引入Dotween插件
实现XMB主菜单效果
2024-08-16 10:24:40 +08:00
289c95ace4 考虑PSV Unity低版本 修改代码 2024-08-16 10:20:00 +08:00
b23d166559 fixed web api 2024-08-16 10:09:45 +08:00
16fb36e6d5 移除meta 2024-08-15 16:10:16 +08:00
b4f41790c2 移除AlienUI Core 子模块 弃坑了 2024-08-15 16:09:35 +08:00
95e1138a45 优化内存拷贝耗时 2024-08-15 11:07:54 +08:00
360812e3fd 优化数组拷贝的性能 2024-08-15 10:33:29 +08:00
5259755402 包管理器增加了EditorCoroutine包 2024-08-14 16:46:57 +08:00
2e26231961 Merge pull request 'master' (#29) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#29
2024-08-14 15:59:07 +08:00
a948299b8c 引入AlienUICore作为子模块,用于以后制作UI 2024-08-14 15:24:37 +08:00
a58fda917f url解码 2024-08-14 13:20:52 +08:00
935addd029 支持Http Rom仓库下载 2024-08-14 13:09:22 +08:00
a28589c79b api 2024-08-14 10:36:59 +08:00
ad4c015b04 shader修改 2024-08-14 09:42:47 +08:00
71b4d857d4 Rom下载系统 2024-08-13 18:35:20 +08:00
485de31de0 完成APU_FME7 2024-08-13 17:24:42 +08:00
58a5a0d374 Merge pull request 'virtuaNES core 产生的屏幕数据现在使用Shader进行转换' (#28) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#28
2024-08-09 15:48:54 +08:00
08e4491199 virtuaNES core 产生的屏幕数据现在使用Shader进行转换 2024-08-09 15:47:44 +08:00
1e7daca7f4 Merge pull request 'master' (#27) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#27
2024-08-08 10:00:59 +08:00
63da551222 实现APU_N106 2024-08-07 18:31:11 +08:00
24e79329d0 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline
# Conflicts:
#	References/virtuanessrc097-master/NES/ApuEX/emu2413/emu2413.c
#	References/virtuanessrc097-master/NES/ApuEX/emu2413/emu2413.h
2024-08-07 17:55:52 +08:00
ee21142f03 Emu2413 库实现 2024-08-07 17:45:38 +08:00
8dc2afa1c8 References 2024-08-07 12:07:20 +08:00
8b03687775 md 2024-08-07 11:32:03 +08:00
c027ed7268 APU_MMC5移植完成,nes20db.xml移到工程根目录,避免打包 2024-08-07 11:30:18 +08:00
a80a2bf8e3 fixed 2024-08-07 11:23:39 +08:00
a01b5a4da7 fixed 2024-08-07 11:23:06 +08:00
49de4d5b2c 归档一次 2024-08-07 11:21:10 +08:00
f62edb1768 Merge pull request 'master' (#26) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#26
2024-08-07 11:19:45 +08:00
1bb5ce1136 APU补全中 2024-08-06 19:50:33 +08:00
35caeaa14a 键位配置持久化 2024-08-06 18:52:11 +08:00
21823f9686 实现输入 2024-08-06 18:09:32 +08:00
703cdde73f readme 2024-08-06 17:52:29 +08:00
026eeab2be Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-08-06 17:50:54 +08:00
80a4440a1a merge 2024-08-06 17:50:51 +08:00
f35e8ffab4 changed 163 175 176 178 192 2024-08-06 17:49:14 +08:00
900436c608 优化音频读取方式 2024-08-06 16:03:17 +08:00
a07df6d35b 添加忽略,添加PatternViewer的性能開關,当ROMDB转换了一个Mapper时,写日志 2024-08-06 14:24:55 +08:00
21e9243dd8 ROMDB提交,Mapper修復 2024-08-06 13:49:24 +08:00
2b995c48b5 Merge pull request '移除RenderTexutre,调整Resources和StreamAssets目录结构,加上"NES"父目录,以区分不同模拟器,加入ROMDB机制,修改ROM Mapper信息' (#25) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#25
2024-08-05 23:27:30 +08:00
afc4f47263 fixed 2024-08-05 23:25:40 +08:00
4ae4fbdc07 addon 2024-08-05 23:19:00 +08:00
7313a5e93c transfer Mapper 000~015 2024-08-05 23:16:39 +08:00
250b533d46 移除RenderTexutre,调整Resources和StreamAssets目录结构,加上"NES"父目录,以区分不同模拟器,加入ROMDB机制,修改ROM Mapper信息 2024-08-05 18:42:58 +08:00
c079ef5569 Merge pull request 'dev_4VirtualNes' (#24) from dev_4VirtualNes into master
Reviewed-on: sin365/AxibugEmuOnline#24
2024-08-05 18:01:41 +08:00
3b5b5fe158 Merge branch 'dev_4VirtualNes' of http://git.axibug.com/sin365/AxibugEmuOnline into dev_4VirtualNes 2024-08-05 17:59:57 +08:00
aa08afa3c7 readme + references 2024-08-05 17:58:53 +08:00
300213057e Merge pull request 'dev_4VirtualNes' (#23) from dev_4VirtualNes into master
Reviewed-on: sin365/AxibugEmuOnline#23
2024-08-05 17:49:41 +08:00
a08596b6f3 Merge pull request 'Mapper199修改' (#22) from Alienjack/AxibugEmuOnline:dev_4VirtualNes into dev_4VirtualNes
Reviewed-on: sin365/AxibugEmuOnline#22
2024-08-05 17:47:46 +08:00
9175d27b4a Mapper199修改 2024-08-05 17:46:33 +08:00
52c4fca4d6 Merge pull request 'Mapper补全' (#21) from Alienjack/AxibugEmuOnline:dev_4VirtualNes into dev_4VirtualNes
Reviewed-on: sin365/AxibugEmuOnline#21
2024-08-05 11:55:06 +08:00
08ef9ddfb9 Mapper补全 2024-08-05 11:52:43 +08:00
840c2d5662 Add Mapper Change case 2024-08-05 10:38:27 +08:00
38f197417b Addon Special Lost Mapper 35 111 2024-08-05 10:28:41 +08:00
4c7e5bd040 transfer 016-018 2024-08-05 01:44:13 +08:00
b91e3a0e65 transfer Mapper 18-43 2024-08-05 01:33:07 +08:00
a5ec002da9 transfer Mapper 43-68 2024-08-05 00:44:30 +08:00
a71d7656f8 transfer Mapper 69~85 2024-08-05 00:05:15 +08:00
80564aaf8d transfer Mapper 86~113 2024-08-04 23:37:02 +08:00
b375b6bed5 readme 2024-08-04 22:38:21 +08:00
c0ff26a134 Addon Special Lost Mapper 162,163,175,176,178,192,195,199,216 2024-08-04 22:31:39 +08:00
2884bc2a9e transfer Mapper114~164 2024-08-04 00:32:14 +08:00
ab27e5b535 transfer mapper 165-198 2024-08-03 23:15:19 +08:00
599e070a6b transfer Mapper 200-255.cs 2024-08-03 22:26:53 +08:00
b9f9ddf91f Merge pull request '优化模拟器提交过来的元素转换为Unity Texture2D数据的代码' (#20) from Alienjack/AxibugEmuOnline:dev_4VirtualNes into dev_4VirtualNes
Reviewed-on: sin365/AxibugEmuOnline#20
2024-08-02 16:55:26 +08:00
74a3275915 音频 internal 翻译完毕 2024-08-02 16:50:16 +08:00
38f3bb36fc 优化模拟器提交过来的元素转换为Unity Texture2D数据的代码 2024-08-02 10:58:04 +08:00
cb30e36ad3 Merge pull request 'dev_4VirtualNes' (#19) from Alienjack/AxibugEmuOnline:dev_4VirtualNes into dev_4VirtualNes
Reviewed-on: sin365/AxibugEmuOnline#19
2024-07-31 21:39:54 +08:00
043c0bb5fe 图像出现了 2024-07-31 17:40:32 +08:00
480db1b52b 123 2024-07-30 18:53:36 +08:00
938482c3bd 提交一个可以在vs2022中编译通过的virtuaNes cpp项目 2024-07-30 12:00:24 +08:00
1f317c1b00 迭代中 2024-07-30 11:57:09 +08:00
69b3a5e584 123 2024-07-29 09:25:19 +08:00
38c8fb7e50 Merge pull request 'dev_4VirtualNes' (#18) from Alienjack/AxibugEmuOnline:dev_4VirtualNes into dev_4VirtualNes
Reviewed-on: sin365/AxibugEmuOnline#18
2024-07-27 00:57:58 +08:00
9863672a4a 迭代 2024-07-26 17:52:33 +08:00
9d343f2693 迭代 2024-07-25 18:34:52 +08:00
25e186e200 翻译中 2024-07-25 14:03:52 +08:00
9308b2545f 翻译中 2024-07-25 11:03:58 +08:00
ce40d0355a MyNes Standard2.0 核心归档 2024-07-24 15:03:33 +08:00
711f8ea2ff readme 2024-07-24 14:59:15 +08:00
e64a2943ff Merge pull request 'dev_4VirtualNes' (#17) from Alienjack/AxibugEmuOnline:dev_4VirtualNes into dev_4VirtualNes
Reviewed-on: sin365/AxibugEmuOnline#17
2024-07-24 14:51:31 +08:00
4e96b3bea2 翻译迭代中 2024-07-24 14:27:10 +08:00
bbb4ec82bc VirtuaNesCore翻译中 2024-07-23 18:31:59 +08:00
f9043951d5 Merge pull request 'master' (#15) from master into dev_4VirtualNes
Reviewed-on: sin365/AxibugEmuOnline#15
2024-07-22 14:23:56 +08:00
091d857b52 Merge pull request 'master' (#14) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#14
2024-07-22 14:23:05 +08:00
e714e996fe Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-07-22 13:10:00 +08:00
b843058eb8 Il2CppSetOptionAttribute 2024-07-22 13:09:42 +08:00
d7b8f13761 增加il2cppSetOption 2024-07-22 13:09:27 +08:00
f351d86a1e Merge pull request '123' (#13) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#13
2024-07-19 15:35:41 +08:00
6ba52f17fb 123 2024-07-19 15:17:26 +08:00
777bd31c44 Merge pull request 'master' (#12) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#12
2024-07-19 12:59:29 +08:00
c5cd6a3785 LoadGame接口提到AppEmu 2024-07-18 16:24:14 +08:00
e4af31a432 显示canvas 2024-07-18 15:35:14 +08:00
f81a3c6ade 移除多余代码 2024-07-18 15:31:15 +08:00
0b6f9bdc02 重构一下,让KeyMapper支持各种输入设备 2024-07-18 15:26:43 +08:00
e8565d3b13 控制器输入实现 2024-07-18 15:14:45 +08:00
d479edc24a 删除不要的代码 2024-07-18 13:59:42 +08:00
6c87338ec9 Merge pull request 'master' (#11) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#11
2024-07-17 14:33:17 +08:00
9538ca65b1 迭代 2024-07-17 13:18:45 +08:00
a91e116cad Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-07-17 12:50:34 +08:00
d66b02856e 核心模拟器做成prefab 2024-07-17 12:50:18 +08:00
644edec407 完美音效! 2024-07-17 12:43:43 +08:00
77a4e57f7b Merge pull request 'master' (#10) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#10
2024-07-16 18:00:05 +08:00
0f0346a63f gitignore setting 2024-07-16 17:51:00 +08:00
eac91e8173 android平台兼容性 2024-07-16 17:46:07 +08:00
4087aa5799 Merge pull request 'dev_basemynes' (#9) from dev_basemynes into master
Reviewed-on: sin365/AxibugEmuOnline#9
2024-07-16 16:33:39 +08:00
b057352fd0 Merge pull request 'dev_basemynes' (#8) from Alienjack/AxibugEmuOnline:dev_basemynes into dev_basemynes
Reviewed-on: sin365/AxibugEmuOnline#8
2024-07-16 16:32:27 +08:00
a471ef6de7 改到resources中读取rom 2024-07-16 16:30:20 +08:00
7a92d0d139 Merge branch 'dev_basemynes' of http://git.axibug.com/sin365/AxibugEmuOnline into dev_basemynes 2024-07-16 16:29:46 +08:00
d2d12e06d4 Merge branch 'dev_basemynes' of http://git.axibug.com/sin365/AxibugEmuOnline into dev_basemynes 2024-07-16 10:59:07 +08:00
3ca71bf78c nes游戏数据库 2024-07-16 10:59:01 +08:00
1e5b9515ba . 2024-07-15 16:48:11 +08:00
5a97440210 Merge pull request 'master' (#7) from master into dev_basemynes
Reviewed-on: sin365/AxibugEmuOnline#7
2024-07-15 16:44:23 +08:00
f111f60b59 readme 2024-07-15 16:41:43 +08:00
9234f7a0c7 Merge pull request 'readme' (#6) from dev_basemynes into master
Reviewed-on: sin365/AxibugEmuOnline#6
2024-07-15 16:37:47 +08:00
531519a271 .gitignore 2024-07-15 16:16:25 +08:00
4ad5e842ed Merge pull request 'dev_basemynes' (#5) from dev_basemynes into master
Reviewed-on: sin365/AxibugEmuOnline#5
2024-07-15 16:14:30 +08:00
ac3f78f8df 新增WebApi 2024-07-15 16:12:09 +08:00
7d21890ba4 webapi 2024-07-15 16:07:36 +08:00
31c378cfe6 优化音频流数据不够时的数据设置 2024-07-10 17:04:55 +08:00
e91080320d Merge pull request 'dev_basemynes' (#4) from alienjack/AxibugEmuOnline:dev_basemynes into dev_basemynes
Reviewed-on: sin365/AxibugEmuOnline#4
2024-07-10 15:06:15 +08:00
2214a7d0dd 流式音频采用DSP实现,VideoProvider和audioProvider改为monobehaviour 2024-07-10 15:02:14 +08:00
5166a7bcac readme 2024-07-09 17:27:36 +08:00
6a856ccb87 服务端房间功能 2024-07-09 17:22:09 +08:00
6a87aa5b19 忽略配置提交 2024-07-05 11:52:56 +08:00
5521aa812a 移除不必要的sln文件 2024-07-05 11:49:51 +08:00
97b799b258 绘制性能优化 2024-07-05 11:48:35 +08:00
164caf39f7 Merge pull request 'dev_basemynes' (#3) from alienjack/AxibugEmuOnline:dev_basemynes into dev_basemynes
Reviewed-on: sin365/AxibugEmuOnline#3
2024-07-05 11:30:21 +08:00
78e49db31a Merge branch 'dev_basemynes' of http://git.axibug.com/sin365/AxibugEmuOnline into dev_basemynes 2024-07-05 11:25:16 +08:00
8726917bdd 音频解决(缺少追赶机制) 2024-07-05 11:24:59 +08:00
c1c70691ce 迭代 2024-07-04 21:06:41 +08:00
054a68cc15 加协议 2024-07-04 17:39:47 +08:00
1beb69c7a6 迭代 2024-07-04 10:41:48 +08:00
f1f97234d9 Merge pull request 'dev_basemynes' (#2) from alienjack/AxibugEmuOnline:dev_basemynes into dev_basemynes
Reviewed-on: sin365/AxibugEmuOnline#2
2024-07-03 18:24:03 +08:00
450eaa8f31 修复语法错误 2024-07-03 18:22:22 +08:00
b92f9f2868 Merge branch 'dev_basemynes' of http://git.axibug.com/sin365/AxibugEmuOnline into dev_basemynes 2024-07-03 18:19:30 +08:00
03d6c09072 core替换为7.7版本 2024-07-03 18:15:28 +08:00
3b3a03f9b1 Merge pull request 'mynes.core dll改代码' (#1) from alienjack/AxibugEmuOnline:dev_basemynes into dev_basemynes
Reviewed-on: sin365/AxibugEmuOnline#1
2024-07-03 15:46:20 +08:00
e90cdc3e99 mynes.core dll改代码 2024-07-03 15:40:13 +08:00
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using UnityEngine;
using System.Collections.Generic;
using System;
using UnityEngine.Profiling;
public class Debugger : MonoBehaviour
{
/// <summary>
/// 是否允许调试
/// </summary>
public bool AllowDebugging = true;
private DebugType _debugType = DebugType.Console;
private List<LogData> _logInformations = new List<LogData>();
private int _currentLogIndex = -1;
private int _infoLogCount = 0;
private int _warningLogCount = 0;
private int _errorLogCount = 0;
private int _fatalLogCount = 0;
private bool _showInfoLog = true;
private bool _showWarningLog = true;
private bool _showErrorLog = true;
private bool _showFatalLog = true;
private Vector2 _scrollLogView = Vector2.zero;
private Vector2 _scrollCurrentLogView = Vector2.zero;
private Vector2 _scrollSystemView = Vector2.zero;
private bool _expansion = false;
private Rect _windowRect = new Rect(0, 0, 100, 60);
private int _fps = 0;
private Color _fpsColor = Color.white;
private int _frameNumber = 0;
private float _lastShowFPSTime = 0f;
private void Start()
{
DontDestroyOnLoad(this.gameObject);
if (AllowDebugging)
{
Application.logMessageReceived += LogHandler;
}
}
private void Update()
{
if (AllowDebugging)
{
_frameNumber += 1;
float time = Time.realtimeSinceStartup - _lastShowFPSTime;
if (time >= 1)
{
_fps = (int)(_frameNumber / time);
_frameNumber = 0;
_lastShowFPSTime = Time.realtimeSinceStartup;
}
}
}
private void OnDestory()
{
if (AllowDebugging)
{
Application.logMessageReceived -= LogHandler;
}
}
bool bUnityWaterFrist = false;
private void LogHandler(string condition, string stackTrace, LogType type)
{
if (condition.Contains("UnityWater") || stackTrace.Contains("UnityWater"))
{
if(bUnityWaterFrist)
return;
bUnityWaterFrist = true;
}
LogData log = new LogData();
log.time = DateTime.Now.ToString("HH:mm:ss");
log.message = condition;
log.stackTrace = stackTrace;
if (type == LogType.Assert)
{
log.type = "Fatal";
_fatalLogCount += 1;
}
else if (type == LogType.Exception || type == LogType.Error)
{
log.type = "Error";
_errorLogCount += 1;
}
else if (type == LogType.Warning)
{
log.type = "Warning";
_warningLogCount += 1;
}
else if (type == LogType.Log)
{
log.type = "Info";
_infoLogCount += 1;
}
_logInformations.Add(log);
if (_warningLogCount > 0)
{
_fpsColor = Color.yellow;
}
if (_errorLogCount > 0)
{
_fpsColor = Color.red;
}
}
private void OnGUI()
{
if (AllowDebugging)
{
if (_expansion)
{
_windowRect = GUI.Window(0, _windowRect, ExpansionGUIWindow, "DEBUGGER");
}
else
{
_windowRect = GUI.Window(0, _windowRect, ShrinkGUIWindow, "DEBUGGER");
}
}
}
private void ExpansionGUIWindow(int windowId)
{
GUI.DragWindow(new Rect(0, 0, 10000, 20));
#region title
GUILayout.BeginHorizontal();
GUI.contentColor = _fpsColor;
if (GUILayout.Button("FPS:" + _fps, GUILayout.Height(30)))
{
_expansion = false;
_windowRect.width = 100;
_windowRect.height = 60;
}
GUI.contentColor = (_debugType == DebugType.Console ? Color.white : Color.gray);
if (GUILayout.Button("Console", GUILayout.Height(30)))
{
_debugType = DebugType.Console;
}
GUI.contentColor = (_debugType == DebugType.Memory ? Color.white : Color.gray);
if (GUILayout.Button("Memory", GUILayout.Height(30)))
{
_debugType = DebugType.Memory;
}
GUI.contentColor = (_debugType == DebugType.System ? Color.white : Color.gray);
if (GUILayout.Button("System", GUILayout.Height(30)))
{
_debugType = DebugType.System;
}
GUI.contentColor = (_debugType == DebugType.Screen ? Color.white : Color.gray);
if (GUILayout.Button("Screen", GUILayout.Height(30)))
{
_debugType = DebugType.Screen;
}
GUI.contentColor = (_debugType == DebugType.Quality ? Color.white : Color.gray);
if (GUILayout.Button("Quality", GUILayout.Height(30)))
{
_debugType = DebugType.Quality;
}
GUI.contentColor = (_debugType == DebugType.Environment ? Color.white : Color.gray);
if (GUILayout.Button("Environment", GUILayout.Height(30)))
{
_debugType = DebugType.Environment;
}
GUI.contentColor = Color.white;
GUILayout.EndHorizontal();
#endregion
#region console
if (_debugType == DebugType.Console)
{
GUILayout.BeginHorizontal();
if (GUILayout.Button("Clear"))
{
_logInformations.Clear();
_fatalLogCount = 0;
_warningLogCount = 0;
_errorLogCount = 0;
_infoLogCount = 0;
_currentLogIndex = -1;
_fpsColor = Color.white;
}
GUI.contentColor = (_showInfoLog ? Color.white : Color.gray);
_showInfoLog = GUILayout.Toggle(_showInfoLog, "Info [" + _infoLogCount + "]");
GUI.contentColor = (_showWarningLog ? Color.white : Color.gray);
_showWarningLog = GUILayout.Toggle(_showWarningLog, "Warning [" + _warningLogCount + "]");
GUI.contentColor = (_showErrorLog ? Color.white : Color.gray);
_showErrorLog = GUILayout.Toggle(_showErrorLog, "Error [" + _errorLogCount + "]");
GUI.contentColor = (_showFatalLog ? Color.white : Color.gray);
_showFatalLog = GUILayout.Toggle(_showFatalLog, "Fatal [" + _fatalLogCount + "]");
GUI.contentColor = Color.white;
GUILayout.EndHorizontal();
_scrollLogView = GUILayout.BeginScrollView(_scrollLogView, "Box", GUILayout.Height(165));
for (int i = 0; i < _logInformations.Count; i++)
{
bool show = false;
Color color = Color.white;
switch (_logInformations[i].type)
{
case "Fatal":
show = _showFatalLog;
color = Color.red;
break;
case "Error":
show = _showErrorLog;
color = Color.red;
break;
case "Info":
show = _showInfoLog;
color = Color.white;
break;
case "Warning":
show = _showWarningLog;
color = Color.yellow;
break;
default:
break;
}
if (show)
{
GUILayout.BeginHorizontal();
if (GUILayout.Toggle(_currentLogIndex == i, ""))
{
_currentLogIndex = i;
}
GUI.contentColor = color;
GUILayout.Label("[" + _logInformations[i].type + "] ");
GUILayout.Label("[" + _logInformations[i].time + "] ");
GUILayout.Label(_logInformations[i].message);
GUILayout.FlexibleSpace();
GUI.contentColor = Color.white;
GUILayout.EndHorizontal();
}
}
GUILayout.EndScrollView();
_scrollCurrentLogView = GUILayout.BeginScrollView(_scrollCurrentLogView, "Box", GUILayout.Height(100));
if (_currentLogIndex != -1)
{
GUILayout.Label(_logInformations[_currentLogIndex].message + "\r\n\r\n" + _logInformations[_currentLogIndex].stackTrace);
}
GUILayout.EndScrollView();
}
#endregion
#region memory
else if (_debugType == DebugType.Memory)
{
GUILayout.BeginHorizontal();
GUILayout.Label("Memory Information");
GUILayout.EndHorizontal();
GUILayout.BeginVertical("Box");
#if UNITY_5
GUILayout.Label("总内存:" + Profiler.GetTotalReservedMemory() / 1000000 + "MB");
GUILayout.Label("已占用内存:" + Profiler.GetTotalAllocatedMemory() / 1000000 + "MB");
GUILayout.Label("空闲中内存:" + Profiler.GetTotalUnusedReservedMemory() / 1000000 + "MB");
GUILayout.Label("总Mono堆内存" + Profiler.GetMonoHeapSize() / 1000000 + "MB");
GUILayout.Label("已占用Mono堆内存" + Profiler.GetMonoUsedSize() / 1000000 + "MB");
#endif
#if UNITY_7
GUILayout.Label("总内存:" + Profiler.GetTotalReservedMemoryLong() / 1000000 + "MB");
GUILayout.Label("已占用内存:" + Profiler.GetTotalAllocatedMemoryLong() / 1000000 + "MB");
GUILayout.Label("空闲中内存:" + Profiler.GetTotalUnusedReservedMemoryLong() / 1000000 + "MB");
GUILayout.Label("总Mono堆内存" + Profiler.GetMonoHeapSizeLong() / 1000000 + "MB");
GUILayout.Label("已占用Mono堆内存" + Profiler.GetMonoUsedSizeLong() / 1000000 + "MB");
#endif
GUILayout.EndVertical();
GUILayout.BeginHorizontal();
if (GUILayout.Button("卸载未使用的资源"))
{
Resources.UnloadUnusedAssets();
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
if (GUILayout.Button("使用GC垃圾回收"))
{
GC.Collect();
}
GUILayout.EndHorizontal();
}
#endregion
#region system
else if (_debugType == DebugType.System)
{
GUILayout.BeginHorizontal();
GUILayout.Label("System Information");
GUILayout.EndHorizontal();
_scrollSystemView = GUILayout.BeginScrollView(_scrollSystemView, "Box");
GUILayout.Label("操作系统:" + SystemInfo.operatingSystem);
GUILayout.Label("系统内存:" + SystemInfo.systemMemorySize + "MB");
GUILayout.Label("处理器:" + SystemInfo.processorType);
GUILayout.Label("处理器数量:" + SystemInfo.processorCount);
GUILayout.Label("显卡:" + SystemInfo.graphicsDeviceName);
GUILayout.Label("显卡类型:" + SystemInfo.graphicsDeviceType);
GUILayout.Label("显存:" + SystemInfo.graphicsMemorySize + "MB");
GUILayout.Label("显卡标识:" + SystemInfo.graphicsDeviceID);
GUILayout.Label("显卡供应商:" + SystemInfo.graphicsDeviceVendor);
GUILayout.Label("显卡供应商标识码:" + SystemInfo.graphicsDeviceVendorID);
GUILayout.Label("设备模式:" + SystemInfo.deviceModel);
GUILayout.Label("设备名称:" + SystemInfo.deviceName);
GUILayout.Label("设备类型:" + SystemInfo.deviceType);
GUILayout.Label("设备标识:" + SystemInfo.deviceUniqueIdentifier);
GUILayout.EndScrollView();
}
#endregion
#region screen
else if (_debugType == DebugType.Screen)
{
GUILayout.BeginHorizontal();
GUILayout.Label("Screen Information");
GUILayout.EndHorizontal();
GUILayout.BeginVertical("Box");
GUILayout.Label("DPI" + Screen.dpi);
GUILayout.Label("分辨率:" + Screen.currentResolution.ToString());
GUILayout.EndVertical();
GUILayout.BeginHorizontal();
if (GUILayout.Button("全屏"))
{
Screen.SetResolution(Screen.currentResolution.width, Screen.currentResolution.height, !Screen.fullScreen);
}
GUILayout.EndHorizontal();
}
#endregion
#region Quality
else if (_debugType == DebugType.Quality)
{
GUILayout.BeginHorizontal();
GUILayout.Label("Quality Information");
GUILayout.EndHorizontal();
GUILayout.BeginVertical("Box");
string value = "";
if (QualitySettings.GetQualityLevel() == 0)
{
value = " [最低]";
}
else if (QualitySettings.GetQualityLevel() == QualitySettings.names.Length - 1)
{
value = " [最高]";
}
GUILayout.Label("图形质量:" + QualitySettings.names[QualitySettings.GetQualityLevel()] + value);
GUILayout.EndVertical();
GUILayout.BeginHorizontal();
if (GUILayout.Button("降低一级图形质量"))
{
QualitySettings.DecreaseLevel();
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
if (GUILayout.Button("提升一级图形质量"))
{
QualitySettings.IncreaseLevel();
}
GUILayout.EndHorizontal();
}
#endregion
#region Environment
else if (_debugType == DebugType.Environment)
{
GUILayout.BeginHorizontal();
GUILayout.Label("Environment Information");
GUILayout.EndHorizontal();
GUILayout.BeginVertical("Box");
GUILayout.Label("项目名称:" + Application.productName);
#if UNITY_5
GUILayout.Label("项目ID" + Application.bundleIdentifier);
#endif
#if UNITY_7
GUILayout.Label("项目ID" + Application.identifier);
#endif
GUILayout.Label("项目版本:" + Application.version);
GUILayout.Label("Unity版本" + Application.unityVersion);
GUILayout.Label("公司名称:" + Application.companyName);
GUILayout.EndVertical();
GUILayout.BeginHorizontal();
if (GUILayout.Button("退出程序"))
{
Application.Quit();
}
GUILayout.EndHorizontal();
}
#endregion
}
private void ShrinkGUIWindow(int windowId)
{
GUI.DragWindow(new Rect(0, 0, 10000, 20));
GUI.contentColor = _fpsColor;
if (GUILayout.Button("FPS:" + _fps, GUILayout.Width(80), GUILayout.Height(30)))
{
_expansion = true;
_windowRect.width = 600;
_windowRect.height = 360;
}
GUI.contentColor = Color.white;
}
}
public struct LogData
{
public string time;
public string type;
public string message;
public string stackTrace;
}
public enum DebugType
{
Console,
Memory,
System,
Screen,
Quality,
Environment
}

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using AxibugEmuOnline.Client.ClientCore;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using static AxibugEmuOnline.Client.HttpAPI;
public class PSVLauncher : MonoBehaviour
{
public UnityEngine.UI.Button btnInfo;
public UnityEngine.UI.Button InitAPP;
public UnityEngine.UI.Button btnHttpTest;
public UnityEngine.UI.Button btnHttpTest10;
public UnityEngine.UI.Button btnTaskTest;
public UnityEngine.UI.Button btnTaskTest2;
public UnityEngine.UI.Button btnPSVHUD;
public UnityEngine.UI.Button btnStart;
void Awake()
{
DontDestroyOnLoad(this);
btnInfo.onClick.AddListener(() =>
{
Debug.Log($"SystemInfo.deviceUniqueIdentifier ->" + SystemInfo.deviceUniqueIdentifier);
Debug.Log($"systemLanguage ->" + UnityEngine.PSVita.Utility.systemLanguage);
Debug.Log($"skuFlags ->" + UnityEngine.PSVita.Utility.skuFlags);
}
);
InitAPP.onClick.AddListener(() =>
{
App.Init(new AxibugEmuOnline.Client.Initer());
});
btnHttpTest.onClick.AddListener(() => StartCoroutine(StartNetInit()));
btnHttpTest10.onClick.AddListener(() =>
{
StartCoroutine(StartNetInit());
StartCoroutine(StartNetInit());
StartCoroutine(StartNetInit());
StartCoroutine(StartNetInit());
StartCoroutine(StartNetInit());
StartCoroutine(StartNetInit());
StartCoroutine(StartNetInit());
StartCoroutine(StartNetInit());
StartCoroutine(StartNetInit());
StartCoroutine(StartNetInit());
}
);
btnTaskTest.onClick.AddListener(() =>
{
PSVThread.DoTask(() => DoWork(null));
//Task task = new Task(() =>
//{
// Thread.Sleep(1000);
// Debug.Log($"{Thread.CurrentThread.ManagedThreadId}->{1000}");
// Thread.Sleep(1000);
// Debug.Log($"{Thread.CurrentThread.ManagedThreadId}->{2000}");
//});
//task.Start();
});
btnPSVHUD.onClick.AddListener(() => {
UnityEngine.PSVita.Diagnostics.enableHUD = true;
});
btnTaskTest2.onClick.AddListener(() =>
{
ThreadPool.QueueUserWorkItem(DoWork);
}
);
btnStart.onClick.AddListener(()
=>
{
SceneManager.LoadScene("AxibugEmuOnline.Client");
});
}
static void DoWork(object state)
{
// 这里是线程池中的工作代码
Debug.Log($"thread id: {Thread.CurrentThread.ManagedThreadId} start");
// 模拟一些工作
Thread.Sleep(2000);
Debug.Log($"thread id: {Thread.CurrentThread.ManagedThreadId} end");
}
static IEnumerator StartNetInit()
{
int platform = 0;
AxiHttpProxy.SendWebRequestProxy request = AxiHttpProxy.Get($"{"http://emu.axibug.com/api"}/CheckStandInfo?platform={platform}&version={Application.version}");
yield return request.SendWebRequest;
if (!request.downloadHandler.isDone)
yield break;
if (request.downloadHandler.Err != null)
{
Debug.LogError(request.downloadHandler.Err);
yield break;
}
AxiHttpProxy.ShowAxiHttpDebugInfo(request.downloadHandler);
Resp_CheckStandInfo resp = JsonUtility.FromJson<Resp_CheckStandInfo>(request.downloadHandler.text);
//需要更新
if (resp.needUpdateClient == 1)
{
//TODO
}
yield return null;
}
}

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m_PrefabAsset: {fileID: 0}
m_Name: RenderTexture
m_PrefabInternal: {fileID: 0}
m_Name: VideoTexture
m_ImageContentsHash:
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m_ForcedFallbackFormat: 4
m_DownscaleFallback: 0
m_IsAlphaChannelOptional: 0
serializedVersion: 5
m_Width: 256
m_Height: 240
m_Width: 960
m_Height: 544
m_AntiAliasing: 1
m_MipCount: -1
m_DepthStencilFormat: 92
m_ColorFormat: 8
m_DepthFormat: 0
m_ColorFormat: 20
m_MipMap: 0
m_GenerateMips: 1
m_SRGB: 0
m_UseDynamicScale: 0
m_BindMS: 0
m_EnableCompatibleFormat: 1
m_TextureSettings:
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m_FilterMode: 1
m_Aniso: 0
m_Aniso: 1
m_MipBias: 0
m_WrapU: 1
m_WrapV: 1
m_WrapW: 1
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#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
[CreateAssetMenu(fileName = "CrossMapCfg", menuName = "Tools/AxiPrefabCachec", order = 0)]
public class AxiPrefabCache : ScriptableObject
{
public List<AxiPrefabCache_Com2GUID> caches = new List<AxiPrefabCache_Com2GUID>();
}
[Serializable]
public class AxiPrefabCache_Com2GUID
{
public string SrcFullName;
public string SrcName;
public string GUID;
public string ToName;
public string ToPATH;
public string ToGUID;
public MonoScript monoScript;
}
#endif

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#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
public class AxiProjectTools : EditorWindow
{
static string cachecfgPath = "Assets/AxiComToolCache.asset";
static string toolSenceName = "AxiProjectTools";
static string outCsDir = Application.dataPath + "/AxiCom/";
static Dictionary<string, AxiPrefabCache_Com2GUID> ComType2GUID = new Dictionary<string, AxiPrefabCache_Com2GUID>();
static void GoTAxiProjectToolsSence()
{
string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
foreach (string guid in sceneGuids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
if (path.Contains(toolSenceName))
{
EditorSceneManager.OpenScene(path);
return;
}
}
}
[MenuItem("Axibug移植工具/[1]UGUI组件")]
public static void Part1()
{
GoTAxiProjectToolsSence();
ComType2GUID.Clear();
string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
foreach (string guid in sceneGuids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
if (path.Contains(toolSenceName))
continue;
EditorSceneManager.OpenScene(path);
// 创建一个列表来存储根节点
List<GameObject> rootNodes = new List<GameObject>();
// 遍历场景中的所有对象
GameObject[] allObjects = FindObjectsOfType<GameObject>();
foreach (GameObject obj in allObjects)
{
// 检查对象是否有父对象
if (obj.transform.parent == null)
{
// 如果没有父对象,则它是一个根节点
rootNodes.Add(obj);
}
}
foreach (var node in rootNodes)
LoopPrefabNode(path, node, 0);
}
string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab");
foreach (string guid in prefabGuids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
GetPrefab(path);
}
AxiPrefabCache cache = ScriptableObject.CreateInstance<AxiPrefabCache>();
foreach (var data in ComType2GUID)
cache.caches.Add(data.Value);
AssetDatabase.CreateAsset(cache, cachecfgPath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
GoTAxiProjectToolsSence();
Debug.Log("<Color=#FFF333>处理完毕 [1]采集所有预制体和场景下的UGUI组件</color>");
}
static void GetPrefab(string path)
{
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
LoopPrefabNode(path, prefab.gameObject, 0);
}
static void LoopPrefabNode(string rootPath, GameObject trans, int depth)
{
string nodename = $"{rootPath}>{trans.name}";
#if UNITY_2018_4_OR_NEWER
GameObject prefabRoot = trans.gameObject;
int comCount = prefabRoot.GetComponentCount();
for (int i = 0; i < comCount; i++)
{
var com = prefabRoot.GetComponentAtIndex(i);
if (com == null)
continue;
MonoBehaviour monoCom = com as MonoBehaviour;
if (monoCom == null)
continue;
Type monoType = monoCom.GetType();
if (!monoType.Assembly.FullName.Contains("UnityEngine.UI"))
continue;
// 获取MonoScript资源
MonoScript monoScript = MonoScript.FromMonoBehaviour(monoCom);
if (monoScript != null)
{
// 获取MonoScript资源的GUID
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
Debug.Log($"{nodename} | <color=#FFF333>[{monoType.Name}]</color> <color=#FF0000>{guid}</color><color=#00FF00>({monoType.FullName})</color>");
ComType2GUID[monoType.FullName] =
new AxiPrefabCache_Com2GUID()
{
SrcFullName = monoType.FullName,
SrcName = monoType.Name,
GUID = guid,
};
}
else
{
Debug.LogError("!!!! 没得");
}
}
//遍历
foreach (Transform child in trans.transform)
LoopPrefabNode(nodename, child.gameObject, depth + 1);
#else
Debug.Log("低版本不要执行本函数");
#endif
}
[MenuItem("Axibug移植工具/[2]")]
public static void Part2()
{
if (UnityEngine.Windows.Directory.Exists(outCsDir))
UnityEngine.Windows.Directory.Delete(outCsDir);
Directory.CreateDirectory(outCsDir);
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
foreach (var data in cache.caches)
{
string toName = "Axi" + data.SrcName;
string toPath = outCsDir + toName + ".cs";
string codeStr = "namespace AxibugCom { public class " + toName + " : " + data.SrcFullName + " {} }";
try
{
System.IO.File.WriteAllText(toPath, codeStr);
data.ToName = toName;
data.ToPATH = toPath;
}
catch (Exception ex)
{
Debug.LogError("写入失败" + ex.ToString());
}
}
Debug.Log("写入完毕");
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log("<Color=#FFF333>处理完毕 [2]生成中间脚本代码</color>");
}
[MenuItem("Axibug移植工具/[3]")]
public static void Part3()
{
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
List<MonoScript> allMonoScripts = FindAllAssetsOfType<MonoScript>();
foreach (var data in cache.caches)
{
MonoScript monoScript = allMonoScripts.FirstOrDefault(w => w.name == data.ToName);
if (monoScript == null)
{
Debug.LogError("没找到" + data.ToName);
continue;
}
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
data.ToGUID = guid;
data.monoScript = monoScript;
}
Debug.Log("写入完毕");
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log("<Color=#FFF333>处理完毕 [3]收集生成的脚本</color>");
}
static List<T> FindAllAssetsOfType<T>() where T : UnityEngine.Object
{
List<T> assets = new List<T>();
string[] allGuids = AssetDatabase.FindAssets("");
foreach (string guid in allGuids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
if (path.EndsWith(".cs") || path.EndsWith(".js") || path.EndsWith(".boo")) // Unity支持多种脚本语言但现代Unity主要使用C#
{
T asset = AssetDatabase.LoadAssetAtPath<T>(path);
if (asset != null)
{
assets.Add(asset);
}
}
}
return assets;
}
[MenuItem("Axibug移植工具/[4]")]
public static void Part4()
{
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
Dictionary<string, string> tempReplaceDict = new Dictionary<string, string>();
foreach (var data in cache.caches)
{
tempReplaceDict[data.GUID] = data.ToGUID;
}
ProcessAllPrefabs("*.prefab", tempReplaceDict);
ProcessAllPrefabs("*.unity", tempReplaceDict);
ProcessAllPrefabs("*.anim", tempReplaceDict);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log("<Color=#FFF333>处理完毕 [4]替换所有预制体和场景中的组件</color>");
}
static void ProcessAllPrefabs(string form, Dictionary<string, string> tempReplaceDict, bool reverse = false)
{
List<GameObject> prefabs = new List<GameObject>();
var resourcesPath = Application.dataPath;
var absolutePaths = Directory.GetFiles(resourcesPath, form, SearchOption.AllDirectories);
for (int i = 0; i < absolutePaths.Length; i++)
{
Debug.Log("prefab name: " + absolutePaths[i]);
foreach (var VARIABLE in tempReplaceDict)
{
string oldValue = reverse ? VARIABLE.Value : VARIABLE.Key;
string newValue = reverse ? VARIABLE.Key : VARIABLE.Value;
ReplaceValue(absolutePaths[i], oldValue, newValue);
}
EditorUtility.DisplayProgressBar("处理预制体……", "处理预制体中……", (float)i / absolutePaths.Length);
}
EditorUtility.ClearProgressBar();
}
/// <summary>
/// 替换值
/// </summary>
/// <param name="strFilePath">文件路径</param>
static void ReplaceValue(string strFilePath, string oldLine, string newLine)
{
if (File.Exists(strFilePath))
{
string[] lines = File.ReadAllLines(strFilePath);
for (int i = 0; i < lines.Length; i++)
{
lines[i] = lines[i].Replace(oldLine, newLine);
}
File.WriteAllLines(strFilePath, lines);
}
}
[MenuItem("Axibug移植工具/[5]UnPack所有嵌套预制体和场景中的预制体")]
public static void UnpackPrefabs()
{
#if UNITY_2018_4_OR_NEWER
GoTAxiProjectToolsSence();
string[] allAssetPaths = AssetDatabase.GetAllAssetPaths();
int prefabCount = 0;
foreach (string path in allAssetPaths)
{
if (Path.GetExtension(path).Equals(".prefab"))
{
Debug.Log($"Unpacking {path}");
UnpackPrefab(path);
prefabCount++;
}
}
Debug.Log($"{prefabCount}个预制体Unpack");
string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
foreach (string guid in sceneGuids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
if (path.Contains(toolSenceName))
continue;
EditorSceneManager.OpenScene(path);
Scene currentScene = SceneManager.GetActiveScene();
GameObject[] rootObjects = currentScene.GetRootGameObjects();
foreach (GameObject rootObj in rootObjects)
{
// 遍历场景中的所有对象
TraverseHierarchy(rootObj);
}
// Save the scene // 获取当前打开的场景
currentScene = EditorSceneManager.GetActiveScene();
// 保存场景到文件(默认路径和名称)
bool success = EditorSceneManager.SaveScene(currentScene, currentScene.path);
Debug.Log($"{currentScene.name}场景中 所有物体Unpack");
}
GoTAxiProjectToolsSence();
Debug.Log("<Color=#FFF333>处理完毕 [5]UnPack所有预制体</color>");
#else
Debug.Log("低版本不要执行本函数");
#endif
}
static void UnpackPrefab(string prefabPath)
{
#if UNITY_2018_4_OR_NEWER
GameObject prefabInstance = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
if (prefabInstance == null)
{
Debug.LogError($"Failed to load prefab at path: {prefabPath}");
return;
}
var obj = GameObject.Instantiate(prefabInstance, null);
TraverseHierarchy(obj);
PrefabUtility.SaveAsPrefabAsset(obj, prefabPath);
GameObject.DestroyImmediate(obj);
#else
Debug.Log("低版本不要执行本函数");
#endif
}
static void TraverseHierarchy(GameObject obj)
{
#if UNITY_2018_4_OR_NEWER
// 检查该对象是否是预制体的实例
if (PrefabUtility.IsPartOfPrefabInstance(obj))
{
// 将预制体实例转换为普通游戏对象
PrefabUtility.UnpackPrefabInstance(obj, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
Debug.Log("Prefab instance converted to game object: " + obj.name);
}
// 递归遍历子对象
for (int i = 0; i < obj.transform.childCount; i++)
{
TraverseHierarchy(obj.transform.GetChild(i).gameObject);
}
#else
Debug.Log("低版本不要执行本函数");
#endif
}
[MenuItem("Axibug移植工具/[6]Sprite")]
public static void FixMultipleMaterialSprites()
{
string[] guids = AssetDatabase.FindAssets("t:sprite");
List<Sprite> spritesToFix = new List<Sprite>();
foreach (string guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path);
// 检查是否有多个材质
if (IsUsingMultipleMaterials(sprite))
{
spritesToFix.Add(sprite);
Debug.Log("Found sprite with multiple materials: " + path);
}
}
// 修复每个找到的Sprite
foreach (var sprite in spritesToFix)
{
FixSprite(sprite);
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log("<Color=#FFF333>处理完毕 [6]修复Sprite</color>");
}
private static bool IsUsingMultipleMaterials(Sprite sprite)
{
if (sprite == null) return false;
// 获取精灵的材质
var textureImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(sprite)) as TextureImporter;
return textureImporter != null && textureImporter.spriteImportMode == SpriteImportMode.Multiple;
}
private static void FixSprite(Sprite sprite)
{
// 获取Sprite的路径
string path = AssetDatabase.GetAssetPath(sprite);
var textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
if (textureImporter != null)
{
// 保存当前切割信息
SpriteMetaData[] originalMetaData = textureImporter.spritesheet;
// 临时禁用Sprite导入
textureImporter.spriteImportMode = SpriteImportMode.None;
textureImporter.SaveAndReimport();
// 重新启用Sprite导入并保持原样切割参数
textureImporter.spriteImportMode = SpriteImportMode.Multiple;
textureImporter.spritesheet = originalMetaData; // 恢复原来的切割信息
// 重新导入以应用更改
textureImporter.SaveAndReimport();
}
}
}
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{
"name": "AxibugEmuOnline.Editor",
"rootNamespace": "AxibugEmuOnline.Editors",
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"AxibugEmuOnline.Client"
],
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"Editor"
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using AxibugEmuOnline.Client;
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
namespace AxibugEmuOnline.Editors
{
[CustomEditor(typeof(CommandDispatcher))]
public class CommandDispatcherEditor : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (!Application.isPlaying) return;
var dispacather = target as CommandDispatcher;
IReadOnlyList<CommandExecuter> normal; IReadOnlyList<CommandExecuter> solo;
dispacather.GetRegisters(out normal, out solo);
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
EditorGUILayout.LabelField("NORMAL");
foreach (var item in normal)
{
Draw(item);
}
EditorGUILayout.EndVertical();
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
EditorGUILayout.LabelField("SOLO");
foreach (var item in solo)
{
Draw(item);
}
EditorGUILayout.EndVertical();
EditorGUILayout.LabelField(dispacather.Current.Name);
Repaint();
}
private void Draw(CommandExecuter item)
{
EditorGUILayout.BeginHorizontal(EditorStyles.helpBox);
using (new EditorGUI.DisabledGroupScope(!item.Enable))
EditorGUILayout.ObjectField(item.gameObject, typeof(GameObject), false);
EditorGUILayout.EndHorizontal();
}
}
}

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{
"name": "AxiReplay"
}

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using System;
namespace AxiReplay
{
internal interface IReplayReader : IDisposable
{
bool NextFrame(out ReplayStep data);
bool TakeFrame(int addFrame, out ReplayStep data);
bool NextFramebyFrameIdx(int FrameID, out ReplayStep data);
}
}

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using System;
namespace AxiReplay
{
internal interface IReplayWriter : IDisposable
{
void NextFrame(UInt64 frameInput);
void NextFramebyFrameIdx(int FrameID, UInt64 frameInput);
void TakeFrame(int addFrame, UInt64 frameInput);
void SaveData(string path, bool bNeedDump = false, string dumpFilePath = null);
}
}

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using System.Collections.Generic;
namespace AxiReplay
{
public class NetReplay
{
/// <summary>
/// 客户端当前帧
/// </summary>
public int mCurrClientFrameIdx = 0;
/// <summary>
/// 服务器远端当前帧
/// </summary>
public int mRemoteFrameIdx { get; private set; }
/// <summary>
/// 服务器远端当前提前量
/// </summary>
public int mRemoteForwardCount { get; private set; }
/// <summary>
/// Remote 2 Client Frame Gap
/// </summary>
public int mDiffFrameCount => mRemoteFrameIdx - mCurrClientFrameIdx;
/// <summary>
/// 网络数据队列
/// </summary>
Queue<ReplayStep> mNetReplayQueue = new Queue<ReplayStep>();
/// <summary>
/// 当前数据
/// </summary>
ReplayStep mCurrReplay;
/// <summary>
/// 下一个数据数据
/// </summary>
ReplayStep mNextReplay;
bool bNetInit = false;
public NetReplay()
{
ResetData();
}
public void ResetData()
{
mNetReplayQueue.Clear();
mCurrReplay = default(ReplayStep);
mCurrReplay.FrameStartID = int.MinValue;
bNetInit = false;
}
public void InData(ReplayStep inputData, int ServerFrameIdx)
{
mNetReplayQueue.Enqueue(inputData);
mRemoteFrameIdx = inputData.FrameStartID;
if (!bNetInit)
{
bNetInit = true;
mNextReplay = mNetReplayQueue.Dequeue();
}
}
public bool TryGetNextFrame(out ReplayStep data, out int frameDiff, out bool inputDiff)
{
if (!bNetInit)
{
data = default(ReplayStep);
frameDiff = default(int);
inputDiff = false;
return false;
}
TakeFrame(1, out data, out frameDiff, out inputDiff);
return frameDiff > 0;
}
public bool TryGetNextFrame(int targetFrame, out ReplayStep data, out int frameDiff, out bool inputDiff)
{
if (!bNetInit)
{
data = default(ReplayStep);
frameDiff = default(int);
inputDiff = false;
return false;
}
return TakeFrameToTargetFrame(targetFrame, out data, out frameDiff, out inputDiff);
}
void TakeFrame(int addFrame, out ReplayStep data, out int bFrameDiff, out bool inputDiff)
{
int targetFrame = mCurrClientFrameIdx + addFrame;
TakeFrameToTargetFrame(targetFrame, out data, out bFrameDiff, out inputDiff);
}
bool TakeFrameToTargetFrame(int targetFrame, out ReplayStep data, out int bFrameDiff, out bool inputDiff)
{
bool result;
inputDiff = false;
if (targetFrame == mNextReplay.FrameStartID && targetFrame <= mRemoteFrameIdx && mNetReplayQueue.Count > 0)
{
//当前帧追加
mCurrClientFrameIdx = targetFrame;
ulong oldInput = mCurrReplay.InPut;
mCurrReplay = mNextReplay;
if (oldInput != mCurrReplay.InPut)
inputDiff = true;
mNextReplay = mNetReplayQueue.Dequeue();
result = true;
}
else
result = false;
bFrameDiff = mRemoteFrameIdx - mCurrClientFrameIdx;
data = mCurrReplay;
return result;
}
public int GetSkipFrameCount()
{
if(!bNetInit)
return 0;
//本地队列差异高于服务器提前量的值
int moreNum = mDiffFrameCount - mRemoteForwardCount;
//if (mDiffFrameCount < 0 || mDiffFrameCount > 10000)
// return 0;
////游戏刚开始的一小段时间,直接追满
//if (mCurrClientFrameIdx < 60)
// return moreNum;
int skip = 0;
if (mDiffFrameCount > short.MaxValue) skip = 0;
else if (moreNum <= 1) skip = 0;
else if (moreNum <= 3) skip = 2;
else if (moreNum <= 6) skip = 2;
else if (moreNum <= 20) skip = moreNum / 2; //20帧以内平滑跳帧数
else skip = moreNum;//完全追上
return skip;
//var frameGap = mDiffFrameCount;
//if (frameGap > 10000) return 0;
//if (frameGap <= 2) skip = 0;
//if (frameGap > 2 && frameGap < 6) skip = 1 + 1;
//else if (frameGap > 7 && frameGap < 12) skip = 2 + 1;
//else if (frameGap > 13 && frameGap < 20) skip = 3 + 1;
//else skip = frameGap - 2;
//return skip;
}
}
}

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using System;
using System.Runtime.InteropServices;
using System.Text;
namespace AxiReplay
{
[StructLayout(LayoutKind.Explicit, Size = 44)]
public struct ReplayHandler
{
[FieldOffset(0)]
public int Format;
[FieldOffset(sizeof(int) * 1)]
public int RomID;
[FieldOffset(sizeof(int) * 2)]
public int RomType;
[FieldOffset(sizeof(int) * 3)]
public int DataOffset;
[FieldOffset(sizeof(int) * 4)]
public int TitleOffset;
[FieldOffset(sizeof(int) * 5)]
public int NoteOffset;
[FieldOffset(sizeof(int) * 6)]
public int AllFrame;
[FieldOffset(sizeof(int) * 7)]
public int AllTime;
[FieldOffset(sizeof(int) * 8)]
public int SingleLenght;
[FieldOffset(sizeof(int) * 9)]
public long CreateTime;
}
[StructLayout(LayoutKind.Explicit)]
public struct ReplayStep
{
[FieldOffset(0)]
public UInt64 All64Data;
[FieldOffset(0)]
public Int32 FrameStartID;
[FieldOffset(4)]
public UInt64 InPut;
}
public static class ReplayData
{
public static int HandlerLenght = sizeof(int) * 9 + sizeof(long);
public enum ReplayFormat : byte
{
None = 0,
FM32IPBYTE,
FM32IP16,
FM32IP32,
FM32IP64,
}
public static void GetStringByteData(string str, out byte[] data, out int lenghtWithEnd, Encoding encoding)
{
data = encoding.GetBytes(str);
lenghtWithEnd = data.Length + 1;
}
public static byte[] GetHandlerData(ReplayHandler replayhandler)
{
int size = Marshal.SizeOf(typeof(ReplayHandler));
byte[] arr = new byte[size];
IntPtr ptr = Marshal.AllocHGlobal(size);
try
{
Marshal.StructureToPtr(replayhandler, ptr, false);
Marshal.Copy(ptr, arr, 0, size);
}
finally
{
Marshal.FreeHGlobal(ptr);
}
return arr;
}
public static ReplayHandler GetReplayHandlerFromData(byte[] data)
{
if (data == null || data.Length < ReplayData.HandlerLenght)
{
throw new ArgumentException("Invalid data length or null data.");
}
IntPtr ptr = Marshal.AllocHGlobal(ReplayData.HandlerLenght);
try
{
// 将byte数组的内容复制到非托管内存中
Marshal.Copy(data, 0, ptr, ReplayData.HandlerLenght);
// 从非托管内存将内容转换回ReplayHandler结构体
return (ReplayHandler)Marshal.PtrToStructure(ptr, typeof(ReplayHandler));
}
finally
{
// 释放非托管内存
Marshal.FreeHGlobal(ptr);
}
}
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using static AxiReplay.ReplayData;
namespace AxiReplay
{
public class ReplayReader : IReplayReader
{
public ReplayData.ReplayFormat mFormat { get; private set; }
public Encoding TexEncoding { get; private set; }
ReplayHandler handler;
string mTitle;
string mNote;
int mAllFrame;
int mAllTime;
long mData;
int mSingleInputLenght;
int mSingleDataLenght;
FileStream mStream;
BinaryReader mBinaryReader;
int mCurrFrame = -1;
byte[] mNextOutbytes;
public ReplayStep currStep;
public ReplayStep nextStep;
bool bEnd;
List<string> dbgList = new List<string>();
bool bdbg = false;
string dumpPath;
public ReplayReader(string path, bool bWithDump = false, string dumppath = null)
{
dbgList.Clear();
bdbg = bWithDump;
dumpPath = dumppath;
mStream = new FileStream(path, FileMode.Open, FileAccess.Read);
mBinaryReader = new BinaryReader(mStream);
byte[] Outbytes;
Outbytes = mBinaryReader.ReadBytes(ReplayData.HandlerLenght);
handler = ReplayData.GetReplayHandlerFromData(Outbytes);
mFormat = (ReplayFormat)handler.Format;
switch (mFormat)
{
case ReplayData.ReplayFormat.FM32IP64: mSingleInputLenght = sizeof(UInt64); break;
case ReplayData.ReplayFormat.FM32IP32: mSingleInputLenght = sizeof(UInt32); break;
case ReplayData.ReplayFormat.FM32IP16: mSingleInputLenght = sizeof(UInt16); break;
case ReplayData.ReplayFormat.FM32IPBYTE: mSingleInputLenght = sizeof(byte); break;
}
//Frame+Lenght
mSingleDataLenght = (sizeof(UInt32)) + mSingleInputLenght;
nextStep = new ReplayStep();
nextStep.FrameStartID = -1;
bEnd = false;
dbgList.Add($"Format => {handler.Format}");
dbgList.Add($"DataOffset => {handler.DataOffset}");
dbgList.Add($"CreateTime => {handler.CreateTime}");
dbgList.Add($"AllFrame => {handler.AllFrame}");
dbgList.Add($"SingleLenght => {handler.SingleLenght}");
mNextOutbytes = new byte[mSingleDataLenght];
if (bWithDump)
{
int TestFrameIdx = -1;
while (!bEnd)
{
UpdateNextFrame(TestFrameIdx++);
}
File.WriteAllLines(dumppath, dbgList);
}
else
{
UpdateNextFrame(0);
}
}
void UpdateNextFrame(int targetFrame)
{
//如果已经超过
while (targetFrame >= nextStep.FrameStartID)
{
if (nextStep.FrameStartID >= handler.AllFrame)
{
bEnd = true;
break;
}
mBinaryReader.Read(mNextOutbytes, 0, mSingleDataLenght);
switch (mFormat)
{
case ReplayFormat.FM32IP64:
{
nextStep.FrameStartID = BitConverter.ToInt32(mNextOutbytes, 0);
nextStep.InPut = BitConverter.ToUInt64(mNextOutbytes, sizeof(UInt32));
}
break;
case ReplayFormat.FM32IP32:
{
nextStep.All64Data = BitConverter.ToUInt64(mNextOutbytes, 0);
}
break;
case ReplayFormat.FM32IP16:
{
nextStep.All64Data = BitConverter.ToUInt64(mNextOutbytes, 0);
}
break;
case ReplayFormat.FM32IPBYTE:
{
nextStep.All64Data = BitConverter.ToUInt64(mNextOutbytes, 0);
}
break;
}
dbgList.Add($"{nextStep.FrameStartID} | {nextStep.InPut}");
targetFrame++;
}
}
int byFrameIdx = 0;
/// <summary>
/// 往前推进1帧的Input(返回是否变化)
/// </summary>
public bool NextFrame(out ReplayStep data)
{
return TakeFrame(1, out data);
}
/// <summary>
/// 往前推进指定帧数量的Input (返回是否变化)
/// </summary>
/// <param name="addFrame"></param>
public bool TakeFrame(int addFrame, out ReplayStep data)
{
bool Changed = false;
mCurrFrame += addFrame;
if (mCurrFrame >= nextStep.FrameStartID)
{
Changed = currStep.InPut != nextStep.InPut;
currStep = nextStep;
data = currStep;
UpdateNextFrame(mCurrFrame);
}
else
{
data = currStep;
}
return Changed;
}
/// <summary>
/// 往前推进帧的,指定帧下标
/// </summary>
public bool NextFramebyFrameIdx(int FrameID, out ReplayStep data)
{
bool res = TakeFrame(FrameID - byFrameIdx, out data);
byFrameIdx = FrameID;
return res;
}
public void Dispose()
{
mStream.Dispose();
mBinaryReader.Dispose();
//TODO
}
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
namespace AxiReplay
{
public class ReplayWriter : IReplayWriter
{
public ReplayData.ReplayFormat mFormat { get; private set; }
public Encoding TexEncoding { get; private set; }
ReplayHandler handler;
string mTitle;
string mNote;
int mAllFrame;
int mAllTime;
long mData;
int mSingleInputLenght;
int mSingleDataLenght;
MemoryStream mStream;
BinaryWriter mBinaryWriter;
int mCurrFrame;
UInt64 mCurrInput;
ReplayStep wirteStep;
List<string> dbgList = new List<string>();
public ReplayWriter(string Title, string Note, ReplayData.ReplayFormat format, Encoding encoding)
{
mTitle = Title;
mNote = Note;
TexEncoding = encoding;
mFormat = format;
switch (mFormat)
{
case ReplayData.ReplayFormat.FM32IP64: mSingleInputLenght = sizeof(UInt64); break;
case ReplayData.ReplayFormat.FM32IP32: mSingleInputLenght = sizeof(UInt32); break;
case ReplayData.ReplayFormat.FM32IP16: mSingleInputLenght = sizeof(UInt16); break;
case ReplayData.ReplayFormat.FM32IPBYTE: mSingleInputLenght = sizeof(byte); break;
}
mSingleDataLenght = (sizeof(UInt32)) + mSingleInputLenght;
mStream = new MemoryStream();
mBinaryWriter = new BinaryWriter(mStream);
mCurrFrame = -1;
mCurrInput = int.MaxValue;
wirteStep = new ReplayStep();
dbgList.Clear();
}
int byFrameIdx = 0;
/// <summary>
/// 往前推进帧的,指定帧下标
/// </summary>
/// <param name="frameInput"></param>
public void NextFramebyFrameIdx(int FrameID, UInt64 frameInput)
{
TakeFrame(FrameID - byFrameIdx, frameInput);
byFrameIdx = FrameID;
}
/// <summary>
/// 往前推进1帧的Input
/// </summary>
/// <param name="frameInput"></param>
public void NextFrame(UInt64 frameInput)
{
TakeFrame(1, frameInput);
}
/// <summary>
/// 往前推进指定帧数量的Input
/// </summary>
/// <param name="frameInput"></param>
public void TakeFrame(int addFrame, UInt64 frameInput)
{
if (addFrame < 0)
{
}
mCurrFrame += addFrame;
if (mCurrInput == frameInput)
return;
mCurrInput = frameInput;
wirteStep.FrameStartID = mCurrFrame;
wirteStep.InPut = mCurrInput;
dbgList.Add($"{mCurrFrame} | {mCurrInput}");
switch (mFormat)
{
case ReplayData.ReplayFormat.FM32IP64:
mBinaryWriter.Write(wirteStep.FrameStartID);
mBinaryWriter.Write(wirteStep.InPut);
break;
case ReplayData.ReplayFormat.FM32IP32:
mBinaryWriter.Write(BitConverter.GetBytes(wirteStep.All64Data), 0, 4 + 4);
break;
case ReplayData.ReplayFormat.FM32IP16:
mBinaryWriter.Write(BitConverter.GetBytes(wirteStep.All64Data), 0, 4 + 2);
break;
case ReplayData.ReplayFormat.FM32IPBYTE:
mBinaryWriter.Write(BitConverter.GetBytes(wirteStep.All64Data), 0, 4 + 1);
break;
}
}
public void SaveData(string path, bool bWithDump = false, string dumppath = null)
{
byte[] titleData; int titleLenghtWithEnd;
ReplayData.GetStringByteData(mTitle, out titleData, out titleLenghtWithEnd, TexEncoding);
byte[] noteData; int noteLenghtWithEnd;
ReplayData.GetStringByteData(mNote, out noteData, out noteLenghtWithEnd, TexEncoding);
ReplayHandler handler = new ReplayHandler();
handler.Format = (int)this.mFormat;
handler.DataOffset = ReplayData.HandlerLenght;
handler.CreateTime = DateTimeOffset.UtcNow.ToUnixTimeSeconds();
handler.AllFrame = wirteStep.FrameStartID;
handler.SingleLenght = mSingleDataLenght;
using (FileStream fs = new FileStream(path, FileMode.Create))
{
using (BinaryWriter bw = new BinaryWriter(fs))
{
//写入Handler
bw.Write(ReplayData.GetHandlerData(handler));
//写入Data
bw.Write(mStream.ToArray());
}
}
if (bWithDump)
{
List<string> temp = new List<string>();
temp.Add($"Format => {handler.Format}");
temp.Add($"DataOffset => {handler.DataOffset}");
temp.Add($"CreateTime => {handler.CreateTime}");
temp.Add($"AllFrame => {handler.AllFrame}");
temp.Add($"SingleLenght => {handler.SingleLenght}");
dbgList.InsertRange(0, temp);
File.WriteAllLines(dumppath, dbgList);
}
}
public void Dispose()
{
mStream.Dispose();
mBinaryWriter.Dispose();
//TODO
}
}
}

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# Changelog
## [v3.2.0](https://github.com/mob-sakai/UIEffect/tree/v3.2.0) (2019-07-17)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.1.0...v3.2.0)
**Breaking changes:**
- UICapturedImage: Immediate capturing option is removed as it does not work on many platforms [\#161](https://github.com/mob-sakai/UIEffect/issues/161)
**Implemented enhancements:**
- Add demo for Unity 2018+ and TMPro 1.2+ [\#166](https://github.com/mob-sakai/UIEffect/issues/166)
**Fixed bugs:**
- UIDissolve's "Reverse Play" option works only in OnEnable [\#183](https://github.com/mob-sakai/UIEffect/issues/183)
- CanvasGroup.alpha does not affect [\#180](https://github.com/mob-sakai/UIEffect/issues/180)
- UIShiny effect remain on screen after calling Stop\(\) [\#165](https://github.com/mob-sakai/UIEffect/issues/165)
- Material caching is not working properly [\#163](https://github.com/mob-sakai/UIEffect/issues/163)
- Add a null check to TMPro sprite asset material checking [\#176](https://github.com/mob-sakai/UIEffect/pull/176) ([Oskiii](https://github.com/Oskiii))
## [v3.1.0](https://github.com/mob-sakai/UIEffect/tree/v3.1.0) (2019-03-10)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.0.4...v3.1.0)
## Support TextMeshPro!
* All components are supported
* Advanced blur is supported for Unity 2017.1+
![](https://user-images.githubusercontent.com/12690315/53533025-8495d800-3b3c-11e9-9e94-320f3ec7ad74.png)
For details to use, see [Usage with TextMeshPro](https://github.com/mob-sakai/UIEffect#usage-with-textmeshpro)
**NOTE: Unity 5.x will not be supported in the near future**
**Implemented enhancements:**
- Support TextMeshPro [\#137](https://github.com/mob-sakai/UIEffect/issues/137)
- add reverse animation option to UIDissolve [\#153](https://github.com/mob-sakai/UIEffect/pull/153) ([antpaw](https://github.com/antpaw))
## [v3.0.4](https://github.com/mob-sakai/UIEffect/tree/v3.0.4) (2019-02-15)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.0.3...v3.0.4)
**Implemented enhancements:**
- add initial play animation delay option to UIShiny [\#147](https://github.com/mob-sakai/UIEffect/pull/147) ([antpaw](https://github.com/antpaw))
**Fixed bugs:**
- UIEffectCapturedImage.effectColor does not work as expected [\#148](https://github.com/mob-sakai/UIEffect/issues/148)
- fix warnings [\#146](https://github.com/mob-sakai/UIEffect/pull/146) ([antpaw](https://github.com/antpaw))
## [v3.0.3](https://github.com/mob-sakai/UIEffect/tree/v3.0.3) (2019-01-21)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.0.2...v3.0.3)
**Fixed bugs:**
- UIHsvModifier works only on gamma-space [\#145](https://github.com/mob-sakai/UIEffect/issues/145)
## [v3.0.2](https://github.com/mob-sakai/UIEffect/tree/v3.0.2) (2019-01-15)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.0.1...v3.0.2)
**Fixed bugs:**
- UIEffect & UIHsvModifier & UITransitionEffect Strange action [\#144](https://github.com/mob-sakai/UIEffect/issues/144)
## [v3.0.1](https://github.com/mob-sakai/UIEffect/tree/v3.0.1) (2018-11-07)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.0.0...v3.0.1)
**Fixed bugs:**
- Compile error in 2018.3 [\#139](https://github.com/mob-sakai/UIEffect/issues/139)
## [v3.0.0](https://github.com/mob-sakai/UIEffect/tree/v3.0.0) (2018-10-09)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.8.3...v3.0.0)
### New architecture: easier, faster and more beautiful.
* Simple & easy-to-use
* 20% faster
* High precision parameter
### Immediate capturing (UIEffectCapturedImage option)
* Capture the previous frame immediately without any camera.
* You no longer have to wait one frame to capture!
* *NOTE: LWRP, WebGL and Unity 5.x for iOS/Mac are not supported.*
### Advanced blur (UIEffect option)
* Remove common artifacts in the blur effect for uGUI.
![](https://user-images.githubusercontent.com/12690315/42547121-80134788-84fb-11e8-97a0-048bba9634ea.png)
* It is effective for small padding size atlases, including dynamic fonts!
**Breaking changes:**
- UIEffectCapturedImage: Remove 'TargetTexture' feature [\#136](https://github.com/mob-sakai/UIEffect/issues/136)
- Remove 'additional shadow' in UIShadow component [\#110](https://github.com/mob-sakai/UIEffect/issues/110)
- Remove 'custom effect' feature in UIEffect component [\#98](https://github.com/mob-sakai/UIEffect/issues/98)
- Remove 'shadow effect' feature in UIEffect component [\#97](https://github.com/mob-sakai/UIEffect/issues/97)
- Remove 'hue effect' in UIEffect component [\#91](https://github.com/mob-sakai/UIEffect/issues/91)
- Remove 'cutoff' and 'mono' effect in UIEffect component [\#78](https://github.com/mob-sakai/UIEffect/issues/78)
- New architecture: Shared texture for effect parameter [\#63](https://github.com/mob-sakai/UIEffect/issues/63)
- Change: Change `ToneMode` to `EffectMode` [\#61](https://github.com/mob-sakai/UIEffect/issues/61)
- Separate shadow effect to other component [\#52](https://github.com/mob-sakai/UIEffect/issues/52)
- Use the graphic color as effect color, to reduce parameters [\#50](https://github.com/mob-sakai/UIEffect/issues/50)
**Implemented enhancements:**
- UITransitionEffect: "Pass ray on hidden" option [\#135](https://github.com/mob-sakai/UIEffect/issues/135)
- Add component menu in editor [\#133](https://github.com/mob-sakai/UIEffect/issues/133)
- UITransitionEffect: Add Show/Hide method [\#132](https://github.com/mob-sakai/UIEffect/issues/132)
- UIEffectCapturedImage: Immediate capturing [\#130](https://github.com/mob-sakai/UIEffect/issues/130)
- Improve blurring for atlas [\#95](https://github.com/mob-sakai/UIEffect/issues/95)
- Use Canvas.willRenderCanvases event instead of Update method [\#87](https://github.com/mob-sakai/UIEffect/issues/87)
**Closed issues:**
- Add tooltip [\#92](https://github.com/mob-sakai/UIEffect/issues/92)
- UIShiny: change parameter name `highlight` to `gloss` [\#93](https://github.com/mob-sakai/UIEffect/issues/93)
## [v2.8.3](https://github.com/mob-sakai/UIEffect/tree/v2.8.3) (2018-09-29)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.8.2...v2.8.3)
**Fixed bugs:**
- UIEffectCapturedImage: Black screen with Unity 2018.1+ editor on Windows [\#131](https://github.com/mob-sakai/UIEffect/issues/131)
## [v2.8.2](https://github.com/mob-sakai/UIEffect/tree/v2.8.2) (2018-09-26)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.8.1...v2.8.2)
**Fixed bugs:**
- UICapturedEffectImage does not work with 'ScreenSpace - Overlay' in edit mode [\#128](https://github.com/mob-sakai/UIEffect/issues/128)
- The UIEffectCapturedImage is upside down with 'ScreenSpace - Overlay' mode [\#127](https://github.com/mob-sakai/UIEffect/issues/127)
- When "UI-Effect.mat" is created automatically, Unity hangs up. [\#126](https://github.com/mob-sakai/UIEffect/issues/126)
- UICapturedEffectImage does not work with Lightweight Render Pipeline LWRP [\#125](https://github.com/mob-sakai/UIEffect/issues/125)
## [v2.8.1](https://github.com/mob-sakai/UIEffect/tree/v2.8.1) (2018-08-17)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.8.0...v2.8.1)
**Fixed bugs:**
- \(Demo\) "Transition capture & dissolve" is incorrect [\#119](https://github.com/mob-sakai/UIEffect/issues/119)
## [v2.8.0](https://github.com/mob-sakai/UIEffect/tree/v2.8.0) (2018-08-14)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.7.1...v2.8.0)
* Create a screen transition!
![8 -08-2018 19-29-38](https://user-images.githubusercontent.com/12690315/43832265-dbdecc98-9b41-11e8-8ab5-9f49420a6a16.gif)
* Some updates make UIEffectCapturedImage easier to use!
**Implemented enhancements:**
- UIEffectCapturedImage: Supports 'ScreenSpace - Overlay' [\#115](https://github.com/mob-sakai/UIEffect/issues/115)
- UIEffectCapturedImage: Keep aspect ratio [\#114](https://github.com/mob-sakai/UIEffect/issues/114)
- UIEffectCapturedImage: 'Capture on enable' option [\#113](https://github.com/mob-sakai/UIEffect/issues/113)
- UITransitionEffect: Change transition texture [\#111](https://github.com/mob-sakai/UIEffect/issues/111)
**Closed issues:**
- UIEffectCapturedImage: change parameter name `keepCanvasSize` to `fitToScreen` [\#116](https://github.com/mob-sakai/UIEffect/issues/116)
## [v2.7.1](https://github.com/mob-sakai/UIEffect/tree/v2.7.1) (2018-08-06)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.7.0...v2.7.1)
**Fixed bugs:**
- In v2.7.0, UIEffectCapturedImage is flipped vertically on Windows [\#112](https://github.com/mob-sakai/UIEffect/issues/112)
## [v2.7.0](https://github.com/mob-sakai/UIEffect/tree/v2.7.0) (2018-07-26)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.6.2...v2.7.0)
UIHsvModifier: Modify hue, saturation, and value as you like!
![](https://user-images.githubusercontent.com/12690315/43200006-d6e2bf54-904e-11e8-9f22-0c0f9ce5912f.gif)
* Note: `Hue` mode in UIEffect component will be obsolete in the near future. Please use UIHsvModifier component instead.
* Note: `Cutoff` and `Mono` mode in UIEffect component will be obsolete in the near future. Please use UITransitionEffect component instead.
**Implemented enhancements:**
- UIEffectCapturedImage: Support target RenderTexture to use external component [\#108](https://github.com/mob-sakai/UIEffect/issues/108)
- Transition effect as other component [\#105](https://github.com/mob-sakai/UIEffect/issues/105)
- Use multi-pass blurring to capture screenshot [\#96](https://github.com/mob-sakai/UIEffect/issues/96)
- Feature: HSV modifier [\#44](https://github.com/mob-sakai/UIEffect/issues/44)
**Fixed bugs:**
- UIEffectCapturedImage: ColorMode is not working [\#109](https://github.com/mob-sakai/UIEffect/issues/109)
- UIDissolve is not maskable [\#101](https://github.com/mob-sakai/UIEffect/issues/101)
## [v2.6.2](https://github.com/mob-sakai/UIEffect/tree/v2.6.2) (2018-07-18)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.6.1...v2.6.2)
**Fixed bugs:**
- Shader has compile errors in D3D9 or D3D11\_9X\(WSA\) [\#99](https://github.com/mob-sakai/UIEffect/issues/99)
## [v2.6.1](https://github.com/mob-sakai/UIEffect/tree/v2.6.1) (2018-06-14)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.6.0...v2.6.1)
**Fixed bugs:**
- Errors occurred on build \(v2.6.0\) [\#90](https://github.com/mob-sakai/UIEffect/issues/90)
## [v2.6.0](https://github.com/mob-sakai/UIEffect/tree/v2.6.0) (2018-06-14)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.5.2...v2.6.0)
Blurring effect has been improved about 6 times faster!
![](https://user-images.githubusercontent.com/12690315/41393724-08420b1e-6fe2-11e8-8741-721789c2d029.png)
You can change noise texture for dissolve effect from inspector or script!
![](https://user-images.githubusercontent.com/12690315/41397570-99bda636-6fef-11e8-827b-932d7a8e74c1.gif)
**Implemented enhancements:**
- Improve blurring performance [\#88](https://github.com/mob-sakai/UIEffect/issues/88)
- Separate the effect with a character [\#86](https://github.com/mob-sakai/UIEffect/issues/86)
- Change dissolve texture [\#75](https://github.com/mob-sakai/UIEffect/issues/75)
**Closed issues:**
- Change BlurMode correctly [\#84](https://github.com/mob-sakai/UIEffect/issues/84)
- Refactoring to prepare v3.0.0 [\#83](https://github.com/mob-sakai/UIEffect/issues/83)
- Change ColorMode correctly [\#51](https://github.com/mob-sakai/UIEffect/issues/51)
## [v2.5.2](https://github.com/mob-sakai/UIEffect/tree/v2.5.2) (2018-06-07)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.5.1...v2.5.2)
**Fixed bugs:**
- When `UIEFFECT\_SEPARATE` symbol is defined, UIDissolve does not work well [\#85](https://github.com/mob-sakai/UIEffect/issues/85)
## [v2.5.1](https://github.com/mob-sakai/UIEffect/tree/v2.5.1) (2018-05-31)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.5.0...v2.5.1)
**Fixed bugs:**
- Fix demo [\#82](https://github.com/mob-sakai/UIEffect/issues/82)
## [v2.5.0](https://github.com/mob-sakai/UIEffect/tree/v2.5.0) (2018-05-31)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.4.1...v2.5.0)
Shiny effect has been update!
![v2.5.0](https://user-images.githubusercontent.com/12690315/40654533-8877c99c-6379-11e8-8ae7-b91995fc230b.gif)
* NOTE: `UIEffect.shadow***` will be obsolete in the near future. Please use `UIShadow` component instead.
* NOTE: `UIEffect.custom***` will be obsolete in the near future. Please use `UICustomEffect` component (experimental) instead.
**Implemented enhancements:**
- UIDissolve: Play effect from script/inspector [\#81](https://github.com/mob-sakai/UIEffect/issues/81)
- UIShiny: Play effect from script/inspector [\#80](https://github.com/mob-sakai/UIEffect/issues/80)
- During play mode, you can change the effect type, color type, and blur type \(in Editor\) [\#73](https://github.com/mob-sakai/UIEffect/issues/73)
- Add shadow effect as other component [\#72](https://github.com/mob-sakai/UIEffect/issues/72)
- UIShiny : Visual update [\#68](https://github.com/mob-sakai/UIEffect/issues/68)
- Add Custom effect as other component [\#60](https://github.com/mob-sakai/UIEffect/issues/60)
**Fixed bugs:**
- UIDissolve: When width=1 and location=0, image is lacked [\#79](https://github.com/mob-sakai/UIEffect/issues/79)
**Closed issues:**
- UIEffect inherit UIEffectBase [\#74](https://github.com/mob-sakai/UIEffect/issues/74)
- Change directory structure [\#56](https://github.com/mob-sakai/UIEffect/issues/56)
## [v2.4.1](https://github.com/mob-sakai/UIEffect/tree/v2.4.1) (2018-05-29)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.4.0...v2.4.1)
**Fixed bugs:**
- UIEffectCapturedImage: The result image is flipped vertically [\#69](https://github.com/mob-sakai/UIEffect/issues/69)
## [v2.4.0](https://github.com/mob-sakai/UIEffect/tree/v2.4.0) (2018-05-21)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.3.2...v2.4.0)
UIDissolve has been updated!
![v2.4.0](https://user-images.githubusercontent.com/12690315/40294019-a0bfb8aa-5d0e-11e8-8451-873502db6a99.gif)
![editor](https://user-images.githubusercontent.com/12690315/40294212-9e1b1ce2-5d0f-11e8-88ce-78a8c0523dc2.png)
**Implemented enhancements:**
- UIDissolve: Add color mode option. [\#64](https://github.com/mob-sakai/UIEffect/issues/64)
## [v2.3.2](https://github.com/mob-sakai/UIEffect/tree/v2.3.2) (2018-05-21)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.3.1...v2.3.2)
**Closed issues:**
- Fixed: UIEffectCapturedImage: When iteration count is even. the result image is flipped vertically \(other method\) [\#65](https://github.com/mob-sakai/UIEffect/issues/65)
## [v2.3.1](https://github.com/mob-sakai/UIEffect/tree/v2.3.1) (2018-05-10)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.3.0...v2.3.1)
**Fixed bugs:**
- UIEffectCapturedImage: When iteration count is even. the result image is flipped vertically \(on Windows\) [\#62](https://github.com/mob-sakai/UIEffect/issues/62)
## [v2.3.0](https://github.com/mob-sakai/UIEffect/tree/v2.3.0) (2018-05-08)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.2.0...v2.3.0)
New components has been available!
* **UIShiny** : Shiny effect WITHOUT Mask component. This will suppress extra draw calls and improve performance.
* **UIDissolve** : Dissolve effect WITHOUT material instancing. This will suppress extra draw calls and improve performance.
* **UIFlip** : Flip graphic horizontal/vertical.
![v2.3.0](https://user-images.githubusercontent.com/12690315/40706142-cb98d2d0-6427-11e8-96fc-5cc5fd9c553a.gif)
**Implemented enhancements:**
- Feature: Flip horizontal/vertical [\#47](https://github.com/mob-sakai/UIEffect/issues/47)
- Feature: Dissolve [\#45](https://github.com/mob-sakai/UIEffect/issues/45)
- Feature: Shining effect [\#9](https://github.com/mob-sakai/UIEffect/issues/9)
## [v2.2.0](https://github.com/mob-sakai/UIEffect/tree/v2.2.0) (2018-04-12)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.1.0...v2.2.0)
**Implemented enhancements:**
- Feature: Customize shader/material. You can create a custom ui shader and control it with UIEffct. [\#46](https://github.com/mob-sakai/UIEffect/issues/46)
- Feature: UIEffectCapturedImage supports keep canvas size. [\#54](https://github.com/mob-sakai/UIEffect/issues/54)
- Feature: UIEffectCapturedImage supports `Quality Type` to easy setup. [\#53](https://github.com/mob-sakai/UIEffect/issues/53)
**Fixed bugs:**
- Bug: Color effect on shadow is incorrect. [\#55](https://github.com/mob-sakai/UIEffect/issues/55)
**Closed issues:**
- Change: Reduce the pixelation effect when tone level = 1. [\#57](https://github.com/mob-sakai/UIEffect/issues/57)
## [v2.1.0](https://github.com/mob-sakai/UIEffect/tree/v2.1.0) (2018-04-04)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.0.0...v2.1.0)
**Implemented enhancements:**
- Feature: UIEffectCapturedImage support iterative operation [\#48](https://github.com/mob-sakai/UIEffect/issues/48)
## [v2.0.0](https://github.com/mob-sakai/UIEffect/tree/v2.0.0) (2018-01-25)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.6.1...v2.0.0)
**Breaking changes:**
- Important: Unity 5.3.x & 5.4.x are no longer supported. [\#40](https://github.com/mob-sakai/UIEffect/issues/40)
**Implemented enhancements:**
- Improve: Reduce the materials. Too many effect materials are exist. [\#15](https://github.com/mob-sakai/UIEffect/issues/15)
**Closed issues:**
- Change: Change namespace to Coffee.UIExtensions [\#6](https://github.com/mob-sakai/UIEffect/issues/6)
## [v1.6.1](https://github.com/mob-sakai/UIEffect/tree/v1.6.1) (2018-01-25)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.6.0...v1.6.1)
**Fixed bugs:**
- Bug: Cannot access protected member `UnityEngine.UI.BaseMeshEffect.graphic` [\#41](https://github.com/mob-sakai/UIEffect/issues/41)
## [v1.6.0](https://github.com/mob-sakai/UIEffect/tree/v1.6.0) (2018-01-18)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.5.1...v1.6.0)
**Fixed bugs:**
- Bug: Pixelization is incorrect. [\#34](https://github.com/mob-sakai/UIEffect/issues/34)
**Closed issues:**
- Change: UIEffect inherit BaseMeshEffect. [\#35](https://github.com/mob-sakai/UIEffect/issues/35)
- Change: Blur level range to \[0-1\] [\#32](https://github.com/mob-sakai/UIEffect/issues/32)
- Change: ShadowMode -\> ShadowStyle [\#18](https://github.com/mob-sakai/UIEffect/issues/18)
## [v1.5.1](https://github.com/mob-sakai/UIEffect/tree/v1.5.1) (2018-01-18)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.5.0...v1.5.1)
**Fixed bugs:**
- Bug: An error occurs when no effect is specified for UICapturedImage. [\#36](https://github.com/mob-sakai/UIEffect/issues/36)
## [v1.5.0](https://github.com/mob-sakai/UIEffect/tree/v1.5.0) (2018-01-16)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.4.4...v1.5.0)
**Implemented enhancements:**
- Feature: ShadowMode 'Shadow 3' [\#11](https://github.com/mob-sakai/UIEffect/issues/11)
- Feature: Hue [\#8](https://github.com/mob-sakai/UIEffect/issues/8)
- Feature: Gradient [\#7](https://github.com/mob-sakai/UIEffect/issues/7)
## [v1.4.4](https://github.com/mob-sakai/UIEffect/tree/v1.4.4) (2018-01-16)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.4.3...v1.4.4)
**Fixed bugs:**
- Bug: Error has occur on edit prefab. [\#27](https://github.com/mob-sakai/UIEffect/issues/27)
## [v1.4.3](https://github.com/mob-sakai/UIEffect/tree/v1.4.3) (2018-01-15)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.4.2...v1.4.3)
**Fixed bugs:**
- Bug: Color effect is incorrect. [\#19](https://github.com/mob-sakai/UIEffect/issues/19)
## [v1.4.2](https://github.com/mob-sakai/UIEffect/tree/v1.4.2) (2018-01-14)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.4.1...v1.4.2)
**Implemented enhancements:**
- Feature: ColorMode `Override` [\#12](https://github.com/mob-sakai/UIEffect/issues/12)
**Fixed bugs:**
- Bug: Error has occur OnAfterDeserialize in editor. [\#16](https://github.com/mob-sakai/UIEffect/issues/16)
## [v1.4.1](https://github.com/mob-sakai/UIEffect/tree/v1.4.1) (2018-01-10)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.4.0...v1.4.1)
## [v1.4.0](https://github.com/mob-sakai/UIEffect/tree/v1.4.0) (2018-01-07)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.3.0...v1.4.0)
**Implemented enhancements:**
- Feature: Exclude unused shader variants from build. [\#5](https://github.com/mob-sakai/UIEffect/issues/5)
## [v1.3.0](https://github.com/mob-sakai/UIEffect/tree/v1.3.0) (2018-01-06)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.2.0...v1.3.0)
## [v1.2.0](https://github.com/mob-sakai/UIEffect/tree/v1.2.0) (2018-01-05)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.1.0...v1.2.0)
**Implemented enhancements:**
- Feature: Fast multiple shadow effect. [\#2](https://github.com/mob-sakai/UIEffect/issues/2)
**Fixed bugs:**
- Pixelaration shifts to the lower right. [\#4](https://github.com/mob-sakai/UIEffect/issues/4)
## [v1.1.0](https://github.com/mob-sakai/UIEffect/tree/v1.1.0) (2017-08-17)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.0.0...v1.1.0)
**Implemented enhancements:**
- Feature: Pixelization effect [\#1](https://github.com/mob-sakai/UIEffect/issues/1)
## [v1.0.0](https://github.com/mob-sakai/UIEffect/tree/v1.0.0) (2017-03-01)
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/a9c4ec4e72a055ca5e5c24f6a75c6720f0f6fd7f...v1.0.0)
\* *This Changelog was automatically generated by [github_changelog_generator](https://github.com/github-changelog-generator/github-changelog-generator)*

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#if TMP_PRESENT
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro.EditorUtilities;
using UnityEditor;
using Coffee.UIExtensions;
using System.IO;
using System.Linq;
using System;
namespace Coffee.UIEffect.Editors
{
public class TMP_SDFShaderGUI : TMPro.EditorUtilities.TMP_SDFShaderGUI
{
static GUIStyle s_PanelTitle;
Material currentMaterial;
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
{
currentMaterial = materialEditor.target as Material;
base.OnGUI(materialEditor, properties);
}
protected override void DoGUI()
{
if (currentMaterial.HasProperty("_FaceColor"))
{
base.DoGUI();
}
else
{
DrawSpritePanel();
}
var name = currentMaterial.shader.name;
if (name.EndsWith("(UIEffect)"))
{
DrawEffectPanel();
}
else if (name.EndsWith("(UIDissolve)"))
{
DrawDissolvePanel();
}
else if (name.EndsWith("(UIShiny)"))
{
DrawShinyPanel();
}
else if (name.EndsWith("(UITransition)"))
{
DrawTransitionPanel();
}
}
void DrawSpritePanel()
{
if (BeginTmpPanel("Sprite", true))
{
EditorGUI.indentLevel += 1;
DoTexture2D("_MainTex", "Texture");
DoColor("_Color", "Color");
EditorGUI.indentLevel -= 1;
}
EndTmpPanel();
}
void DrawDissolvePanel()
{
if (BeginTmpPanel("Dissolve", true))
{
EditorGUI.indentLevel += 1;
DoTexture2D("_NoiseTex", "Texture");
DrawEnum<ColorMode>(currentMaterial);
EditorGUI.indentLevel -= 1;
}
EndTmpPanel();
}
void DrawShinyPanel()
{
}
void DrawTransitionPanel()
{
if (BeginTmpPanel("Transition", true))
{
EditorGUI.indentLevel += 1;
DoTexture2D("_NoiseTex", "Texture");
DrawEnum<UITransitionEffect.EffectMode>(currentMaterial);
EditorGUI.indentLevel -= 1;
}
EndTmpPanel();
}
void DrawEffectPanel()
{
if (BeginTmpPanel("Effect", true))
{
EditorGUI.indentLevel += 1;
DrawEnum<EffectMode>(currentMaterial);
DrawEnum<ColorMode>(currentMaterial);
DrawEnum<BlurMode>(currentMaterial);
DrawToggleKeyword(currentMaterial, "Advanced Blur", "EX");
EditorGUI.indentLevel -= 1;
}
EndTmpPanel();
}
static void DrawEnum<T>(Material mat)
{
Type type = typeof(T);
string[] names = System.Enum.GetNames(type);
int[] values = System.Enum.GetValues(type) as int[];
int mode = 0;
for (int i = 0; i < names.Length; i++)
{
if (mat.IsKeywordEnabled(names[i].ToUpper()))
mode = values[i];
}
var newMode = EditorGUILayout.IntPopup(ObjectNames.NicifyVariableName(type.Name), mode, names, values);
if (mode != newMode)
{
Array.IndexOf<int>(values, mode);
mat.DisableKeyword(names[Array.IndexOf<int>(values, mode)].ToUpper());
if (newMode != 0)
mat.EnableKeyword(names[Array.IndexOf<int>(values, newMode)].ToUpper());
}
}
static void DrawToggleKeyword(Material mat, string label, string keyword)
{
bool value = mat.IsKeywordEnabled(keyword);
if (EditorGUILayout.Toggle(label, value) != value)
{
if (value)
mat.DisableKeyword(keyword);
else
mat.EnableKeyword(keyword);
}
}
static bool BeginTmpPanel(string panel, bool expanded)
{
if (s_PanelTitle == null)
{
s_PanelTitle = new GUIStyle(EditorStyles.label) { fontStyle = FontStyle.Bold };
}
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
Rect position = EditorGUI.IndentedRect(GUILayoutUtility.GetRect(20f, 18f));
position.x += 20;
position.width += 6f;
expanded = GUI.Toggle(position, expanded, panel, s_PanelTitle);
EditorGUI.indentLevel++;
EditorGUI.BeginDisabledGroup(false);
return expanded;
}
static void EndTmpPanel()
{
EditorGUI.EndDisabledGroup();
EditorGUI.indentLevel--;
EditorGUILayout.EndVertical();
}
}
}
#endif

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Copyright 2017 mob-sakai
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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