InputObject

사용되지 않는 항목 표시

*이 콘텐츠는 AI(베타)를 사용해 번역되었으며, 오류가 있을 수 있습니다. 이 페이지를 영어로 보려면 여기를 클릭하세요.

만들 수 없음

입력 개체는 마우스 이동, 터치, 키 누름 등의 단일 사용자 입력을 나타냅니다. 입력이 시작될 때 생성됩니다.

이 개체의 속성은 UserInputType 에 따라 변경됩니다. 각 종류의 입력은 UserInputState 에 변경됩

입력의 시작 부분에 생성되면 동일한 개체가 지속되고 입력이 끝날 때까지 업데이트됩니다. 결과적으로 사용자가 입력을 변경할 때 개체의 변경을 추적할 수 있습니다. 이 개체를 활성 입

또한 참조하십시오.

  • ContextActionService, 입력 개체를 bound 액션 처리 함수로 전달
  • UserInputService, 이벤트 및 함수에서 자주 입력 개체를 사용하는 서비스
  • GuiObject , 사용자 입력과 관련된 이벤트를 사용하는 입력 개체

코드 샘플

The following example demonstrates one of many usage examples of handling user input from InputBegan depending on its type.

Handling InputBegan

-- In order to use the InputBegan event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key is being pushed down! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has started at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button is being pressed on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)

The following example demonstrates one of many usage examples of handling user input from InputChanged depending on its type.

Handling InputChanged

-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- Prints the current input position and the change (delta) in position
local function printMovement(input)
print("Position:", input.Position)
print("Movement Delta:", input.Delta)
end
-- A sample function providing multiple usage cases for various types of user input
local function InputChanged(input, _gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseMovement then
print("The mouse has been moved!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
print("The mouse wheel has been scrolled!")
print("Wheel Movement:", input.Position.Z)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
print("The left thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
print("The right thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
print("The pressure being applied to the left trigger has changed!")
print("Pressure:", input.Position.Z)
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
print("The pressure being applied to the right trigger has changed!")
print("Pressure:", input.Position.Z)
end
elseif input.UserInputType == Enum.UserInputType.Touch then
print("The user's finger is moving on the screen!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.Gyro then
local _rotInput, rotCFrame = UserInputService:GetDeviceRotation()
local rotX, rotY, rotZ = rotCFrame:toEulerAnglesXYZ()
local rot = Vector3.new(math.deg(rotX), math.deg(rotY), math.deg(rotZ))
print("The rotation of the user's mobile device has been changed!")
print("Position", rotCFrame.p)
print("Rotation:", rot)
elseif input.UserInputType == Enum.UserInputType.Accelerometer then
print("The acceleration of the user's mobile device has been changed!")
printMovement(input)
end
end
UserInputService.InputChanged:Connect(InputChanged)

The following example demonstrates one of many usage examples of handling user input from InputEnded depending on its type.

Handling InputEnded

-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputEnded:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key has been released! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button has been released on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)

요약

속성

속성

Delta

병렬 읽기

마우스/조이스틱 이동 사이의 델타(변경)를 설명하는 Vector3입니다.

이 기능은 사용자 마우스/조이스틱의 위치 및 이동을 추적할 때 입력의 position를 사용하는 경우에 유용합니다. 예를 들어, 사용자 지정 이동 또는 카메라 스크립트를

참고 InputObject 콜백에서 생성된 모든 경

또한 참조하십시오.

코드 샘플

The following example demonstrates one of many usage examples of handling user input from InputChanged depending on its type.

Handling InputChanged

-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- Prints the current input position and the change (delta) in position
local function printMovement(input)
print("Position:", input.Position)
print("Movement Delta:", input.Delta)
end
-- A sample function providing multiple usage cases for various types of user input
local function InputChanged(input, _gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseMovement then
print("The mouse has been moved!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
print("The mouse wheel has been scrolled!")
print("Wheel Movement:", input.Position.Z)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
print("The left thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
print("The right thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
print("The pressure being applied to the left trigger has changed!")
print("Pressure:", input.Position.Z)
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
print("The pressure being applied to the right trigger has changed!")
print("Pressure:", input.Position.Z)
end
elseif input.UserInputType == Enum.UserInputType.Touch then
print("The user's finger is moving on the screen!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.Gyro then
local _rotInput, rotCFrame = UserInputService:GetDeviceRotation()
local rotX, rotY, rotZ = rotCFrame:toEulerAnglesXYZ()
local rot = Vector3.new(math.deg(rotX), math.deg(rotY), math.deg(rotZ))
print("The rotation of the user's mobile device has been changed!")
print("Position", rotCFrame.p)
print("Rotation:", rot)
elseif input.UserInputType == Enum.UserInputType.Accelerometer then
print("The acceleration of the user's mobile device has been changed!")
printMovement(input)
end
end
UserInputService.InputChanged:Connect(InputChanged)

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.

Create a Binoculars Script

local UserInputService = game:GetService("UserInputService")
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.CharacterAdded:Wait()
local head = character:WaitForChild("Head", false)
local mouse = player:GetMouse()
local zoomed = false
local camera = game.Workspace.CurrentCamera
local target = nil
local originalProperties = {
FieldOfView = nil,
_CFrame = nil,
MouseBehavior = nil,
MouseDeltaSensitivity = nil,
}
local AngleX, TargetAngleX = 0, 0
local AngleY, TargetAngleY = 0, 0
-- Reset camera back to CFrame and FieldOfView before zoom
local function ResetCamera()
target = nil
camera.CameraType = Enum.CameraType.Custom
camera.CFrame = originalProperties._CFrame
camera.FieldOfView = originalProperties.FieldOfView
UserInputService.MouseBehavior = originalProperties.MouseBehavior
UserInputService.MouseDeltaSensitivity = originalProperties.MouseDeltaSensitivity
end
local function ZoomCamera()
-- Allow camera to be changed by script
camera.CameraType = Enum.CameraType.Scriptable
-- Store camera properties before zoom
originalProperties._CFrame = camera.CFrame
originalProperties.FieldOfView = camera.FieldOfView
originalProperties.MouseBehavior = UserInputService.MouseBehavior
originalProperties.MouseDeltaSensitivity = UserInputService.MouseDeltaSensitivity
-- Zoom camera
target = mouse.Hit.Position
local eyesight = head.Position
camera.CFrame = CFrame.new(eyesight, target)
camera.Focus = CFrame.new(target)
camera.FieldOfView = 10
-- Lock and slow down mouse
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
UserInputService.MouseDeltaSensitivity = 1
-- Reset zoom angles
AngleX, TargetAngleX = 0, 0
AngleY, TargetAngleY = 0, 0
end
-- Toggle camera zoom/unzoom
local function MouseClick()
if zoomed then
-- Unzoom camera
ResetCamera()
else
-- Zoom in camera
ZoomCamera()
end
zoomed = not zoomed
end
local function MouseMoved(input)
if zoomed then
local sensitivity = 0.6 -- anything higher would make looking up and down harder; recommend anything between 0~1
local smoothness = 0.05 -- recommend anything between 0~1
local delta = Vector2.new(input.Delta.x / sensitivity, input.Delta.y / sensitivity) * smoothness
local X = TargetAngleX - delta.y
local Y = TargetAngleY - delta.x
TargetAngleX = (X >= 80 and 80) or (X <= -80 and -80) or X
TargetAngleY = (Y >= 80 and 80) or (Y <= -80 and -80) or Y
AngleX = AngleX + (TargetAngleX - AngleX) * 0.35
AngleY = AngleY + (TargetAngleY - AngleY) * 0.15
camera.CFrame = CFrame.new(head.Position, target)
* CFrame.Angles(0, math.rad(AngleY), 0)
* CFrame.Angles(math.rad(AngleX), 0, 0)
end
end
local function InputBegan(input, _gameProcessedEvent)
if input.UserInputType == Enum.UserInputType.MouseButton1 then
MouseClick()
end
end
local function InputChanged(input, _gameProcessedEvent)
if input.UserInputType == Enum.UserInputType.MouseMovement then
MouseMoved(input)
end
end
if UserInputService.MouseEnabled then
UserInputService.InputBegan:Connect(InputBegan)
UserInputService.InputChanged:Connect(InputChanged)
end
병렬 읽기

입력 유형에 대한 정의를 설명하는 Enum.KeyCode 열거형이 포함되어 있습니다. 키보드와 같은 입력 유형의 경우 키가 누르는 위치를 설명합니다. 마우스와 같은 입력 유형의 경우 이 정보는 추가되지 않습니다.

열거


<tr>
<td>
<b>알 수 없음</b>
</td>
<td>0</td>
<td />
</tr>
<tr>
<td>
<b>백스페이스</b>
</td>
<td>8</td>
<td />
</tr>
<tr>
<td>
<b>탭</b>
</td>
<td>9</td>
<td />
</tr>
<tr>
<td>
<b>지우기</b>
</td>
<td>12</td>
<td />
</tr>
<tr>
<td>
<b>반환</b>
</td>
<td>13</td>
<td />
</tr>
<tr>
<td>
<b>중지</b>
</td>
<td>19</td>
<td />
</tr>
<tr>
<td>
<b>탈출하기</b>
</td>
<td>27</td>
<td />
</tr>
<tr>
<td>
<b>스페이스 바</b>
</td>
<td>32</td>
<td />
</tr>
<tr>
<td>
<b>QuotedDouble()</b>
</td>
<td>34</td>
<td />
</tr>
<tr>
<td>
<b>해시</b>
</td>
<td>35</td>
<td />
</tr>
<tr>
<td>
<b>달러</b>
</td>
<td>36</td>
<td />
</tr>
<tr>
<td>
<b>백분율</b>
</td>
<td>37</td>
<td />
</tr>
<tr>
<td>
<b>앰퍼낼드</b>
</td>
<td>38</td>
<td />
</tr>
<tr>
<td>
<b>인용구</b>
</td>
<td>39</td>
<td />
</tr>
<tr>
<td>
<b>왼쪽 부모</b>
</td>
<td>40</td>
<td />
</tr>
<tr>
<td>
<b>RightParenthesis</b>
</td>
<td>41</td>
<td />
</tr>
<tr>
<td>
<b>별표</b>
</td>
<td>42</td>
<td />
</tr>
<tr>
<td>
<b>플러스</b>
</td>
<td>43</td>
<td />
</tr>
<tr>
<td>
<b>쉼표</b>
</td>
<td>44</td>
<td />
</tr>
<tr>
<td>
<b>플러스 minus</b>
</td>
<td>45</td>
<td />
</tr>
<tr>
<td>
<b>기간)</b>
</td>
<td>46</td>
<td />
</tr>
<tr>
<td>
<b>슬래시</b>
</td>
<td>47</td>
<td />
</tr>
<tr>
<td>
<b>0</b>
</td>
<td>48</td>
<td />
</tr>
<tr>
<td>
<b>하나</b>
</td>
<td>49</td>
<td />
</tr>
<tr>
<td>
<b>두 개의</b>
</td>
<td>50</td>
<td />
</tr>
<tr>
<td>
<b>세 개의</b>
</td>
<td>51</td>
<td />
</tr>
<tr>
<td>
<b>Four</b>
</td>
<td>52</td>
<td />
</tr>
<tr>
<td>
<b>다섯</b>
</td>
<td>53</td>
<td />
</tr>
<tr>
<td>
<b>여섯</b>
</td>
<td>54</td>
<td />
</tr>
<tr>
<td>
<b>7</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>콜롬버스</b>
</td>
<td>58</td>
<td />
</tr>
<tr>
<td>
<b>Semicolon</b>
</td>
<td>59</td>
<td />
</tr>
<tr>
<td>
<b>보다 작은 것은 보다 작은 것은 보다 작은 것입니다.</b>
</td>
<td>60</td>
<td />
</tr>
<tr>
<td>
<b>평등합니다.</b>
</td>
<td>61</td>
<td />
</tr>
<tr>
<td>
<b>GreaterThan 보다 큰</b>
</td>
<td>62</td>
<td />
</tr>
<tr>
<td>
<b>질문</b>
</td>
<td>63</td>
<td />
</tr>
<tr>
<td>
<b>에</b>
</td>
<td>64</td>
<td />
</tr>
<tr>
<td>
<b>왼쪽 브라켓</b>
</td>
<td>91</td>
<td />
</tr>
<tr>
<td>
<b>뒤로 슬래시</b>
</td>
<td>92</td>
<td />
</tr>
<tr>
<td>
<b>오른쪽 브라켓</b>
</td>
<td>93</td>
<td />
</tr>
<tr>
<td>
<b>보육자</b>
</td>
<td>94</td>
<td />
</tr>
<tr>
<td>
<b>언더 스코어</b>
</td>
<td>95</td>
<td />
</tr>
<tr>
<td>
<b>백인용문</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>나는</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>왼쪽 컬리</b>
</td>
<td>123</td>
<td />
</tr>
<tr>
<td>
<b>파이프</b>
</td>
<td>124</td>
<td />
</tr>
<tr>
<td>
<b>오른쪽 컬리</b>
</td>
<td>125</td>
<td />
</tr>
<tr>
<td>
<b>뒤덮개</b>
</td>
<td>126</td>
<td />
</tr>
<tr>
<td>
<b>삭제하기</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>키패드 2개</b>
</td>
<td>258</td>
<td />
</tr>
<tr>
<td>
<b>키패드 3</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>키 패드 기간</b>
</td>
<td>266</td>
<td />
</tr>
<tr>
<td>
<b>키 패드 분할</b>
</td>
<td>267</td>
<td />
</tr>
<tr>
<td>
<b>키 패드 복제</b>
</td>
<td>268</td>
<td />
</tr>
<tr>
<td>
<b>키패드 미누스</b>
</td>
<td>269</td>
<td />
</tr>
<tr>
<td>
<b>KeypadPlus</b>
</td>
<td>270</td>
<td />
</tr>
<tr>
<td>
<b>키패드 입력</b>
</td>
<td>271</td>
<td />
</tr>
<tr>
<td>
<b>키 패드 일치</b>
</td>
<td>272</td>
<td />
</tr>
<tr>
<td>
<b>위로</b>
</td>
<td>273</td>
<td />
</tr>
<tr>
<td>
<b>다운</b>
</td>
<td>274</td>
<td />
</tr>
<tr>
<td>
<b>오른쪽</b>
</td>
<td>275</td>
<td />
</tr>
<tr>
<td>
<b>왼쪽</b>
</td>
<td>276</td>
<td />
</tr>
<tr>
<td>
<b>삽입</b>
</td>
<td>277</td>
<td />
</tr>
<tr>
<td>
<b>홈 페이지</b>
</td>
<td>278</td>
<td />
</tr>
<tr>
<td>
<b>종료</b>
</td>
<td>279</td>
<td />
</tr>
<tr>
<td>
<b>페이지 위로</b>
</td>
<td>280</td>
<td />
</tr>
<tr>
<td>
<b>페이지 다운</b>
</td>
<td>281</td>
<td />
</tr>
<tr>
<td>
<b>왼쪽 Shift</b>
</td>
<td>304</td>
<td />
</tr>
<tr>
<td>
<b>오른쪽 Shift</b>
</td>
<td>303</td>
<td />
</tr>
<tr>
<td>
<b>왼쪽 메타</b>
</td>
<td>310</td>
<td />
</tr>
<tr>
<td>
<b>오른쪽 메타</b>
</td>
<td>309</td>
<td />
</tr>
<tr>
<td>
<b>왼쪽 대체 사용자</b>
</td>
<td>308</td>
<td />
</tr>
<tr>
<td>
<b>오른쪽 트위치 대체</b>
</td>
<td>307</td>
<td />
</tr>
<tr>
<td>
<b>왼쪽 컨트롤</b>
</td>
<td>306</td>
<td />
</tr>
<tr>
<td>
<b>오른쪽 컨트롤</b>
</td>
<td>305</td>
<td />
</tr>
<tr>
<td>
<b>캡슐 잠금</b>
</td>
<td>301</td>
<td />
</tr>
<tr>
<td>
<b>NumLock</b>
</td>
<td>300</td>
<td />
</tr>
<tr>
<td>
<b>스크롤 잠금</b>
</td>
<td>302</td>
<td />
</tr>
<tr>
<td>
<b>왼쪽 슈퍼</b>
</td>
<td>311</td>
<td />
</tr>
<tr>
<td>
<b>RightSuper</b>
</td>
<td>312</td>
<td />
</tr>
<tr>
<td>
<b>모드</b>
</td>
<td>313</td>
<td />
</tr>
<tr>
<td>
<b>구성</b>
</td>
<td>314</td>
<td />
</tr>
<tr>
<td>
<b>도움말</b>
</td>
<td>315</td>
<td />
</tr>
<tr>
<td>
<b>인쇄하기</b>
</td>
<td>316</td>
<td />
</tr>
<tr>
<td>
<b>시스템 요구</b>
</td>
<td>317</td>
<td />
</tr>
<tr>
<td>
<b>휴식</b>
</td>
<td>318</td>
<td />
</tr>
<tr>
<td>
<b>메뉴</b>
</td>
<td>319</td>
<td />
</tr>
<tr>
<td>
<b>파워</b>
</td>
<td>320</td>
<td />
</tr>
<tr>
<td>
<b>유로</b>
</td>
<td>321</td>
<td />
</tr>
<tr>
<td>
<b>실행 취소</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>F13번</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>월드 0</b>
</td>
<td>160</td>
<td />
</tr>
<tr>
<td>
<b>월드1</b>
</td>
<td>161</td>
<td />
</tr>
<tr>
<td>
<b>월드 2</b>
</td>
<td>162</td>
<td />
</tr>
<tr>
<td>
<b>월드 3</b>
</td>
<td>163</td>
<td />
</tr>
<tr>
<td>
<b>월드 4</b>
</td>
<td>164</td>
<td />
</tr>
<tr>
<td>
<b>월드 5</b>
</td>
<td>165</td>
<td />
</tr>
<tr>
<td>
<b>World6</b>
</td>
<td>166</td>
<td />
</tr>
<tr>
<td>
<b>월드 7</b>
</td>
<td>167</td>
<td />
</tr>
<tr>
<td>
<b>월드 8</b>
</td>
<td>168</td>
<td />
</tr>
<tr>
<td>
<b>World9</b>
</td>
<td>169</td>
<td />
</tr>
<tr>
<td>
<b>월드 10</b>
</td>
<td>170</td>
<td />
</tr>
<tr>
<td>
<b>월드 11</b>
</td>
<td>171</td>
<td />
</tr>
<tr>
<td>
<b>월드 12</b>
</td>
<td>172</td>
<td />
</tr>
<tr>
<td>
<b>월드 13</b>
</td>
<td>173</td>
<td />
</tr>
<tr>
<td>
<b>월드 14</b>
</td>
<td>174</td>
<td />
</tr>
<tr>
<td>
<b>월드 15</b>
</td>
<td>175</td>
<td />
</tr>
<tr>
<td>
<b>월드 16</b>
</td>
<td>176</td>
<td />
</tr>
<tr>
<td>
<b>월드 17</b>
</td>
<td>177</td>
<td />
</tr>
<tr>
<td>
<b>월드 18</b>
</td>
<td>178</td>
<td />
</tr>
<tr>
<td>
<b>월드 19</b>
</td>
<td>179</td>
<td />
</tr>
<tr>
<td>
<b>월드 20</b>
</td>
<td>180</td>
<td />
</tr>
<tr>
<td>
<b>월드 21</b>
</td>
<td>181</td>
<td />
</tr>
<tr>
<td>
<b>월드 22</b>
</td>
<td>182</td>
<td />
</tr>
<tr>
<td>
<b>월드 23</b>
</td>
<td>183</td>
<td />
</tr>
<tr>
<td>
<b>월드 24</b>
</td>
<td>184</td>
<td />
</tr>
<tr>
<td>
<b>월드 25</b>
</td>
<td>185</td>
<td />
</tr>
<tr>
<td>
<b>월드 26</b>
</td>
<td>186</td>
<td />
</tr>
<tr>
<td>
<b>월드 27</b>
</td>
<td>187</td>
<td />
</tr>
<tr>
<td>
<b>월드 28</b>
</td>
<td>188</td>
<td />
</tr>
<tr>
<td>
<b>월드 29</b>
</td>
<td>189</td>
<td />
</tr>
<tr>
<td>
<b>월드 30</b>
</td>
<td>190</td>
<td />
</tr>
<tr>
<td>
<b>월드 31</b>
</td>
<td>191</td>
<td />
</tr>
<tr>
<td>
<b>월드 32</b>
</td>
<td>192</td>
<td />
</tr>
<tr>
<td>
<b>월드 33</b>
</td>
<td>193</td>
<td />
</tr>
<tr>
<td>
<b>월드 34</b>
</td>
<td>194</td>
<td />
</tr>
<tr>
<td>
<b>월드 35</b>
</td>
<td>195</td>
<td />
</tr>
<tr>
<td>
<b>월드 36</b>
</td>
<td>196개</td>
<td />
</tr>
<tr>
<td>
<b>월드 37</b>
</td>
<td>197</td>
<td />
</tr>
<tr>
<td>
<b>월드 38</b>
</td>
<td>198</td>
<td />
</tr>
<tr>
<td>
<b>월드 39</b>
</td>
<td>199</td>
<td />
</tr>
<tr>
<td>
<b>월드 40</b>
</td>
<td>200</td>
<td />
</tr>
<tr>
<td>
<b>월드 41</b>
</td>
<td>201</td>
<td />
</tr>
<tr>
<td>
<b>월드 42</b>
</td>
<td>202</td>
<td />
</tr>
<tr>
<td>
<b>월드 43</b>
</td>
<td>203</td>
<td />
</tr>
<tr>
<td>
<b>월드 44</b>
</td>
<td>204</td>
<td />
</tr>
<tr>
<td>
<b>월드 45</b>
</td>
<td>205</td>
<td />
</tr>
<tr>
<td>
<b>월드 46</b>
</td>
<td>206</td>
<td />
</tr>
<tr>
<td>
<b>월드 47</b>
</td>
<td>207</td>
<td />
</tr>
<tr>
<td>
<b>월드 48</b>
</td>
<td>208</td>
<td />
</tr>
<tr>
<td>
<b>월드 49</b>
</td>
<td>209</td>
<td />
</tr>
<tr>
<td>
<b>월드 50</b>
</td>
<td>210</td>
<td />
</tr>
<tr>
<td>
<b>월드 51</b>
</td>
<td>211</td>
<td />
</tr>
<tr>
<td>
<b>월드 52</b>
</td>
<td>212</td>
<td />
</tr>
<tr>
<td>
<b>월드 53</b>
</td>
<td>213</td>
<td />
</tr>
<tr>
<td>
<b>월드 54</b>
</td>
<td>214</td>
<td />
</tr>
<tr>
<td>
<b>월드 55</b>
</td>
<td>215</td>
<td />
</tr>
<tr>
<td>
<b>월드 56</b>
</td>
<td>216</td>
<td />
</tr>
<tr>
<td>
<b>월드 57</b>
</td>
<td>217</td>
<td />
</tr>
<tr>
<td>
<b>월드 58</b>
</td>
<td>218</td>
<td />
</tr>
<tr>
<td>
<b>월드 59</b>
</td>
<td>219</td>
<td />
</tr>
<tr>
<td>
<b>월드 60</b>
</td>
<td>220</td>
<td />
</tr>
<tr>
<td>
<b>월드 61</b>
</td>
<td>221</td>
<td />
</tr>
<tr>
<td>
<b>월드 62</b>
</td>
<td>222</td>
<td />
</tr>
<tr>
<td>
<b>월드 63</b>
</td>
<td>223</td>
<td />
</tr>
<tr>
<td>
<b>월드 64</b>
</td>
<td>224</td>
<td />
</tr>
<tr>
<td>
<b>월드 65</b>
</td>
<td>225</td>
<td />
</tr>
<tr>
<td>
<b>월드 66</b>
</td>
<td>226</td>
<td />
</tr>
<tr>
<td>
<b>월드 67</b>
</td>
<td>227</td>
<td />
</tr>
<tr>
<td>
<b>월드 68</b>
</td>
<td>228</td>
<td />
</tr>
<tr>
<td>
<b>World69</b>
</td>
<td>229</td>
<td />
</tr>
<tr>
<td>
<b>월드 70</b>
</td>
<td>230</td>
<td />
</tr>
<tr>
<td>
<b>월드 71</b>
</td>
<td>231</td>
<td />
</tr>
<tr>
<td>
<b>월드 72</b>
</td>
<td>232</td>
<td />
</tr>
<tr>
<td>
<b>월드 73</b>
</td>
<td>233</td>
<td />
</tr>
<tr>
<td>
<b>월드 74</b>
</td>
<td>234</td>
<td />
</tr>
<tr>
<td>
<b>월드 75</b>
</td>
<td>235</td>
<td />
</tr>
<tr>
<td>
<b>월드 76</b>
</td>
<td>236</td>
<td />
</tr>
<tr>
<td>
<b>월드 77</b>
</td>
<td>237</td>
<td />
</tr>
<tr>
<td>
<b>World78</b>
</td>
<td>238</td>
<td />
</tr>
<tr>
<td>
<b>월드 79</b>
</td>
<td>239</td>
<td />
</tr>
<tr>
<td>
<b>월드 80</b>
</td>
<td>240</td>
<td />
</tr>
<tr>
<td>
<b>월드 81</b>
</td>
<td>241</td>
<td />
</tr>
<tr>
<td>
<b>World82</b>
</td>
<td>242</td>
<td />
</tr>
<tr>
<td>
<b>월드 83</b>
</td>
<td>243</td>
<td />
</tr>
<tr>
<td>
<b>월드 84</b>
</td>
<td>244</td>
<td />
</tr>
<tr>
<td>
<b>월드 85</b>
</td>
<td>245</td>
<td />
</tr>
<tr>
<td>
<b>World86</b>
</td>
<td>246</td>
<td />
</tr>
<tr>
<td>
<b>월드 87</b>
</td>
<td>247</td>
<td />
</tr>
<tr>
<td>
<b>World88</b>
</td>
<td>248</td>
<td />
</tr>
<tr>
<td>
<b>월드 89</b>
</td>
<td>249</td>
<td />
</tr>
<tr>
<td>
<b>월드 90</b>
</td>
<td>250</td>
<td />
</tr>
<tr>
<td>
<b>월드 91</b>
</td>
<td>251</td>
<td />
</tr>
<tr>
<td>
<b>월드 92</b>
</td>
<td>252</td>
<td />
</tr>
<tr>
<td>
<b>월드 93</b>
</td>
<td>253</td>
<td />
</tr>
<tr>
<td>
<b>월드 94</b>
</td>
<td>254</td>
<td />
</tr>
<tr>
<td>
<b>월드 95</b>
</td>
<td>255</td>
<td />
</tr>
<tr>
<td>
<b>버튼X</b>
</td>
<td>1000</td>
<td />
</tr>
<tr>
<td>
<b>버튼Y</b>
</td>
<td>1001</td>
<td />
</tr>
<tr>
<td>
<b>버튼A</b>
</td>
<td>1002</td>
<td />
</tr>
<tr>
<td>
<b>버튼B</b>
</td>
<td>1003</td>
<td />
</tr>
<tr>
<td>
<b>ButtonR1</b>
</td>
<td>1004</td>
<td />
</tr>
<tr>
<td>
<b>ButtonL1</b>
</td>
<td>1005</td>
<td />
</tr>
<tr>
<td>
<b>ButtonR2</b>
</td>
<td>1006</td>
<td />
</tr>
<tr>
<td>
<b>ButtonL2</b>
</td>
<td>1007</td>
<td />
</tr>
<tr>
<td>
<b>ButtonR3</b>
</td>
<td>1008</td>
<td />
</tr>
<tr>
<td>
<b>ButtonL3</b>
</td>
<td>1009</td>
<td />
</tr>
<tr>
<td>
<b>버튼 시작</b>
</td>
<td>1010</td>
<td />
</tr>
<tr>
<td>
<b>버튼 선택</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>싫어요2</b>
</td>
<td>1017</td>
</tr>
이름설명

또한 참조하십시오.

코드 샘플

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.

Binding Supported Gamepad KeyCodes

local UserInputService = game:GetService("UserInputService")
local ContextActionService = game:GetService("ContextActionService")
local function actionHandler(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.Begin then
print("Action Handler: " .. actionName)
print(inputObject)
end
-- Since this function does not return anything, this handler will
-- "sink" the input and no other action handlers will be called after
-- this one.
end
local navGamepads = UserInputService:GetNavigationGamepads()
for _, gamepad in pairs(navGamepads) do
local supportedKeyCodes = UserInputService:GetSupportedGamepadKeyCodes(gamepad)
for _, keycode in pairs(supportedKeyCodes) do
if keycode == Enum.KeyCode.ButtonX then
ContextActionService:BindAction("SampleAction", actionHandler, false, Enum.KeyCode.ButtonX)
end
if keycode == Enum.KeyCode.X then
ContextActionService:BindAction("SampleAction", actionHandler, false, Enum.KeyCode.X)
end
end
end

Position

병렬 읽기

이 속성은 이 입력의 Vector3 위치 값을 설명합니다.

마우스 및 터치 입력의 경우, 이것은 마우스/터치의 화면 위치입니다, 설명된 X 및 Y 구성 요소에 적용된 인서트입니다. 위치에 적용된 인서트는 GUI 요소(예: 상단 표시 줄)에 대해 계산됩니다.

마우스 휠 입력에 대해 Z 구성 요소는 휠이 앞으로 이동했는지, 뒤로 이동했는지 또는 아무것도 아니라고 설명합니다(1).

Class.Mouse 플레이어대해 Mouse 의 위치를 나타냅니다.

참고 InputObject 콜백에서 마우스 입

참조

코드 샘플

The following example demonstrates one of many usage examples of handling user input from InputBegan depending on its type.

Handling InputBegan

-- In order to use the InputBegan event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key is being pushed down! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has started at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button is being pressed on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)

The following example demonstrates one of many usage examples of handling user input from InputChanged depending on its type.

Handling InputChanged

-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- Prints the current input position and the change (delta) in position
local function printMovement(input)
print("Position:", input.Position)
print("Movement Delta:", input.Delta)
end
-- A sample function providing multiple usage cases for various types of user input
local function InputChanged(input, _gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseMovement then
print("The mouse has been moved!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
print("The mouse wheel has been scrolled!")
print("Wheel Movement:", input.Position.Z)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
print("The left thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
print("The right thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
print("The pressure being applied to the left trigger has changed!")
print("Pressure:", input.Position.Z)
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
print("The pressure being applied to the right trigger has changed!")
print("Pressure:", input.Position.Z)
end
elseif input.UserInputType == Enum.UserInputType.Touch then
print("The user's finger is moving on the screen!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.Gyro then
local _rotInput, rotCFrame = UserInputService:GetDeviceRotation()
local rotX, rotY, rotZ = rotCFrame:toEulerAnglesXYZ()
local rot = Vector3.new(math.deg(rotX), math.deg(rotY), math.deg(rotZ))
print("The rotation of the user's mobile device has been changed!")
print("Position", rotCFrame.p)
print("Rotation:", rot)
elseif input.UserInputType == Enum.UserInputType.Accelerometer then
print("The acceleration of the user's mobile device has been changed!")
printMovement(input)
end
end
UserInputService.InputChanged:Connect(InputChanged)

The following example demonstrates one of many usage examples of handling user input from InputEnded depending on its type.

Handling InputEnded

-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputEnded:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key has been released! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button has been released on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)

UserInputState

병렬 읽기

사용자 입력 상태 는 특정 흐름에 따라 수행되는 입력의 상태를 설명합니다. UserInputType . 이 속성에 대한 모든 가능한 값의 목록은 Enum.UserInputState 에서 참조할 수 있습니다.

또한 참조하십시오.

코드 샘플

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.

Binding Supported Gamepad KeyCodes

local UserInputService = game:GetService("UserInputService")
local ContextActionService = game:GetService("ContextActionService")
local function actionHandler(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.Begin then
print("Action Handler: " .. actionName)
print(inputObject)
end
-- Since this function does not return anything, this handler will
-- "sink" the input and no other action handlers will be called after
-- this one.
end
local navGamepads = UserInputService:GetNavigationGamepads()
for _, gamepad in pairs(navGamepads) do
local supportedKeyCodes = UserInputService:GetSupportedGamepadKeyCodes(gamepad)
for _, keycode in pairs(supportedKeyCodes) do
if keycode == Enum.KeyCode.ButtonX then
ContextActionService:BindAction("SampleAction", actionHandler, false, Enum.KeyCode.ButtonX)
end
if keycode == Enum.KeyCode.X then
ContextActionService:BindAction("SampleAction", actionHandler, false, Enum.KeyCode.X)
end
end
end

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:

  1. Mobile camera events, which rely on touch events
  2. 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.

Create a Custom CameraScript

local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local camera = workspace.CurrentCamera
local player = Players.LocalPlayer
local character = player.CharacterAdded:Wait()
local torso = character:WaitForChild("HumanoidRootPart")
local playerPosition = torso.Position
local default_CameraPosition = torso.Position
local default_CameraRotation = Vector2.new(0, math.rad(-60))
local default_CameraZoom = 15
local cameraPosition = default_CameraPosition
local cameraRotation = default_CameraRotation
local cameraZoom = default_CameraZoom
local cameraZoomBounds = nil -- {10,200}
local cameraRotateSpeed = 10
local cameraMouseRotateSpeed = 0.25
local cameraTouchRotateSpeed = 10
local function SetCameraMode()
camera.CameraType = "Scriptable"
camera.FieldOfView = 80
camera.CameraSubject = nil
end
local function UpdateCamera()
SetCameraMode()
local cameraRotationCFrame = CFrame.Angles(0, cameraRotation.X, 0) * CFrame.Angles(cameraRotation.Y, 0, 0)
camera.CFrame = cameraRotationCFrame + cameraPosition + cameraRotationCFrame * Vector3.new(0, 0, cameraZoom)
camera.Focus = camera.CFrame - Vector3.new(0, camera.CFrame.p.Y, 0)
end
local lastTouchTranslation = nil
local function TouchMove(_touchPositions, totalTranslation, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = totalTranslation - lastTouchTranslation
cameraPosition = cameraPosition + Vector3.new(difference.X, 0, difference.Y)
UpdateCamera()
end
lastTouchTranslation = totalTranslation
end
local lastTouchRotation = nil
local function TouchRotate(_touchPositions, rotation, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = rotation - lastTouchRotation
cameraRotation = cameraRotation
+ Vector2.new(-difference, 0) * math.rad(cameraTouchRotateSpeed * cameraRotateSpeed)
UpdateCamera()
end
lastTouchRotation = rotation
end
local lastTouchScale = nil
local function TouchZoom(_touchPositions, scale, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = scale - lastTouchScale
cameraZoom = cameraZoom * (1 + difference)
if cameraZoomBounds ~= nil then
cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2])
else
cameraZoom = math.max(cameraZoom, 0)
end
UpdateCamera()
end
lastTouchScale = scale
end
local function Input(inputObject)
if inputObject.UserInputType == Enum.UserInputType.Keyboard then
if inputObject.UserInputState == Enum.UserInputState.Begin then
-- (I) Zoom In
if inputObject.KeyCode == Enum.KeyCode.I then
cameraZoom = cameraZoom - 15
elseif inputObject.KeyCode == Enum.KeyCode.O then
cameraZoom = cameraZoom + 15
end
-- (O) Zoom Out
if cameraZoomBounds ~= nil then
cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2])
else
cameraZoom = math.max(cameraZoom, 0)
end
UpdateCamera()
end
end
local pressed = UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton1)
if pressed then
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition
local rotation = UserInputService:GetMouseDelta()
cameraRotation = cameraRotation + rotation * math.rad(cameraMouseRotateSpeed)
else
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
end
local function PlayerChanged()
local movement = torso.Position - playerPosition
cameraPosition = cameraPosition + movement
playerPosition = torso.Position
UpdateCamera()
end
-- Determine whether the user is on a mobile device
if UserInputService.TouchEnabled then
-- The user is on a mobile device, use Touch events
UserInputService.TouchPan:Connect(TouchMove)
UserInputService.TouchRotate:Connect(TouchRotate)
UserInputService.TouchPinch:Connect(TouchZoom)
else
-- The user is not on a mobile device use Input events
UserInputService.InputBegan:Connect(Input)
UserInputService.InputChanged:Connect(Input)
UserInputService.InputEnded:Connect(Input)
-- Camera controlled by player movement
task.wait(2)
RunService:BindToRenderStep("PlayerChanged", Enum.RenderPriority.Camera.Value - 1, PlayerChanged)
end

UserInputType

병렬 읽기

사용자 입력 유형 은 마우스, 키보드, 터치 또는 게임 패드 입력과 같은 종류의 입력을 나타내는 속성입니다. 열거형의 이름을 사용하여 이 속성에 대한 모든 가능한 값의 목록을 보려면 열거형 페이지를 참조하십시오.

또한 참조하십시오.

코드 샘플

The following example demonstrates one of many usage examples of handling user input from InputChanged depending on its type.

Handling InputChanged

-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- Prints the current input position and the change (delta) in position
local function printMovement(input)
print("Position:", input.Position)
print("Movement Delta:", input.Delta)
end
-- A sample function providing multiple usage cases for various types of user input
local function InputChanged(input, _gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseMovement then
print("The mouse has been moved!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
print("The mouse wheel has been scrolled!")
print("Wheel Movement:", input.Position.Z)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
print("The left thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
print("The right thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
print("The pressure being applied to the left trigger has changed!")
print("Pressure:", input.Position.Z)
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
print("The pressure being applied to the right trigger has changed!")
print("Pressure:", input.Position.Z)
end
elseif input.UserInputType == Enum.UserInputType.Touch then
print("The user's finger is moving on the screen!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.Gyro then
local _rotInput, rotCFrame = UserInputService:GetDeviceRotation()
local rotX, rotY, rotZ = rotCFrame:toEulerAnglesXYZ()
local rot = Vector3.new(math.deg(rotX), math.deg(rotY), math.deg(rotZ))
print("The rotation of the user's mobile device has been changed!")
print("Position", rotCFrame.p)
print("Rotation:", rot)
elseif input.UserInputType == Enum.UserInputType.Accelerometer then
print("The acceleration of the user's mobile device has been changed!")
printMovement(input)
end
end
UserInputService.InputChanged:Connect(InputChanged)

The following example demonstrates one of many usage examples of handling user input from InputBegan depending on its type.

Handling InputBegan

-- In order to use the InputBegan event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key is being pushed down! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has started at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button is being pressed on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)

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:

  1. Mobile camera events, which rely on touch events
  2. 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.

Create a Custom CameraScript

local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local camera = workspace.CurrentCamera
local player = Players.LocalPlayer
local character = player.CharacterAdded:Wait()
local torso = character:WaitForChild("HumanoidRootPart")
local playerPosition = torso.Position
local default_CameraPosition = torso.Position
local default_CameraRotation = Vector2.new(0, math.rad(-60))
local default_CameraZoom = 15
local cameraPosition = default_CameraPosition
local cameraRotation = default_CameraRotation
local cameraZoom = default_CameraZoom
local cameraZoomBounds = nil -- {10,200}
local cameraRotateSpeed = 10
local cameraMouseRotateSpeed = 0.25
local cameraTouchRotateSpeed = 10
local function SetCameraMode()
camera.CameraType = "Scriptable"
camera.FieldOfView = 80
camera.CameraSubject = nil
end
local function UpdateCamera()
SetCameraMode()
local cameraRotationCFrame = CFrame.Angles(0, cameraRotation.X, 0) * CFrame.Angles(cameraRotation.Y, 0, 0)
camera.CFrame = cameraRotationCFrame + cameraPosition + cameraRotationCFrame * Vector3.new(0, 0, cameraZoom)
camera.Focus = camera.CFrame - Vector3.new(0, camera.CFrame.p.Y, 0)
end
local lastTouchTranslation = nil
local function TouchMove(_touchPositions, totalTranslation, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = totalTranslation - lastTouchTranslation
cameraPosition = cameraPosition + Vector3.new(difference.X, 0, difference.Y)
UpdateCamera()
end
lastTouchTranslation = totalTranslation
end
local lastTouchRotation = nil
local function TouchRotate(_touchPositions, rotation, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = rotation - lastTouchRotation
cameraRotation = cameraRotation
+ Vector2.new(-difference, 0) * math.rad(cameraTouchRotateSpeed * cameraRotateSpeed)
UpdateCamera()
end
lastTouchRotation = rotation
end
local lastTouchScale = nil
local function TouchZoom(_touchPositions, scale, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = scale - lastTouchScale
cameraZoom = cameraZoom * (1 + difference)
if cameraZoomBounds ~= nil then
cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2])
else
cameraZoom = math.max(cameraZoom, 0)
end
UpdateCamera()
end
lastTouchScale = scale
end
local function Input(inputObject)
if inputObject.UserInputType == Enum.UserInputType.Keyboard then
if inputObject.UserInputState == Enum.UserInputState.Begin then
-- (I) Zoom In
if inputObject.KeyCode == Enum.KeyCode.I then
cameraZoom = cameraZoom - 15
elseif inputObject.KeyCode == Enum.KeyCode.O then
cameraZoom = cameraZoom + 15
end
-- (O) Zoom Out
if cameraZoomBounds ~= nil then
cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2])
else
cameraZoom = math.max(cameraZoom, 0)
end
UpdateCamera()
end
end
local pressed = UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton1)
if pressed then
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition
local rotation = UserInputService:GetMouseDelta()
cameraRotation = cameraRotation + rotation * math.rad(cameraMouseRotateSpeed)
else
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
end
local function PlayerChanged()
local movement = torso.Position - playerPosition
cameraPosition = cameraPosition + movement
playerPosition = torso.Position
UpdateCamera()
end
-- Determine whether the user is on a mobile device
if UserInputService.TouchEnabled then
-- The user is on a mobile device, use Touch events
UserInputService.TouchPan:Connect(TouchMove)
UserInputService.TouchRotate:Connect(TouchRotate)
UserInputService.TouchPinch:Connect(TouchZoom)
else
-- The user is not on a mobile device use Input events
UserInputService.InputBegan:Connect(Input)
UserInputService.InputChanged:Connect(Input)
UserInputService.InputEnded:Connect(Input)
-- Camera controlled by player movement
task.wait(2)
RunService:BindToRenderStep("PlayerChanged", Enum.RenderPriority.Camera.Value - 1, PlayerChanged)
end

메서드

IsModifierKeyDown

매개 변수

modifierKey: Enum.ModifierKey

반환

이벤트