分离和整理代码,去掉不必要携程,保存上次游戏名称
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8
MAME.Unity/Assets/Script/UMAME/Common.meta
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MAME.Unity/Assets/Script/UMAME/Common.meta
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35
MAME.Unity/Assets/Script/UMAME/Common/UniMAMESetting.cs
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35
MAME.Unity/Assets/Script/UMAME/Common/UniMAMESetting.cs
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@ -0,0 +1,35 @@
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using UnityEngine;
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namespace Assets.Script.UMAME.Common
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{
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public class UniMAMESetting
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{
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public static UniMAMESetting instance
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{
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get
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{
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if (mInstance == null)
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||||
mInstance = new UniMAMESetting();
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return mInstance;
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||||
}
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||||
}
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private static UniMAMESetting mInstance;
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const string KEY_LASTGAMEROM = "MAME_LASTGAMEROM";
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public string LastGameRom
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{
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get
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||||
{
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if(PlayerPrefs.HasKey(KEY_LASTGAMEROM))
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return PlayerPrefs.GetString(KEY_LASTGAMEROM);
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return string.Empty;
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}
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set
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{
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PlayerPrefs.SetString(KEY_LASTGAMEROM, value);
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}
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}
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}
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}
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11
MAME.Unity/Assets/Script/UMAME/Common/UniMAMESetting.cs.meta
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11
MAME.Unity/Assets/Script/UMAME/Common/UniMAMESetting.cs.meta
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@ -1,17 +1,16 @@
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using Assets.Script.UMAME.Common;
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using mame;
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using MAME.Core.Common;
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using MAME.Core.Motion;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Threading;
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using UnityEngine;
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using UnityEngine.UI;
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public class UMAME : MonoBehaviour
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{
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mainMotion mainmotion;
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MameMainMotion emu;
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UniLog mUniLog;
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UniMouse mUniMouse;
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UniVideoPlayer mUniVideoPlayer;
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@ -19,17 +18,19 @@ public class UMAME : MonoBehaviour
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UniKeyboard mUniKeyboard;
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UniResources mUniResources;
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public Text mFPS;
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public Button btnStop;
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public Button btnStart;
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public Button btnRomDir;
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public Dictionary<string, RomInfo> ALLGame;
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public List<RomInfo> HadGameList = new List<RomInfo>();
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string mChangeRomName = string.Empty;
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public bool bQuickTestRom = false;
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public string mQuickTestRom = string.Empty;
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Dropdown optionDropdown;
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public static System.Diagnostics.Stopwatch sw = System.Diagnostics.Stopwatch.StartNew();
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public static bool bStart { get; private set; }
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public static bool bInGame { get; private set; }
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#if UNITY_EDITOR_WIN
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@ -42,25 +43,35 @@ public class UMAME : MonoBehaviour
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public static string RomPath => Application.persistentDataPath;
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#endif
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public string mChangeRomName = string.Empty;
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private void Awake()
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{
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mFPS = GameObject.Find("FPS").GetComponent<Text>();
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optionDropdown = GameObject.Find("optionDropdown").GetComponent<Dropdown>();
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mainmotion = new mainMotion();
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emu = new MameMainMotion();
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mUniLog = new UniLog();
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mUniMouse = this.gameObject.AddComponent<UniMouse>();
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mUniVideoPlayer = this.gameObject.AddComponent<UniVideoPlayer>();
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mUniSoundPlayer = GameObject.Find("Audio").transform.GetComponent<UniSoundPlayer>();
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mUniKeyboard = this.gameObject.AddComponent<UniKeyboard>();
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mUniResources = new UniResources();
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mChangeRomName = UniMAMESetting.instance.LastGameRom;
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mainmotion.Init(RomPath, mUniLog, mUniResources, mUniVideoPlayer, mUniSoundPlayer, mUniKeyboard, mUniMouse);
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ALLGame = mainmotion.GetGameList();
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emu.Init(RomPath, mUniLog, mUniResources, mUniVideoPlayer, mUniSoundPlayer, mUniKeyboard, mUniMouse);
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ALLGame = emu.GetGameList();
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Debug.Log($"ALLGame:{ALLGame.Count}");
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#if !UNITY_EDITOR
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bQuickTestRom = false;
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#endif
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if (bQuickTestRom)
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mChangeRomName = mQuickTestRom;
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GetHadRomList();
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if (bQuickTestRom)
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LoadGame();
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}
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void OnEnable()
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@ -72,51 +83,41 @@ public class UMAME : MonoBehaviour
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void LoadGame()
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{
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mChangeRomName = HadGameList[optionDropdown.value].Name;
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UniMAMESetting.instance.LastGameRom = mChangeRomName;
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StopGame();
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mainmotion.LoadRom(mChangeRomName);
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if (Machine.bRom)
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//读取ROM
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emu.LoadRom(mChangeRomName);
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//读取成功
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if (emu.bRom)
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{
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m68000Motion.iStatus = 0;
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m68000Motion.iValue = 0;
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Mame.exit_pending = false;
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mame.Motion.init();
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mainMotion.t1 = new Thread(Mame.mame_execute);
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mainMotion.t1.Start();
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StartCoroutine(StartGame());
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//读取ROM之后获得宽高初始化画面
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emu.GetGameScreenSize(out int _width, out int _height, out IntPtr _framePtr);
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Debug.Log($"_width->{_width}, _height->{_height}, _framePtr->{_framePtr}");
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mUniVideoPlayer.Initialize(_width, _height, _framePtr);
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//初始化音频
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mUniSoundPlayer.Initialize();
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//开始游戏
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emu.StartGame();
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bInGame = true;
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}
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else
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{
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Debug.Log($"ROM加载失败");
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}
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}
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private void Update()
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{
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mFPS.text = ($"fpsv {mUniVideoPlayer.videoFPS.ToString("F2")} fpsa {mUniSoundPlayer.audioFPS.ToString("F2")}");
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}
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IEnumerator StartGame()
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{
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yield return new WaitForSeconds(2f);
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StartEmu();
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}
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void StartEmu()
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{
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if (bStart)
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{
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return;
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}
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mUniSoundPlayer.Initialize();
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mainmotion.GetGameScreenSize(out int _width, out int _height, out IntPtr _framePtr);
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mUniVideoPlayer.Initialize(_width, _height, _framePtr);
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Mame.mame_pause(false);
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bStart = true;
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}
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void StopGame()
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{
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//如果已经有正在运行的游戏,使其释放
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if (bStart || Machine.bRom)
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if (bInGame)
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{
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bStart = false;
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Mame.exit_pending = true;
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Thread.Sleep(100);
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emu.StopGame();
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mUniVideoPlayer.StopVideo();
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mUniSoundPlayer.StopPlay();
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bInGame = false;
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}
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}
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@ -23,6 +23,7 @@ public class UniKeyboard : MonoBehaviour, IKeyboard
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public UILongClickButton btnCD;
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public UILongClickButton btnABC;
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FloatingJoystick mJoystick;
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public Transform tfKeyPad;
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#endregion
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List<UILongClickButton> mUIBtns = new List<UILongClickButton>();
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@ -30,7 +31,7 @@ public class UniKeyboard : MonoBehaviour, IKeyboard
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void Awake()
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{
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mJoystick = GameObject.Find("tfJoystick").GetComponent<FloatingJoystick>();
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tfKeyPad = GameObject.Find("tfKeyPad").transform;
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btnP1 = GameObject.Find("btnP1").GetComponent<UILongClickButton>();
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btnCoin1 = GameObject.Find("btnCoin1").GetComponent<UILongClickButton>();
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btnA = GameObject.Find("btnA").GetComponent<UILongClickButton>();
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@ -46,6 +47,9 @@ public class UniKeyboard : MonoBehaviour, IKeyboard
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btnE.gameObject.SetActive(false);
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btnF.gameObject.SetActive(false);
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#if UNITY_STANDALONE_WIN || UNITY_EDITOR
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tfKeyPad.gameObject.SetActive(false);
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#endif
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dictKeyCfgs.Add(KeyCode.P, MotionKey.EMU_PAUSED);
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dictKeyCfgs.Add(KeyCode.Alpha1, MotionKey.P1_GAMESTART);
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@ -1,18 +1,23 @@
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using MAME.Core.run_interface;
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using UnityEngine;
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public class UniMouse : MonoBehaviour,IMouse
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public class UniMouse : MonoBehaviour, IMouse
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{
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static int mX, mY;
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public byte[] buttons = new byte[2];
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void Update()
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{
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mX = (int)Input.mousePosition.x;
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mY = (int)Input.mousePosition.y;
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buttons[0] = Input.GetMouseButton(0) ? (byte)1 : (byte)0;
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buttons[1] = Input.GetMouseButton(1) ? (byte)1 : (byte)0;
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}
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public void MouseXY(out int X, out int Y)
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public void MouseXY(out int X, out int Y, out byte[] MouseButtons)
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{
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X = mX;
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Y = mY;
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Y = mY * -1;
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MouseButtons = buttons;
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}
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}
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@ -4,9 +4,6 @@ using UnityEngine;
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public class UniSoundPlayer : MonoBehaviour, ISoundPlayer
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{
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public int mWrite_position = 0;
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public int mPlay_position =0;
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[SerializeField]
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private AudioSource m_as;
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private RingBuffer<float> _buffer = new RingBuffer<float>(4096);
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@ -26,21 +23,30 @@ public class UniSoundPlayer : MonoBehaviour, ISoundPlayer
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public void Initialize()
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{
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m_as.Play();
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if (!m_as.isPlaying)
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{
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m_as.Play();
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}
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}
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||||
public void StopPlay()
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||||
{
|
||||
if (m_as.isPlaying)
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||||
{
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||||
m_as.Stop();
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}
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||||
}
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||||
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||||
void OnAudioFilterRead(float[] data, int channels)
|
||||
{
|
||||
if (!UMAME.bStart) return;
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||||
if (!UMAME.bInGame) return;
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||||
int step = channels;
|
||||
mWrite_position = 0;
|
||||
for (int i = 0; i < data.Length; i += step)
|
||||
{
|
||||
float rawFloat = lastData;
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||||
if (_buffer.TryRead(out float rawData))
|
||||
{
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||||
rawFloat = rawData;
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mWrite_position++;
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||||
}
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||||
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data[i] = rawFloat;
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@ -62,6 +68,8 @@ public class UniSoundPlayer : MonoBehaviour, ISoundPlayer
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||||
_buffer.Write(floatdata[i]);
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||||
}
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||||
}
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||||
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||||
|
||||
public float[] ConvertByteArrayToFloatArray(byte[] bytes, int sampleRate, int channels)
|
||||
{
|
||||
int sampleCount = bytes.Length / (channels * 2); // 16位,所以每个样本2字节
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||||
@ -72,10 +80,6 @@ public class UniSoundPlayer : MonoBehaviour, ISoundPlayer
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||||
// 读取左右声道
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||||
short left = BitConverter.ToInt16(bytes, i * channels * 2);
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||||
short right = BitConverter.ToInt16(bytes, i * channels * 2 + 2);
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||||
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||||
//short left = (short)BitConverter.ToUInt16(bytes, i * channels * 2);
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||||
//short right = (short)BitConverter.ToUInt16(bytes, i * channels * 2 + 2);
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||||
|
||||
// 转换为-1.0到1.0的浮点数
|
||||
floatArray[i] = left / 32767.0f; // 32767是16位整数的最大值
|
||||
floatArray[i + 1] = right / 32767.0f;
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||||
@ -86,22 +90,12 @@ public class UniSoundPlayer : MonoBehaviour, ISoundPlayer
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||||
|
||||
public void BufferWirte(int Off, byte[] Data)
|
||||
{
|
||||
//var current = sw.Elapsed;
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||||
//var delta = current - lastElapsed;
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||||
//lastElapsed = current;
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||||
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||||
//FPS = 1d / delta.TotalSeconds;
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||||
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||||
//for (int i = Off; i < Data.Length; i++)
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||||
//{
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||||
// _buffer.Write(Data[i]);
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||||
//}
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||||
}
|
||||
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||||
public void GetCurrentPosition(out int play_position, out int write_position)
|
||||
{
|
||||
play_position = mPlay_position;
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||||
write_position = mWrite_position;
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||||
play_position = 0;
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||||
write_position = 0;
|
||||
}
|
||||
|
||||
public void SetVolume(int Vol)
|
||||
@ -110,5 +104,4 @@ public class UniSoundPlayer : MonoBehaviour, ISoundPlayer
|
||||
return;
|
||||
m_as.volume = Vol;
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -22,39 +22,46 @@ public class UniVideoPlayer : MonoBehaviour, IVideoPlayer
|
||||
|
||||
private TimeSpan lastElapsed;
|
||||
public double videoFPS { get; private set; }
|
||||
bool bInitTexture = false;
|
||||
bool bInit = false;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
m_drawCanvas = GameObject.Find("GameRawImage").GetComponent<RawImage>();
|
||||
m_drawCanvasrect = m_drawCanvas.GetComponent<RectTransform>();
|
||||
}
|
||||
|
||||
public void Initialize(int width, int height,IntPtr framePtr)
|
||||
{
|
||||
m_drawCanvas.color = Color.white;
|
||||
//384 * 264
|
||||
mWidth = width;
|
||||
mHeight = height;
|
||||
mDataLenght = width * height * 4;
|
||||
mFrameDataPtr = framePtr;
|
||||
//m_rawBufferWarper = new Texture2D(mWidth, mHeight,TextureFormat.RGBA32,false);
|
||||
//MAMEÀ´µÄÊÇBGRA32£¬ºÃºÃºÃ
|
||||
m_rawBufferWarper = new Texture2D(mWidth, mHeight, TextureFormat.BGRA32, false);
|
||||
m_rawBufferWarper.filterMode = FilterMode.Point;
|
||||
|
||||
if (m_rawBufferWarper == null || mWidth != width || mHeight != height)
|
||||
{
|
||||
mWidth = width;
|
||||
mHeight = height;
|
||||
mDataLenght = width * height * 4;
|
||||
mFrameData = new int[mWidth * mHeight];
|
||||
//MAMEÀ´µÄÊÇBGRA32£¬ºÃºÃºÃ
|
||||
m_rawBufferWarper = new Texture2D(mWidth, mHeight, TextureFormat.BGRA32, false);
|
||||
m_rawBufferWarper.filterMode = FilterMode.Point;
|
||||
}
|
||||
|
||||
mFrameDataPtr = framePtr;
|
||||
m_drawCanvas.texture = m_rawBufferWarper;
|
||||
mFrameData = new int[mWidth * mHeight];
|
||||
bInitTexture = true;
|
||||
bInit = true;
|
||||
|
||||
float targetWidth = ((float)mWidth / mHeight) * m_drawCanvasrect.rect.height ;
|
||||
m_drawCanvasrect.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, targetWidth);
|
||||
}
|
||||
|
||||
public void StopVideo()
|
||||
{
|
||||
bInit = false;
|
||||
m_drawCanvas.color = new Color(0,0,0,0);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!bInitTexture) return;
|
||||
|
||||
//m_rawBufferWarper.LoadRawTextureData(mFrameDataPtr, mFrameData.Length * 4);
|
||||
if (!bInit) return;
|
||||
m_rawBufferWarper.LoadRawTextureData(mFrameDataPtr, mDataLenght);
|
||||
m_rawBufferWarper.Apply();
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user