主工程 VirtualNes.Core核心低版本C#兼容

This commit is contained in:
sin365 2024-12-20 18:44:55 +08:00
parent 765b62c7cc
commit af82cff70a
11 changed files with 344 additions and 317 deletions

View File

@ -8,85 +8,85 @@ using UnityEngine;
public class AxiProjectTools : EditorWindow public class AxiProjectTools : EditorWindow
{ {
static string cachecfgPath = "Assets/AxiComToolCache.asset"; static string cachecfgPath = "Assets/AxiComToolCache.asset";
static string toolSenceName = "AxiProjectTools"; static string toolSenceName = "AxiProjectTools";
static string outCsDir = Application.dataPath + "/AxiCom/"; static string outCsDir = Application.dataPath + "/AxiCom/";
static Dictionary<string, AxiPrefabCache_Com2GUID> ComType2GUID = new Dictionary<string, AxiPrefabCache_Com2GUID>(); static Dictionary<string, AxiPrefabCache_Com2GUID> ComType2GUID = new Dictionary<string, AxiPrefabCache_Com2GUID>();
static void GoTAxiProjectToolsSence() static void GoTAxiProjectToolsSence()
{ {
string[] sceneGuids = AssetDatabase.FindAssets("t:scene"); string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
foreach (string guid in sceneGuids) foreach (string guid in sceneGuids)
{ {
string path = AssetDatabase.GUIDToAssetPath(guid); string path = AssetDatabase.GUIDToAssetPath(guid);
if (path.Contains(toolSenceName)) if (path.Contains(toolSenceName))
{ {
EditorSceneManager.OpenScene(path); EditorSceneManager.OpenScene(path);
return; return;
} }
} }
} }
[MenuItem("Axibug移植工具/[1]UGUI组件")] [MenuItem("Axibug移植工具/[1]UGUI组件")]
public static void Part1() public static void Part1()
{ {
GoTAxiProjectToolsSence(); GoTAxiProjectToolsSence();
ComType2GUID.Clear(); ComType2GUID.Clear();
string[] sceneGuids = AssetDatabase.FindAssets("t:scene"); string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
foreach (string guid in sceneGuids) foreach (string guid in sceneGuids)
{ {
string path = AssetDatabase.GUIDToAssetPath(guid); string path = AssetDatabase.GUIDToAssetPath(guid);
if (path.Contains(toolSenceName)) if (path.Contains(toolSenceName))
continue; continue;
EditorSceneManager.OpenScene(path); EditorSceneManager.OpenScene(path);
// 创建一个列表来存储根节点 // 创建一个列表来存储根节点
List<GameObject> rootNodes = new List<GameObject>(); List<GameObject> rootNodes = new List<GameObject>();
// 遍历场景中的所有对象 // 遍历场景中的所有对象
GameObject[] allObjects = FindObjectsOfType<GameObject>(); GameObject[] allObjects = FindObjectsOfType<GameObject>();
foreach (GameObject obj in allObjects) foreach (GameObject obj in allObjects)
{ {
// 检查对象是否有父对象 // 检查对象是否有父对象
if (obj.transform.parent == null) if (obj.transform.parent == null)
{ {
// 如果没有父对象,则它是一个根节点 // 如果没有父对象,则它是一个根节点
rootNodes.Add(obj); rootNodes.Add(obj);
} }
} }
foreach (var node in rootNodes) foreach (var node in rootNodes)
LoopPrefabNode(path, node, 0); LoopPrefabNode(path, node, 0);
} }
string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab"); string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab");
foreach (string guid in prefabGuids) foreach (string guid in prefabGuids)
{ {
string path = AssetDatabase.GUIDToAssetPath(guid); string path = AssetDatabase.GUIDToAssetPath(guid);
GetPrefab(path); GetPrefab(path);
} }
AxiPrefabCache cache = ScriptableObject.CreateInstance<AxiPrefabCache>(); AxiPrefabCache cache = ScriptableObject.CreateInstance<AxiPrefabCache>();
foreach (var data in ComType2GUID) foreach (var data in ComType2GUID)
cache.caches.Add(data.Value); cache.caches.Add(data.Value);
AssetDatabase.CreateAsset(cache, cachecfgPath); AssetDatabase.CreateAsset(cache, cachecfgPath);
AssetDatabase.SaveAssets(); AssetDatabase.SaveAssets();
AssetDatabase.Refresh(); AssetDatabase.Refresh();
GoTAxiProjectToolsSence(); 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>"); 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}";
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_5_4_OR_NEWER && !UNITY_2018_4_OR_NEWER
GameObject prefabRoot = trans.gameObject; GameObject prefabRoot = trans.gameObject;
int comCount = prefabRoot.GetComponentCount(); int comCount = prefabRoot.GetComponentCount();
for (int i = 0; i < comCount; i++) for (int i = 0; i < comCount; i++)
@ -130,250 +130,253 @@ public class AxiProjectTools : EditorWindow
//±éÀú //±éÀú
foreach (Transform child in trans.transform) foreach (Transform child in trans.transform)
LoopPrefabNode(nodename, child.gameObject, depth + 1); 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]")] [MenuItem("Axibug移植工具/[2]")]
public static void Part2() public static void Part2()
{ {
if (UnityEngine.Windows.Directory.Exists(outCsDir)) if (UnityEngine.Windows.Directory.Exists(outCsDir))
UnityEngine.Windows.Directory.Delete(outCsDir); UnityEngine.Windows.Directory.Delete(outCsDir);
Directory.CreateDirectory(outCsDir); Directory.CreateDirectory(outCsDir);
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath); AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
foreach (var data in cache.caches) foreach (var data in cache.caches)
{ {
string toName = "Axi" + data.SrcName; string toName = "Axi" + data.SrcName;
string toPath = outCsDir + toName + ".cs"; string toPath = outCsDir + toName + ".cs";
string codeStr = "namespace AxibugCom { public class " + toName + " : " + data.SrcFullName + " {} }"; string codeStr = "namespace AxibugCom { public class " + toName + " : " + data.SrcFullName + " {} }";
try try
{ {
System.IO.File.WriteAllText(toPath, codeStr); System.IO.File.WriteAllText(toPath, codeStr);
data.ToName = toName; data.ToName = toName;
data.ToPATH = toPath; data.ToPATH = toPath;
} }
catch (Exception ex) catch (Exception ex)
{ {
Debug.LogError("写入失败" + ex.ToString()); Debug.LogError("写入失败" + ex.ToString());
} }
} }
Debug.Log("写入完毕"); Debug.Log("写入完毕");
AssetDatabase.SaveAssets(); AssetDatabase.SaveAssets();
AssetDatabase.Refresh(); AssetDatabase.Refresh();
Debug.Log("<Color=#FFF333>处理完毕 [2]生成中间脚本代码</color>"); 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]")] [MenuItem("Axibug移植工具/[3]")]
public static void Part3() public static void Part3()
{ {
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath); AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
List<MonoScript> allMonoScripts = FindAllAssetsOfType<MonoScript>(); List<MonoScript> allMonoScripts = FindAllAssetsOfType<MonoScript>();
foreach (var data in cache.caches) foreach (var data in cache.caches)
{ {
MonoScript monoScript = allMonoScripts.FirstOrDefault(w => w.name == data.ToName); MonoScript monoScript = allMonoScripts.FirstOrDefault(w => w.name == data.ToName);
if (monoScript == null) if (monoScript == null)
{ {
Debug.LogError("没找到" + data.ToName); Debug.LogError("没找到" + data.ToName);
continue; continue;
} }
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript)); string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
data.ToGUID = guid; data.ToGUID = guid;
data.monoScript = monoScript; data.monoScript = monoScript;
} }
Debug.Log("写入完毕"); Debug.Log("写入完毕");
AssetDatabase.SaveAssets(); AssetDatabase.SaveAssets();
AssetDatabase.Refresh(); AssetDatabase.Refresh();
Debug.Log("<Color=#FFF333>处理完毕 [3]收集生成的脚本</color>"); 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 static List<T> FindAllAssetsOfType<T>() where T : UnityEngine.Object
{ {
List<T> assets = new List<T>(); List<T> assets = new List<T>();
string[] allGuids = AssetDatabase.FindAssets(""); string[] allGuids = AssetDatabase.FindAssets("");
foreach (string guid in allGuids) foreach (string guid in allGuids)
{ {
string path = AssetDatabase.GUIDToAssetPath(guid); 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# 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); T asset = AssetDatabase.LoadAssetAtPath<T>(path);
if (asset != null) if (asset != null)
{ {
assets.Add(asset); assets.Add(asset);
} }
} }
} }
return assets; return assets;
} }
[MenuItem("Axibug移植工具/[4]")] [MenuItem("Axibug移植工具/[4]")]
public static void Part4() public static void Part4()
{ {
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath); AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
Dictionary<string, string> tempReplaceDict = new Dictionary<string, string>(); Dictionary<string, string> tempReplaceDict = new Dictionary<string, string>();
foreach (var data in cache.caches) foreach (var data in cache.caches)
{ {
tempReplaceDict[data.GUID] = data.ToGUID; tempReplaceDict[data.GUID] = data.ToGUID;
} }
ProcessAllPrefabs("*.prefab", tempReplaceDict); ProcessAllPrefabs("*.prefab", tempReplaceDict);
ProcessAllPrefabs("*.unity", tempReplaceDict); ProcessAllPrefabs("*.unity", tempReplaceDict);
ProcessAllPrefabs("*.anim", tempReplaceDict); ProcessAllPrefabs("*.anim", tempReplaceDict);
AssetDatabase.SaveAssets(); AssetDatabase.SaveAssets();
AssetDatabase.Refresh(); 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>"); 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) static void ProcessAllPrefabs(string form, Dictionary<string, string> tempReplaceDict, bool reverse = false)
{ {
List<GameObject> prefabs = new List<GameObject>(); List<GameObject> prefabs = new List<GameObject>();
var resourcesPath = Application.dataPath; var resourcesPath = Application.dataPath;
var absolutePaths = Directory.GetFiles(resourcesPath, form, SearchOption.AllDirectories); var absolutePaths = Directory.GetFiles(resourcesPath, form, SearchOption.AllDirectories);
for (int i = 0; i < absolutePaths.Length; i++) for (int i = 0; i < absolutePaths.Length; i++)
{ {
Debug.Log("prefab name: " + absolutePaths[i]); Debug.Log("prefab name: " + absolutePaths[i]);
foreach (var VARIABLE in tempReplaceDict) foreach (var VARIABLE in tempReplaceDict)
{ {
string oldValue = reverse ? VARIABLE.Value : VARIABLE.Key; string oldValue = reverse ? VARIABLE.Value : VARIABLE.Key;
string newValue = reverse ? VARIABLE.Key : VARIABLE.Value; string newValue = reverse ? VARIABLE.Key : VARIABLE.Value;
ReplaceValue(absolutePaths[i], oldValue, newValue); ReplaceValue(absolutePaths[i], oldValue, newValue);
} }
EditorUtility.DisplayProgressBar("处理预制体……", "处理预制体中……", (float)i / absolutePaths.Length); EditorUtility.DisplayProgressBar("处理预制体……", "处理预制体中……", (float)i / absolutePaths.Length);
} }
EditorUtility.ClearProgressBar(); EditorUtility.ClearProgressBar();
} }
/// <summary> /// <summary>
/// 替换值 /// 替换值
/// </summary> /// </summary>
/// <param name="strFilePath">文件路径</param> /// <param name="strFilePath">文件路径</param>
static void ReplaceValue(string strFilePath, string oldLine, string newLine) static void ReplaceValue(string strFilePath, string oldLine, string newLine)
{ {
if (File.Exists(strFilePath)) if (File.Exists(strFilePath))
{ {
string[] lines = File.ReadAllLines(strFilePath); string[] lines = File.ReadAllLines(strFilePath);
for (int i = 0; i < lines.Length; i++) for (int i = 0; i < lines.Length; i++)
{ {
lines[i] = lines[i].Replace(oldLine, newLine); lines[i] = lines[i].Replace(oldLine, newLine);
} }
File.WriteAllLines(strFilePath, lines); File.WriteAllLines(strFilePath, lines);
} }
} }
[MenuItem("Axibug移植工具/[5]UnPack所有预制体")] [MenuItem("Axibug移植工具/[5]UnPack所有预制体")]
public static void UnpackPrefabs() public static void UnpackPrefabs()
{ {
string[] allAssetPaths = AssetDatabase.GetAllAssetPaths(); string[] allAssetPaths = AssetDatabase.GetAllAssetPaths();
int prefabCount = 0; int prefabCount = 0;
foreach (string path in allAssetPaths) foreach (string path in allAssetPaths)
{ {
if (Path.GetExtension(path).Equals(".prefab")) if (Path.GetExtension(path).Equals(".prefab"))
{ {
Debug.Log($"Unpacking {path}"); Debug.Log($"Unpacking {path}");
UnpackPrefab(path); UnpackPrefab(path);
prefabCount++; prefabCount++;
} }
} }
Debug.Log($"Unpacked {prefabCount} prefabs."); Debug.Log($"Unpacked {prefabCount} prefabs.");
Debug.Log("<Color=#FFF333>处理完毕 [5]UnPack所有预制体</color>"); Debug.Log("<Color=#FFF333>处理完毕 [5]UnPack所有预制体</color>");
} }
static void UnpackPrefab(string prefabPath) static void UnpackPrefab(string prefabPath)
{ {
GameObject prefabInstance = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath); GameObject prefabInstance = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
if (prefabInstance == null) if (prefabInstance == null)
{ {
Debug.LogError($"Failed to load prefab at path: {prefabPath}"); Debug.LogError($"Failed to load prefab at path: {prefabPath}");
return; return;
} }
var obj = GameObject.Instantiate(prefabInstance, null); var obj = GameObject.Instantiate(prefabInstance, null);
TraverseHierarchy(obj); TraverseHierarchy(obj);
PrefabUtility.SaveAsPrefabAsset(obj, prefabPath); PrefabUtility.SaveAsPrefabAsset(obj, prefabPath);
GameObject.DestroyImmediate(obj); GameObject.DestroyImmediate(obj);
} }
static void TraverseHierarchy(GameObject obj) static void TraverseHierarchy(GameObject obj)
{ {
// 检查该对象是否是预制体的实例 // 检查该对象是否是预制体的实例
if (PrefabUtility.IsPartOfPrefabInstance(obj)) if (PrefabUtility.IsPartOfPrefabInstance(obj))
{ {
// 将预制体实例转换为普通游戏对象 // 将预制体实例转换为普通游戏对象
PrefabUtility.UnpackPrefabInstance(obj, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction); PrefabUtility.UnpackPrefabInstance(obj, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
Debug.Log("Prefab instance converted to game object: " + obj.name); Debug.Log("Prefab instance converted to game object: " + obj.name);
} }
// 递归遍历子对象 // 递归遍历子对象
for (int i = 0; i < obj.transform.childCount; i++) for (int i = 0; i < obj.transform.childCount; i++)
{ {
TraverseHierarchy(obj.transform.GetChild(i).gameObject); TraverseHierarchy(obj.transform.GetChild(i).gameObject);
} }
} }
[MenuItem("Axibug移植工具/[6]Sprite")] [MenuItem("Axibug移植工具/[6]Sprite")]
public static void FixMultipleMaterialSprites() public static void FixMultipleMaterialSprites()
{ {
string[] guids = AssetDatabase.FindAssets("t:sprite"); string[] guids = AssetDatabase.FindAssets("t:sprite");
List<Sprite> spritesToFix = new List<Sprite>(); List<Sprite> spritesToFix = new List<Sprite>();
foreach (string guid in guids) foreach (string guid in guids)
{ {
string path = AssetDatabase.GUIDToAssetPath(guid); string path = AssetDatabase.GUIDToAssetPath(guid);
Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path); Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path);
// 检查是否有多个材质 // 检查是否有多个材质
if (IsUsingMultipleMaterials(sprite)) if (IsUsingMultipleMaterials(sprite))
{ {
spritesToFix.Add(sprite); spritesToFix.Add(sprite);
Debug.Log("Found sprite with multiple materials: " + path); Debug.Log("Found sprite with multiple materials: " + path);
} }
} }
// 修复每个找到的Sprite // 修复每个找到的Sprite
foreach (var sprite in spritesToFix) foreach (var sprite in spritesToFix)
{ {
FixSprite(sprite); FixSprite(sprite);
} }
AssetDatabase.SaveAssets(); AssetDatabase.SaveAssets();
AssetDatabase.Refresh(); AssetDatabase.Refresh();
Debug.Log("<Color=#FFF333>处理完毕 [6]修复Sprite</color>"); Debug.Log("<Color=#FFF333>处理完毕 [6]修复Sprite</color>");
} }
private static bool IsUsingMultipleMaterials(Sprite sprite) private static bool IsUsingMultipleMaterials(Sprite sprite)
{ {
if (sprite == null) return false; if (sprite == null) return false;
// 获取精灵的材质 // 获取精灵的材质
var textureImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(sprite)) as TextureImporter; var textureImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(sprite)) as TextureImporter;
return textureImporter != null && textureImporter.spriteImportMode == SpriteImportMode.Multiple; return textureImporter != null && textureImporter.spriteImportMode == SpriteImportMode.Multiple;
} }
private static void FixSprite(Sprite sprite) private static void FixSprite(Sprite sprite)
{ {
// 获取Sprite的路径 // 获取Sprite的路径
string path = AssetDatabase.GetAssetPath(sprite); string path = AssetDatabase.GetAssetPath(sprite);
var textureImporter = AssetImporter.GetAtPath(path) as TextureImporter; var textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
if (textureImporter != null) if (textureImporter != null)
{ {
// 保存当前切割信息 // 保存当前切割信息
SpriteMetaData[] originalMetaData = textureImporter.spritesheet; SpriteMetaData[] originalMetaData = textureImporter.spritesheet;
// 临时禁用Sprite导入 // 临时禁用Sprite导入
textureImporter.spriteImportMode = SpriteImportMode.None; textureImporter.spriteImportMode = SpriteImportMode.None;
textureImporter.SaveAndReimport(); textureImporter.SaveAndReimport();
// 重新启用Sprite导入并保持原样切割参数 // 重新启用Sprite导入并保持原样切割参数
textureImporter.spriteImportMode = SpriteImportMode.Multiple; textureImporter.spriteImportMode = SpriteImportMode.Multiple;
textureImporter.spritesheet = originalMetaData; // 恢复原来的切割信息 textureImporter.spritesheet = originalMetaData; // 恢复原来的切割信息
// 重新导入以应用更改 // 重新导入以应用更改
textureImporter.SaveAndReimport(); textureImporter.SaveAndReimport();
} }
} }
} }

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@ -2,7 +2,7 @@
{ {
public struct BLOCKHDR : IStateBufferObject public struct BLOCKHDR : IStateBufferObject
{ {
public readonly bool Valid => !string.IsNullOrEmpty(ID); public bool Valid => !string.IsNullOrEmpty(ID);
/// <summary> 总是8个字节 </summary> /// <summary> 总是8个字节 </summary>
public string ID; public string ID;
public ushort Reserved; public ushort Reserved;
@ -11,12 +11,12 @@
public readonly uint GetSize() public uint GetSize()
{ {
return (uint)(8 + sizeof(ushort) + sizeof(ushort) + sizeof(uint)); return (uint)(8 + sizeof(ushort) + sizeof(ushort) + sizeof(uint));
} }
public readonly void SaveState(StateBuffer buffer) public void SaveState(StateBuffer buffer)
{ {
if (Valid) if (Valid)
{ {

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@ -8,12 +8,12 @@
public uint pad4bit; public uint pad4bit;
public byte strobe; public byte strobe;
public readonly uint GetSize() public uint GetSize()
{ {
return sizeof(uint) * 4 + sizeof(byte); return sizeof(uint) * 4 + sizeof(byte);
} }
public readonly void SaveState(StateBuffer buffer) public void SaveState(StateBuffer buffer)
{ {
buffer.Write(pad1bit); buffer.Write(pad1bit);
buffer.Write(pad2bit); buffer.Write(pad2bit);

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@ -4,12 +4,12 @@
{ {
public uint data; public uint data;
public readonly uint GetSize() public uint GetSize()
{ {
return sizeof(uint); return sizeof(uint);
} }
public readonly void SaveState(StateBuffer buffer) public void SaveState(StateBuffer buffer)
{ {
buffer.Write(data); buffer.Write(data);
} }

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@ -14,12 +14,12 @@
public readonly uint GetSize() public uint GetSize()
{ {
return (uint)(ID.Length + sizeof(ushort) + sizeof(uint) + sizeof(ushort) + sizeof(ushort)); return (uint)(ID.Length + sizeof(ushort) + sizeof(uint) + sizeof(ushort) + sizeof(ushort));
} }
public readonly void SaveState(StateBuffer buffer) public void SaveState(StateBuffer buffer)
{ {
buffer.Write(ID); buffer.Write(ID);
buffer.Write(BlockVersion); buffer.Write(BlockVersion);

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@ -9,12 +9,12 @@
return new MMCSTAT() { mmcdata = new byte[256] }; return new MMCSTAT() { mmcdata = new byte[256] };
} }
public readonly uint GetSize() public uint GetSize()
{ {
return 256; return 256;
} }
public readonly void SaveState(StateBuffer buffer) public void SaveState(StateBuffer buffer)
{ {
buffer.Write(mmcdata); buffer.Write(mmcdata);
} }

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@ -22,12 +22,12 @@ namespace VirtualNes.Core
return res; return res;
} }
public readonly uint GetSize() public uint GetSize()
{ {
return (uint)(RAM.Length + BGPAL.Length + SPPAL.Length + SPRAM.Length); return (uint)(RAM.Length + BGPAL.Length + SPPAL.Length + SPRAM.Length);
} }
public readonly void SaveState(StateBuffer buffer) public void SaveState(StateBuffer buffer)
{ {
buffer.Write(RAM); buffer.Write(RAM);
buffer.Write(BGPAL); buffer.Write(BGPAL);

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@ -7,12 +7,12 @@
public readonly uint GetSize() public uint GetSize()
{ {
return cpureg.GetSize() + ppureg.GetSize(); return cpureg.GetSize() + ppureg.GetSize();
} }
public readonly void SaveState(StateBuffer buffer) public void SaveState(StateBuffer buffer)
{ {
cpureg.SaveState(buffer); cpureg.SaveState(buffer);
ppureg.SaveState(buffer); ppureg.SaveState(buffer);
@ -45,12 +45,12 @@
public long emul_cycles; public long emul_cycles;
public long base_cycles; public long base_cycles;
public readonly uint GetSize() public uint GetSize()
{ {
return 32; return 32;
} }
public readonly void SaveState(StateBuffer buffer) public void SaveState(StateBuffer buffer)
{ {
buffer.Write(PC); buffer.Write(PC);
buffer.Write(A); buffer.Write(A);
@ -102,12 +102,12 @@
public ushort loopy_v; public ushort loopy_v;
public ushort loopy_x; public ushort loopy_x;
public readonly uint GetSize() public uint GetSize()
{ {
return 12; return 12;
} }
public readonly void SaveState(StateBuffer buffer) public void SaveState(StateBuffer buffer)
{ {
buffer.Write(reg0); buffer.Write(reg0);
buffer.Write(reg1); buffer.Write(reg1);

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@ -9,12 +9,12 @@
return new SNDSTAT() { snddata = new byte[0x800] }; return new SNDSTAT() { snddata = new byte[0x800] };
} }
public readonly uint GetSize() public uint GetSize()
{ {
return (uint)snddata.Length; return (uint)snddata.Length;
} }
public readonly void SaveState(StateBuffer buffer) public void SaveState(StateBuffer buffer)
{ {
buffer.Write(snddata); buffer.Write(snddata);
} }

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@ -36,7 +36,7 @@ namespace VirtualNes.Core
public BLOCKHDR exctrBLOCK; public BLOCKHDR exctrBLOCK;
public EXCTRSTAT exctr; public EXCTRSTAT exctr;
public readonly byte[] ToBytes() public byte[] ToBytes()
{ {
StateBuffer buffer = new StateBuffer(); StateBuffer buffer = new StateBuffer();

View File

@ -22,14 +22,18 @@ namespace VirtualNes.Core
public bool HasButton(int player, EnumButtonType button) public bool HasButton(int player, EnumButtonType button)
{ {
uint raw = player switch uint raw;
switch (player)
{ {
0 => raw0, case 0: raw = raw0; break;
1 => raw1, case 1: raw = raw1; break;
2 => raw2, case 2: raw = raw2; break;
3 => raw3, case 3: raw = raw3; break;
_ => 0 default:
}; raw = 0;
break;
}
return (raw & (uint)button) == (uint)button; return (raw & (uint)button) == (uint)button;
} }
@ -51,10 +55,30 @@ namespace VirtualNes.Core
public override int GetHashCode() public override int GetHashCode()
{ {
return HashCode.Combine(raw0, raw1, raw2, raw3, valid); //return HashCode.Combine(raw0, raw1, raw2, raw3, valid);
} return ComputeHashCode(raw0, raw1, raw2, raw3, valid);
}
public static bool operator ==(ControllerState left, ControllerState right) public static int ComputeHashCode(uint raw0, uint raw1, uint raw2, uint raw3, bool valid)
{
unchecked // 允许溢出,使得哈希码计算更加合理
{
int hash = 17; // 选择一个非零的初始值
// 将每个 uint 类型的值转换为 int 并合并到哈希码中
hash = hash * 31 + (int)raw0;
hash = hash * 31 + (int)raw1;
hash = hash * 31 + (int)raw2;
hash = hash * 31 + (int)raw3;
// 将 bool 类型的值转换为 int 并合并到哈希码中
hash = hash * 31 + (valid ? 1 : 0);
return hash;
}
}
public static bool operator ==(ControllerState left, ControllerState right)
{ {
return return
left.raw0 == right.raw0 && left.raw0 == right.raw0 &&