Relato de desenvolvimento de emulador NES usando Rust Relato do uso da linguagem Rust no desenvolvimento de um emulador de NES
Samuel M. Schultze [email protected]
/* * * * * | |
* URLParameters.cs | |
* ---------------- | |
* | |
* This singleton script provides easy access to any URL components in a Web-build. | |
* Since Unity is about to deprecate the old "Application.ExternalEval" api we can | |
* no longer inject our javascript into the browser. We now need to use a jslib file | |
* which holds the javascript part. This script, when imported in a project, will | |
* automatically extract a jslib file into the Plugins folder named: "URLParameters.jslib". | |
* |
using UnityEngine; | |
#if UNITY_WEBGL && !UNITY_EDITOR | |
using System.Runtime.InteropServices; | |
#endif | |
public static class Clipboard { | |
public static string ClipboardText { | |
get { return clipboard_read_text(); } | |
set { clipboard_write_text(value); } |
import { useEffect, useRef, useState } from "react"; | |
import { BehaviorSubject, Observable, PartialObserver, Subject } from "rxjs"; | |
function useConstant<T>(factory: () => T): T { | |
const ref = useRef<{ value: T }>(); | |
if (!ref.current) { | |
ref.current = { value: factory() }; | |
} |
import re | |
import numpy as np | |
from matplotlib import pyplot as plt | |
replacements = { | |
'sin' : 'np.sin', | |
'cos' : 'np.cos', | |
'exp': 'np.exp', | |
'sqrt': 'np.sqrt', |
using UnityEditor; | |
using UnityEngine; | |
namespace EnhancedHierarchy { | |
[InitializeOnLoad] | |
static class PreviewBackgroundColor { | |
private static readonly Color backgroundColor = new Color(1f, 0f, 1f); // Change this color | |
static PreviewBackgroundColor() { |
using UnityEditor; | |
using UnityEngine; | |
namespace EnhancedHierarchy { | |
[InitializeOnLoad] | |
static class RemoveDefaultBG { | |
static RemoveDefaultBG() { | |
After.Frames(1, () => { | |
var s = ReflectionHelper.FindType("UnityEditor.SceneVisibilityHierarchyGUI"); | |
var t = s.GetNestedType("Styles", ReflectionHelper.FULL_BINDING); |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
using Object = UnityEngine.Object; | |
public class ObjectPool<T> where T : Component { | |
public List<T> objects { get; private set; } | |
public T objReference { get; private set; } |
using System; | |
using System.Collections.Generic; | |
using System.Diagnostics; | |
using System.Reflection; | |
using UnityEditor; | |
public class AssetStoreToolsCallbacks { | |
public static Action<object, string> afterAssetsUploaded = (sender, err) => { }; | |
public static Action<object, string> afterAssetsBundleUploaded = (sender, err) => { }; |
using System.Linq; | |
using UnityEditor; | |
using UnityEditorInternal; | |
using UnityEngine; | |
public static class RequiredLayers { | |
private const string MENU_ITEM = "Your Asset/Sync Layers"; | |
private const string ALREADY_ASKED_KEY = "AssetAddLayersAsked"; | |
private static readonly string[] requiredLayers = new [] { |
Relato de desenvolvimento de emulador NES usando Rust Relato do uso da linguagem Rust no desenvolvimento de um emulador de NES
Samuel M. Schultze [email protected]