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:

Campioni di codice

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)
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)
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)

Sommario

Proprietà

Proprietà

Delta

Lettura Parallela

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

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)
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
Lettura Parallela

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


<tr>
<td>
<b>Sconosciuto</b>
</td>
<td>0</td>
<td />
</tr>
<tr>
<td>
<b>Torna indietro spazio vuoto</b>
</td>
<td>8</td>
<td />
</tr>
<tr>
<td>
<b>scheda</b>
</td>
<td>9</td>
<td />
</tr>
<tr>
<td>
<b>Svuota</b>
</td>
<td>12</td>
<td />
</tr>
<tr>
<td>
<b>Ritorna</b>
</td>
<td>13</td>
<td />
</tr>
<tr>
<td>
<b>Sospendi</b>
</td>
<td>19</td>
<td />
</tr>
<tr>
<td>
<b>Scappa</b>
</td>
<td>27</td>
<td />
</tr>
<tr>
<td>
<b>Spazio</b>
</td>
<td>32</td>
<td />
</tr>
<tr>
<td>
<b>QuotedDouble</b>
</td>
<td>34</td>
<td />
</tr>
<tr>
<td>
<b>Hashes</b>
</td>
<td>35</td>
<td />
</tr>
<tr>
<td>
<b>dollaro</b>
</td>
<td>36</td>
<td />
</tr>
<tr>
<td>
<b>Percento</b>
</td>
<td>37</td>
<td />
</tr>
<tr>
<td>
<b>Ampersand</b>
</td>
<td>38</td>
<td />
</tr>
<tr>
<td>
<b>Citazione</b>
</td>
<td>39</td>
<td />
</tr>
<tr>
<td>
<b>Parentesi sinistra</b>
</td>
<td>40</td>
<td />
</tr>
<tr>
<td>
<b>RightParenthesis</b>
</td>
<td>41</td>
<td />
</tr>
<tr>
<td>
<b>Asterisk</b>
</td>
<td>42</td>
<td />
</tr>
<tr>
<td>
<b>Più</b>
</td>
<td>43</td>
<td />
</tr>
<tr>
<td>
<b>Comma</b>
</td>
<td>44</td>
<td />
</tr>
<tr>
<td>
<b>Minuscolo</b>
</td>
<td>45</td>
<td />
</tr>
<tr>
<td>
<b>Periodo</b>
</td>
<td>46</td>
<td />
</tr>
<tr>
<td>
<b>Slash</b>
</td>
<td>47</td>
<td />
</tr>
<tr>
<td>
<b>Zero</b>
</td>
<td>48</td>
<td />
</tr>
<tr>
<td>
<b>Uno</b>
</td>
<td>49</td>
<td />
</tr>
<tr>
<td>
<b>Due</b>
</td>
<td>50</td>
<td />
</tr>
<tr>
<td>
<b>Tre</b>
</td>
<td>51</td>
<td />
</tr>
<tr>
<td>
<b>Quattro</b>
</td>
<td>52</td>
<td />
</tr>
<tr>
<td>
<b>Cinque</b>
</td>
<td>53</td>
<td />
</tr>
<tr>
<td>
<b>Sei</b>
</td>
<td>54</td>
<td />
</tr>
<tr>
<td>
<b>Sette</b>
</td>
<td>55</td>
<td />
</tr>
<tr>
<td>
<b>otto</b>
</td>
<td>56</td>
<td />
</tr>
<tr>
<td>
<b>Novembre</b>
</td>
<td>57</td>
<td />
</tr>
<tr>
<td>
<b>Colonna</b>
</td>
<td>58</td>
<td />
</tr>
<tr>
<td>
<b>Semicollo</b>
</td>
<td>59</td>
<td />
</tr>
<tr>
<td>
<b>Meno di</b>
</td>
<td>60</td>
<td />
</tr>
<tr>
<td>
<b>Equals</b>
</td>
<td>61</td>
<td />
</tr>
<tr>
<td>
<b>Più grande di</b>
</td>
<td>62</td>
<td />
</tr>
<tr>
<td>
<b>Domanda</b>
</td>
<td>63</td>
<td />
</tr>
<tr>
<td>
<b>A</b>
</td>
<td>64</td>
<td />
</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>
NomeValoreDescrizione

Vedi anche:

Campioni di codice

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

Lettura Parallela

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

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)
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)
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

Lettura Parallela

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

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
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

Lettura Parallela

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

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)
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)
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

Metodi

IsModifierKeyDown

Parametri

modifierKey: Enum.ModifierKey

Restituzioni

Eventi