InputObject
*Este contenido se traduce usando la IA (Beta) y puede contener errores. Para ver esta página en inglés, haz clic en aquí.
Un Objeto de entrada representa una sola entrada de un usuario, como el movimiento del mouse, toques, presión de teclas y más. Se crea cuando comienza una entrada.
Las propiedades de este objeto cambian según el tipo de entrada UserInputType . Cada tipo de entrada experimentará varios cambios en su UserInputState .
Una vez creado en el comienzo de una entrada, el mismo objeto persiste y se actualiza hasta que la entrada termine. Como resultado, puedes rastrear los cambios del objeto usando el evento Changed como el usuario cambia la entrada en cuestión. También puedes colocar estos objetos en una lista de objetos de entr
Véase también:
- ContextActionService , que pasa un objeto de entrada a bound funciones de manejo de acciones
- UserInputService , cuyos eventos y funciones a menudo usan Objecto de entrada
- GuiObject , cuyos eventos se relacionan con el uso de entrada del usuario se usa InputObject
Muestras de código
The following example demonstrates one of many usage examples of handling user input from InputBegan depending on its type.
-- In order to use the InputBegan event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key is being pushed down! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has started at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button is being pressed on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)
The following example demonstrates one of many usage examples of handling user input from InputChanged depending on its type.
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- Prints the current input position and the change (delta) in position
local function printMovement(input)
print("Position:", input.Position)
print("Movement Delta:", input.Delta)
end
-- A sample function providing multiple usage cases for various types of user input
local function InputChanged(input, _gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseMovement then
print("The mouse has been moved!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
print("The mouse wheel has been scrolled!")
print("Wheel Movement:", input.Position.Z)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
print("The left thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
print("The right thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
print("The pressure being applied to the left trigger has changed!")
print("Pressure:", input.Position.Z)
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
print("The pressure being applied to the right trigger has changed!")
print("Pressure:", input.Position.Z)
end
elseif input.UserInputType == Enum.UserInputType.Touch then
print("The user's finger is moving on the screen!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.Gyro then
local _rotInput, rotCFrame = UserInputService:GetDeviceRotation()
local rotX, rotY, rotZ = rotCFrame:toEulerAnglesXYZ()
local rot = Vector3.new(math.deg(rotX), math.deg(rotY), math.deg(rotZ))
print("The rotation of the user's mobile device has been changed!")
print("Position", rotCFrame.p)
print("Rotation:", rot)
elseif input.UserInputType == Enum.UserInputType.Accelerometer then
print("The acceleration of the user's mobile device has been changed!")
printMovement(input)
end
end
UserInputService.InputChanged:Connect(InputChanged)
The following example demonstrates one of many usage examples of handling user input from InputEnded depending on its type.
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputEnded:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key has been released! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button has been released on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)
Resumen
Propiedades
Un Vector3 que describe la Delta entre los movimientos del mouse / joystick.
Contiene un Enum que describe el tipo de entrada utilizada.
Describe un valor posicional de esta entrada.
Describe el estado de una entrada que se está realizando, siguiendo un flujo específico dependiendo del UserInputType .
Describe el tipo de entrada que se realiza (ratón, teclado, controlador para juego, toque, etc).
Métodos
Propiedades
Delta
Un Vector3 que describe la Delta (cambio) entre los movimientos del mouse / joystick.
Esto es útil cuando se usa con el input's position para rastrear la posición y el movimiento del mouse/joystick del usuario, como cuando estás creando scripts de movimiento personalizados o scripts de cámara. Considera rastrear los cambios de objetos de entrada usando el evento Class.Object.Changed
Tenga en cuenta que un InputObject que coincida con un En
Véase también:
Muestras de código
The following example demonstrates one of many usage examples of handling user input from InputChanged depending on its type.
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- Prints the current input position and the change (delta) in position
local function printMovement(input)
print("Position:", input.Position)
print("Movement Delta:", input.Delta)
end
-- A sample function providing multiple usage cases for various types of user input
local function InputChanged(input, _gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseMovement then
print("The mouse has been moved!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
print("The mouse wheel has been scrolled!")
print("Wheel Movement:", input.Position.Z)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
print("The left thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
print("The right thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
print("The pressure being applied to the left trigger has changed!")
print("Pressure:", input.Position.Z)
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
print("The pressure being applied to the right trigger has changed!")
print("Pressure:", input.Position.Z)
end
elseif input.UserInputType == Enum.UserInputType.Touch then
print("The user's finger is moving on the screen!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.Gyro then
local _rotInput, rotCFrame = UserInputService:GetDeviceRotation()
local rotX, rotY, rotZ = rotCFrame:toEulerAnglesXYZ()
local rot = Vector3.new(math.deg(rotX), math.deg(rotY), math.deg(rotZ))
print("The rotation of the user's mobile device has been changed!")
print("Position", rotCFrame.p)
print("Rotation:", rot)
elseif input.UserInputType == Enum.UserInputType.Accelerometer then
print("The acceleration of the user's mobile device has been changed!")
printMovement(input)
end
end
UserInputService.InputChanged:Connect(InputChanged)
This example creates a binoculars script that decreases the player's FieldOfView() and MouseDeltaSensitivity() when a player with a MouseEnabled() left mouse clicks. The script also points the player's Camera towards the Vector3 world position of the mouse click.
When the player left mouse clicks again, the player's camera reverts back to the a custom Enum.CameraType with the same field of view and CFrame() as before the player zoomed in with the script.
While the player uses the binoculars, the script locks the player's mouse to the center of the screen by setting the player's MouseBehavior() to LockCenter. The player's camera moves when the player moves their mouse according to the InputObject.Delta property passed by InputChanged() indicating the mouse's Vector2 change in screen position.
In order for this example to work as expected, it should be placed in a LocalScript.
local UserInputService = game:GetService("UserInputService")
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.CharacterAdded:Wait()
local head = character:WaitForChild("Head", false)
local mouse = player:GetMouse()
local zoomed = false
local camera = game.Workspace.CurrentCamera
local target = nil
local originalProperties = {
FieldOfView = nil,
_CFrame = nil,
MouseBehavior = nil,
MouseDeltaSensitivity = nil,
}
local AngleX, TargetAngleX = 0, 0
local AngleY, TargetAngleY = 0, 0
-- Reset camera back to CFrame and FieldOfView before zoom
local function ResetCamera()
target = nil
camera.CameraType = Enum.CameraType.Custom
camera.CFrame = originalProperties._CFrame
camera.FieldOfView = originalProperties.FieldOfView
UserInputService.MouseBehavior = originalProperties.MouseBehavior
UserInputService.MouseDeltaSensitivity = originalProperties.MouseDeltaSensitivity
end
local function ZoomCamera()
-- Allow camera to be changed by script
camera.CameraType = Enum.CameraType.Scriptable
-- Store camera properties before zoom
originalProperties._CFrame = camera.CFrame
originalProperties.FieldOfView = camera.FieldOfView
originalProperties.MouseBehavior = UserInputService.MouseBehavior
originalProperties.MouseDeltaSensitivity = UserInputService.MouseDeltaSensitivity
-- Zoom camera
target = mouse.Hit.Position
local eyesight = head.Position
camera.CFrame = CFrame.new(eyesight, target)
camera.Focus = CFrame.new(target)
camera.FieldOfView = 10
-- Lock and slow down mouse
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
UserInputService.MouseDeltaSensitivity = 1
-- Reset zoom angles
AngleX, TargetAngleX = 0, 0
AngleY, TargetAngleY = 0, 0
end
-- Toggle camera zoom/unzoom
local function MouseClick()
if zoomed then
-- Unzoom camera
ResetCamera()
else
-- Zoom in camera
ZoomCamera()
end
zoomed = not zoomed
end
local function MouseMoved(input)
if zoomed then
local sensitivity = 0.6 -- anything higher would make looking up and down harder; recommend anything between 0~1
local smoothness = 0.05 -- recommend anything between 0~1
local delta = Vector2.new(input.Delta.x / sensitivity, input.Delta.y / sensitivity) * smoothness
local X = TargetAngleX - delta.y
local Y = TargetAngleY - delta.x
TargetAngleX = (X >= 80 and 80) or (X <= -80 and -80) or X
TargetAngleY = (Y >= 80 and 80) or (Y <= -80 and -80) or Y
AngleX = AngleX + (TargetAngleX - AngleX) * 0.35
AngleY = AngleY + (TargetAngleY - AngleY) * 0.15
camera.CFrame = CFrame.new(head.Position, target)
* CFrame.Angles(0, math.rad(AngleY), 0)
* CFrame.Angles(math.rad(AngleX), 0, 0)
end
end
local function InputBegan(input, _gameProcessedEvent)
if input.UserInputType == Enum.UserInputType.MouseButton1 then
MouseClick()
end
end
local function InputChanged(input, _gameProcessedEvent)
if input.UserInputType == Enum.UserInputType.MouseMovement then
MouseMoved(input)
end
end
if UserInputService.MouseEnabled then
UserInputService.InputBegan:Connect(InputBegan)
UserInputService.InputChanged:Connect(InputChanged)
end
KeyCode
Contiene un Enum.KeyCode枚 que describe qué tipo de entrada se usó. Para los tipos de entrada como teclado, esto describe qué tecla se presionó. Para los tipos de entrada como el ratón, esto no proporciona información adicional.
Incrementos
<tr><td><b>Desconocido</b></td><td>0</td><td /></tr><tr><td><b>Retroceso</b></td><td>8</td><td /></tr><tr><td><b>Etiqueta</b></td><td>9</td><td /></tr><tr><td><b>Limpiar</b></td><td>12</td><td /></tr><tr><td><b>Volver</b></td><td>13</td><td /></tr><tr><td><b>Pausa</b></td><td>19</td><td /></tr><tr><td><b>Escapa</b></td><td>27</td><td /></tr><tr><td><b>Espacio</b></td><td>32</td><td /></tr><tr><td><b>Doble Citado</b></td><td>34</td><td /></tr><tr><td><b>Hashes</b></td><td>35</td><td /></tr><tr><td><b>Dólar</b></td><td>36</td><td /></tr><tr><td><b>Porcentaje</b></td><td>37</td><td /></tr><tr><td><b>Ampersand</b></td><td>38</td><td /></tr><tr><td><b>Cita</b></td><td>39</td><td /></tr><tr><td><b>IzquierdaPadre</b></td><td>40</td><td /></tr><tr><td><b>Padre de derecha</b></td><td>41</td><td /></tr><tr><td><b>Asterisk</b></td><td>42</td><td /></tr><tr><td><b>Más</b></td><td>43</td><td /></tr><tr><td><b>Cometa</b></td><td>44</td><td /></tr><tr><td><b>Menos</b></td><td>45</td><td /></tr><tr><td><b>Período</b></td><td>46</td><td /></tr><tr><td><b>Guión de abajo</b></td><td>47</td><td /></tr><tr><td><b>Cero</b></td><td>48</td><td /></tr><tr><td><b>Uno</b></td><td>49</td><td /></tr><tr><td><b>Dos</b></td><td>50</td><td /></tr><tr><td><b>Tres</b></td><td>51</td><td /></tr><tr><td><b>Cuatro</b></td><td>52</td><td /></tr><tr><td><b>Cinco</b></td><td>53</td><td /></tr><tr><td><b>Seis</b></td><td>54</td><td /></tr><tr><td><b>Siete</b></td><td>55</td><td /></tr><tr><td><b>Ocho</b></td><td>56</td><td /></tr><tr><td><b>Nueve</b></td><td>57</td><td /></tr><tr><td><b>Colón</b></td><td>58</td><td /></tr><tr><td><b>Semicolón</b></td><td>59</td><td /></tr><tr><td><b>Menos que</b></td><td>60</td><td /></tr><tr><td><b>Iguala</b></td><td>61</td><td /></tr><tr><td><b>Mayor que</b></td><td>62</td><td /></tr><tr><td><b>Pregunta</b></td><td>63</td><td /></tr><tr><td><b>En:</b></td><td>64</td><td /></tr><tr><td><b>Marco Izquierdo</b></td><td>91</td><td /></tr><tr><td><b>BackSlash</b></td><td>92</td><td /></tr><tr><td><b>Marco derecho</b></td><td>93</td><td /></tr><tr><td><b>Cuidado</b></td><td>94</td><td /></tr><tr><td><b>Subrayar</b></td><td>95</td><td /></tr><tr><td><b>Cita</b></td><td>96</td><td /></tr><tr><td><b>Un</b></td><td>97</td><td /></tr><tr><td><b>B</b></td><td>98</td><td /></tr><tr><td><b>C</b></td><td>99</td><td /></tr><tr><td><b>D</b></td><td>100</td><td /></tr><tr><td><b>E</b></td><td>101</td><td /></tr><tr><td><b>F</b></td><td>102</td><td /></tr><tr><td><b>G</b></td><td>103</td><td /></tr><tr><td><b>H</b></td><td>104</td><td /></tr><tr><td><b>Yo</b></td><td>105</td><td /></tr><tr><td><b>J</b></td><td>106</td><td /></tr><tr><td><b>K</b></td><td>107</td><td /></tr><tr><td><b>L</b></td><td>108</td><td /></tr><tr><td><b>M</b></td><td>109</td><td /></tr><tr><td><b>N</b></td><td>110</td><td /></tr><tr><td><b>O</b></td><td>111</td><td /></tr><tr><td><b>P</b></td><td>112</td><td /></tr><tr><td><b>P</b></td><td>113</td><td /></tr><tr><td><b>R</b></td><td>114</td><td /></tr><tr><td><b>S</b></td><td>115</td><td /></tr><tr><td><b>T</b></td><td>116</td><td /></tr><tr><td><b>Tu</b></td><td>117</td><td /></tr><tr><td><b>V</b></td><td>118</td><td /></tr><tr><td><b>W</b></td><td>119</td><td /></tr><tr><td><b>X</b></td><td>120</td><td /></tr><tr><td><b>Y</b></td><td>121</td><td /></tr><tr><td><b>Z</b></td><td>122</td><td /></tr><tr><td><b>IzquierdaCurly</b></td><td>123</td><td /></tr><tr><td><b>Tubería</b></td><td>124</td><td /></tr><tr><td><b>Curva derecha</b></td><td>125</td><td /></tr><tr><td><b>Mayúscula</b></td><td>126</td><td /></tr><tr><td><b>Eliminar</b></td><td>127</td><td /></tr><tr><td><b>Teclado cero</b></td><td>256</td><td /></tr><tr><td><b>TecladoOne</b></td><td>257</td><td /></tr><tr><td><b>Teclado dos</b></td><td>258</td><td /></tr><tr><td><b>Teclado tres</b></td><td>259</td><td /></tr><tr><td><b>TecladoCuatro</b></td><td>260</td><td /></tr><tr><td><b>TecladoCinco</b></td><td>261</td><td /></tr><tr><td><b>TecladoSix</b></td><td>262</td><td /></tr><tr><td><b>TecladoSiete</b></td><td>263</td><td /></tr><tr><td><b>TecladoEight</b></td><td>264</td><td /></tr><tr><td><b>TecladoNueve</b></td><td>265</td><td /></tr><tr><td><b>Periodo de teclado</b></td><td>266</td><td /></tr><tr><td><b>División de teclado</b></td><td>267</td><td /></tr><tr><td><b>Multiplicador de Teclas</b></td><td>268</td><td /></tr><tr><td><b>TecladoMinus</b></td><td>269</td><td /></tr><tr><td><b>TecladoPlus</b></td><td>270</td><td /></tr><tr><td><b>TecladoEntrar</b></td><td>271</td><td /></tr><tr><td><b>Igualar Teclado</b></td><td>272</td><td /></tr><tr><td><b>Arriba</b></td><td>273</td><td /></tr><tr><td><b>Abajo</b></td><td>274</td><td /></tr><tr><td><b>Derecha</b></td><td>275</td><td /></tr><tr><td><b>Izquierda</b></td><td>276</td><td /></tr><tr><td><b>Insertar</b></td><td>277</td><td /></tr><tr><td><b>Inicio</b></td><td>278</td><td /></tr><tr><td><b>Fin</b></td><td>279</td><td /></tr><tr><td><b>PáginaUp</b></td><td>280</td><td /></tr><tr><td><b>Página Abajo</b></td><td>281</td><td /></tr><tr><td><b>Shift izquierdo</b></td><td>304</td><td /></tr><tr><td><b>Mayús derecho</b></td><td>303</td><td /></tr><tr><td><b>IzquierdaMeta</b></td><td>310</td><td /></tr><tr><td><b>RightMeta</b></td><td>309</td><td /></tr><tr><td><b>IzquierdaAlt</b></td><td>308</td><td /></tr><tr><td><b>Alt derecho</b></td><td>307</td><td /></tr><tr><td><b>Control Izquierdo</b></td><td>306</td><td /></tr><tr><td><b>Control derecho</b></td><td>305</td><td /></tr><tr><td><b>CapsLock</b></td><td>301</td><td /></tr><tr><td><b>Bloqueo de Números</b></td><td>300</td><td /></tr><tr><td><b>Bloqueo de página</b></td><td>302</td><td /></tr><tr><td><b>Super Izquierdo</b></td><td>311</td><td /></tr><tr><td><b>Super derecho</b></td><td>312</td><td /></tr><tr><td><b>Modo</b></td><td>313</td><td /></tr><tr><td><b>Componer</b></td><td>314</td><td /></tr><tr><td><b>Ayuda</b></td><td>315</td><td /></tr><tr><td><b>Imprimir</b></td><td>316</td><td /></tr><tr><td><b>SysReq</b></td><td>317</td><td /></tr><tr><td><b>Romper</b></td><td>318</td><td /></tr><tr><td><b>Menú</b></td><td>319</td><td /></tr><tr><td><b>Poder</b></td><td>320</td><td /></tr><tr><td><b>Euro</b></td><td>321</td><td /></tr><tr><td><b>Deshacer</b></td><td>322</td><td /></tr><tr><td><b>F1</b></td><td>282</td><td /></tr><tr><td><b>F2</b></td><td>283</td><td /></tr><tr><td><b>F3</b></td><td>284</td><td /></tr><tr><td><b>F4</b></td><td>285</td><td /></tr><tr><td><b>F5</b></td><td>286</td><td /></tr><tr><td><b>F6</b></td><td>287</td><td /></tr><tr><td><b>F7</b></td><td>288</td><td /></tr><tr><td><b>F8</b></td><td>289</td><td /></tr><tr><td><b>F9</b></td><td>290</td><td /></tr><tr><td><b>F10</b></td><td>291</td><td /></tr><tr><td><b>F11</b></td><td>292</td><td /></tr><tr><td><b>F12</b></td><td>293</td><td /></tr><tr><td><b>F13</b></td><td>294</td><td /></tr><tr><td><b>F14</b></td><td>295</td><td /></tr><tr><td><b>F15</b></td><td>296</td><td /></tr><tr><td><b>Mundo0</b></td><td>160</td><td /></tr><tr><td><b>Mundo1</b></td><td>161</td><td /></tr><tr><td><b>Mundo2</b></td><td>162</td><td /></tr><tr><td><b>Mundo3</b></td><td>163</td><td /></tr><tr><td><b>Mundo4</b></td><td>164</td><td /></tr><tr><td><b>Mundo5</b></td><td>165</td><td /></tr><tr><td><b>Mundo6</b></td><td>166</td><td /></tr><tr><td><b>Mundo7</b></td><td>167</td><td /></tr><tr><td><b>Mundo8</b></td><td>168</td><td /></tr><tr><td><b>Mundo9</b></td><td>169</td><td /></tr><tr><td><b>Mundo10</b></td><td>170</td><td /></tr><tr><td><b>Mundo11</b></td><td>171</td><td /></tr><tr><td><b>Mundo12</b></td><td>172</td><td /></tr><tr><td><b>Mundo13</b></td><td>173</td><td /></tr><tr><td><b>Mundo14</b></td><td>174</td><td /></tr><tr><td><b>Mundo15</b></td><td>175</td><td /></tr><tr><td><b>Mundo16</b></td><td>176</td><td /></tr><tr><td><b>Mundo17</b></td><td>177</td><td /></tr><tr><td><b>Mundo18</b></td><td>178</td><td /></tr><tr><td><b>Mundo19</b></td><td>179</td><td /></tr><tr><td><b>Mundo20</b></td><td>180</td><td /></tr><tr><td><b>Mundo21</b></td><td>181</td><td /></tr><tr><td><b>Mundo22</b></td><td>182</td><td /></tr><tr><td><b>Mundo23</b></td><td>183</td><td /></tr><tr><td><b>Mundo24</b></td><td>184</td><td /></tr><tr><td><b>Mundo25</b></td><td>185</td><td /></tr><tr><td><b>Mundo26</b></td><td>186</td><td /></tr><tr><td><b>Mundo27</b></td><td>187</td><td /></tr><tr><td><b>Mundo28</b></td><td>188</td><td /></tr><tr><td><b>Mundo29</b></td><td>189</td><td /></tr><tr><td><b>Mundo30</b></td><td>190</td><td /></tr><tr><td><b>Mundo31</b></td><td>191</td><td /></tr><tr><td><b>Mundo32</b></td><td>192</td><td /></tr><tr><td><b>Mundo33</b></td><td>193</td><td /></tr><tr><td><b>Mundo34</b></td><td>194</td><td /></tr><tr><td><b>Mundo35</b></td><td>195</td><td /></tr><tr><td><b>Mundo36</b></td><td>196</td><td /></tr><tr><td><b>Mundo37</b></td><td>197</td><td /></tr><tr><td><b>Mundo38</b></td><td>198</td><td /></tr><tr><td><b>Mundo39</b></td><td>199</td><td /></tr><tr><td><b>Mundo40</b></td><td>200</td><td /></tr><tr><td><b>Mundo41</b></td><td>201</td><td /></tr><tr><td><b>Mundo42</b></td><td>202</td><td /></tr><tr><td><b>Mundo43</b></td><td>203</td><td /></tr><tr><td><b>Mundo44</b></td><td>204</td><td /></tr><tr><td><b>Mundo45</b></td><td>205</td><td /></tr><tr><td><b>Mundo46</b></td><td>206</td><td /></tr><tr><td><b>Mundo47</b></td><td>207</td><td /></tr><tr><td><b>Mundo48</b></td><td>208</td><td /></tr><tr><td><b>Mundo49</b></td><td>209</td><td /></tr><tr><td><b>Mundo50</b></td><td>210</td><td /></tr><tr><td><b>Mundo51</b></td><td>211</td><td /></tr><tr><td><b>Mundo52</b></td><td>212</td><td /></tr><tr><td><b>Mundo53</b></td><td>213</td><td /></tr><tr><td><b>Mundo54</b></td><td>214</td><td /></tr><tr><td><b>Mundo55</b></td><td>215</td><td /></tr><tr><td><b>Mundo56</b></td><td>216</td><td /></tr><tr><td><b>Mundo57</b></td><td>217</td><td /></tr><tr><td><b>Mundo58</b></td><td>218</td><td /></tr><tr><td><b>Mundo59</b></td><td>219</td><td /></tr><tr><td><b>Mundo60</b></td><td>220</td><td /></tr><tr><td><b>Mundo61</b></td><td>221</td><td /></tr><tr><td><b>Mundo62</b></td><td>222</td><td /></tr><tr><td><b>Mundo63</b></td><td>223</td><td /></tr><tr><td><b>Mundo64</b></td><td>224</td><td /></tr><tr><td><b>Mundo65</b></td><td>225</td><td /></tr><tr><td><b>Mundo66</b></td><td>226</td><td /></tr><tr><td><b>Mundo67</b></td><td>227</td><td /></tr><tr><td><b>Mundo68</b></td><td>228</td><td /></tr><tr><td><b>Mundo69</b></td><td>229</td><td /></tr><tr><td><b>Mundo70</b></td><td>230</td><td /></tr><tr><td><b>Mundo71</b></td><td>231</td><td /></tr><tr><td><b>Mundo72</b></td><td>232</td><td /></tr><tr><td><b>Mundo73</b></td><td>233</td><td /></tr><tr><td><b>Mundo74</b></td><td>234</td><td /></tr><tr><td><b>Mundo75</b></td><td>235</td><td /></tr><tr><td><b>Mundo76</b></td><td>236</td><td /></tr><tr><td><b>Mundo77</b></td><td>237</td><td /></tr><tr><td><b>Mundo78</b></td><td>238</td><td /></tr><tr><td><b>Mundo79</b></td><td>239</td><td /></tr><tr><td><b>Mundo80</b></td><td>240</td><td /></tr><tr><td><b>Mundo81</b></td><td>241</td><td /></tr><tr><td><b>Mundo82</b></td><td>242</td><td /></tr><tr><td><b>Mundo83</b></td><td>243</td><td /></tr><tr><td><b>Mundo84</b></td><td>244</td><td /></tr><tr><td><b>Mundo85</b></td><td>245</td><td /></tr><tr><td><b>Mundo86</b></td><td>246</td><td /></tr><tr><td><b>Mundo87</b></td><td>247</td><td /></tr><tr><td><b>Mundo88</b></td><td>248</td><td /></tr><tr><td><b>Mundo89</b></td><td>249</td><td /></tr><tr><td><b>Mundo90</b></td><td>250</td><td /></tr><tr><td><b>Mundo91</b></td><td>251</td><td /></tr><tr><td><b>Mundo92</b></td><td>252</td><td /></tr><tr><td><b>Mundo93</b></td><td>253</td><td /></tr><tr><td><b>Mundo94</b></td><td>254</td><td /></tr><tr><td><b>Mundo95</b></td><td>255</td><td /></tr><tr><td><b>BotónX</b></td><td>1000</td><td /></tr><tr><td><b>BotónY</b></td><td>1001</td><td /></tr><tr><td><b>BotónA</b></td><td>1002</td><td /></tr><tr><td><b>BotónB</b></td><td>1003</td><td /></tr><tr><td><b>Botón R1</b></td><td>1004</td><td /></tr><tr><td><b>BotónL1</b></td><td>1005</td><td /></tr><tr><td><b>BotónR2</b></td><td>1006</td><td /></tr><tr><td><b>BotónL2</b></td><td>1007</td><td /></tr><tr><td><b>BotónR3</b></td><td>1008</td><td /></tr><tr><td><b>BotónL3</b></td><td>1009</td><td /></tr><tr><td><b>Inicio de botón</b></td><td>1010</td><td /></tr><tr><td><b>BotónSeleccionar</b></td><td>1011</td><td /></tr><tr><td><b>DPadLeft</b></td><td>1012</td><td /></tr><tr><td><b>DPadDerecha</b></td><td>1013</td><td /></tr><tr><td><b>DPadUp</b></td><td>1014</td><td /></tr><tr><td><b>DPadDown</b></td><td>1015</td><td /></tr><tr><td><b>Thumbstick1</b></td><td>1016</td><td /></tr><tr><td><b>Thumbstick2</b></td><td>1017</td></tr>
Nombre | Valor | Descripción |
---|
Véase también:
Muestras de código
This example gets a list of navigation gamepads and a list of their supported Enum.KeyCodes. Then, it iterates through the supported KeyCode list and binds the ButtonX and X keys to functions if they are supported by a gamepad using the ContextActionService.
local UserInputService = game:GetService("UserInputService")
local ContextActionService = game:GetService("ContextActionService")
local function actionHandler(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.Begin then
print("Action Handler: " .. actionName)
print(inputObject)
end
-- Since this function does not return anything, this handler will
-- "sink" the input and no other action handlers will be called after
-- this one.
end
local navGamepads = UserInputService:GetNavigationGamepads()
for _, gamepad in pairs(navGamepads) do
local supportedKeyCodes = UserInputService:GetSupportedGamepadKeyCodes(gamepad)
for _, keycode in pairs(supportedKeyCodes) do
if keycode == Enum.KeyCode.ButtonX then
ContextActionService:BindAction("SampleAction", actionHandler, false, Enum.KeyCode.ButtonX)
end
if keycode == Enum.KeyCode.X then
ContextActionService:BindAction("SampleAction", actionHandler, false, Enum.KeyCode.X)
end
end
end
Position
Esta propiedad describe un valor posicional de Vector3 de este input.
Para la entrada de mouse y touch, esta es la posición de la pantalla del mouse / touch, descrita en los componentes X y Y. El inset aplicado a los elementos de GUI (como desde la barra superior) se cuenta en la posición.
Para la entrada de la rueda del mouse, el Z componente describe si la rueda se movió hacia delante (1), hacia atrás (-1) o no en absoluto (0).
Para Enum.KeyCode entrada, esto indica la posición del jugador.
Tenga en cuenta que un InputObject que coincida con un En
También vea
Muestras de código
The following example demonstrates one of many usage examples of handling user input from InputBegan depending on its type.
-- In order to use the InputBegan event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key is being pushed down! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has started at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button is being pressed on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)
The following example demonstrates one of many usage examples of handling user input from InputChanged depending on its type.
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- Prints the current input position and the change (delta) in position
local function printMovement(input)
print("Position:", input.Position)
print("Movement Delta:", input.Delta)
end
-- A sample function providing multiple usage cases for various types of user input
local function InputChanged(input, _gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseMovement then
print("The mouse has been moved!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
print("The mouse wheel has been scrolled!")
print("Wheel Movement:", input.Position.Z)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
print("The left thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
print("The right thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
print("The pressure being applied to the left trigger has changed!")
print("Pressure:", input.Position.Z)
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
print("The pressure being applied to the right trigger has changed!")
print("Pressure:", input.Position.Z)
end
elseif input.UserInputType == Enum.UserInputType.Touch then
print("The user's finger is moving on the screen!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.Gyro then
local _rotInput, rotCFrame = UserInputService:GetDeviceRotation()
local rotX, rotY, rotZ = rotCFrame:toEulerAnglesXYZ()
local rot = Vector3.new(math.deg(rotX), math.deg(rotY), math.deg(rotZ))
print("The rotation of the user's mobile device has been changed!")
print("Position", rotCFrame.p)
print("Rotation:", rot)
elseif input.UserInputType == Enum.UserInputType.Accelerometer then
print("The acceleration of the user's mobile device has been changed!")
printMovement(input)
end
end
UserInputService.InputChanged:Connect(InputChanged)
The following example demonstrates one of many usage examples of handling user input from InputEnded depending on its type.
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputEnded:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key has been released! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button has been released on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)
UserInputState
Estado de inicio de usuario describe el estado de un input being performed, siguiendo un flujo específico dependiendo del UserInputType . Usa el índice del mismo nombre, Enum.UserInputState . Vea la página de枚 para obtener una lista de todos los posibles valores para esta propiedad.
Véase también:
Muestras de código
This example gets a list of navigation gamepads and a list of their supported Enum.KeyCodes. Then, it iterates through the supported KeyCode list and binds the ButtonX and X keys to functions if they are supported by a gamepad using the ContextActionService.
local UserInputService = game:GetService("UserInputService")
local ContextActionService = game:GetService("ContextActionService")
local function actionHandler(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.Begin then
print("Action Handler: " .. actionName)
print(inputObject)
end
-- Since this function does not return anything, this handler will
-- "sink" the input and no other action handlers will be called after
-- this one.
end
local navGamepads = UserInputService:GetNavigationGamepads()
for _, gamepad in pairs(navGamepads) do
local supportedKeyCodes = UserInputService:GetSupportedGamepadKeyCodes(gamepad)
for _, keycode in pairs(supportedKeyCodes) do
if keycode == Enum.KeyCode.ButtonX then
ContextActionService:BindAction("SampleAction", actionHandler, false, Enum.KeyCode.ButtonX)
end
if keycode == Enum.KeyCode.X then
ContextActionService:BindAction("SampleAction", actionHandler, false, Enum.KeyCode.X)
end
end
end
By default, Roblox relies on a LocalScript to control the user's camera. However, this script can be overridden with a custom CameraScript. The example below demonstrates how to create a custom script to control the user's camera using many of the UserInputService events.
The script is broken into two parts:
- Mobile camera events, which rely on touch events
- Non-mobile camera events, which rely on keyboard input and tracking the user's movement
First, the camera script needs utility functions to setup the camera and set its Camera.CameraType to Scriptable so that the script can control the camera. It also needs a function to update the camera when it moves, rotates, and zooms.
Using touch events allows us to track user input as they interact with the touchscreen on their mobile device. These events allow us to handle camera movement, rotation, and zoom.
The second half of the code sample adds camera support for players on desktop devices. When input begans, the function Input() checks that the state of the input is Enum.UserInputState.Begin to ignore all keypress inputs other than when the user first presses a key down. When the user presses I and O the camera zooms in and out. When the presses down and moves their left mouse button, the script locks the player's mouse by changing the UserInputService.MouseBehavior property. The camera rotates according to the mouse's change in screen position. When the player moves their character, the camera moves with them.
All of the parts discussed above are combined and shown in the code sample below.
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local camera = workspace.CurrentCamera
local player = Players.LocalPlayer
local character = player.CharacterAdded:Wait()
local torso = character:WaitForChild("HumanoidRootPart")
local playerPosition = torso.Position
local default_CameraPosition = torso.Position
local default_CameraRotation = Vector2.new(0, math.rad(-60))
local default_CameraZoom = 15
local cameraPosition = default_CameraPosition
local cameraRotation = default_CameraRotation
local cameraZoom = default_CameraZoom
local cameraZoomBounds = nil -- {10,200}
local cameraRotateSpeed = 10
local cameraMouseRotateSpeed = 0.25
local cameraTouchRotateSpeed = 10
local function SetCameraMode()
camera.CameraType = "Scriptable"
camera.FieldOfView = 80
camera.CameraSubject = nil
end
local function UpdateCamera()
SetCameraMode()
local cameraRotationCFrame = CFrame.Angles(0, cameraRotation.X, 0) * CFrame.Angles(cameraRotation.Y, 0, 0)
camera.CFrame = cameraRotationCFrame + cameraPosition + cameraRotationCFrame * Vector3.new(0, 0, cameraZoom)
camera.Focus = camera.CFrame - Vector3.new(0, camera.CFrame.p.Y, 0)
end
local lastTouchTranslation = nil
local function TouchMove(_touchPositions, totalTranslation, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = totalTranslation - lastTouchTranslation
cameraPosition = cameraPosition + Vector3.new(difference.X, 0, difference.Y)
UpdateCamera()
end
lastTouchTranslation = totalTranslation
end
local lastTouchRotation = nil
local function TouchRotate(_touchPositions, rotation, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = rotation - lastTouchRotation
cameraRotation = cameraRotation
+ Vector2.new(-difference, 0) * math.rad(cameraTouchRotateSpeed * cameraRotateSpeed)
UpdateCamera()
end
lastTouchRotation = rotation
end
local lastTouchScale = nil
local function TouchZoom(_touchPositions, scale, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = scale - lastTouchScale
cameraZoom = cameraZoom * (1 + difference)
if cameraZoomBounds ~= nil then
cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2])
else
cameraZoom = math.max(cameraZoom, 0)
end
UpdateCamera()
end
lastTouchScale = scale
end
local function Input(inputObject)
if inputObject.UserInputType == Enum.UserInputType.Keyboard then
if inputObject.UserInputState == Enum.UserInputState.Begin then
-- (I) Zoom In
if inputObject.KeyCode == Enum.KeyCode.I then
cameraZoom = cameraZoom - 15
elseif inputObject.KeyCode == Enum.KeyCode.O then
cameraZoom = cameraZoom + 15
end
-- (O) Zoom Out
if cameraZoomBounds ~= nil then
cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2])
else
cameraZoom = math.max(cameraZoom, 0)
end
UpdateCamera()
end
end
local pressed = UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton1)
if pressed then
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition
local rotation = UserInputService:GetMouseDelta()
cameraRotation = cameraRotation + rotation * math.rad(cameraMouseRotateSpeed)
else
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
end
local function PlayerChanged()
local movement = torso.Position - playerPosition
cameraPosition = cameraPosition + movement
playerPosition = torso.Position
UpdateCamera()
end
-- Determine whether the user is on a mobile device
if UserInputService.TouchEnabled then
-- The user is on a mobile device, use Touch events
UserInputService.TouchPan:Connect(TouchMove)
UserInputService.TouchRotate:Connect(TouchRotate)
UserInputService.TouchPinch:Connect(TouchZoom)
else
-- The user is not on a mobile device use Input events
UserInputService.InputBegan:Connect(Input)
UserInputService.InputChanged:Connect(Input)
UserInputService.InputEnded:Connect(Input)
-- Camera controlled by player movement
task.wait(2)
RunService:BindToRenderStep("PlayerChanged", Enum.RenderPriority.Camera.Value - 1, PlayerChanged)
end
UserInputType
UserInputType es una propiedad que describe para qué tipo de entrada representa este InputObject, como el ratón, teclado, toque o gamepad. Usa la lista de todos los valores posibles para esta propiedad, Enum.UserInputType . Consulte la página de枚 para obtener una lista de todos los valores posibles para esta propiedad.
Véase también:
Muestras de código
The following example demonstrates one of many usage examples of handling user input from InputChanged depending on its type.
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- Prints the current input position and the change (delta) in position
local function printMovement(input)
print("Position:", input.Position)
print("Movement Delta:", input.Delta)
end
-- A sample function providing multiple usage cases for various types of user input
local function InputChanged(input, _gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseMovement then
print("The mouse has been moved!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
print("The mouse wheel has been scrolled!")
print("Wheel Movement:", input.Position.Z)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
print("The left thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
print("The right thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
print("The pressure being applied to the left trigger has changed!")
print("Pressure:", input.Position.Z)
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
print("The pressure being applied to the right trigger has changed!")
print("Pressure:", input.Position.Z)
end
elseif input.UserInputType == Enum.UserInputType.Touch then
print("The user's finger is moving on the screen!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.Gyro then
local _rotInput, rotCFrame = UserInputService:GetDeviceRotation()
local rotX, rotY, rotZ = rotCFrame:toEulerAnglesXYZ()
local rot = Vector3.new(math.deg(rotX), math.deg(rotY), math.deg(rotZ))
print("The rotation of the user's mobile device has been changed!")
print("Position", rotCFrame.p)
print("Rotation:", rot)
elseif input.UserInputType == Enum.UserInputType.Accelerometer then
print("The acceleration of the user's mobile device has been changed!")
printMovement(input)
end
end
UserInputService.InputChanged:Connect(InputChanged)
The following example demonstrates one of many usage examples of handling user input from InputBegan depending on its type.
-- In order to use the InputBegan event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key is being pushed down! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has started at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button is being pressed on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)
By default, Roblox relies on a LocalScript to control the user's camera. However, this script can be overridden with a custom CameraScript. The example below demonstrates how to create a custom script to control the user's camera using many of the UserInputService events.
The script is broken into two parts:
- Mobile camera events, which rely on touch events
- Non-mobile camera events, which rely on keyboard input and tracking the user's movement
First, the camera script needs utility functions to setup the camera and set its Camera.CameraType to Scriptable so that the script can control the camera. It also needs a function to update the camera when it moves, rotates, and zooms.
Using touch events allows us to track user input as they interact with the touchscreen on their mobile device. These events allow us to handle camera movement, rotation, and zoom.
The second half of the code sample adds camera support for players on desktop devices. When input begans, the function Input() checks that the state of the input is Enum.UserInputState.Begin to ignore all keypress inputs other than when the user first presses a key down. When the user presses I and O the camera zooms in and out. When the presses down and moves their left mouse button, the script locks the player's mouse by changing the UserInputService.MouseBehavior property. The camera rotates according to the mouse's change in screen position. When the player moves their character, the camera moves with them.
All of the parts discussed above are combined and shown in the code sample below.
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local camera = workspace.CurrentCamera
local player = Players.LocalPlayer
local character = player.CharacterAdded:Wait()
local torso = character:WaitForChild("HumanoidRootPart")
local playerPosition = torso.Position
local default_CameraPosition = torso.Position
local default_CameraRotation = Vector2.new(0, math.rad(-60))
local default_CameraZoom = 15
local cameraPosition = default_CameraPosition
local cameraRotation = default_CameraRotation
local cameraZoom = default_CameraZoom
local cameraZoomBounds = nil -- {10,200}
local cameraRotateSpeed = 10
local cameraMouseRotateSpeed = 0.25
local cameraTouchRotateSpeed = 10
local function SetCameraMode()
camera.CameraType = "Scriptable"
camera.FieldOfView = 80
camera.CameraSubject = nil
end
local function UpdateCamera()
SetCameraMode()
local cameraRotationCFrame = CFrame.Angles(0, cameraRotation.X, 0) * CFrame.Angles(cameraRotation.Y, 0, 0)
camera.CFrame = cameraRotationCFrame + cameraPosition + cameraRotationCFrame * Vector3.new(0, 0, cameraZoom)
camera.Focus = camera.CFrame - Vector3.new(0, camera.CFrame.p.Y, 0)
end
local lastTouchTranslation = nil
local function TouchMove(_touchPositions, totalTranslation, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = totalTranslation - lastTouchTranslation
cameraPosition = cameraPosition + Vector3.new(difference.X, 0, difference.Y)
UpdateCamera()
end
lastTouchTranslation = totalTranslation
end
local lastTouchRotation = nil
local function TouchRotate(_touchPositions, rotation, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = rotation - lastTouchRotation
cameraRotation = cameraRotation
+ Vector2.new(-difference, 0) * math.rad(cameraTouchRotateSpeed * cameraRotateSpeed)
UpdateCamera()
end
lastTouchRotation = rotation
end
local lastTouchScale = nil
local function TouchZoom(_touchPositions, scale, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = scale - lastTouchScale
cameraZoom = cameraZoom * (1 + difference)
if cameraZoomBounds ~= nil then
cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2])
else
cameraZoom = math.max(cameraZoom, 0)
end
UpdateCamera()
end
lastTouchScale = scale
end
local function Input(inputObject)
if inputObject.UserInputType == Enum.UserInputType.Keyboard then
if inputObject.UserInputState == Enum.UserInputState.Begin then
-- (I) Zoom In
if inputObject.KeyCode == Enum.KeyCode.I then
cameraZoom = cameraZoom - 15
elseif inputObject.KeyCode == Enum.KeyCode.O then
cameraZoom = cameraZoom + 15
end
-- (O) Zoom Out
if cameraZoomBounds ~= nil then
cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2])
else
cameraZoom = math.max(cameraZoom, 0)
end
UpdateCamera()
end
end
local pressed = UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton1)
if pressed then
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition
local rotation = UserInputService:GetMouseDelta()
cameraRotation = cameraRotation + rotation * math.rad(cameraMouseRotateSpeed)
else
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
end
local function PlayerChanged()
local movement = torso.Position - playerPosition
cameraPosition = cameraPosition + movement
playerPosition = torso.Position
UpdateCamera()
end
-- Determine whether the user is on a mobile device
if UserInputService.TouchEnabled then
-- The user is on a mobile device, use Touch events
UserInputService.TouchPan:Connect(TouchMove)
UserInputService.TouchRotate:Connect(TouchRotate)
UserInputService.TouchPinch:Connect(TouchZoom)
else
-- The user is not on a mobile device use Input events
UserInputService.InputBegan:Connect(Input)
UserInputService.InputChanged:Connect(Input)
UserInputService.InputEnded:Connect(Input)
-- Camera controlled by player movement
task.wait(2)
RunService:BindToRenderStep("PlayerChanged", Enum.RenderPriority.Camera.Value - 1, PlayerChanged)
end