InputObject
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Un InputObject rappresenta un singolo input utente, come il movimento del mouse, i tocchi, la pressione della chiave e altro ancora. Viene creato quando un input inizia.
Le proprietà di questo oggetto variano secondo il UserInputType . Ogni tipo di input subirà varie modifiche al suo UserInputState . Durante la vita di un input, altre
Una volta creato all'inizio di un input, lo stesso oggetto persiste e viene aggiornato fino alla fine dell'input. Di Risultato, puoi tracciare le modifiche dell'oggetto utilizzando l'evento Changed come l'utente cambia l'input in questione. Puoi anche posizionare questi ogget
Vedi anche:
- ContextActionService , which passes an InputObject to bound action-handling functions
- UserInputService , il cui eventi e funzioni utilizzano spesso InputObject
- GuiObject , il cui evento è correlato all'input dell'utente utilizza InputObject
Campioni di codice
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)
Sommario
Proprietà
Un Vector3 che descrive la Delta tra i movimenti del mouse / joystick.
Contiene un Enum che descrive il tipo di input utilizzato.
Descrive un valore posizionale di questa input.
Descrive lo stato di un input in esecuzione, seguendo un flusso specifico a seconda del UserInputType .
Descrive il tipo di input che viene eseguito (Topo, or mouse as computer mouse, tastiera, gamepad, tocco, ecc).
Metodi
Proprietà
Delta
Un Vector3 che descrive la Delta (cambia) tra i movimenti del mouse / joystick.
Questo è utile quando viene utilizzato con l'input del position per tracciare la posizione e la direzione del mouse/joystick dell'utente, come quando si crea uno script di movimento personalizzato o uno script di telecamera. Considere la tracciabilità delle modifiche degli oggetti di input utilizzando l'evento
Nota che un InputObject corrispondente a Enum.UserInputType.MouseButton1
Vedi anche:
Campioni di codice
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 che descrive quale tipo di input è stato utilizzato. Per i tipi di input come la tastiera, questo descrive quale chiave è stata premuta. Per gli input come il Topo, or mouse as computer mouse, questo non fornisce informazioni aggiuntive.
Enums
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/></tr><tr><td><b>LeftBracket</b></td><td>91</td><td /></tr><tr><td><b>BackSlash</b></td><td>92</td><td /></tr><tr><td><b>RightBracket</b></td><td>93</td><td /></tr><tr><td><b>Custode</b></td><td>94</td><td /></tr><tr><td><b>Sottolineare</b></td><td>95</td><td /></tr><tr><td><b>QuoteBack</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>Io</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>Larga.</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>Torna indietro</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>Curly Sinistro</b></td><td>123</td><td /></tr><tr><td><b>Tubo</b></td><td>124</td><td /></tr><tr><td><b>RightCurly</b></td><td>125</td><td /></tr><tr><td><b>Sottolineatura</b></td><td>126</td><td /></tr><tr><td><b>Cancellare</b></td><td>127</td><td /></tr><tr><td><b>KeypadZero</b></td><td>256</td><td /></tr><tr><td><b>KeypadOne ]</b></td><td>257</td><td /></tr><tr><td><b>KeypadTwo</b></td><td>258</td><td /></tr><tr><td><b>TastieraThree</b></td><td>259</td><td /></tr><tr><td><b>KeypadFour</b></td><td>260</td><td /></tr><tr><td><b>KeypadFive ]</b></td><td>261</td><td /></tr><tr><td><b>KeypadSix ]</b></td><td>262</td><td /></tr><tr><td><b>KeypadSeven ]</b></td><td>263</td><td /></tr><tr><td><b>KeypadEight ]</b></td><td>264</td><td /></tr><tr><td><b>KeypadNine ]</b></td><td>265</td><td /></tr><tr><td><b>KeypadPeriod</b></td><td>266</td><td /></tr><tr><td><b>Dividi tastiera</b></td><td>267</td><td /></tr><tr><td><b>KeypadMultiply</b></td><td>268</td><td /></tr><tr><td><b>KeypadMinus</b></td><td>269</td><td /></tr><tr><td><b>KeypadPlus</b></td><td>270</td><td /></tr><tr><td><b>KeypadEnter</b></td><td>271</td><td /></tr><tr><td><b>KeypadEquals</b></td><td>272</td><td /></tr><tr><td><b>Su</b></td><td>273</td><td /></tr><tr><td>Giù «1»</td><td>274</td><td /></tr><tr><td><b>Destra</b></td><td>275</td><td /></tr><tr><td><b>Sinistra</b></td><td>276</td><td /></tr><tr><td><b>Inserisci</b></td><td>277</td><td /></tr><tr><td><b>Home頁</b></td><td>278</td><td /></tr><tr><td><b>Fine</b></td><td>279</td><td /></tr><tr><td><b>PageUp ]</b></td><td>280</td><td /></tr><tr><td><b>PageDown ]</b></td><td>281</td><td /></tr><tr><td><b>Sinistro spostamento di posizione</b></td><td>304</td><td /></tr><tr><td><b>RightShift</b></td><td>303</td><td /></tr><tr><td><b>LeftMeta</b></td><td>310</td><td /></tr><tr><td><b>RightMeta ]</b></td><td>309</td><td /></tr><tr><td><b>Altro sinistro</b></td><td>308</td><td /></tr><tr><td><b>RightAlt</b></td><td>307</td><td /></tr><tr><td><b>Controllo a sinistra</b></td><td>306</td><td /></tr><tr><td><b>Controllo a destra</b></td><td>305</td><td /></tr><tr><td><b>CapsLock</b></td><td>301</td><td /></tr><tr><td><b>NumLock</b></td><td>300</td><td /></tr><tr><td><b>Blocco di scorrimento della barra di avvio »</b></td><td>302</td><td /></tr><tr><td><b>Super di sinistra</b></td><td>311</td><td /></tr><tr><td><b>RightSuper</b></td><td>312</td><td /></tr><tr><td><b>Modalità</b></td><td>313</td><td /></tr><tr><td><b>Comporre</b></td><td>314</td><td /></tr><tr><td><b>Aiuto</b></td><td>315</td><td /></tr><tr><td><b>Stampa</b></td><td>316</td><td /></tr><tr><td><b>SysReq</b></td><td>317</td><td /></tr><tr><td><b>Rizza la maniglia</b></td><td>318</td><td /></tr><tr><td><b>Menu</b></td><td>319</td><td /></tr><tr><td><b>Potere</b></td><td>320</td><td /></tr><tr><td><b>Euro</b></td><td>321</td><td /></tr><tr><td><b>Annulla</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>World0</b></td><td>160</td><td /></tr><tr><td><b>World1 ]</b></td><td>161</td><td /></tr><tr><td><b>World2</b></td><td>162</td><td /></tr><tr><td><b>World3 ]</b></td><td>163</td><td /></tr><tr><td><b>World4</b></td><td>164</td><td /></tr><tr><td><b>World5 ]</b></td><td>165</td><td /></tr><tr><td><b>World6</b></td><td>166</td><td /></tr><tr><td><b>World7</b></td><td>167</td><td /></tr><tr><td><b>World8 ]</b></td><td>168</td><td /></tr><tr><td><b>World9 ]</b></td><td>169</td><td /></tr><tr><td><b>World10 ]</b></td><td>170</td><td /></tr><tr><td><b>World11 ]</b></td><td>171</td><td /></tr><tr><td><b>World12 ]</b></td><td>172</td><td /></tr><tr><td><b>World13 ]</b></td><td>173</td><td /></tr><tr><td><b>World14 ]</b></td><td>174</td><td /></tr><tr><td><b>World15</b></td><td>175</td><td /></tr><tr><td><b>World16</b></td><td>176</td><td /></tr><tr><td><b>World17</b></td><td>177</td><td /></tr><tr><td><b>World18</b></td><td>178</td><td /></tr><tr><td><b>World19 ]</b></td><td>179</td><td /></tr><tr><td><b>World20</b></td><td>180</td><td /></tr><tr><td><b>World21</b></td><td>181</td><td /></tr><tr><td><b>World22</b></td><td>182</td><td /></tr><tr><td><b>World23</b></td><td>183</td><td /></tr><tr><td><b>World24</b></td><td>184</td><td /></tr><tr><td><b>World25</b></td><td>185</td><td /></tr><tr><td><b>World26</b></td><td>186</td><td /></tr><tr><td><b>World27</b></td><td>187</td><td /></tr><tr><td><b>World28 ]</b></td><td>188</td><td /></tr><tr><td><b>World29 ]</b></td><td>189</td><td /></tr><tr><td><b>World30</b></td><td>190</td><td /></tr><tr><td><b>World31</b></td><td>191</td><td /></tr><tr><td><b>World32</b></td><td>192</td><td /></tr><tr><td><b>World33</b></td><td>193</td><td /></tr><tr><td><b>World34 ]</b></td><td>194</td><td /></tr><tr><td><b>World35</b></td><td>195</td><td /></tr><tr><td><b>World36</b></td><td>196</td><td /></tr><tr><td><b>World37</b></td><td>197</td><td /></tr><tr><td><b>World38 ]</b></td><td>198</td><td /></tr><tr><td><b>World39 ]</b></td><td>199</td><td /></tr><tr><td><b>World40</b></td><td>200</td><td /></tr><tr><td><b>World41</b></td><td>201</td><td /></tr><tr><td><b>World42</b></td><td>202</td><td /></tr><tr><td><b>World43</b></td><td>203</td><td /></tr><tr><td><b>World44</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>World47</b></td><td>207</td><td /></tr><tr><td><b>World48</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>World56 ]</b></td><td>216</td><td /></tr><tr><td><b>World57 ]</b></td><td>217</td><td /></tr><tr><td><b>World58 ]</b></td><td>218</td><td /></tr><tr><td><b>World59 ]</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>World70</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>World75</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>World91</b></td><td>251</td><td /></tr><tr><td><b>World92</b></td><td>252</td><td /></tr><tr><td><b>World93</b></td><td>253</td><td /></tr><tr><td><b>World94</b></td><td>254</td><td /></tr><tr><td><b>World95</b></td><td>255</td><td /></tr><tr><td><b>ButtonX</b></td><td>1000</td><td /></tr><tr><td><b>ButtonY</b></td><td>1001</td><td /></tr><tr><td><b>ButtonA</b></td><td>1002</td><td /></tr><tr><td><b>ButtonB.</b></td><td>1003</td><td /></tr><tr><td><b>ButtonR1</b></td><td>1004</td><td /></tr><tr><td><b>ButtonL1</b></td><td>1005</td><td /></tr><tr><td><b>ButtonR2</b></td><td>1006</td><td /></tr><tr><td><b>ButtonL2</b></td><td>1007</td><td /></tr><tr><td><b>ButtonR3</b></td><td>1008</td><td /></tr><tr><td><b>ButtonL3</b></td><td>1009</td><td /></tr><tr><td><b>Inizio pulsante</b></td><td>1010</td><td /></tr><tr><td><b>ButtonSelect</b></td><td>1011</td><td /></tr><tr><td><b>DPadLeft</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>Thumbstick1 ]</b></td><td>1016</td><td /></tr><tr><td><b>Thumbstick2</b></td><td>1017</td></tr>
Nome | Valore | Descrizione |
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Campioni di codice
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
Questa proprietà descrive un Vector3 valore posizionale di questo input.
Per l'input del mouse e del touch, questa è la posizione dello schermo del mouse / touch, descritta negli input X e Y. L'insetto applicato agli elementi GUI (come dalla barra superiore) viene contato nella posizione.
Per l'input del mouse wheel, il Z componente descrive se la ruota è stata spostata in avanti (1), in retrocesso (-1) o non in affatto (0).
Per l'input Enum.KeyCode del Giocatore, questo indica la posizione del giocatore.
Nota che un InputObject corrispondente a Enum.UserInput
Vedi anche
Campioni di codice
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
UserInputState descrive lo stato di un input in esecuzione, seguendo un flusso specifico a seconda del UserInputType . Utilizza l'elenco dello stesso nome, Enum.UserInputState . Vedi la pagina dell'elenco per una lista di tutti i valori possibili per questa Proprietà.
Vedi anche:
Campioni di codice
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 è una proprietà che descrive per quale tipo di input questo InputObject rappresenta, come il Topo, or mouse as computer mouse, la tastiera, il tocco o il gamepad. Utilizza l'elenco dello stesso nome, Enum.UserInputType . Vedi la pagina dell'elenco per una lista di tutti i valori possibili per questa Proprietà.
Vedi anche:
Campioni di codice
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