InputObject
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インプットオブジェクト は、マウスの移動、タッチ、キープレスなどの単一ユーザーの入力を表します。インプットが開始すると作成されます。
このオブジェクトのプロパティは、UserInputType によって変化します。それぞれの入力種類は、その UserInputState にさまざまな変更を受けます。入力の期間中、入力をさらに説明する他のプロパティが変更される可能性があります(例: Position および Delta )。キーボードとゲームパッドのボタン押しには、KeyCode プロパティセットがありま設定する。
入力の開始時に作成された同じオブジェクトは、入力が終了するまで同じままであり、更新されます。結果として、ユーザーが入力を変更すると、Changed イベントを使用し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アクティブな入力トラックのリストに配置し、UserInputService.InputBegan のようなイベントによって作成後のオブジェクトと対話することもできます。これは主にタッチイベントに有用で、各タッチポイントには別の入力オブジェクトがあります。
参照してください:
- ContextActionService , がインプットオブジェクトを bound アクションハンドリング機能にパス
- UserInputService , イベントと機能の多くが InputObject を使用する
- GuiObject , ユーザーの入力に関連するイベントを使用する InputObject
コードサンプル
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)
概要
プロパティ
マウス/ジョイスティック移動の間のデルタを説明する Vector3。
使用された入力の種類を説明する Enum を含みます。
この入力の位置値を説明します。
入力が実行されている状態を説明し、UserInputType に基づいて特定のフローに従って行われます。
実行中の入力の種類 (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
A Vector3 マウス/ジョイスティック移動の間のデルタ (変更) を説明する。
これは、入力の position と一緒に使用すると、カスタム移動またはカメラスクリプトを作成しているときなど、ユーザーのマウス/ジョイスティックの位置と動作を追跡するのに便利です。Object.Changed イベントまたは UserInputService.InputChanged および GuiObject.InputChanged などのイベントを介してユーザーが入力を変更するときに、トラッキング輸入オブジェクトの変更を考慮します。
左クリックと右クリックに対応する (左クリック)と (右クリック)は、 (マウス入力が終了するときを除き)、 または が更新されることはありません。マウス入力の更新デルタを取得するには、代わりに InputObject コールバックから、または InputChanged から呼び出して、GetMouseDelta() を参照する必要があります。しかし、タッチ入力に対応する InputObjects は、ライフタイム中にすべてのフレームでデルタと位置が更新されます。
参照してください:
コードサンプル
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
使用された入力の種類を説明する Enum.KeyCode 枚数を含みます。キーボードのような入力の種類では、これはどのキーが押されたかを説明します。マウスのような入力の場合、これに追加情報はありません。
枚数
<th>値</th><th>説明</th></tr></thead><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>戻す</b></td><td>13</td><td /></tr><tr><td><b>一時停止</b></td><td>19</td><td /></tr><tr><td><b>脱出</b></td><td>27</td><td /></tr><tr><td><b>スペース</b></td><td>32</td><td /></tr><tr><td><b>クォートされたダブル</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</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</b></td><td>39</td><td /></tr><tr><td><b>左括弧</b></td><td>40</td><td /></tr><tr><td><b>右パンテンシス</b></td><td>41</td><td /></tr><tr><td><b>アスタリスク</b></td><td>42</td><td /></tr><tr><td><b>プラス</b></td><td>43</td><td /></tr><tr><td><b>コンマ</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</b></td><td>49</td><td /></tr><tr><td><b>2</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>セブン</b></td><td>55</td><td /></tr><tr><td><b>8</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>少なくとも</b></td><td>60</td><td /></tr><tr><td><b>等しい</b></td><td>61</td><td /></tr><tr><td><b>より大きいThan</b></td><td>62</td><td /></tr><tr><td><b>質問</b></td><td>63</td><td /></tr><tr><td><b>At</b></td><td>64</td><td /></tr><tr><td><b>左括弧</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>右ブレケット</b></td><td>93</td><td /></tr><tr><td><b>ケアレット</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>引用符</b></td><td>96</td><td /></tr><tr><td><b>A</b></td><td>97</td><td /></tr><tr><td><b>B</b></td><td>98</td><td /></tr><tr><td><b>C</b></td><td>99</td><td /></tr><tr><td><b>D</b></td><td>100</td><td /></tr><tr><td><b>E</b></td><td>101</td><td /></tr><tr><td><b>F</b></td><td>102</td><td /></tr><tr><td><b>G</b></td><td>103</td><td /></tr><tr><td><b>H</b></td><td>104</td><td /></tr><tr><td><b>I</b></td><td>105</td><td /></tr><tr><td><b>J</b></td><td>106</td><td /></tr><tr><td><b>K</b></td><td>107</td><td /></tr><tr><td><b>L</b></td><td>108</td><td /></tr><tr><td><b>M</b></td><td>109</td><td /></tr><tr><td><b>N</b></td><td>110</td><td /></tr><tr><td><b>O</b></td><td>111</td><td /></tr><tr><td><b>P</b></td><td>112</td><td /></tr><tr><td><b>Q</b></td><td>113</td><td /></tr><tr><td><b>R</b></td><td>114</td><td /></tr><tr><td><b>S</b></td><td>115</td><td /></tr><tr><td><b>T</b></td><td>116</td><td /></tr><tr><td><b>U</b></td><td>117</td><td /></tr><tr><td><b>V</b></td><td>118</td><td /></tr><tr><td><b>W</b></td><td>119</td><td /></tr><tr><td><b>X</b></td><td>120</td><td /></tr><tr><td><b>Y</b></td><td>121</td><td /></tr><tr><td><b>Z</b></td><td>122</td><td /></tr><tr><td><b>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>ティルド</b></td><td>126</td><td /></tr><tr><td><b>削除</b></td><td>127</td><td /></tr><tr><td><b>キーパッドゼロ</b></td><td>256</td><td /></tr><tr><td><b>キーパッド1</b></td><td>257</td><td /></tr><tr><td><b>キーパッド2</b></td><td>258</td><td /></tr><tr><td><b>キーパッド3</b></td><td>259</td><td /></tr><tr><td><b>キーパッドフォー</b></td><td>260</td><td /></tr><tr><td><b>キーパッドファイブ</b></td><td>261</td><td /></tr><tr><td><b>キーパッドシックス</b></td><td>262</td><td /></tr><tr><td><b>キーパッドセブン</b></td><td>263</td><td /></tr><tr><td><b>キーパッドエイト</b></td><td>264</td><td /></tr><tr><td><b>キーパッドナイン</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>キーパッドマイナス</b></td><td>269</td><td /></tr><tr><td><b>キーパッドプラス</b></td><td>270</td><td /></tr><tr><td><b>キーパッド入力</b></td><td>271</td><td /></tr><tr><td><b>キーパッドイコール</b></td><td>272</td><td /></tr><tr><td><b>Up</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</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>左メタ</b></td><td>310</td><td /></tr><tr><td><b>右メタ</b></td><td>309</td><td /></tr><tr><td><b>LeftAlt</b></td><td>308</td><td /></tr><tr><td><b>RightAlt</b></td><td>307</td><td /></tr><tr><td><b>左コントロール</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>CapsLock</b></td><td>301</td><td /></tr><tr><td><b>ナンバーロック</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>構成する</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</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>電力</b></td><td>320</td><td /></tr><tr><td><b>ユーロ</b></td><td>321</td><td /></tr><tr><td><b>戻す</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</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</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>ワールド39</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>ボタン開始</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>DPad左</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>DPadダウン</b></td><td>1015</td><td /></tr><tr><td><b>サムスティック1</b></td><td>1016</td><td /></tr><tr><td><b>サムスティック2</b></td><td>1017</td></tr>
名前 |
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参照してください:
コードサンプル
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
このプロパティは、この入力の Vector3 位置値を説明します。
マウスとタッチ入力の場合、これは X と Y コンポーネントで説明されているマウス/タッチの画面位置です。トップバーからの GUI 要素への挿入 (など) は、位置に含まれます。
マウスホイール入力の場合、Z コンポーネントは、ホイールが前方に移動したか (1)、後方に移動したか (-1)、または全く移動しなかったか (0) を説明します。
For Enum.KeyCode 入力の場合、これはプレイヤーの Mouse の位置を示します。
左クリックと右クリックに対応する (左クリック)と (右クリック)は、 (マウス入力が終了するときを除き)、 または が更新されることはありません。マウスの入力に対する更新された位置を取得するには、代わりに InputObject から InputChanged コールバック、または GetMouseLocation() を呼び出す必要があります。しかし、タッチ入力に対応する InputObjects は、ライフタイム中にすべてのフレームでデルタと位置が更新されます。
参照してください also
コードサンプル
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
ユーザーインプット状態 は、UserInputType。同じ名前の枚数を使用します、Enum.UserInputState。枚挙ページで、このプロパティの可能なすべての値のリストを見ることができます。
参照してください:
コードサンプル
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
ユーザーインプットタイプ は、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、この InputObject がどのような入力を表現しているかを説明するプロパティです。同じ名前の枚数を使用します、Enum.UserInputType。枚挙ページで、このプロパティの可能なすべての値のリストを見ることができます。
参照してください:
コードサンプル
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