C#GetAsyncKeyState 不起作用
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【中文标题】C#GetAsyncKeyState 不起作用【英文标题】:C# GetAsyncKeyState not functioning 【发布时间】:2018-05-14 10:00:37 【问题描述】:我刚开始做游戏模组,但我碰壁了。 我实际上是一名 C++ 程序员,但我目前正在做的修改需要我使用 C#,这应该不是什么大问题,但我相当肯定我错过了一些关键的 C# 概念。
我正在尝试将“删除”按钮绑定到使用“GetAsyncKeyState”递增变量的函数。我已经尝试了该功能的所有变体,类型转换等,但没有任何效果。下面是整个函数,还有一些我在下面尝试过的变体示例。
功能:
private void incModJump()
if (Convert.ToBoolean(Movement.GetAsyncKeyState(127) & 32768))
Thread.Sleep(150);
this.modJump += 1f;
this.modWallJump += 1f;
我尝试过的“if”语句的变体。
(这些都在使用和不使用“Convert.ToBoolean”的情况下进行了测试,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)
上述方法似乎都不起作用,我不知道如何实现这个功能,我也看过使用这个函数的示例 C# 代码,所以我怀疑这是一个语法错误(编译器也会警告我的。)
如前所述,我是一名 C++ 程序员,所以这可能是因为我对 C# 不太熟悉,因此我将包含我要修改的整个类,以防问题出在其他地方。 我在这里触及的唯一代码是包含更多“使用”标题并添加 if 语句中的变量和函数。 (请忽略关于标记的注释部分,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,我还有其他方法可以实现此功能吗?
【问题讨论】:
为什么是127
?根据this list,删除键是 0x2E 或十进制 46,而 127 或 0x7F 是 F15 键(Shift+F3?)
我会问Why GetAsyncKeyState
而不是处理键盘事件?
@oerkelens 是的,这对我来说是一个奇怪的错误,但它没有任何区别。这一切最初都是用“+”测试的,但它对任何东西都不起作用
@PanagiotisKanavos 就像提到的那样,我不习惯 C#,但你能指出我正确的方向吗?
这与 Windows 编程有关,而不是 C#。即使在 C++ 中,您也会检查 Windows 消息,而不是在循环中检查密钥。 应用程序 无法控制键盘,也不知道发生了什么。操作系统向应用程序发送有关点击、按键、绘画事件、要求他们重绘自己等的消息。
【参考方案1】:
这是一个简单的例子,说明如何在 C# 中使用 GetASyncKeyState() 来检查是否按下了某个键。
[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 的评论中了解更多信息。这确保我们每次按键只执行一次,而不是每次轮询键状态。正如其他人在 cmets 中所说,GetASyncKeyState 适合快速证明概念,但不适用于专业用途。原因之一是它在所有应用程序中都不是安全的,其他应用程序可能会设置 GetASyncKeyState() 的结果并影响您的程序。
【讨论】:
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