修复 Unity 6 下自由相机失效与崩溃

- 新增 CinemachineBrain.PushStateToUnityCamera hook,在状态层接管相机
  (RawPosition/RawOrientation/修正项/FOV),不再依赖 Transform icall
- 相机/Transform 改从游戏自身调用被动捕获,避免 UnityResolve managed
  Invoke 在 Unity 6 下返回无效指针导致空指针崩溃
- 新增 C++ LookRotation 计算,移除 Internal_LookAt_Injected 依赖
- 相机窗口查找改为按进程 ID 匹配 UnityWndClass,修复输入失效
- CheckNewY NaN 防护;CalcFirstPersonPosition 归一化修正
This commit is contained in:
chihya72
2026-08-06 01:53:44 +08:00
parent 66bfb38fba
commit c12073e3c3
3 changed files with 346 additions and 26 deletions
+285 -23
View File
@@ -9,6 +9,9 @@
#include <unordered_set>
#include <unordered_map>
#include <algorithm>
#include <atomic>
#include <chrono>
#include <cmath>
#include <ctime>
#include <cstring>
#include "camera/camera.hpp"
@@ -119,14 +122,30 @@ namespace GakumasLocal::HookMain {
UnityResolve::UnityType::Camera* mainCameraCache = nullptr;
UnityResolve::UnityType::Transform* cameraTransformCache = nullptr;
void CheckAndUpdateMainCamera() {
void CheckAndUpdateMainCamera(UnityResolve::UnityType::Camera* fallbackCamera = nullptr) {
if (!Config::enableFreeCamera) return;
if (IsNativeObjectAlive(mainCameraCache) && IsNativeObjectAlive(cameraTransformCache)) return;
mainCameraCache = UnityResolve::UnityType::Camera::GetMain();
cameraTransformCache = mainCameraCache->GetTransform();
// 优先使用游戏传入的真实相机(渲染回调 / FOV hook 捕获)。
// 注意:不要用 UnityResolve 的 managed Invoke 直接调 Camera.get_main / get_transform
// Unity 6 下该调用缺少 MethodInfo* 参数,可能返回垃圾指针(崩溃根因)。
if (!mainCameraCache || !IsNativeObjectAlive(mainCameraCache)) {
mainCameraCache = fallbackCamera;
}
// 不再回退到 Camera.GetMain()/GetCurrent()UnityResolve 的 managed Invoke 可能返回垃圾指针。
// 相机只从游戏自己的调用捕获(EndCameraRendering 参数 / FOV hook / get_main hook)。
// cameraTransformCache 由 Component.get_transform hook 在游戏调用时捕获。
if (!mainCameraCache) {
cameraTransformCache = nullptr;
}
}
bool TryLookRotationQuat(const UnityResolve::UnityType::Vector3& forwardIn,
const UnityResolve::UnityType::Vector3& upIn,
UnityResolve::UnityType::Quaternion* outQuat);
Il2cppUtils::Resolution_t GetResolution() {
static auto GetResolution = Il2cppUtils::GetMethod("UnityEngine.CoreModule.dll", "UnityEngine",
"Screen", "get_currentResolution");
@@ -147,6 +166,12 @@ namespace GakumasLocal::HookMain {
DEFINE_HOOK(void, Unity_set_fieldOfView, (UnityResolve::UnityType::Camera* self, float value)) {
if (Config::enableFreeCamera) {
// self 是游戏传的真实相机,直接捕获。
// Cinemachine 每帧会把镜头参数应用到输出相机,这里拿到的就是实际游戏相机。
if (self != mainCameraCache) {
mainCameraCache = self;
cameraTransformCache = nullptr; // 相机变了,Transform 需要重新解析
}
if (self == mainCameraCache) {
value = GKCamera::baseCamera.fov;
}
@@ -156,6 +181,10 @@ namespace GakumasLocal::HookMain {
DEFINE_HOOK(float, Unity_get_fieldOfView, (UnityResolve::UnityType::Camera* self)) {
if (Config::enableFreeCamera) {
if (self != mainCameraCache) {
mainCameraCache = self;
cameraTransformCache = nullptr;
}
if (self == mainCameraCache) {
static auto get_orthographic = reinterpret_cast<bool (*)(void*)>(Il2cppUtils::il2cpp_resolve_icall(
"UnityEngine.Camera::get_orthographic()"
@@ -165,7 +194,9 @@ namespace GakumasLocal::HookMain {
));
for (const auto& i : UnityResolve::UnityType::Camera::GetAllCamera()) {
// Log::DebugFmt("get_orthographic: %d", get_orthographic(i));
if (get_orthographic) {
// Log::DebugFmt("get_orthographic: %d", get_orthographic(i));
}
// set_orthographic(i, false);
Unity_set_fieldOfView_Orig(i, GKCamera::baseCamera.fov);
}
@@ -178,21 +209,159 @@ namespace GakumasLocal::HookMain {
return Unity_get_fieldOfView_Orig(self);
}
// 从游戏自己的调用里捕获真实对象指针:
// Camera.get_main / Component.get_transform 是带 MethodInfo* 尾参的 managed 方法,
// 用 hook(而不是 UnityResolve 的 managed Invoke)才能拿到可靠结果。
DEFINE_HOOK(UnityResolve::UnityType::Camera*, Camera_get_main, (void* mtd)) {
auto ret = Camera_get_main_Orig(mtd);
if (Config::enableFreeCamera && ret && ret != mainCameraCache) {
mainCameraCache = ret;
cameraTransformCache = nullptr;
}
return ret;
}
DEFINE_HOOK(UnityResolve::UnityType::Transform*, Component_get_transform, (void* self, void* mtd)) {
auto ret = Component_get_transform_Orig(self, mtd);
if (Config::enableFreeCamera && mainCameraCache && self == mainCameraCache) {
cameraTransformCache = ret;
}
return ret;
}
UnityResolve::UnityType::Transform* cacheTrans = nullptr;
UnityResolve::UnityType::Quaternion cacheRotation{};
UnityResolve::UnityType::Vector3 cachePosition{};
UnityResolve::UnityType::Vector3 cacheForward{};
UnityResolve::UnityType::Vector3 cacheLookAt{};
// 计算当前模式下的相机位置/朝向。返回 false 表示暂不可用(NaN/目标丢失)。
bool ComputeFreeCameraPose(UnityResolve::UnityType::Vector3* pos, UnityResolve::UnityType::Quaternion* rot) {
using Vector3 = UnityResolve::UnityType::Vector3;
using Quaternion = UnityResolve::UnityType::Quaternion;
Vector3 lookAt{};
switch (GKCamera::GetCameraMode()) {
case GKCamera::CameraMode::FREE: {
*pos = GKCamera::baseCamera.GetPos();
lookAt = GKCamera::baseCamera.GetLookAt();
} break;
case GKCamera::CameraMode::FIRST_PERSON: {
if (!cacheTrans || !IsNativeObjectAlive(cacheTrans)) return false;
*pos = GKCamera::CalcFirstPersonPosition(cachePosition, cacheForward, GKCamera::firstPersonPosOffset);
lookAt = cacheLookAt;
} break;
case GKCamera::CameraMode::FOLLOW: {
lookAt = GKCamera::CalcFollowModeLookAt(cachePosition, GKCamera::followPosOffset);
*pos = GKCamera::CalcPositionFromLookAt(lookAt, GKCamera::followPosOffset);
} break;
default:
return false;
}
if (!std::isfinite(pos->x) || !std::isfinite(pos->y) || !std::isfinite(pos->z) ||
!std::isfinite(lookAt.x) || !std::isfinite(lookAt.y) || !std::isfinite(lookAt.z)) {
return false;
}
const auto forward = Vector3(lookAt.x - pos->x, lookAt.y - pos->y, lookAt.z - pos->z);
return TryLookRotationQuat(forward, Vector3(0, 1, 0), rot);
}
bool IsCameraControlTransform(void* self) {
if (!self || !cameraTransformCache) return false;
return self == cameraTransformCache;
}
// Cinemachine 把最终相机状态写入 Unity 相机的唯一入口(CinemachineBrain.PushStateToUnityCamera)。
// CameraState 是大结构体,按值传递时经隐藏指针传入(hook 的 state 参数即指向该副本),
// 直接改副本,游戏会用自己内部的原生路径应用——不需要调用任何 Transform API,绝对安全。
// 字段偏移来自 hook-reference dump.cs
// 0x00 Lens.FieldOfView | 0x48 RawPosition | 0x54 RawOrientation
// 0x64 PositionDampingBypass | 0x74 PositionCorrection | 0x80 OrientationCorrection
DEFINE_HOOK(void, CinemachineBrain_PushStateToUnityCamera, (void* self, void* state, void* mtd)) {
if (Config::enableFreeCamera && state) {
CheckAndUpdateMainCamera();
using Vector3 = UnityResolve::UnityType::Vector3;
using Quaternion = UnityResolve::UnityType::Quaternion;
auto* rawPos = reinterpret_cast<Vector3*>(static_cast<unsigned char*>(state) + 0x48);
auto* rawRot = reinterpret_cast<Quaternion*>(static_cast<unsigned char*>(state) + 0x54);
auto* damping = reinterpret_cast<Vector3*>(static_cast<unsigned char*>(state) + 0x64);
auto* posCorr = reinterpret_cast<Vector3*>(static_cast<unsigned char*>(state) + 0x74);
auto* rotCorr = reinterpret_cast<Quaternion*>(static_cast<unsigned char*>(state) + 0x80);
auto* fov = reinterpret_cast<float*>(static_cast<unsigned char*>(state) + 0x00);
if (ComputeFreeCameraPose(rawPos, rawRot)) {
*damping = Vector3(0, 0, 0);
*posCorr = Vector3(0, 0, 0);
*rotCorr = Quaternion(0, 0, 0, 1);
*fov = GKCamera::baseCamera.fov;
}
}
return CinemachineBrain_PushStateToUnityCamera_Orig(self, state, mtd);
}
// Cinemachine 3Unity 6)用 SetPositionAndRotation 一次性写相机位置+旋转,
// set_position/set_rotation 拦截不到相机,必须在这里接管。
DEFINE_HOOK(void, Unity_SetPositionAndRotation_Injected, (UnityResolve::UnityType::Transform* self,
UnityResolve::UnityType::Vector3* position,
UnityResolve::UnityType::Quaternion* rotation)) {
if (Config::enableFreeCamera) {
CheckAndUpdateMainCamera();
const auto isControl = IsCameraControlTransform(self);
if (isControl) {
UnityResolve::UnityType::Vector3 pos{};
UnityResolve::UnityType::Quaternion rot{};
if (ComputeFreeCameraPose(&pos, &rot)) {
*position = pos;
*rotation = rot;
}
}
}
return Unity_SetPositionAndRotation_Injected_Orig(self, position, rotation);
}
// 兜底:游戏若用局部坐标写相机(rig 挂载场景),位置同样接管。
DEFINE_HOOK(void, Unity_set_localPosition_Injected, (UnityResolve::UnityType::Transform* self,
UnityResolve::UnityType::Vector3* data)) {
if (Config::enableFreeCamera) {
CheckAndUpdateMainCamera();
const auto isControl = IsCameraControlTransform(self);
if (isControl) {
const auto cameraMode = GKCamera::GetCameraMode();
if (cameraMode == GKCamera::CameraMode::FIRST_PERSON) {
if (cacheTrans && IsNativeObjectAlive(cacheTrans)) {
*data = GKCamera::CalcFirstPersonPosition(cachePosition, cacheForward, GKCamera::firstPersonPosOffset);
}
}
else if (cameraMode == GKCamera::CameraMode::FOLLOW) {
auto newLookAtPos = GKCamera::CalcFollowModeLookAt(cachePosition, GKCamera::followPosOffset);
auto pos = GKCamera::CalcPositionFromLookAt(newLookAtPos, GKCamera::followPosOffset);
data->x = pos.x;
data->y = pos.y;
data->z = pos.z;
}
else {
auto& origCameraPos = GKCamera::baseCamera.pos;
data->x = origCameraPos.x;
data->y = origCameraPos.y;
data->z = origCameraPos.z;
}
}
}
return Unity_set_localPosition_Injected_Orig(self, data);
}
DEFINE_HOOK(void, Unity_set_rotation_Injected, (UnityResolve::UnityType::Transform* self, UnityResolve::UnityType::Quaternion* value)) {
if (Config::enableFreeCamera) {
static auto lookat_injected = reinterpret_cast<void (*)(void*self,
UnityResolve::UnityType::Vector3* worldPosition, UnityResolve::UnityType::Vector3* worldUp)>(
Il2cppUtils::il2cpp_resolve_icall(
"UnityEngine.Transform::Internal_LookAt_Injected(UnityEngine.Vector3&,UnityEngine.Vector3&)"));
static auto worldUp = UnityResolve::UnityType::Vector3(0, 1, 0);
if (cameraTransformCache == self) {
const auto isControl = IsCameraControlTransform(self);
if (isControl) {
const auto cameraMode = GKCamera::GetCameraMode();
if (cameraMode == GKCamera::CameraMode::FIRST_PERSON) {
if (cacheTrans && IsNativeObjectAlive(cacheTrans)) {
@@ -203,22 +372,39 @@ namespace GakumasLocal::HookMain {
static GakumasLocal::Misc::FixedSizeQueue<float> recordsY(60);
const auto newY = GKCamera::CheckNewY(cacheLookAt, true, recordsY);
UnityResolve::UnityType::Vector3 newCacheLookAt{cacheLookAt.x, newY, cacheLookAt.z};
lookat_injected(self, &newCacheLookAt, &worldUp);
return;
const auto pos = GKCamera::CalcFirstPersonPosition(
cachePosition, cacheForward, GKCamera::firstPersonPosOffset);
UnityResolve::UnityType::Quaternion q{};
const auto forward = UnityResolve::UnityType::Vector3(
newCacheLookAt.x - pos.x, newCacheLookAt.y - pos.y, newCacheLookAt.z - pos.z);
if (TryLookRotationQuat(forward, UnityResolve::UnityType::Vector3(0, 1, 0), &q)) {
*value = q;
}
}
}
}
else if (cameraMode == GKCamera::CameraMode::FOLLOW) {
auto newLookAtPos = GKCamera::CalcFollowModeLookAt(cachePosition,
GKCamera::followPosOffset, true);
lookat_injected(self, &newLookAtPos, &worldUp);
return;
const auto pos = GKCamera::CalcPositionFromLookAt(newLookAtPos, GKCamera::followPosOffset);
UnityResolve::UnityType::Quaternion q{};
const auto forward = UnityResolve::UnityType::Vector3(
newLookAtPos.x - pos.x, newLookAtPos.y - pos.y, newLookAtPos.z - pos.z);
if (TryLookRotationQuat(forward, UnityResolve::UnityType::Vector3(0, 1, 0), &q)) {
*value = q;
}
}
else {
auto& origCameraLookat = GKCamera::baseCamera.lookAt;
lookat_injected(self, &origCameraLookat, &worldUp);
// Log::DebugFmt("fov: %f, target: %f", Unity_get_fieldOfView_Orig(mainCameraCache), GKCamera::baseCamera.fov);
return;
auto& origCameraPos = GKCamera::baseCamera.pos;
UnityResolve::UnityType::Quaternion q{};
const auto forward = UnityResolve::UnityType::Vector3(
origCameraLookat.x - origCameraPos.x,
origCameraLookat.y - origCameraPos.y,
origCameraLookat.z - origCameraPos.z);
if (TryLookRotationQuat(forward, UnityResolve::UnityType::Vector3(0, 1, 0), &q)) {
*value = q;
}
}
}
}
@@ -229,7 +415,8 @@ namespace GakumasLocal::HookMain {
if (Config::enableFreeCamera) {
CheckAndUpdateMainCamera();
if (cameraTransformCache == self) {
const auto isControl = IsCameraControlTransform(self);
if (isControl) {
const auto cameraMode = GKCamera::GetCameraMode();
if (cameraMode == GKCamera::CameraMode::FIRST_PERSON) {
if (cacheTrans && IsNativeObjectAlive(cacheTrans)) {
@@ -257,6 +444,64 @@ namespace GakumasLocal::HookMain {
return Unity_set_position_Injected_Orig(self, data);
}
// 用 forward/up 构造 Unity 兼容的四元数(等价 Quaternion.LookRotation)。
// 返回 false 表示 forward 与 up 平行(垂直看天/看地),此时不应写入旋转,保持当前朝向。
bool TryLookRotationQuat(const UnityResolve::UnityType::Vector3& forwardIn,
const UnityResolve::UnityType::Vector3& upIn,
UnityResolve::UnityType::Quaternion* outQuat) {
using Vector3 = UnityResolve::UnityType::Vector3;
using Quaternion = UnityResolve::UnityType::Quaternion;
Vector3 forward = forwardIn;
const auto fwdLenSq = forward.x * forward.x + forward.y * forward.y + forward.z * forward.z;
if (fwdLenSq < 1e-8f) {
return false;
}
const auto invFwdLen = 1.0f / std::sqrt(fwdLenSq);
forward = Vector3(forward.x * invFwdLen, forward.y * invFwdLen, forward.z * invFwdLen);
Vector3 right = Vector3(
upIn.y * forward.z - upIn.z * forward.y,
upIn.z * forward.x - upIn.x * forward.z,
upIn.x * forward.y - upIn.y * forward.x);
const auto rightLenSq = right.x * right.x + right.y * right.y + right.z * right.z;
if (rightLenSq < 1e-8f) {
return false;
}
const auto invRightLen = 1.0f / std::sqrt(rightLenSq);
right = Vector3(right.x * invRightLen, right.y * invRightLen, right.z * invRightLen);
const Vector3 up = Vector3(
forward.y * right.z - forward.z * right.y,
forward.z * right.x - forward.x * right.z,
forward.x * right.y - forward.y * right.x);
// 旋转矩阵列向量(right/up/forward-> 标准矩阵转四元数
const float m00 = right.x, m01 = up.x, m02 = forward.x;
const float m10 = right.y, m11 = up.y, m12 = forward.y;
const float m20 = right.z, m21 = up.z, m22 = forward.z;
const float tr = m00 + m11 + m22;
if (tr > 0.0f) {
const float s = std::sqrt(tr + 1.0f) * 2.0f;
*outQuat = Quaternion((m21 - m12) / s, (m02 - m20) / s, (m10 - m01) / s, 0.25f * s);
return true;
}
if (m00 > m11 && m00 > m22) {
const float s = std::sqrt(1.0f + m00 - m11 - m22) * 2.0f;
*outQuat = Quaternion(0.25f * s, (m01 + m10) / s, (m02 + m20) / s, (m21 - m12) / s);
return true;
}
if (m11 > m22) {
const float s = std::sqrt(1.0f + m11 - m00 - m22) * 2.0f;
*outQuat = Quaternion((m01 + m10) / s, 0.25f * s, (m12 + m21) / s, (m02 - m20) / s);
return true;
}
const float s = std::sqrt(1.0f + m22 - m00 - m11) * 2.0f;
*outQuat = Quaternion((m02 + m20) / s, (m12 + m21) / s, 0.25f * s, (m10 - m01) / s);
return true;
}
#ifdef GKMS_WINDOWS
DEFINE_HOOK(void*, InternalSetOrientationAsync, (void* retstr, void* self, int type, void* c, void* tc, void* mtd)) {
switch (Config::gameOrientation) {
@@ -280,10 +525,16 @@ namespace GakumasLocal::HookMain {
DEFINE_HOOK(void, EndCameraRendering, (void* ctx, void* camera, void* method)) {
EndCameraRendering_Orig(ctx, camera, method);
if (Config::enableFreeCamera && mainCameraCache) {
Unity_set_fieldOfView_Orig(mainCameraCache, GKCamera::baseCamera.fov);
if (GKCamera::GetCameraMode() == GKCamera::CameraMode::FIRST_PERSON) {
mainCameraCache->SetNearClipPlane(0.001f);
if (Config::enableFreeCamera) {
// Camera.main 可能拿不到 3.0.0 实际渲染相机,用当前正在渲染的相机兜底
CheckAndUpdateMainCamera(static_cast<UnityResolve::UnityType::Camera*>(camera));
if (mainCameraCache && IsNativeObjectAlive(mainCameraCache)) {
// 注意:不能在渲染回调里写相机 TransformUnityPlayer 会崩),
// 位置/朝向由独立驱动线程负责,这里只保留 FOV/近裁剪等属性设置。
Unity_set_fieldOfView_Orig(mainCameraCache, GKCamera::baseCamera.fov);
if (GKCamera::GetCameraMode() == GKCamera::CameraMode::FIRST_PERSON) {
mainCameraCache->SetNearClipPlane(0.001f);
}
}
}
}
@@ -2449,6 +2700,17 @@ namespace GakumasLocal::HookMain {
"UnityEngine.Transform::set_position_Injected(UnityEngine.Vector3&)"));
ADD_HOOK(Unity_set_rotation_Injected, Il2cppUtils::il2cpp_resolve_icall(
"UnityEngine.Transform::set_rotation_Injected(UnityEngine.Quaternion&)"));
ADD_HOOK(Unity_SetPositionAndRotation_Injected, Il2cppUtils::il2cpp_resolve_icall(
"UnityEngine.Transform::SetPositionAndRotation_Injected(UnityEngine.Vector3&,UnityEngine.Quaternion&)"));
ADD_HOOK(Unity_set_localPosition_Injected, Il2cppUtils::il2cpp_resolve_icall(
"UnityEngine.Transform::set_localPosition_Injected(UnityEngine.Vector3&)"));
ADD_HOOK(Camera_get_main, Il2cppUtils::GetMethodPointer("UnityEngine.CoreModule.dll", "UnityEngine",
"Camera", "get_main"));
ADD_HOOK(CinemachineBrain_PushStateToUnityCamera,
Il2cppUtils::GetMethodPointer("Cinemachine.dll", "Cinemachine",
"CinemachineBrain", "PushStateToUnityCamera"));
ADD_HOOK(Component_get_transform, Il2cppUtils::GetMethodPointer("UnityEngine.CoreModule.dll", "UnityEngine",
"Component", "get_transform"));
ADD_HOOK(Unity_get_fieldOfView, Il2cppUtils::GetMethodPointer("UnityEngine.CoreModule.dll", "UnityEngine",
"Camera", "get_fieldOfView"));
ADD_HOOK(Unity_set_fieldOfView, Il2cppUtils::GetMethodPointer("UnityEngine.CoreModule.dll", "UnityEngine",
+24 -1
View File
@@ -1,6 +1,7 @@
#include "baseCamera.hpp"
#include "camera.hpp"
#include <thread>
#include <cmath>
#include "../Misc.hpp"
#include "../BaseDefine.h"
#include "../../platformDefine.hpp"
@@ -411,6 +412,14 @@ namespace GKCamera {
const auto currentY = targetPos.y;
static auto lastRetY = currentY;
// NaN/Inf 防护:目标 Y 非法时保持上一次有效值,避免污染平滑队列后相机飞走
if (!std::isfinite(currentY)) {
return std::isfinite(lastRetY) ? lastRetY : 0.0f;
}
if (!std::isfinite(lastRetY)) {
lastRetY = currentY;
}
if (followModeY == FollowModeY::APPLY_Y) {
lastRetY = currentY;
return currentY;
@@ -423,6 +432,10 @@ namespace GKCamera {
recordsY.Push(currentY);
}
if (!std::isfinite(currentAvg)) {
return lastRetY;
}
if (abs(currentY - currentAvg) < 0.02) {
return lastRetY;
}
@@ -460,7 +473,17 @@ namespace GKCamera {
// 计算角色的右方向
Vector3 up(0, 1, 0); // Y轴方向
Vector3 right = forward.cross(up).Normalize();
Vector3 right = forward.cross(up);
// 修正归一化:原 UnityResolve::Vector3::Normalize 除的是平方长度,且零向量会产出 NaN
const auto rightLenSq = right.x * right.x + right.y * right.y + right.z * right.z;
if (rightLenSq < 1e-8f) {
// forward 与 up 平行/接近或为零向量,无法求右向,退化为仅高度偏移
return Vector3(position.x, position.y + offset.y, position.z);
}
const auto invRightLen = 1.0f / std::sqrt(rightLenSq);
right = Vector3(right.x * invRightLen, right.y * invRightLen, right.z * invRightLen);
Vector3 fwd = forward;
Vector3 pos = position;
+37 -2
View File
@@ -437,10 +437,45 @@ namespace GakumasLocal::WinHooks {
return CallWindowProc(g_pfnOldWndProc, hWnd, uMsg, wParam, lParam);
}
HWND FindUnityWindow() {
const auto currentProcessId = GetCurrentProcessId();
HWND candidate = nullptr;
// 优先按进程 ID 匹配本进程的 Unity 窗口,避免 3.0.0 修改窗口标题后找不到
while ((candidate = FindWindowExW(nullptr, candidate, L"UnityWndClass", nullptr)) != nullptr) {
DWORD windowProcessId = 0;
GetWindowThreadProcessId(candidate, &windowProcessId);
if (windowProcessId == currentProcessId) {
return candidate;
}
}
return FindWindowW(L"UnityWndClass", L"gakumas");
}
void InstallWndProcHook() {
auto hWnd = FindWindowW(L"UnityWndClass", L"gakumas");
HWND hWnd = nullptr;
// 等待游戏窗口出现(最多约 5 秒),避免窗口创建前安装失败
for (int i = 0; i < 50 && !hWnd; ++i) {
hWnd = FindUnityWindow();
if (!hWnd) {
std::this_thread::sleep_for(std::chrono::milliseconds(100));
}
}
if (!hWnd) {
GakumasLocal::Log::Error("InstallWndProcHook: Unity window not found.");
return;
}
g_pfnOldWndProc = (WNDPROC)GetWindowLongPtr(hWnd, GWLP_WNDPROC);
SetWindowLongPtr(FindWindowW(L"UnityWndClass", L"gakumas"), GWLP_WNDPROC, (LONG_PTR)WndProcCallback);
if (!g_pfnOldWndProc) {
GakumasLocal::Log::Error("InstallWndProcHook: GetWindowLongPtr failed.");
return;
}
SetWindowLongPtr(hWnd, GWLP_WNDPROC, (LONG_PTR)WndProcCallback);
// 添加可调整大小的边框和最大化按钮
LONG style = GetWindowLong(hWnd, GWL_STYLE);
style |= WS_THICKFRAME | WS_MAXIMIZEBOX;