const SettingsButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("RecognitionObject/SettingsButton.png"), 0.8, 650, 100, 300); const RestoreButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("RecognitionObject/RestoreButton.png"), 1400, 950, 130, 130); (async function () { // 恢复默认键位设置 async function KeyBindlings() { await genshin.returnMainUi(); await sleep(2000); keyPress("ESCAPE"); await sleep(2000); let SettingsButton = captureGameRegion().find(SettingsButtonRo); if (SettingsButton.isExist()) { log.info("识别到设置按钮"); SettingsButton.click(); await sleep(2000); let captureRegion = captureGameRegion(); let resList = captureRegion.findMulti(RecognitionObject.ocr(100, 100, 300, 300)); for (let i = 0; i < resList.count; i++) { let res = resList[i]; if (res.text.includes("Key") || res.text.includes("Bindings") || res.text.includes("按键") || res.text.includes("按鍵")) { res.click(); await sleep(2000); let RestoreButton = captureGameRegion().find(RestoreButtonRo); if (RestoreButton.isExist()) { log.info("识别到恢复默认按钮"); RestoreButton.click(); await sleep(1500); let captureRegion = captureGameRegion(); let resList = captureRegion.findMulti(RecognitionObject.ocr(1000, 720, 340, 60)); for (let i = 0; i < resList.count; i++) { let res = resList[i]; if (res.text.includes("确认")) { log.info("识别到确认按钮"); res.click(); await sleep(2000); } } } } } } } // 执行函数 await KeyBindlings(); await genshin.returnMainUi(); })();