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
-- In order to use the InputBegan event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key is being pushed down! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has started at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button is being pressed on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- Prints the current input position and the change (delta) in position
local function printMovement(input)
print("Position:", input.Position)
print("Movement Delta:", input.Delta)
end
-- A sample function providing multiple usage cases for various types of user input
local function InputChanged(input, _gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseMovement then
print("The mouse has been moved!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
print("The mouse wheel has been scrolled!")
print("Wheel Movement:", input.Position.Z)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
print("The left thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
print("The right thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
print("The pressure being applied to the left trigger has changed!")
print("Pressure:", input.Position.Z)
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
print("The pressure being applied to the right trigger has changed!")
print("Pressure:", input.Position.Z)
end
elseif input.UserInputType == Enum.UserInputType.Touch then
print("The user's finger is moving on the screen!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.Gyro then
local _rotInput, rotCFrame = UserInputService:GetDeviceRotation()
local rotX, rotY, rotZ = rotCFrame:toEulerAnglesXYZ()
local rot = Vector3.new(math.deg(rotX), math.deg(rotY), math.deg(rotZ))
print("The rotation of the user's mobile device has been changed!")
print("Position", rotCFrame.p)
print("Rotation:", rot)
elseif input.UserInputType == Enum.UserInputType.Accelerometer then
print("The acceleration of the user's mobile device has been changed!")
printMovement(input)
end
end
UserInputService.InputChanged:Connect(InputChanged)
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputEnded:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key has been released! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button has been released on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)
요약
속성
마우스/조이스틱 이동 사이의 델타를 설명하는 벡터3입니다.
사용된 입력 유형을 설명하는 열거형이 포함되어 있습니다.
이 입력의 위치 값을 설명합니다.
특정 흐름에 따라 UserInputType에 따라 수행되는 입력의 상태를 설명합니다.
수행되는 입력 유형(마우스, 키보드, 게임 패드, 터치 등)을 설명합니다.
메서드
속성
Delta
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
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- Prints the current input position and the change (delta) in position
local function printMovement(input)
print("Position:", input.Position)
print("Movement Delta:", input.Delta)
end
-- A sample function providing multiple usage cases for various types of user input
local function InputChanged(input, _gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseMovement then
print("The mouse has been moved!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
print("The mouse wheel has been scrolled!")
print("Wheel Movement:", input.Position.Z)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
print("The left thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
print("The right thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
print("The pressure being applied to the left trigger has changed!")
print("Pressure:", input.Position.Z)
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
print("The pressure being applied to the right trigger has changed!")
print("Pressure:", input.Position.Z)
end
elseif input.UserInputType == Enum.UserInputType.Touch then
print("The user's finger is moving on the screen!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.Gyro then
local _rotInput, rotCFrame = UserInputService:GetDeviceRotation()
local rotX, rotY, rotZ = rotCFrame:toEulerAnglesXYZ()
local rot = Vector3.new(math.deg(rotX), math.deg(rotY), math.deg(rotZ))
print("The rotation of the user's mobile device has been changed!")
print("Position", rotCFrame.p)
print("Rotation:", rot)
elseif input.UserInputType == Enum.UserInputType.Accelerometer then
print("The acceleration of the user's mobile device has been changed!")
printMovement(input)
end
end
UserInputService.InputChanged:Connect(InputChanged)
local UserInputService = game:GetService("UserInputService")
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.CharacterAdded:Wait()
local head = character:WaitForChild("Head", false)
local mouse = player:GetMouse()
local zoomed = false
local camera = game.Workspace.CurrentCamera
local target = nil
local originalProperties = {
FieldOfView = nil,
_CFrame = nil,
MouseBehavior = nil,
MouseDeltaSensitivity = nil,
}
local AngleX, TargetAngleX = 0, 0
local AngleY, TargetAngleY = 0, 0
-- Reset camera back to CFrame and FieldOfView before zoom
local function ResetCamera()
target = nil
camera.CameraType = Enum.CameraType.Custom
camera.CFrame = originalProperties._CFrame
camera.FieldOfView = originalProperties.FieldOfView
UserInputService.MouseBehavior = originalProperties.MouseBehavior
UserInputService.MouseDeltaSensitivity = originalProperties.MouseDeltaSensitivity
end
local function ZoomCamera()
-- Allow camera to be changed by script
camera.CameraType = Enum.CameraType.Scriptable
-- Store camera properties before zoom
originalProperties._CFrame = camera.CFrame
originalProperties.FieldOfView = camera.FieldOfView
originalProperties.MouseBehavior = UserInputService.MouseBehavior
originalProperties.MouseDeltaSensitivity = UserInputService.MouseDeltaSensitivity
-- Zoom camera
target = mouse.Hit.Position
local eyesight = head.Position
camera.CFrame = CFrame.new(eyesight, target)
camera.Focus = CFrame.new(target)
camera.FieldOfView = 10
-- Lock and slow down mouse
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
UserInputService.MouseDeltaSensitivity = 1
-- Reset zoom angles
AngleX, TargetAngleX = 0, 0
AngleY, TargetAngleY = 0, 0
end
-- Toggle camera zoom/unzoom
local function MouseClick()
if zoomed then
-- Unzoom camera
ResetCamera()
else
-- Zoom in camera
ZoomCamera()
end
zoomed = not zoomed
end
local function MouseMoved(input)
if zoomed then
local sensitivity = 0.6 -- anything higher would make looking up and down harder; recommend anything between 0~1
local smoothness = 0.05 -- recommend anything between 0~1
local delta = Vector2.new(input.Delta.x / sensitivity, input.Delta.y / sensitivity) * smoothness
local X = TargetAngleX - delta.y
local Y = TargetAngleY - delta.x
TargetAngleX = (X >= 80 and 80) or (X <= -80 and -80) or X
TargetAngleY = (Y >= 80 and 80) or (Y <= -80 and -80) or Y
AngleX = AngleX + (TargetAngleX - AngleX) * 0.35
AngleY = AngleY + (TargetAngleY - AngleY) * 0.15
camera.CFrame = CFrame.new(head.Position, target)
* CFrame.Angles(0, math.rad(AngleY), 0)
* CFrame.Angles(math.rad(AngleX), 0, 0)
end
end
local function InputBegan(input, _gameProcessedEvent)
if input.UserInputType == Enum.UserInputType.MouseButton1 then
MouseClick()
end
end
local function InputChanged(input, _gameProcessedEvent)
if input.UserInputType == Enum.UserInputType.MouseMovement then
MouseMoved(input)
end
end
if UserInputService.MouseEnabled then
UserInputService.InputBegan:Connect(InputBegan)
UserInputService.InputChanged:Connect(InputChanged)
end
KeyCode
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>
이름 | 값 | 설명 |
---|
또한 참조하십시오.
코드 샘플
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
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
-- In order to use the InputBegan event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key is being pushed down! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has started at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button is being pressed on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- Prints the current input position and the change (delta) in position
local function printMovement(input)
print("Position:", input.Position)
print("Movement Delta:", input.Delta)
end
-- A sample function providing multiple usage cases for various types of user input
local function InputChanged(input, _gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseMovement then
print("The mouse has been moved!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
print("The mouse wheel has been scrolled!")
print("Wheel Movement:", input.Position.Z)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
print("The left thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
print("The right thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
print("The pressure being applied to the left trigger has changed!")
print("Pressure:", input.Position.Z)
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
print("The pressure being applied to the right trigger has changed!")
print("Pressure:", input.Position.Z)
end
elseif input.UserInputType == Enum.UserInputType.Touch then
print("The user's finger is moving on the screen!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.Gyro then
local _rotInput, rotCFrame = UserInputService:GetDeviceRotation()
local rotX, rotY, rotZ = rotCFrame:toEulerAnglesXYZ()
local rot = Vector3.new(math.deg(rotX), math.deg(rotY), math.deg(rotZ))
print("The rotation of the user's mobile device has been changed!")
print("Position", rotCFrame.p)
print("Rotation:", rot)
elseif input.UserInputType == Enum.UserInputType.Accelerometer then
print("The acceleration of the user's mobile device has been changed!")
printMovement(input)
end
end
UserInputService.InputChanged:Connect(InputChanged)
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputEnded:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key has been released! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button has been released on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)
UserInputState
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
local UserInputService = game:GetService("UserInputService")
local ContextActionService = game:GetService("ContextActionService")
local function actionHandler(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.Begin then
print("Action Handler: " .. actionName)
print(inputObject)
end
-- Since this function does not return anything, this handler will
-- "sink" the input and no other action handlers will be called after
-- this one.
end
local navGamepads = UserInputService:GetNavigationGamepads()
for _, gamepad in pairs(navGamepads) do
local supportedKeyCodes = UserInputService:GetSupportedGamepadKeyCodes(gamepad)
for _, keycode in pairs(supportedKeyCodes) do
if keycode == Enum.KeyCode.ButtonX then
ContextActionService:BindAction("SampleAction", actionHandler, false, Enum.KeyCode.ButtonX)
end
if keycode == Enum.KeyCode.X then
ContextActionService:BindAction("SampleAction", actionHandler, false, Enum.KeyCode.X)
end
end
end
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local camera = workspace.CurrentCamera
local player = Players.LocalPlayer
local character = player.CharacterAdded:Wait()
local torso = character:WaitForChild("HumanoidRootPart")
local playerPosition = torso.Position
local default_CameraPosition = torso.Position
local default_CameraRotation = Vector2.new(0, math.rad(-60))
local default_CameraZoom = 15
local cameraPosition = default_CameraPosition
local cameraRotation = default_CameraRotation
local cameraZoom = default_CameraZoom
local cameraZoomBounds = nil -- {10,200}
local cameraRotateSpeed = 10
local cameraMouseRotateSpeed = 0.25
local cameraTouchRotateSpeed = 10
local function SetCameraMode()
camera.CameraType = "Scriptable"
camera.FieldOfView = 80
camera.CameraSubject = nil
end
local function UpdateCamera()
SetCameraMode()
local cameraRotationCFrame = CFrame.Angles(0, cameraRotation.X, 0) * CFrame.Angles(cameraRotation.Y, 0, 0)
camera.CFrame = cameraRotationCFrame + cameraPosition + cameraRotationCFrame * Vector3.new(0, 0, cameraZoom)
camera.Focus = camera.CFrame - Vector3.new(0, camera.CFrame.p.Y, 0)
end
local lastTouchTranslation = nil
local function TouchMove(_touchPositions, totalTranslation, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = totalTranslation - lastTouchTranslation
cameraPosition = cameraPosition + Vector3.new(difference.X, 0, difference.Y)
UpdateCamera()
end
lastTouchTranslation = totalTranslation
end
local lastTouchRotation = nil
local function TouchRotate(_touchPositions, rotation, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = rotation - lastTouchRotation
cameraRotation = cameraRotation
+ Vector2.new(-difference, 0) * math.rad(cameraTouchRotateSpeed * cameraRotateSpeed)
UpdateCamera()
end
lastTouchRotation = rotation
end
local lastTouchScale = nil
local function TouchZoom(_touchPositions, scale, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = scale - lastTouchScale
cameraZoom = cameraZoom * (1 + difference)
if cameraZoomBounds ~= nil then
cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2])
else
cameraZoom = math.max(cameraZoom, 0)
end
UpdateCamera()
end
lastTouchScale = scale
end
local function Input(inputObject)
if inputObject.UserInputType == Enum.UserInputType.Keyboard then
if inputObject.UserInputState == Enum.UserInputState.Begin then
-- (I) Zoom In
if inputObject.KeyCode == Enum.KeyCode.I then
cameraZoom = cameraZoom - 15
elseif inputObject.KeyCode == Enum.KeyCode.O then
cameraZoom = cameraZoom + 15
end
-- (O) Zoom Out
if cameraZoomBounds ~= nil then
cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2])
else
cameraZoom = math.max(cameraZoom, 0)
end
UpdateCamera()
end
end
local pressed = UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton1)
if pressed then
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition
local rotation = UserInputService:GetMouseDelta()
cameraRotation = cameraRotation + rotation * math.rad(cameraMouseRotateSpeed)
else
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
end
local function PlayerChanged()
local movement = torso.Position - playerPosition
cameraPosition = cameraPosition + movement
playerPosition = torso.Position
UpdateCamera()
end
-- Determine whether the user is on a mobile device
if UserInputService.TouchEnabled then
-- The user is on a mobile device, use Touch events
UserInputService.TouchPan:Connect(TouchMove)
UserInputService.TouchRotate:Connect(TouchRotate)
UserInputService.TouchPinch:Connect(TouchZoom)
else
-- The user is not on a mobile device use Input events
UserInputService.InputBegan:Connect(Input)
UserInputService.InputChanged:Connect(Input)
UserInputService.InputEnded:Connect(Input)
-- Camera controlled by player movement
task.wait(2)
RunService:BindToRenderStep("PlayerChanged", Enum.RenderPriority.Camera.Value - 1, PlayerChanged)
end
UserInputType
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
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- Prints the current input position and the change (delta) in position
local function printMovement(input)
print("Position:", input.Position)
print("Movement Delta:", input.Delta)
end
-- A sample function providing multiple usage cases for various types of user input
local function InputChanged(input, _gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseMovement then
print("The mouse has been moved!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
print("The mouse wheel has been scrolled!")
print("Wheel Movement:", input.Position.Z)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
print("The left thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
print("The right thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
print("The pressure being applied to the left trigger has changed!")
print("Pressure:", input.Position.Z)
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
print("The pressure being applied to the right trigger has changed!")
print("Pressure:", input.Position.Z)
end
elseif input.UserInputType == Enum.UserInputType.Touch then
print("The user's finger is moving on the screen!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.Gyro then
local _rotInput, rotCFrame = UserInputService:GetDeviceRotation()
local rotX, rotY, rotZ = rotCFrame:toEulerAnglesXYZ()
local rot = Vector3.new(math.deg(rotX), math.deg(rotY), math.deg(rotZ))
print("The rotation of the user's mobile device has been changed!")
print("Position", rotCFrame.p)
print("Rotation:", rot)
elseif input.UserInputType == Enum.UserInputType.Accelerometer then
print("The acceleration of the user's mobile device has been changed!")
printMovement(input)
end
end
UserInputService.InputChanged:Connect(InputChanged)
-- In order to use the InputBegan event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key is being pushed down! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has started at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button is being pressed on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local camera = workspace.CurrentCamera
local player = Players.LocalPlayer
local character = player.CharacterAdded:Wait()
local torso = character:WaitForChild("HumanoidRootPart")
local playerPosition = torso.Position
local default_CameraPosition = torso.Position
local default_CameraRotation = Vector2.new(0, math.rad(-60))
local default_CameraZoom = 15
local cameraPosition = default_CameraPosition
local cameraRotation = default_CameraRotation
local cameraZoom = default_CameraZoom
local cameraZoomBounds = nil -- {10,200}
local cameraRotateSpeed = 10
local cameraMouseRotateSpeed = 0.25
local cameraTouchRotateSpeed = 10
local function SetCameraMode()
camera.CameraType = "Scriptable"
camera.FieldOfView = 80
camera.CameraSubject = nil
end
local function UpdateCamera()
SetCameraMode()
local cameraRotationCFrame = CFrame.Angles(0, cameraRotation.X, 0) * CFrame.Angles(cameraRotation.Y, 0, 0)
camera.CFrame = cameraRotationCFrame + cameraPosition + cameraRotationCFrame * Vector3.new(0, 0, cameraZoom)
camera.Focus = camera.CFrame - Vector3.new(0, camera.CFrame.p.Y, 0)
end
local lastTouchTranslation = nil
local function TouchMove(_touchPositions, totalTranslation, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = totalTranslation - lastTouchTranslation
cameraPosition = cameraPosition + Vector3.new(difference.X, 0, difference.Y)
UpdateCamera()
end
lastTouchTranslation = totalTranslation
end
local lastTouchRotation = nil
local function TouchRotate(_touchPositions, rotation, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = rotation - lastTouchRotation
cameraRotation = cameraRotation
+ Vector2.new(-difference, 0) * math.rad(cameraTouchRotateSpeed * cameraRotateSpeed)
UpdateCamera()
end
lastTouchRotation = rotation
end
local lastTouchScale = nil
local function TouchZoom(_touchPositions, scale, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = scale - lastTouchScale
cameraZoom = cameraZoom * (1 + difference)
if cameraZoomBounds ~= nil then
cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2])
else
cameraZoom = math.max(cameraZoom, 0)
end
UpdateCamera()
end
lastTouchScale = scale
end
local function Input(inputObject)
if inputObject.UserInputType == Enum.UserInputType.Keyboard then
if inputObject.UserInputState == Enum.UserInputState.Begin then
-- (I) Zoom In
if inputObject.KeyCode == Enum.KeyCode.I then
cameraZoom = cameraZoom - 15
elseif inputObject.KeyCode == Enum.KeyCode.O then
cameraZoom = cameraZoom + 15
end
-- (O) Zoom Out
if cameraZoomBounds ~= nil then
cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2])
else
cameraZoom = math.max(cameraZoom, 0)
end
UpdateCamera()
end
end
local pressed = UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton1)
if pressed then
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition
local rotation = UserInputService:GetMouseDelta()
cameraRotation = cameraRotation + rotation * math.rad(cameraMouseRotateSpeed)
else
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
end
local function PlayerChanged()
local movement = torso.Position - playerPosition
cameraPosition = cameraPosition + movement
playerPosition = torso.Position
UpdateCamera()
end
-- Determine whether the user is on a mobile device
if UserInputService.TouchEnabled then
-- The user is on a mobile device, use Touch events
UserInputService.TouchPan:Connect(TouchMove)
UserInputService.TouchRotate:Connect(TouchRotate)
UserInputService.TouchPinch:Connect(TouchZoom)
else
-- The user is not on a mobile device use Input events
UserInputService.InputBegan:Connect(Input)
UserInputService.InputChanged:Connect(Input)
UserInputService.InputEnded:Connect(Input)
-- Camera controlled by player movement
task.wait(2)
RunService:BindToRenderStep("PlayerChanged", Enum.RenderPriority.Camera.Value - 1, PlayerChanged)
end