C#GetAsyncKeyState无法正常运行

时间:2017-11-30 12:54:30

标签: c# user32

我刚进入游戏模式,我已经撞墙了。 我实际上是一名C ++程序员,但我目前正在进行的修改要求我使用C#,这不应该是一个太大的问题,但我相当肯定我错过了一些关键C#概念。

我试图绑定"删除"按钮到使用" GetAsyncKeyState"递增变量的函数。我已经尝试过这个函数的每个变体,输入它等等,但没有任何工作。以下是整个功能,以及我在下面尝试过哪些变体的例子。

功能:

private void incModJump()
{
   if (Convert.ToBoolean(Movement.GetAsyncKeyState(127) & 32768))
   {
      Thread.Sleep(150);
      this.modJump += 1f;
      this.modWallJump += 1f;
   }
}

"变体" if"声明我已经试过了。

(这些都是使用和不使用" Convert.ToBoolean"进行测试,都不起作用。)

if (GetAsyncKeyState(127) > 0)
if (GetAsyncKeyState(127) & 0x8000)
if (GetAsyncKeyState(127) & 0x8000 == 0x8000)
if (GetAsyncKeyState(127) & 32768)
if (GetAsyncKeyState(127) & -32768)

上述所有内容似乎都不起作用,我对如何实现此功能感到不知所措,我也使用此功能查看了示例C#代码,所以我对此表示怀疑' sa语法错误(编译器也会警告我。)

如上所述,我是C ++程序员,所以这可能是因为我对C#不太熟悉,因此我将包括我尝试修改的整个课程,以防万一问题在于别处。 我在这里触及的唯一代码包括更多"使用"标头和添加if语句中的变量以及函数。 (请忽略关于令牌的注释部分,它们是由反编译器引起的。)

using System;
using System.Runtime.InteropServices;
using System.Threading;
using UnityEngine;

// Token: 0x0200007B RID: 123
public class Movement : MonoBehaviour
{
// Token: 0x06000282 RID: 642
private void Start()
{
    this.fighting = base.GetComponent<Fighting>();
    this.standing = base.GetComponent<Standing>();
    this.info = base.GetComponent<CharacterInformation>();
    this.controller = base.GetComponent<Controller>();
    this.grabHandler = base.GetComponent<GrabHandler>();
    this.au = base.GetComponentInChildren<AudioSource>();
    BodyPart[] componentsInChildren = base.GetComponentsInChildren<BodyPart>();
    this.rigidbodies = new Rigidbody[componentsInChildren.Length];
    for (int i = 0; i < this.rigidbodies.Length; i++)
    {
        this.rigidbodies[i] = componentsInChildren[i].GetComponent<Rigidbody>();
    }
    this.screenshake = ScreenshakeHandler.Instance;
    this.rightHand = base.GetComponentInChildren<RightHand>().GetComponent<Rigidbody>();
    this.leftHand = base.GetComponentInChildren<LeftHand>().GetComponent<Rigidbody>();
}

// Token: 0x06000283 RID: 643
private void FixedUpdate()
{
    this.flyVelocity *= 0.95f;
    if (this.controller.canFly)
    {
        this.MoveFly(this.flyVelocity);
        this.MoveFly(Vector3.up * 0.37f);
        this.leftHand.AddForce(Vector3.down * 2000f * Time.fixedDeltaTime + Vector3.forward * 2000f * Time.fixedDeltaTime, ForceMode.Acceleration);
        this.rightHand.AddForce(Vector3.down * 2000f * Time.fixedDeltaTime + Vector3.forward * -2000f * Time.fixedDeltaTime, ForceMode.Acceleration);
    }
}

// Token: 0x06000284 RID: 644
private void MoveFly(Vector3 direction)
{
    if (this.info.sinceFallen < 0f)
    {
        return;
    }
    Rigidbody[] array = this.rigidbodies;
    for (int i = 0; i < array.Length; i++)
    {
        array[i].AddForce(direction * this.forceMultiplier * this.fighting.movementMultiplier * Time.deltaTime, ForceMode.Acceleration);
    }
    foreach (RigidbodyMovement rigidbodyMovement in this.rigsToMove)
    {
        rigidbodyMovement.rigidbody.AddForce(direction * rigidbodyMovement.forceMultiplier * this.fighting.movementMultiplier * Time.deltaTime, ForceMode.Acceleration);
    }
}

// Token: 0x06000285 RID: 645
public void Fly(Vector3 direction)
{
    this.flyVelocity += direction * Time.deltaTime * 10f;
}

// Token: 0x06000286 RID: 646
public void MoveRight()
{
    if (this.info.sinceFallen < 0f)
    {
        return;
    }
    float num = 1f;
    if (!this.controller.isAI)
    {
        num = Mathf.Abs((!this.controller.HasControl) ? ((this.standing.LeftStickYValue >= -0.5f) ? 0.6f : 0f) : this.controller.PlayerActions.Movement.X);
    }
    if (this.grabHandler.isHoldingSomething)
    {
        num *= 0.1f;
    }
    Rigidbody[] array = this.rigidbodies;
    for (int i = 0; i < array.Length; i++)
    {
        array[i].AddForce(-Vector3.forward * this.forceMultiplier * this.fighting.movementMultiplier * num * Time.deltaTime, ForceMode.Acceleration);
    }
    foreach (RigidbodyMovement rigidbodyMovement in this.rigsToMove)
    {
        rigidbodyMovement.rigidbody.AddForce(-Vector3.forward * rigidbodyMovement.forceMultiplier * this.fighting.movementMultiplier * num * Time.deltaTime, ForceMode.Acceleration);
    }
}

// Token: 0x06000287 RID: 647
public void Move(float direction)
{
    if (this.info.sinceFallen < 0f)
    {
        return;
    }
    float num = 1f;
    if (!this.controller.isAI)
    {
        num = Mathf.Abs(this.controller.PlayerActions.Movement.X);
    }
    if (this.grabHandler.isHoldingSomething)
    {
        num *= 0.1f;
    }
    Rigidbody[] array = this.rigidbodies;
    for (int i = 0; i < array.Length; i++)
    {
        array[i].AddForce(direction * Vector3.forward * this.forceMultiplier * this.fighting.movementMultiplier * num * Time.deltaTime, ForceMode.Acceleration);
    }
    foreach (RigidbodyMovement rigidbodyMovement in this.rigsToMove)
    {
        rigidbodyMovement.rigidbody.AddForce(direction * Vector3.forward * rigidbodyMovement.forceMultiplier * this.fighting.movementMultiplier * num * Time.deltaTime, ForceMode.Acceleration);
    }
}

// Token: 0x06000288 RID: 648
public void MoveLeft()
{
    if (this.info.sinceFallen < 0f)
    {
        return;
    }
    float num = 1f;
    if (!this.controller.isAI)
    {
        num = Mathf.Abs((!this.controller.HasControl) ? ((this.standing.LeftStickYValue >= -0.5f) ? 0.6f : 0f) : this.controller.PlayerActions.Movement.X);
    }
    if (this.grabHandler.isHoldingSomething)
    {
        num *= 0.1f;
    }
    Rigidbody[] array = this.rigidbodies;
    for (int i = 0; i < array.Length; i++)
    {
        array[i].AddForce(Vector3.forward * this.forceMultiplier * this.fighting.movementMultiplier * num * Time.deltaTime, ForceMode.Acceleration);
    }
    foreach (RigidbodyMovement rigidbodyMovement in this.rigsToMove)
    {
        rigidbodyMovement.rigidbody.AddForce(Vector3.forward * rigidbodyMovement.forceMultiplier * this.fighting.movementMultiplier * num * Time.deltaTime, ForceMode.Acceleration);
    }
}

// Token: 0x06000289 RID: 649
public bool Jump(bool force = false, bool forceWallJump = false)
{
    bool result = this.DoJump(force, forceWallJump);
    this.au.PlayOneShot(this.jumpClips[UnityEngine.Random.Range(0, this.jumpClips.Length)]);
    return result;
}

// Token: 0x0600028A RID: 650
private bool DoJump(bool force = false, bool forceWallJump = false)
{
    bool result = false;
    this.standing.gravity = this.jumpTime * 0.5f;
    float d = 0.3f;
    foreach (Rigidbody rigidbody in this.rigidbodies)
    {
        rigidbody.velocity = new Vector3(rigidbody.velocity.x, 0f, rigidbody.velocity.z);
        if (!force)
        {
            if (this.info.wallNormal != Vector3.zero)
            {
                rigidbody.AddForce(this.info.wallNormal * this.jumpForceMultiplier * this.modWallJump, ForceMode.VelocityChange);
                rigidbody.AddForce(Vector3.up * this.jumpForceMultiplier * this.modWallJump, ForceMode.VelocityChange);
                result = true;
            }
            else
            {
                rigidbody.AddForce(Vector3.up * this.jumpForceMultiplier * this.modJump, ForceMode.VelocityChange);
                result = false;
            }
        }
        else if (forceWallJump)
        {
            rigidbody.AddForce(this.info.wallNormal * d * this.jumpForceMultiplier * 0.75f, ForceMode.VelocityChange);
            rigidbody.AddForce(Vector3.up * d * this.jumpForceMultiplier * 0.85f, ForceMode.VelocityChange);
        }
        else
        {
            rigidbody.AddForce(Vector3.up * d * this.jumpForceMultiplier, ForceMode.VelocityChange);
        }
    }
    this.screenshake.AddShake(Vector3.up * 0.01f);
    return result;
}

// Token: 0x060014F1 RID: 5361
private void incModJump()
{
    if (Convert.ToBoolean(Movement.GetAsyncKeyState(127) & 32768))
    {
        Thread.Sleep(150);
        this.modJump += 1f;
        this.modWallJump += 1f;
    }
}

// Token: 0x06001526 RID: 5414
[DllImport("user32.dll")]
public static extern int GetAsyncKeyState(int nVirtKey);

// Token: 0x040002CB RID: 715
public RigidbodyMovement[] rigsToMove;

// Token: 0x040002CC RID: 716
public float forceMultiplier;

// Token: 0x040002CD RID: 717
public float jumpForceMultiplier;

// Token: 0x040002CE RID: 718
public float jumpTime = 0.5f;

// Token: 0x040002CF RID: 719
private Standing standing;

// Token: 0x040002D0 RID: 720
private CharacterInformation info;

// Token: 0x040002D1 RID: 721
private Controller controller;

// Token: 0x040002D2 RID: 722
private GrabHandler grabHandler;

// Token: 0x040002D3 RID: 723
private Fighting fighting;

// Token: 0x040002D4 RID: 724
private Rigidbody[] rigidbodies;

// Token: 0x040002D5 RID: 725
private ScreenshakeHandler screenshake;

// Token: 0x040002D6 RID: 726
private AudioSource au;

// Token: 0x040002D7 RID: 727
public AudioClip[] jumpClips;

// Token: 0x040002D8 RID: 728
public Vector3 flyVelocity = Vector3.zero;

// Token: 0x040002D9 RID: 729
private Rigidbody leftHand;

// Token: 0x040002DA RID: 730
private Rigidbody rightHand;

// Token: 0x04001332 RID: 4914
private float modJump = 3f;

// Token: 0x04001333 RID: 4915
private float modWallJump = 3.75f;
}

如果这根本不可能,还有其他方法可以实现这个功能吗?

1 个答案:

答案 0 :(得分:2)

这是一个简单的示例,说明如何在C#中使用GetASyncKeyState()来检查是否按下了一个键。

[DllImport("user32.dll")]
static extern short GetAsyncKeyState(Int32 vKey);

int VK_DELETE = 0x2E;
            
while (true)
{
    short keyStatus = GetAsyncKeyState(VK_DELETE);

    if ((keyStatus & 1) == 1)
    {
        //if you land here, the key was pressed
    }
}

我们正在检查是否设置了最低有效位,请在MSDN上的备注中阅读更多内容。这确保了每次按键操作仅执行一次,而不是每次轮询键状态时执行一次。就像其他人在评论中说的那样,GetASyncKeyState有助于快速验证概念,但不适用于专业用途。原因之一是因为它在所有应用程序中都不安全,其他应用程序可能会设置GetASyncKeyState()的结果,并且还会影响您的程序。