c#新手,在一个xna模板中看到一个按键函数,看不懂,求前辈指点

public bool IsNewKeyPress(Keys key, PlayerIndex? controllingPlayer,
out PlayerIndex playerIndex)
{
if (controllingPlayer.HasValue)
{
// Read input from the specified player.
playerIndex = controllingPlayer.Value;

            int i = (int)playerIndex;

            return (CurrentKeyboardStates[i].IsKeyDown(key) &&
                    LastKeyboardStates[i].IsKeyUp(key));
        }
        else
        {
            // Accept input from any player.
            return (IsNewKeyPress(key, PlayerIndex.One, out playerIndex) ||
                    IsNewKeyPress(key, PlayerIndex.Two, out playerIndex) ||
                    IsNewKeyPress(key, PlayerIndex.Three, out playerIndex) ||
                    IsNewKeyPress(key, PlayerIndex.Four, out playerIndex));
        }
    }

我不明白else中的return。
不是说out关键字是让函数来初始化参数的吗。但是给playerindex赋值的语句在if中,如果没有按键按下,那么if不成立,在else中这个函数会不断的自己调用自己,同时playerindex无法得到值。
本人刚接触编程,不懂怎么学习,理解能力不强,
以上是我的理解,这种理解无疑是错的。希望接触过编程的前辈给指点一下。

你的理解是正确的。这个函数中,playerIndex 在 if 块中被赋值,但是如果没有执行 if 块,那么 playerIndex 将不会被赋值。


一个简单的修改方法是将 playerIndex 的初始值设置为 null,并在 else 块中返回 false。

public bool IsNewKeyPress(Keys key, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex)
{
    playerIndex = null;

    if (controllingPlayer.HasValue)
    {
        // Read input from the specified player.
        playerIndex = controllingPlayer.Value;

        int i = (int)playerIndex;

        return (CurrentKeyboardStates[i].IsKeyDown(key) &&
                LastKeyboardStates[i].IsKeyUp(key));
    }
    else
    {
        // Accept input from any player.
        return (IsNewKeyPress(key, PlayerIndex.One, out playerIndex) ||
                IsNewKeyPress(key, PlayerIndex.Two, out playerIndex) ||
                IsNewKeyPress(key, PlayerIndex.Three, out playerIndex) ||
                IsNewKeyPress(key, PlayerIndex.Four, out playerIndex));
    }
}

这样,如果 controllingPlayer 为 null,那么函数将返回 false,同时 playerIndex 也不会被赋值。


另外,注意到函数中的递归调用。如果 controllingPlayer 为 null,那么函数会不断地调用自己,这可能会导致程序堆栈溢出。在这种情况下,递归调用应该替换为循环。

public bool IsNewKeyPress(Keys key, PlayerIndex ? controllingPlayer, out PlayerIndex playerIndex)
{
    playerIndex = null;
    if(controllingPlayer.HasValue)
    {
        // Read input from the specified player.
        playerIndex = controllingPlayer.Value;
        int i = (int) playerIndex;
        return(CurrentKeyboardStates[i].IsKeyDown(key) && LastKeyboardStates[i].IsKeyUp(key));
    }
    else
    {
        // Accept input from any player.
        PlayerIndex[] playerIndices = {
            PlayerIndex.One, PlayerIndex.Two, PlayerIndex.Three, PlayerIndex.Four
        };
        foreach(PlayerIndex index in playerIndices)
        {
            if(IsNewKeyPress(key, index, out playerIndex))
            {
                return true;
            }
        }
        return false;
    }
}

这样,函数就可以正常工作了。