Class Emulator
- Namespace
- UnityHawk
- Assembly
- UnityHawk.dll
public class Emulator : MonoBehaviour
- Inheritance
-
object
Emulator
Properties
CurrentFrame
public int CurrentFrame { get; }
Property Value
- int
CurrentStatus
public Emulator.Status CurrentStatus { get; }
Property Value
- Emulator.Status
IsMuted
public bool IsMuted { get; set; }
Property Value
- bool
IsPaused
public bool IsPaused { get; set; }
Property Value
- bool
IsRunning
public bool IsRunning { get; }
Property Value
- bool
IsStarted
public bool IsStarted { get; }
Property Value
- bool
IsStarting
public bool IsStarting { get; }
Property Value
- bool
LogLevel
public Logger.LogLevel LogLevel { get; set; }
Property Value
- Logger.LogLevel
Logger
public Logger Logger { get; }
Property Value
- Logger
SpeedPercent
public int SpeedPercent { get; set; }
Property Value
- int
SystemId
public string SystemId { get; }
Property Value
- string
Texture
public Texture Texture { get; }
Property Value
- Texture
Volume
public int Volume { get; set; }
Property Value
- int
Methods
FrameAdvance()
public void FrameAdvance()
Freeze(long, int, string)
public void Freeze(long address, int size, string domain = null)
Parameters
address long
size int
domain string
LoadRom(string)
public void LoadRom(string path)
Parameters
path string
LoadRom(Rom)
public void LoadRom(Rom rom)
Parameters
rom Rom
LoadState(string)
public void LoadState(string path)
Parameters
path string
LoadState(Savestate)
public void LoadState(Savestate sample)
Parameters
sample Savestate
Mute()
Pause()
RegisterLuaCallback(string, LuaCallback)
public void RegisterLuaCallback(string methodName, Emulator.LuaCallback luaCallback)
Parameters
methodName string
luaCallback Emulator.LuaCallback
RegisterMethod(string, LuaCallback)
[Obsolete("use RegisterLuaCallback instead")]
public void RegisterMethod(string methodName, Emulator.LuaCallback luaCallback)
Parameters
methodName string
luaCallback Emulator.LuaCallback
ReloadState()
public void ReloadState()
Restart()
[Button(null, EButtonEnableMode.Always)]
public void Restart()
SaveState(string)
public string SaveState(string path)
Parameters
path string
Returns
- string
SetSpeedPercent(int)
public void SetSpeedPercent(int percent)
Parameters
percent int
SetVolume(int)
public void SetVolume(int value)
Parameters
value int
Unfreeze(long, int, string)
public void Unfreeze(long address, int size, string domain = null)
Parameters
address long
size int
domain string
Unmute()
Unpause()
Unwatch(int)
public void Unwatch(int id)
Parameters
id int
WatchFloat(long, bool, string, Action<float>)
public int WatchFloat(long address, bool isBigEndian, string domain, Action<float> onChanged)
Parameters
address long
isBigEndian bool
domain string
onChanged Action<float>
Returns
- int
WatchSigned(long, int, bool, string, Action<int>)
public int WatchSigned(long address, int size, bool isBigEndian, string domain, Action<int> onChanged)
Parameters
address long
size int
isBigEndian bool
domain string
onChanged Action<int>
Returns
- int
WatchUnsigned(long, int, bool, string, Action<uint>)
public int WatchUnsigned(long address, int size, bool isBigEndian, string domain, Action<uint> onChanged)
Parameters
address long
size int
isBigEndian bool
domain string
onChanged Action<uint>
Returns
- int
WriteFloat(long, float, bool, string)
public void WriteFloat(long address, float value, bool isBigEndian, string domain = null)
Parameters
address long
value float
isBigEndian bool
domain string
WriteSigned(long, int, int, bool, string)
public void WriteSigned(long address, int value, int size, bool isBigEndian, string domain = null)
Parameters
address long
value int
size int
isBigEndian bool
domain string
WriteUnsigned(long, uint, int, bool, string)
public void WriteUnsigned(long address, uint value, int size, bool isBigEndian, string domain = null)
Parameters
address long
value uint
size int
isBigEndian bool
domain string