InputObject
*このコンテンツは、ベータ版のAI(人工知能)を使用して翻訳されており、エラーが含まれている可能性があります。このページを英語で表示するには、 こちら をクリックしてください。
InputObject は、マウスの移動、タッチ、キープレスなどのユーザーの単一の入力を表示します。入力が開始されると作成されます。
このオブジェクトのプロパティは、UserInputType によって変更されます。各種の入力は、UserInputState で
入力の開始時に作成されると、同じオブジェクトが持続し、入力が終了するまで更新されます。その結果、ユーザーが入力を変更するにつれて、オブジェクトの変更を追跡できます。これらのオブジェクトをリストに追
参照してください:
- ContextActionService 、bound 、アクションハンドリング機能をパスする
- UserInputService 、イベントと関数をたびに入力オブジェクトを使用することが多い
- GuiObject 、ユーザーの入力に関連するイベントを使用するためのインプットオブジェクトを使用します
コードサンプル
-- 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)
-- 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)
-- 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)
概要
プロパティ
マウス/ジョイスティックの動作の間のデルタを記述するベクトル 3。
使用されている入力の種類を説明する枚数を含します。
この入力の位置の値を説明します。
入力の状態を説明し、特定のフローに従って UserInputType で実行される。
実行されている入力の種類 (マウス、キーボード、ゲームパッド、タッチなど) を説明します。
方法
プロパティ
Delta
マウス/ジョイスティックの移動の間のデルタ (変更) を記述する A Vector3 。
これは、ユーザーのマウス/ジョイスティックの位置と移動を追跡するために、入力の position を使用するときに便利です。たとえ、カスタムマウス/カメラスクリプトを作成するときや、イベント
注:InputObject が、 Class.UserInputService.InputBegan|
参照してください:
コードサンプル
-- 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)
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
入力の種類を記述する Enum.KeyCode 枚を含む。これは、キーボードなどの入力の種類を記述します。マウスの入力の場合は、これはマウスのキーを押したことを記述します。マウスの入力の場合は、これは追加の情報を提供しません。
エンラム
<tr><td><b>不明</b></td><td>0</td><td /></tr><tr><td><b>バックスペース</b></td><td>8</td><td /></tr><tr><td><b>タブ</b></td><td>9</td><td /></tr><tr><td><b>クリア</b></td><td>12</td><td /></tr><tr><td><b>戻る</b></td><td>13</td><td /></tr><tr><td><b>一時停止する</b></td><td>19</td><td /></tr><tr><td><b>エスケープ</b></td><td>27</td><td /></tr><tr><td><b>スペース</b></td><td>32</td><td /></tr><tr><td><b>QuotedDouble</b></td><td>34</td><td /></tr><tr><td><b>ハッシュ</b></td><td>35</td><td /></tr><tr><td><b>ドルルーム</b></td><td>36</td><td /></tr><tr><td><b>パーセント</b></td><td>37</td><td /></tr><tr><td><b>アンパーサンド</b></td><td>38</td><td /></tr><tr><td><b>引用文</b></td><td>39</td><td /></tr><tr><td><b>LeftParenthesis</b></td><td>40</td><td /></tr><tr><td><b>RightParenthesis</b></td><td>41</td><td /></tr><tr><td><b>アスタークス</b></td><td>42</td><td /></tr><tr><td><b>プラス</b></td><td>43</td><td /></tr><tr><td><b>コマ</b></td><td>44</td><td /></tr><tr><td><b>マイナス</b></td><td>45</td><td /></tr><tr><td><b>期間</b></td><td>46</td><td /></tr><tr><td><b>スラッシュ</b></td><td>47</td><td /></tr><tr><td><b>ゼロ</b></td><td>48</td><td /></tr><tr><td><b>1つ</b></td><td>49</td><td /></tr><tr><td><b>2つの</b></td><td>50</td><td /></tr><tr><td><b>3</b></td><td>51</td><td /></tr><tr><td><b>4</b></td><td>52</td><td /></tr><tr><td><b>5</b></td><td>53</td><td /></tr><tr><td><b>6</b></td><td>54</td><td /></tr><tr><td><b>7 ]</b></td><td>55</td><td /></tr><tr><td><b>エイト</b></td><td>56</td><td /></tr><tr><td><b>9 ]</b></td><td>57</td><td /></tr><tr><td><b>コロン</b></td><td>58</td><td /></tr><tr><td><b>セミコロン</b></td><td>59</td><td /></tr><tr><td><b>LessThанKSayooo</b></td><td>60</td><td /></tr><tr><td><b>等しい</b></td><td>61</td><td /></tr><tr><td><b>GreaterThan より大きい</b></td><td>62</td><td /></tr><tr><td><b>質問</b></td><td>63</td><td /></tr><tr><td><b>アット</b></td><td>64</td><td /></tr><tr><td><b>LeftBracket</b></td><td>91</td><td /></tr><tr><td><b>バックスラッシュ</b></td><td>92</td><td /></tr><tr><td><b>右ブラケット</b></td><td>93</td><td /></tr><tr><td><b>ケア</b></td><td>94</td><td /></tr><tr><td><b>アンダースコア</b></td><td>95</td><td /></tr><tr><td><b>バッククエート</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>私</b></td><td>105</td><td /></tr><tr><td><b>J</b></td><td>106</td><td /></tr><tr><td><b>K</b></td><td>107</td><td /></tr><tr><td><b>L</b></td><td>108</td><td /></tr><tr><td><b>M</b></td><td>109</td><td /></tr><tr><td><b>N</b></td><td>110</td><td /></tr><tr><td><b>O</b></td><td>111</td><td /></tr><tr><td><b>P</b></td><td>112</td><td /></tr><tr><td><b>Q</b></td><td>113</td><td /></tr><tr><td><b>R</b></td><td>114</td><td /></tr><tr><td><b>S</b></td><td>115</td><td /></tr><tr><td><b>T</b></td><td>116</td><td /></tr><tr><td><b>U</b></td><td>117</td><td /></tr><tr><td><b>V</b></td><td>118</td><td /></tr><tr><td><b>W</b></td><td>119</td><td /></tr><tr><td><b>X</b></td><td>120</td><td /></tr><tr><td><b>Y</b></td><td>121</td><td /></tr><tr><td><b>Z</b></td><td>122</td><td /></tr><tr><td><b>左カーリー</b></td><td>123</td><td /></tr><tr><td><b>パイプ</b></td><td>124</td><td /></tr><tr><td><b>右カーリー</b></td><td>125</td><td /></tr><tr><td><b>タイルド</b></td><td>126</td><td /></tr><tr><td><b>削除</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>KeypadThree</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>キーパッド期間</b></td><td>266</td><td /></tr><tr><td><b>キーパッド分割</b></td><td>267</td><td /></tr><tr><td><b>キーパッドマルチプライヤー</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>上</b></td><td>273</td><td /></tr><tr><td><b>下</b></td><td>274</td><td /></tr><tr><td><b>右</b></td><td>275</td><td /></tr><tr><td><b>左</b></td><td>276</td><td /></tr><tr><td><b>挿入する</b></td><td>277</td><td /></tr><tr><td><b>ホーム</b></td><td>278</td><td /></tr><tr><td><b>終了</b></td><td>279</td><td /></tr><tr><td><b>ページアップ</b></td><td>280</td><td /></tr><tr><td><b>ページダウン</b></td><td>281</td><td /></tr><tr><td><b>左シフト</b></td><td>304</td><td /></tr><tr><td><b>右シフト</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>LeftAlt</b></td><td>308</td><td /></tr><tr><td><b>右 Alt</b></td><td>307</td><td /></tr><tr><td><b>LeftControl</b></td><td>306</td><td /></tr><tr><td><b>右コントロール</b></td><td>305</td><td /></tr><tr><td><b>カプセルロック</b></td><td>301</td><td /></tr><tr><td><b>NumLock</b></td><td>300</td><td /></tr><tr><td><b>スクロールロック</b></td><td>302</td><td /></tr><tr><td><b>左スーパー</b></td><td>311</td><td /></tr><tr><td><b>RightSuper</b></td><td>312</td><td /></tr><tr><td><b>モード</b></td><td>313</td><td /></tr><tr><td><b>構成</b></td><td>314</td><td /></tr><tr><td><b>ヘルプ</b></td><td>315</td><td /></tr><tr><td><b>印刷する</b></td><td>316</td><td /></tr><tr><td><b>SysReq</b></td><td>317</td><td /></tr><tr><td><b>ブレーク</b></td><td>318</td><td /></tr><tr><td><b>メニュー</b></td><td>319</td><td /></tr><tr><td><b>パワー</b></td><td>320</td><td /></tr><tr><td><b>ユーロ</b></td><td>321</td><td /></tr><tr><td><b>取り消す</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>ワールド0</b></td><td>160</td><td /></tr><tr><td><b>ワールド1</b></td><td>161</td><td /></tr><tr><td><b>ワールド 2</b></td><td>162</td><td /></tr><tr><td><b>ワールド 3</b></td><td>163</td><td /></tr><tr><td><b>ワールド4</b></td><td>164</td><td /></tr><tr><td><b>ワールド 5</b></td><td>165</td><td /></tr><tr><td><b>ワールド 6</b></td><td>166</td><td /></tr><tr><td><b>ワールド7</b></td><td>167</td><td /></tr><tr><td><b>ワールド8</b></td><td>168</td><td /></tr><tr><td><b>ワールド9</b></td><td>169</td><td /></tr><tr><td><b>ワールド10</b></td><td>170</td><td /></tr><tr><td><b>ワールド11</b></td><td>171</td><td /></tr><tr><td><b>ワールド12</b></td><td>172</td><td /></tr><tr><td><b>ワールド13</b></td><td>173</td><td /></tr><tr><td><b>ワールド14</b></td><td>174</td><td /></tr><tr><td><b>ワールド15</b></td><td>175</td><td /></tr><tr><td><b>ワールド16</b></td><td>176</td><td /></tr><tr><td><b>ワールド17</b></td><td>177</td><td /></tr><tr><td><b>ワールド18</b></td><td>178</td><td /></tr><tr><td><b>ワールド19</b></td><td>179</td><td /></tr><tr><td><b>ワールド20</b></td><td>180</td><td /></tr><tr><td><b>ワールド 21</b></td><td>181</td><td /></tr><tr><td><b>ワールド 22</b></td><td>182</td><td /></tr><tr><td><b>ワールド 23</b></td><td>183</td><td /></tr><tr><td><b>ワールド24</b></td><td>184</td><td /></tr><tr><td><b>ワールド 25</b></td><td>185</td><td /></tr><tr><td><b>ワールド 26</b></td><td>186部門</td><td /></tr><tr><td><b>ワールド 27</b></td><td>187</td><td /></tr><tr><td><b>ワールド 28</b></td><td>188</td><td /></tr><tr><td><b>ワールド29</b></td><td>189</td><td /></tr><tr><td><b>ワールド30</b></td><td>190</td><td /></tr><tr><td><b>ワールド31</b></td><td>191</td><td /></tr><tr><td><b>ワールド32</b></td><td>192</td><td /></tr><tr><td><b>ワールド33</b></td><td>193</td><td /></tr><tr><td><b>ワールド34</b></td><td>194</td><td /></tr><tr><td><b>ワールド35</b></td><td>195</td><td /></tr><tr><td><b>ワールド36</b></td><td>196部門</td><td /></tr><tr><td><b>ワールド37</b></td><td>197</td><td /></tr><tr><td><b>ワールド38</b></td><td>198</td><td /></tr><tr><td><b>World39</b></td><td>199</td><td /></tr><tr><td><b>ワールド 40</b></td><td>200</td><td /></tr><tr><td><b>ワールド41</b></td><td>201</td><td /></tr><tr><td><b>ワールド42</b></td><td>202</td><td /></tr><tr><td><b>ワールド43</b></td><td>203</td><td /></tr><tr><td><b>ワールド 44</b></td><td>204</td><td /></tr><tr><td><b>ワールド45</b></td><td>205</td><td /></tr><tr><td><b>ワールド46</b></td><td>206</td><td /></tr><tr><td><b>ワールド47</b></td><td>207</td><td /></tr><tr><td><b>ワールド48</b></td><td>208</td><td /></tr><tr><td><b>ワールド49</b></td><td>209</td><td /></tr><tr><td><b>ワールド50</b></td><td>210</td><td /></tr><tr><td><b>ワールド51</b></td><td>211</td><td /></tr><tr><td><b>ワールド52</b></td><td>212</td><td /></tr><tr><td><b>ワールド53</b></td><td>213</td><td /></tr><tr><td><b>ワールド54</b></td><td>214</td><td /></tr><tr><td><b>ワールド55</b></td><td>215</td><td /></tr><tr><td><b>ワールド56</b></td><td>216</td><td /></tr><tr><td><b>ワールド57</b></td><td>217</td><td /></tr><tr><td><b>ワールド58</b></td><td>218</td><td /></tr><tr><td><b>ワールド59</b></td><td>219</td><td /></tr><tr><td><b>ワールド60</b></td><td>220</td><td /></tr><tr><td><b>ワールド61</b></td><td>221</td><td /></tr><tr><td><b>ワールド62</b></td><td>222</td><td /></tr><tr><td><b>ワールド63</b></td><td>223</td><td /></tr><tr><td><b>ワールド64</b></td><td>224</td><td /></tr><tr><td><b>ワールド65</b></td><td>225</td><td /></tr><tr><td><b>ワールド66</b></td><td>226</td><td /></tr><tr><td><b>ワールド67</b></td><td>227</td><td /></tr><tr><td><b>ワールド68</b></td><td>228</td><td /></tr><tr><td><b>ワールド69</b></td><td>229</td><td /></tr><tr><td><b>ワールド70</b></td><td>230</td><td /></tr><tr><td><b>ワールド71</b></td><td>231</td><td /></tr><tr><td><b>ワールド72</b></td><td>232</td><td /></tr><tr><td><b>ワールド73</b></td><td>233</td><td /></tr><tr><td><b>ワールド74</b></td><td>234</td><td /></tr><tr><td><b>ワールド75</b></td><td>235</td><td /></tr><tr><td><b>ワールド76</b></td><td>236</td><td /></tr><tr><td><b>ワールド77</b></td><td>237</td><td /></tr><tr><td><b>ワールド78</b></td><td>238</td><td /></tr><tr><td><b>ワールド79</b></td><td>239</td><td /></tr><tr><td><b>ワールド80</b></td><td>240</td><td /></tr><tr><td><b>ワールド81</b></td><td>241</td><td /></tr><tr><td><b>ワールド82</b></td><td>242</td><td /></tr><tr><td><b>ワールド83</b></td><td>243</td><td /></tr><tr><td><b>ワールド84</b></td><td>244</td><td /></tr><tr><td><b>ワールド85</b></td><td>245</td><td /></tr><tr><td><b>ワールド86</b></td><td>246</td><td /></tr><tr><td><b>ワールド87</b></td><td>247</td><td /></tr><tr><td><b>ワールド88</b></td><td>248</td><td /></tr><tr><td><b>ワールド89</b></td><td>249</td><td /></tr><tr><td><b>ワールド 90</b></td><td>250</td><td /></tr><tr><td><b>ワールド 91</b></td><td>251</td><td /></tr><tr><td><b>ワールド 92</b></td><td>252</td><td /></tr><tr><td><b>ワールド 93</b></td><td>253</td><td /></tr><tr><td><b>ワールド 94</b></td><td>254</td><td /></tr><tr><td><b>ワールド 95</b></td><td>255</td><td /></tr><tr><td><b>ボタンX</b></td><td>1000</td><td /></tr><tr><td><b>ボタン Y</b></td><td>1001</td><td /></tr><tr><td><b>ボタンA</b></td><td>1002</td><td /></tr><tr><td><b>ボタンB</b></td><td>1003</td><td /></tr><tr><td><b>ボタンR1</b></td><td>1004</td><td /></tr><tr><td><b>ボタンL1</b></td><td>1005</td><td /></tr><tr><td><b>ボタンR2</b></td><td>1006</td><td /></tr><tr><td><b>ボタンL2</b></td><td>1007</td><td /></tr><tr><td><b>ボタンR3</b></td><td>1008</td><td /></tr><tr><td><b>ボタンL3</b></td><td>1009</td><td /></tr><tr><td><b>ボタンスタート</b></td><td>1010</td><td /></tr><tr><td><b>ボタン選択</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>
名前 | 値 | 説明 |
---|
参照してください:
コードサンプル
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
このプロパティは、この入力の Vector3 ポジション値を説明します。
マウスとタッチ入力の場合、これはマウス/タッチのスクリーンポジションです。X と Y コンポーネントで説明されているように、適用されたオフセットは GUI 要素 (たとえば、トップバー) に反映されます。
マウスホイールの入力には、Z コンポーネントは、ホイールが前に移動したかどうか (1)、後ろに移動したかどうか (0) またはなにも移動しなかったかを記述します。
For Enum.KeyCode の入力には、これはプレイヤーの Mouse の位置を示します。
注:InputObject コールバックから供給される
関連するドキュメント
コードサンプル
-- 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)
-- 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)
-- 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
ユーザー入力状態 は、特定のフローに従って実行される入力の状態を説明します。 UserInputType によっては、同じ名前の枚数を使用します。 Enum.UserInputState を参照して、このプロパティのすべての可能な値のリストについての概要を見る。
参照してください:
コードサンプル
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
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 は、この InputObject が代表する入力の種類、例えばマウス、キーボード、タッチまたはゲームパッドの入力など、を記述します。它は同じ名前の枚数を使用します、 Enum.UserInputType 。このプロパティのすべての可能な値のリストについては、0> Class.UserInput
参照してください:
コードサンプル
-- 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)
-- 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)
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