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

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)
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)
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

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)
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

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

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)
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)
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

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
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

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)
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)
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