InputObject

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Création impossible

Un objet d'entrée représente une seule entrée d'un utilisateur, comme le mouvement de la souris, les touches, les presses de clé et plus encore. Il est créé lorsqu'une entrée commence.

Les propriétés de cet objet varient selon le UserInputType.Chaque type d'entrée subira diverses modifications de son UserInputState .Pendant la durée de vie d'une entrée, d'autres propriétés qui décrivent davantage l'entrée peuvent changer, telles que Position et Delta .Les presses de boutons de clavier et de manette de jeu auront la propriété KeyCode configurer.

Une fois créé au début d'une entrée, le même objet persiste et est mis à jour jusqu'à la fin de l'entrée.Par resultats, vous pouvez suivre les modifications de l'objet en utilisant l'événement Changed lorsque l'utilisateur modifie l'entrée en question.Vous pouvez également placer ces objets dans une liste de pistes d'entrée actives et interagir avec l'objet après sa création par un événement tel que UserInputService.InputBegan .Cela est principalement utile pour les événements tactiles, car chaque point de contact aura un objet d'entrée séparé.

Voir aussi :

  • ContextActionService , qui transmet un objet d'entrée à bound fonctions de traitement d'action
  • UserInputService , dont les événements et les fonctions utilisent souvent InputObject
  • GuiObject , dont les événements liés à l'entrée de l'utilisateur utilisent InputObject

Échantillons de code

The following example demonstrates one of many usage examples of handling user input from InputBegan depending on its type.

Handling InputBegan

-- 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.

Handling InputChanged

-- 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.

Handling InputEnded

-- 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)

Résumé

Propriétés

Propriétés

Delta

Lecture parallèle

A Vector3 décrivant le Delta (changement) entre les mouvements de la souris/joystick.

Cela est utile lorsqu'il est utilisé avec l'entrée position de la souris/joystick de l'utilisateur pour suivre la position et le mouvement de la souris/joystick de l'utilisateur, comme lorsque vous créez des scripts de mouvement ou de caméra personnalisés.Considérez le suivi des modifications d'objets d'entrée en utilisant l'événement Object.Changed ou lorsque l'utilisateur modifie les entrées via des événements tels que UserInputService.InputChanged et GuiObject.InputChanged .

Notez qu'un correspondant à (cliquergauche) et (cliquerdroit) fourni à partir d'un rappel ou mis à jour une fois créé, sauf lorsque l'entrée de la souris se termine.Pour obtenir des délestages mis à jour pour les entrées de souris, vous devez plutôt faire référence à un InputObject à partir d'un rappel InputChanged ou appeler GetMouseDelta() .Cependant, tout InputObjects correspondant aux entrées de toucher aura son delta et sa position mises à jour à chaque cadre tout au long de sa vie.

Voir aussi :

Échantillons de code

The following example demonstrates one of many usage examples of handling user input from InputChanged depending on its type.

Handling InputChanged

-- 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.

Create a Binoculars Script

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
Lecture parallèle

Contient un Enum.KeyCode enum qui décrit le type d'entrée utilisé.Pour les types d'entrée comme le clavier, cela décrit quelle touche a été pressée.Pour les entrées comme la souris, cela ne fournit pas d'informations supplémentaires.

Enums


<th>Valeur</th>
<th>Avertissement</th>
</tr>
</thead>
<tr>
<td>
<b>Inconnu</b>
</td>
<td>0</td>
<td />
</tr>
<tr>
<td>
<b>Retour arrière</b>
</td>
<td>8</td>
<td />
</tr>
<tr>
<td>
<b>Rubrique</b>
</td>
<td>9</td>
<td />
</tr>
<tr>
<td>
<b>Effacer</b>
</td>
<td>12</td>
<td />
</tr>
<tr>
<td>
<b>Retour</b>
</td>
<td>13</td>
<td />
</tr>
<tr>
<td>
<b>Pause</b>
</td>
<td>19</td>
<td />
</tr>
<tr>
<td>
<b>Échapper</b>
</td>
<td>27</td>
<td />
</tr>
<tr>
<td>
<b>Espace</b>
</td>
<td>32</td>
<td />
</tr>
<tr>
<td>
<b>Cité double</b>
</td>
<td>34</td>
<td />
</tr>
<tr>
<td>
<b>Chaîne</b>
</td>
<td>35</td>
<td />
</tr>
<tr>
<td>
<b>Dollar</b>
</td>
<td>36</td>
<td />
</tr>
<tr>
<td>
<b>Pourcentage</b>
</td>
<td>37</td>
<td />
</tr>
<tr>
<td>
<b>Ampérand</b>
</td>
<td>38</td>
<td />
</tr>
<tr>
<td>
<b>Citation</b>
</td>
<td>39</td>
<td />
</tr>
<tr>
<td>
<b>Parentèse gauche</b>
</td>
<td>40</td>
<td />
</tr>
<tr>
<td>
<b>Parentèse droite</b>
</td>
<td>41</td>
<td />
</tr>
<tr>
<td>
<b>Asterisk</b>
</td>
<td>42</td>
<td />
</tr>
<tr>
<td>
<b>Plus</b>
</td>
<td>43</td>
<td />
</tr>
<tr>
<td>
<b>Commande</b>
</td>
<td>44</td>
<td />
</tr>
<tr>
<td>
<b>Moins</b>
</td>
<td>45</td>
<td />
</tr>
<tr>
<td>
<b>Période</b>
</td>
<td>46</td>
<td />
</tr>
<tr>
<td>
<b>Coupe</b>
</td>
<td>47</td>
<td />
</tr>
<tr>
<td>
<b>Zéro</b>
</td>
<td>48</td>
<td />
</tr>
<tr>
<td>
<b>Un seul</b>
</td>
<td>49</td>
<td />
</tr>
<tr>
<td>
<b>Deux</b>
</td>
<td>50</td>
<td />
</tr>
<tr>
<td>
<b>Trois</b>
</td>
<td>51</td>
<td />
</tr>
<tr>
<td>
<b>Quatre</b>
</td>
<td>52</td>
<td />
</tr>
<tr>
<td>
<b>Cinq</b>
</td>
<td>53</td>
<td />
</tr>
<tr>
<td>
<b>Seulement six</b>
</td>
<td>54</td>
<td />
</tr>
<tr>
<td>
<b>Sept</b>
</td>
<td>55</td>
<td />
</tr>
<tr>
<td>
<b>Huit</b>
</td>
<td>56</td>
<td />
</tr>
<tr>
<td>
<b>Neuf</b>
</td>
<td>57</td>
<td />
</tr>
<tr>
<td>
<b>Colon</b>
</td>
<td>58</td>
<td />
</tr>
<tr>
<td>
<b>Point-virgule</b>
</td>
<td>59</td>
<td />
</tr>
<tr>
<td>
<b>Moins de</b>
</td>
<td>60</td>
<td />
</tr>
<tr>
<td>
<b>Égale</b>
</td>
<td>61</td>
<td />
</tr>
<tr>
<td>
<b>Plus grand que</b>
</td>
<td>62</td>
<td />
</tr>
<tr>
<td>
<b>Question</b>
</td>
<td>63</td>
<td />
</tr>
<tr>
<td>
<b>At</b>
</td>
<td>64</td>
<td />
</tr>
<tr>
<td>
<b>Coin gauche</b>
</td>
<td>91</td>
<td />
</tr>
<tr>
<td>
<b>Retour arrière</b>
</td>
<td>92</td>
<td />
</tr>
<tr>
<td>
<b>Coin droit</b>
</td>
<td>93</td>
<td />
</tr>
<tr>
<td>
<b>Soin</b>
</td>
<td>94</td>
<td />
</tr>
<tr>
<td>
<b>Soulignure</b>
</td>
<td>95</td>
<td />
</tr>
<tr>
<td>
<b>Guillemet arrière</b>
</td>
<td>96</td>
<td />
</tr>
<tr>
<td>
<b>A</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>I</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>Q</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>U</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>Cheveux gauche</b>
</td>
<td>123</td>
<td />
</tr>
<tr>
<td>
<b>Tuyau</b>
</td>
<td>124</td>
<td />
</tr>
<tr>
<td>
<b>DroiteCourbée</b>
</td>
<td>125</td>
<td />
</tr>
<tr>
<td>
<b>Tylique</b>
</td>
<td>126</td>
<td />
</tr>
<tr>
<td>
<b>Supprimer</b>
</td>
<td>127</td>
<td />
</tr>
<tr>
<td>
<b>Clavier zéro</b>
</td>
<td>256</td>
<td />
</tr>
<tr>
<td>
<b>ClavierOne</b>
</td>
<td>257</td>
<td />
</tr>
<tr>
<td>
<b>Clavier deux</b>
</td>
<td>258</td>
<td />
</tr>
<tr>
<td>
<b>Clavier trois</b>
</td>
<td>259</td>
<td />
</tr>
<tr>
<td>
<b>ClavierFour</b>
</td>
<td>260</td>
<td />
</tr>
<tr>
<td>
<b>ClavierFive</b>
</td>
<td>261</td>
<td />
</tr>
<tr>
<td>
<b>ClavierSix</b>
</td>
<td>262</td>
<td />
</tr>
<tr>
<td>
<b>ClavierSeven</b>
</td>
<td>263</td>
<td />
</tr>
<tr>
<td>
<b>Clavier huit</b>
</td>
<td>264</td>
<td />
</tr>
<tr>
<td>
<b>Clavier neuf</b>
</td>
<td>265</td>
<td />
</tr>
<tr>
<td>
<b>Période de clavier</b>
</td>
<td>266</td>
<td />
</tr>
<tr>
<td>
<b>Diviser le clavier</b>
</td>
<td>267</td>
<td />
</tr>
<tr>
<td>
<b>Clavier multiplié</b>
</td>
<td>268</td>
<td />
</tr>
<tr>
<td>
<b>ClavierMoins</b>
</td>
<td>269</td>
<td />
</tr>
<tr>
<td>
<b>Clavier plus</b>
</td>
<td>270</td>
<td />
</tr>
<tr>
<td>
<b>ClavierEntrer</b>
</td>
<td>271</td>
<td />
</tr>
<tr>
<td>
<b>ClavierEquals</b>
</td>
<td>272</td>
<td />
</tr>
<tr>
<td>
<b>Up</b>
</td>
<td>273</td>
<td />
</tr>
<tr>
<td>
<b>Vers le bas</b>
</td>
<td>274</td>
<td />
</tr>
<tr>
<td>
<b>Droite</b>
</td>
<td>275</td>
<td />
</tr>
<tr>
<td>
<b>Gauche</b>
</td>
<td>276</td>
<td />
</tr>
<tr>
<td>
<b>Insérer</b>
</td>
<td>277</td>
<td />
</tr>
<tr>
<td>
<b>Accueil</b>
</td>
<td>278</td>
<td />
</tr>
<tr>
<td>
<b>Fin</b>
</td>
<td>279</td>
<td />
</tr>
<tr>
<td>
<b>PageSupérieur</b>
</td>
<td>280</td>
<td />
</tr>
<tr>
<td>
<b>Vers le bas de la page</b>
</td>
<td>281</td>
<td />
</tr>
<tr>
<td>
<b>Majuscule gauche</b>
</td>
<td>304</td>
<td />
</tr>
<tr>
<td>
<b>Majuscule droit</b>
</td>
<td>303</td>
<td />
</tr>
<tr>
<td>
<b>Meta gauche</b>
</td>
<td>310</td>
<td />
</tr>
<tr>
<td>
<b>Métamètre droit</b>
</td>
<td>309</td>
<td />
</tr>
<tr>
<td>
<b>Alt gauche</b>
</td>
<td>308</td>
<td />
</tr>
<tr>
<td>
<b>Alt droit</b>
</td>
<td>307</td>
<td />
</tr>
<tr>
<td>
<b>Contrôle gauche</b>
</td>
<td>306</td>
<td />
</tr>
<tr>
<td>
<b>Contrôle droit</b>
</td>
<td>305</td>
<td />
</tr>
<tr>
<td>
<b>Verrouillage de Capsule</b>
</td>
<td>301</td>
<td />
</tr>
<tr>
<td>
<b>Verrouillage numérique</b>
</td>
<td>300</td>
<td />
</tr>
<tr>
<td>
<b>Verrouillage de défilement</b>
</td>
<td>302</td>
<td />
</tr>
<tr>
<td>
<b>Super gauche</b>
</td>
<td>311</td>
<td />
</tr>
<tr>
<td>
<b>Super droite</b>
</td>
<td>312</td>
<td />
</tr>
<tr>
<td>
<b>Mode</b>
</td>
<td>313</td>
<td />
</tr>
<tr>
<td>
<b>Composer</b>
</td>
<td>314</td>
<td />
</tr>
<tr>
<td>
<b>Aide</b>
</td>
<td>315</td>
<td />
</tr>
<tr>
<td>
<b>Imprimer</b>
</td>
<td>316</td>
<td />
</tr>
<tr>
<td>
<b>SysReq</b>
</td>
<td>317</td>
<td />
</tr>
<tr>
<td>
<b>Éclater</b>
</td>
<td>318</td>
<td />
</tr>
<tr>
<td>
<b>Menu</b>
</td>
<td>319</td>
<td />
</tr>
<tr>
<td>
<b>Puissance</b>
</td>
<td>320</td>
<td />
</tr>
<tr>
<td>
<b>Euro</b>
</td>
<td>321</td>
<td />
</tr>
<tr>
<td>
<b>Retourner</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>Monde0</b>
</td>
<td>160</td>
<td />
</tr>
<tr>
<td>
<b>Monde1</b>
</td>
<td>161</td>
<td />
</tr>
<tr>
<td>
<b>Monde2</b>
</td>
<td>162</td>
<td />
</tr>
<tr>
<td>
<b>Monde3</b>
</td>
<td>163</td>
<td />
</tr>
<tr>
<td>
<b>Monde4</b>
</td>
<td>164</td>
<td />
</tr>
<tr>
<td>
<b>Monde5</b>
</td>
<td>165</td>
<td />
</tr>
<tr>
<td>
<b>Monde6</b>
</td>
<td>166</td>
<td />
</tr>
<tr>
<td>
<b>Monde7</b>
</td>
<td>167</td>
<td />
</tr>
<tr>
<td>
<b>Monde8</b>
</td>
<td>168</td>
<td />
</tr>
<tr>
<td>
<b>Monde9</b>
</td>
<td>169</td>
<td />
</tr>
<tr>
<td>
<b>Monde10</b>
</td>
<td>170</td>
<td />
</tr>
<tr>
<td>
<b>Monde11</b>
</td>
<td>171</td>
<td />
</tr>
<tr>
<td>
<b>Monde12</b>
</td>
<td>172</td>
<td />
</tr>
<tr>
<td>
<b>Monde13</b>
</td>
<td>173</td>
<td />
</tr>
<tr>
<td>
<b>Monde14</b>
</td>
<td>174</td>
<td />
</tr>
<tr>
<td>
<b>Monde15</b>
</td>
<td>175</td>
<td />
</tr>
<tr>
<td>
<b>Mondiale16</b>
</td>
<td>176</td>
<td />
</tr>
<tr>
<td>
<b>Monde17</b>
</td>
<td>177</td>
<td />
</tr>
<tr>
<td>
<b>Monde18</b>
</td>
<td>178</td>
<td />
</tr>
<tr>
<td>
<b>Monde19</b>
</td>
<td>179</td>
<td />
</tr>
<tr>
<td>
<b>Monde20</b>
</td>
<td>180</td>
<td />
</tr>
<tr>
<td>
<b>Mondiale21</b>
</td>
<td>181</td>
<td />
</tr>
<tr>
<td>
<b>Monde22</b>
</td>
<td>182</td>
<td />
</tr>
<tr>
<td>
<b>Monde23</b>
</td>
<td>183</td>
<td />
</tr>
<tr>
<td>
<b>World24</b>
</td>
<td>184</td>
<td />
</tr>
<tr>
<td>
<b>Monde25</b>
</td>
<td>185</td>
<td />
</tr>
<tr>
<td>
<b>Monde26</b>
</td>
<td>186</td>
<td />
</tr>
<tr>
<td>
<b>Mondiale27</b>
</td>
<td>187</td>
<td />
</tr>
<tr>
<td>
<b>Monde28</b>
</td>
<td>188</td>
<td />
</tr>
<tr>
<td>
<b>Monde29</b>
</td>
<td>189</td>
<td />
</tr>
<tr>
<td>
<b>World30</b>
</td>
<td>190</td>
<td />
</tr>
<tr>
<td>
<b>Monde31</b>
</td>
<td>191</td>
<td />
</tr>
<tr>
<td>
<b>Mondiale32</b>
</td>
<td>192</td>
<td />
</tr>
<tr>
<td>
<b>Monde33</b>
</td>
<td>193</td>
<td />
</tr>
<tr>
<td>
<b>Monde34</b>
</td>
<td>194</td>
<td />
</tr>
<tr>
<td>
<b>Monde35</b>
</td>
<td>195</td>
<td />
</tr>
<tr>
<td>
<b>Monde36</b>
</td>
<td>196</td>
<td />
</tr>
<tr>
<td>
<b>Monde37</b>
</td>
<td>197</td>
<td />
</tr>
<tr>
<td>
<b>Monde38</b>
</td>
<td>198</td>
<td />
</tr>
<tr>
<td>
<b>Monde39</b>
</td>
<td>199</td>
<td />
</tr>
<tr>
<td>
<b>World40</b>
</td>
<td>200</td>
<td />
</tr>
<tr>
<td>
<b>Mondiale41</b>
</td>
<td>201</td>
<td />
</tr>
<tr>
<td>
<b>Mondiale42</b>
</td>
<td>202</td>
<td />
</tr>
<tr>
<td>
<b>World43</b>
</td>
<td>203</td>
<td />
</tr>
<tr>
<td>
<b>Mondiale44</b>
</td>
<td>204</td>
<td />
</tr>
<tr>
<td>
<b>World45</b>
</td>
<td>205</td>
<td />
</tr>
<tr>
<td>
<b>World46</b>
</td>
<td>206</td>
<td />
</tr>
<tr>
<td>
<b>Mondiale47</b>
</td>
<td>207</td>
<td />
</tr>
<tr>
<td>
<b>Mondiale48</b>
</td>
<td>208</td>
<td />
</tr>
<tr>
<td>
<b>World49</b>
</td>
<td>209</td>
<td />
</tr>
<tr>
<td>
<b>World50</b>
</td>
<td>210</td>
<td />
</tr>
<tr>
<td>
<b>World51</b>
</td>
<td>211</td>
<td />
</tr>
<tr>
<td>
<b>World52</b>
</td>
<td>212</td>
<td />
</tr>
<tr>
<td>
<b>World53</b>
</td>
<td>213</td>
<td />
</tr>
<tr>
<td>
<b>World54</b>
</td>
<td>214</td>
<td />
</tr>
<tr>
<td>
<b>World55</b>
</td>
<td>215</td>
<td />
</tr>
<tr>
<td>
<b>Monde56</b>
</td>
<td>216</td>
<td />
</tr>
<tr>
<td>
<b>Monde57</b>
</td>
<td>217</td>
<td />
</tr>
<tr>
<td>
<b>Monde58</b>
</td>
<td>218</td>
<td />
</tr>
<tr>
<td>
<b>Monde59</b>
</td>
<td>219</td>
<td />
</tr>
<tr>
<td>
<b>World60</b>
</td>
<td>220</td>
<td />
</tr>
<tr>
<td>
<b>World61</b>
</td>
<td>221</td>
<td />
</tr>
<tr>
<td>
<b>World62</b>
</td>
<td>222</td>
<td />
</tr>
<tr>
<td>
<b>World63</b>
</td>
<td>223</td>
<td />
</tr>
<tr>
<td>
<b>World64</b>
</td>
<td>224</td>
<td />
</tr>
<tr>
<td>
<b>World65</b>
</td>
<td>225</td>
<td />
</tr>
<tr>
<td>
<b>World66</b>
</td>
<td>226</td>
<td />
</tr>
<tr>
<td>
<b>World67</b>
</td>
<td>227</td>
<td />
</tr>
<tr>
<td>
<b>World68</b>
</td>
<td>228</td>
<td />
</tr>
<tr>
<td>
<b>World69</b>
</td>
<td>229</td>
<td />
</tr>
<tr>
<td>
<b>Mondiale70</b>
</td>
<td>230</td>
<td />
</tr>
<tr>
<td>
<b>World71</b>
</td>
<td>231</td>
<td />
</tr>
<tr>
<td>
<b>World72</b>
</td>
<td>232</td>
<td />
</tr>
<tr>
<td>
<b>World73</b>
</td>
<td>233</td>
<td />
</tr>
<tr>
<td>
<b>World74</b>
</td>
<td>234</td>
<td />
</tr>
<tr>
<td>
<b>Mondiale75</b>
</td>
<td>235</td>
<td />
</tr>
<tr>
<td>
<b>World76</b>
</td>
<td>236</td>
<td />
</tr>
<tr>
<td>
<b>World77</b>
</td>
<td>237</td>
<td />
</tr>
<tr>
<td>
<b>World78</b>
</td>
<td>238</td>
<td />
</tr>
<tr>
<td>
<b>World79</b>
</td>
<td>239</td>
<td />
</tr>
<tr>
<td>
<b>World80</b>
</td>
<td>240</td>
<td />
</tr>
<tr>
<td>
<b>World81</b>
</td>
<td>241</td>
<td />
</tr>
<tr>
<td>
<b>World82</b>
</td>
<td>242</td>
<td />
</tr>
<tr>
<td>
<b>World83</b>
</td>
<td>243</td>
<td />
</tr>
<tr>
<td>
<b>World84</b>
</td>
<td>244</td>
<td />
</tr>
<tr>
<td>
<b>World85</b>
</td>
<td>245</td>
<td />
</tr>
<tr>
<td>
<b>World86</b>
</td>
<td>246</td>
<td />
</tr>
<tr>
<td>
<b>World87</b>
</td>
<td>247</td>
<td />
</tr>
<tr>
<td>
<b>World88</b>
</td>
<td>248</td>
<td />
</tr>
<tr>
<td>
<b>World89</b>
</td>
<td>249</td>
<td />
</tr>
<tr>
<td>
<b>World90</b>
</td>
<td>250</td>
<td />
</tr>
<tr>
<td>
<b>Monde91</b>
</td>
<td>251</td>
<td />
</tr>
<tr>
<td>
<b>World92</b>
</td>
<td>252</td>
<td />
</tr>
<tr>
<td>
<b>Monde93</b>
</td>
<td>253</td>
<td />
</tr>
<tr>
<td>
<b>World94</b>
</td>
<td>254</td>
<td />
</tr>
<tr>
<td>
<b>Monde95</b>
</td>
<td>255</td>
<td />
</tr>
<tr>
<td>
<b>BoutonX</b>
</td>
<td>1000</td>
<td />
</tr>
<tr>
<td>
<b>BoutonY</b>
</td>
<td>1001</td>
<td />
</tr>
<tr>
<td>
<b>BoutonA</b>
</td>
<td>1002</td>
<td />
</tr>
<tr>
<td>
<b>BoutonB</b>
</td>
<td>1003</td>
<td />
</tr>
<tr>
<td>
<b>BoutonR1</b>
</td>
<td>1004</td>
<td />
</tr>
<tr>
<td>
<b>BoutonL1</b>
</td>
<td>1005</td>
<td />
</tr>
<tr>
<td>
<b>BoutonR2</b>
</td>
<td>1006</td>
<td />
</tr>
<tr>
<td>
<b>BoutonL2</b>
</td>
<td>1007</td>
<td />
</tr>
<tr>
<td>
<b>BoutonR3</b>
</td>
<td>1008</td>
<td />
</tr>
<tr>
<td>
<b>BoutonL3</b>
</td>
<td>1009</td>
<td />
</tr>
<tr>
<td>
<b>Bouton de démarrage</b>
</td>
<td>1010</td>
<td />
</tr>
<tr>
<td>
<b>Bouton sélectionner</b>
</td>
<td>1011</td>
<td />
</tr>
<tr>
<td>
<b>Bouton DPadGauche</b>
</td>
<td>1012</td>
<td />
</tr>
<tr>
<td>
<b>DPadRight</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>Bâton de pouce1</b>
</td>
<td>1016</td>
<td />
</tr>
<tr>
<td>
<b>Bâton de pouce2</b>
</td>
<td>1017</td>
</tr>
Nom

Voir aussi :

Échantillons de code

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.

Binding Supported Gamepad KeyCodes

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

Lecture parallèle

Cette propriété décrit une valeur positionnelle Vector3 de cette entrée.

Pour l'entrée souris et tactile, c'est la position de l'écran de la souris/du toucher, décrite dans les composants X et Y.L'insertion appliquée aux éléments GUI (tels que de la barre supérieure) est prise en compte dans la position.

Pour l'entrée de la molette de la souris, la composante Z décrit si la roue a été déplacée vers l'avant (1), vers l'arrière (-1) ou pas du tout (0).

Pour l'entrée Enum.KeyCode, cela indique la position du joueur Mouse.

Notez qu'un correspondant à (cliquergauche) et (cliquerdroit) fourni à partir d'un rappel ou mis à jour une fois créé, sauf lorsque l'entrée de la souris se termine.Pour obtenir des positions mises à jour pour les entrées de souris, vous devez plutôt faire référence à un InputObject à partir d'un rappel InputChanged ou appeler GetMouseLocation() .Cependant, tout InputObjects correspondant aux entrées de toucher aura son delta et sa position mises à jour à chaque cadre tout au long de sa vie.

Voir aussi

Échantillons de code

The following example demonstrates one of many usage examples of handling user input from InputBegan depending on its type.

Handling InputBegan

-- 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.

Handling InputChanged

-- 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.

Handling InputEnded

-- 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

Lecture parallèle

État d'entrée de l'utilisateur décrit l'état d'une entrée effectuée, suivant un flux spécifique en fonction du UserInputType.Il utilise l'enum du même nom, Enum.UserInputState .Voir la page enum pour une liste de toutes les valeurs possibles pour cette propriété.

Voir aussi :

Échantillons de code

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.

Binding Supported Gamepad KeyCodes

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:

  1. Mobile camera events, which rely on touch events
  2. 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.

Create a Custom CameraScript

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

Lecture parallèle

UserInputType est une propriété qui décrit le type d'entrée que représente cette InputObject telle que la souris, le clavier, l'entrée tactile ou le gamepad.Il utilise l'enum du même nom, Enum.UserInputType .Voir la page enum pour une liste de toutes les valeurs possibles pour cette propriété.

Voir aussi :

Échantillons de code

The following example demonstrates one of many usage examples of handling user input from InputChanged depending on its type.

Handling InputChanged

-- 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.

Handling InputBegan

-- 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:

  1. Mobile camera events, which rely on touch events
  2. 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.

Create a Custom CameraScript

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

Méthodes

IsModifierKeyDown

Paramètres

modifierKey: Enum.ModifierKey
Valeur par défaut : ""

Retours

Évènements