DragDetector

사용되지 않는 항목 표시

DragDetector instances encourage physical interaction with objects in an experience, such as opening doors and drawers, sliding a part around, and much more. Key features include:

  • Place a DragDetector under any part or model to make it draggable via all inputs (mouse, touch, gamepad, and VR), all without a single line of code.
  • Choose from many DragStyle options, define how the object responds to motion via ResponseStyle, and optionally apply axis or movement limits.
  • Scripts can respond to manipulation of dragged objects to drive UI or make logical decisions, such as adjusting the light level in a room based on a sliding wall switch dimmer.
  • Players can manipulate anchored parts or models and they'll stay exactly where you put them upon release.
  • DragDetectors work in Studio as long as you're not using the Select, Move, Scale, or Rotate tools, making it easier to test and adjust draggable objects while editing.

See the Drag Detectors article for details and usage examples.

요약

속성

속성ClickDetector에서 상속되었습니다

메서드

이벤트

이벤트ClickDetector에서 상속되었습니다

속성

ActivatedCursorIcon

병렬 읽기

Sets the cursor icon to display when the mouse is activated over the parent of this DragDetector. If this property is left blank, the detector will use the default icon.

To change the activated cursor icon, set this property to the asset ID of the image you'd like to use.

ApplyAtCenterOfMass

병렬 읽기

When false (default), constraint force is applied at the point the user clicks on. When true, force is applied at the object's center of mass. Only relevant if ResponseStyle is Physical and the parent object is unanchored.

복제되지 않음
병렬 읽기

The primary axis of motion, expressed relative to the reference frame. For a DragStyle of TranslateLine, the direction of translation; for TranslatePlane, the normal to the plane of motion; for RotateAxis, the axis of 1D rotation. Changing this value automatically updates Orientation and vice versa.

DragFrame

병렬 읽기

If ReferenceInstance is set, the CFrame of the pivot relative to the reference frame; otherwise, the CFrame of the pivot relative to its frame at the beginning of the drag.

병렬 읽기

The paradigm used to generate proposed motion, given a stream of cursor rays. See Enum.DragDetectorDragStyle for options.

Enabled

병렬 읽기

If true, the DragDetector responds to user input; if false, it does not.

GamepadModeSwitchKeyCode

병렬 읽기

During gamepad input, the Enum.KeyCode for toggling the secondary mode of motion. Only applies if the drag detector's DragStyle has both primary and secondary modes of motion.

KeyboardModeSwitchKeyCode

병렬 읽기

During keyboard input, the Enum.KeyCode for toggling the secondary mode of motion. Only applies if the drag detector's DragStyle has both primary and secondary modes of motion.

MaxDragAngle

병렬 읽기

If this is greater than MinDragAngle, translation will be clamped within that range. This is not a constraint; it merely impedes the drag detector's attempts to generate motion in order to remain within limits. Only relevant if DragStyle is RotateAxis.

MaxDragTranslation

병렬 읽기

In any dimension, if this is greater than MinDragTranslation, translation will be clamped within that range. This is not a constraint; it merely impedes the drag detector's attempts to generate motion in order to remain within limits.

MaxForce

병렬 읽기

Maximum force applied for the object to reach its goal. Only relevant if ResponseStyle is Physical and the parent object is unanchored.

MaxTorque

병렬 읽기

Maximum torque applied for the object to reach its goal. Only relevant if ResponseStyle is Physical and the parent object is unanchored.

MinDragAngle

병렬 읽기

If this is less than MaxDragAngle, translation will be clamped within that range. This is not a constraint; it merely impedes the drag detector's attempts to generate motion in order to remain within limits. Only relevant if DragStyle is RotateAxis.

MinDragTranslation

병렬 읽기

In any dimension, if this is less than MaxDragTranslation, translation will be clamped within that range. This is not a constraint; it merely impedes the drag detector's attempts to generate motion in order to remain within limits.

Orientation

병렬 읽기

Specifies the YXZ rotation of axes of motion relative to the reference frame (does not change the orientation of the reference frame itself). Linear translation and axial rotation will be on this reoriented Y axis, and planar translation in the XZ plane. Changing this value automatically updates Axis and vice versa.

병렬 읽기

Controls the permission level for which players can interact with the DragDetector. Default is Enum.DragDetectorPermissionPolicy.Everybody.

ReferenceInstance

병렬 읽기

An instance whose CFrame is the reference frame for the drag detector. The DragFrame is expressed relative to this CFrame which may be retrieved via the GetReferenceFrame() method.

If this instance is a PVInstance, the reference frame will be its pivot; if an Attachment, then its world CFrame. If it is nil or neither of the former, the reference frame will be based on the pivot of the drag detector's parent BasePart or Model.

병렬 읽기

Once the proposed motion has been computed and potentially constrained, this is the paradigm used to move, or not move, the objects affected by the DragDetector. See Enum.DragDetectorResponseStyle for options.

Responsiveness

병렬 읽기

Higher values cause the object to reach its goal more rapidly. Only relevant if ResponseStyle is Physical and the parent object is unanchored.

RunLocally

병렬 읽기

If false (default), the client sends replicated signals (DragStart, DragContinue, DragEnd) to the server which processes cursor rays, makes changes to the data model, and replicates them onwards to clients.

If true, the client processes those signals itself and does not replicate them to the server. Client LocalScripts may be used to respond to these events and RemoteEvents may be used to send any resulting changes that should be replicated to the server.

SecondaryAxis

복제되지 않음
병렬 읽기

The secondary axis of the motion. Relates to orientation using the same paradigm as Attachments.

TrackballRadialPullFactor

병렬 읽기

When the cursor is outside the trackball, the DragDetector can apply a radial pull rotation that turns the ball as if it were trying to roll out toward the cursor. This property is a 0 to 1 multiplier for adding that rotation as a contribution to the total. Only relevant if DragStyle is RotateTrackball.

TrackballRollFactor

병렬 읽기

When the cursor is outside the trackball, the DragDetector can apply a roll rotation that turns the ball as if it were mounted on a vinyl record facing the viewer. This property is a 0 to 1 multiplier for adding that roll rotation to the total. Only relevant if DragStyle is RotateTrackball.

VRSwitchKeyCode

병렬 읽기

During VR input, the Enum.KeyCode for toggling the secondary mode of motion. Only applies if the drag detector's DragStyle has both primary and secondary modes of motion.

WorldAxis

복제되지 않음
병렬 읽기

The Axis expressed in world space. Relates to orientation using the same paradigm as Attachments.

WorldSecondaryAxis

복제되지 않음
병렬 읽기

The SecondaryAxis expressed in world space. Relates to orientation using the same paradigm as Attachments.

메서드

AddConstraintFunction

Adds a function to modify or constrain proposed motion. The function takes an input CFrame of proposed motion and returns a CFrame of modified or unmodified motion. Both the input and output are expressed relative to the reference frame. You can add multiple functions which will be called in order by priority, passing the results along in a chain.

To remove the added constraint function, call Disconnect() on the returned connection object.

매개 변수

priority: number

The order of priority for functions added via this method. Higher values take precedence over lower values.

function: function

Function for modifying or constraining proposed motion. This function takes an input CFrame of proposed motion and returns a CFrame of modified or unmodified motion, both relative to the reference frame.


반환

Use this connection object to remove the constraint function.

GetReferenceFrame

Returns the reference CFrame in which motion is expressed; see the ReferenceInstance property for more details.


반환

The reference CFrame in which motion is expressed.

RestartDrag

void

May be invoked from a script to restart the drag using new parameters, if parameters such as DragStyle, Axis, or SecondaryAxis change.


반환

void

SetDragStyleFunction

void

Passes a function to be used if and only if DragStyle is set to Scriptable. The given function is called when responding to a DragContinue signal, it receives the signal's world space cursor ray with type Ray, and it returns a CFrame containing the desired location and orientation of the pivot in world space.

If the function returns nil, the object will not be moved. This is useful if the script has not yet collected all the information it needs to give the correct answer, or in temporary cases where you want the object to stay where it is.

매개 변수

function: function

Function for monitoring DragContinue signals. This function receives the signal's world space cursor ray and it returns a CFrame containing the desired location and orientation of the pivot in world space. If the function returns nil, the object will not be moved.


반환

void

SetPermissionPolicyFunction

void

Passes a function to be used if and only if PermissionPolicy is set to Enum.DragDetectorPermissionPolicy.Scriptable. The given function accepts a Player parameter for enabling/disabling the detector for a specific player. It also receives a part parameter indicating which specific BasePart was clicked, such as one part within a draggable Model; this is useful for enabling/disabling the detector based on that part's Name, Color, HasTag() value, or other details.


local dragDetector = script.Parent.DragDetector
dragDetector.PermissionPolicy = Enum.DragDetectorPermissionPolicy.Scriptable
dragDetector:SetPermissionPolicyFunction(function(player, part)
if player and player:GetAttribute("IsInTurn") then
return true
elseif part and not part:GetAttribute("IsDraggable") then
return false
else
return true
end
end)

매개 변수

function: function

Function for setting the detector's interactivity. This function accepts a Player parameter for enabling/disabling the detector for a specific player. It also receives a part parameter indicating which specific BasePart was clicked, such as one part within a draggable Model; this is useful for enabling/disabling the detector based on that part's Name, Color, HasTag() value, or other details.


반환

void

이벤트

DragContinue

Fires when a user continues dragging the object after DragStart has been initiated.

매개 변수

playerWhoDragged: Player

The Player who initiated the drag through DragStart and is now continuing the drag.

cursorRay: Ray

A Ray emanating from the cursor, aimed into the scene.

viewFrame: CFrame

The CFrame of the user's Camera.

vrInputFrame: OptionalCoordinateFrame

If using a VR input device, the CFrame of the hand holding the cursor/pointer/controller.

isModeSwitchKeyDown: bool

If the drag detector's DragStyle has both primary and secondary modes of motion, this parameter indicates whether the user is pressing the modifier input defined through KeyboardModeSwitchKeyCode, GamepadModeSwitchKeyCode, or VRSwitchKeyCode.


DragEnd

Fires when a user stops dragging the object.

매개 변수

playerWhoDragged: Player

The Player who initiated the drag through DragStart and has now ended (released) the drag.


DragStart

Fires when a user starts dragging the object.

매개 변수

playerWhoDragged: Player

The Player who initiated the drag.

cursorRay: Ray

A Ray emanating from the cursor, aimed into the scene.

viewFrame: CFrame

The CFrame of the user's Camera.

hitFrame: CFrame

The hit frame of the cursor raycast that initiated the drag.

clickedPart: BasePart

The part that was hit by the cursor raycast that initiated the drag.

vrInputFrame: OptionalCoordinateFrame

If using a VR input device, the CFrame of the hand holding the cursor/pointer/controller.

isModeSwitchKeyDown: bool

If the drag detector's DragStyle has both primary and secondary modes of motion, this parameter indicates whether the user is pressing the modifier input defined through KeyboardModeSwitchKeyCode, GamepadModeSwitchKeyCode, or VRSwitchKeyCode.