입력 개체는 마우스 이동, 터치, 키 누름과 같은 단일 사용자 입력을 나타냅니다. 입력이 시작될 때 생성됩니다.
이 개체의 속성은 UserInputType에 따라 다릅니다.각 입력 유형은 다양한 변경을 거쳐 UserInputState 에 도달합니다.입력의 수명 동안 입력을 더 자세히 설명하는 다른 속성이 변경될 수 있습니다(예: Position 및 Delta).키보드 및 게임패드 버튼 누르기는 KeyCode 속성 설정있을 것입니다.
입력이 시작될 때 생성된 동일한 개체는 입력이 끝날 때까지 유지되고 업데이트됩니다.결과적으로 사용자가 입력을 변경할 때 Changed 이벤트를 사용하여 개체의 변경을 추적할 수 있습니다.이러한 개체를 활성 입력 트랙의 목록에 배치하고 이벤트(예: UserInputService.InputBegan)에 의해 생성된 후 개체와 상호작용할 수도 있습니다.이는 주로 터치 이벤트에 유용하며, 각 터치 지점에는 별도의 입력 개체가 있을 것입니다.
참조하세요:
- ContextActionService , 입력 개체를 bound 작업 처리 함수에 전달하는 함수
- UserInputService , 이벤트와 기능이 종종 InputObject를 사용하는 사람
- 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.
-- In order to use the InputBegan event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key is being pushed down! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has started at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button is being pressed on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)
The following example demonstrates one of many usage examples of handling user input from InputChanged depending on its type.
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- Prints the current input position and the change (delta) in position
local function printMovement(input)
print("Position:", input.Position)
print("Movement Delta:", input.Delta)
end
-- A sample function providing multiple usage cases for various types of user input
local function InputChanged(input, _gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseMovement then
print("The mouse has been moved!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
print("The mouse wheel has been scrolled!")
print("Wheel Movement:", input.Position.Z)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
print("The left thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
print("The right thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
print("The pressure being applied to the left trigger has changed!")
print("Pressure:", input.Position.Z)
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
print("The pressure being applied to the right trigger has changed!")
print("Pressure:", input.Position.Z)
end
elseif input.UserInputType == Enum.UserInputType.Touch then
print("The user's finger is moving on the screen!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.Gyro then
local _rotInput, rotCFrame = UserInputService:GetDeviceRotation()
local rotX, rotY, rotZ = rotCFrame:toEulerAnglesXYZ()
local rot = Vector3.new(math.deg(rotX), math.deg(rotY), math.deg(rotZ))
print("The rotation of the user's mobile device has been changed!")
print("Position", rotCFrame.p)
print("Rotation:", rot)
elseif input.UserInputType == Enum.UserInputType.Accelerometer then
print("The acceleration of the user's mobile device has been changed!")
printMovement(input)
end
end
UserInputService.InputChanged:Connect(InputChanged)
The following example demonstrates one of many usage examples of handling user input from InputEnded depending on its type.
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputEnded:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key has been released! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button has been released on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)
요약
속성
마우스/조이스틱 이동 사이의 델타를 설명하는 Vector3.
사용된 입력 유형을 설명하는 Enum을 포함합니다.
이 입력의 위치 값을 설명합니다.
입력이 수행되는 상태를 설명하며, UserInputType에 따라 특정 흐름에 따라 수행됩니다.
수행되는 입력 유형(마우스, 키보드, 게임패드, 터치 등)을 설명합니다.
메서드
속성
Delta
마우스/조이스틱 이동 사이의 델타(변경)를 설명하는 A Vector3
입력의 position 와 함께 사용하여 사용자의 마우스/조이스틱의 위치와 이동을 추적하는 데 유용합니다, 예를 들어 사용자 지정 이동 또는 카메라 스크립트를 생성할 때.Object.Changed 이벤트나 UserInputService.InputChanged 및 GuiObject.InputChanged와 같은 이벤트를 통해 사용자 입력 변경을 추적하는 것을 고려하십시오.
마우스 입력이 끝날 때를 제외하고 호출백에서 제공된 (왼쪽 클릭) 및 (오른쪽 클릭)에 해당하는 (왼쪽 클릭)과 (오른쪽 클릭)은 생성된 후 업데이트되지 않으며, 마우스 입력이 끝날 때까지 업데이트되지 않습니다.마우스 입력에 대한 업데이트된 델타를 가져오려면 대신 콜백에서 InputObject 또는 InputChanged 를 참조하거나 GetMouseDelta() 를 호출하십시오.그러나 터치 입력에 해당하는 모든 InputObjects 프레임마다 수명 내내 델타와 위치가 업데이트됩니다.
참조하세요:
코드 샘플
The following example demonstrates one of many usage examples of handling user input from InputChanged depending on its type.
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- Prints the current input position and the change (delta) in position
local function printMovement(input)
print("Position:", input.Position)
print("Movement Delta:", input.Delta)
end
-- A sample function providing multiple usage cases for various types of user input
local function InputChanged(input, _gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseMovement then
print("The mouse has been moved!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
print("The mouse wheel has been scrolled!")
print("Wheel Movement:", input.Position.Z)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
print("The left thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
print("The right thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
print("The pressure being applied to the left trigger has changed!")
print("Pressure:", input.Position.Z)
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
print("The pressure being applied to the right trigger has changed!")
print("Pressure:", input.Position.Z)
end
elseif input.UserInputType == Enum.UserInputType.Touch then
print("The user's finger is moving on the screen!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.Gyro then
local _rotInput, rotCFrame = UserInputService:GetDeviceRotation()
local rotX, rotY, rotZ = rotCFrame:toEulerAnglesXYZ()
local rot = Vector3.new(math.deg(rotX), math.deg(rotY), math.deg(rotZ))
print("The rotation of the user's mobile device has been changed!")
print("Position", rotCFrame.p)
print("Rotation:", rot)
elseif input.UserInputType == Enum.UserInputType.Accelerometer then
print("The acceleration of the user's mobile device has been changed!")
printMovement(input)
end
end
UserInputService.InputChanged:Connect(InputChanged)
This example creates a binoculars script that decreases the player's FieldOfView() and MouseDeltaSensitivity() when a player with a MouseEnabled() left mouse clicks. The script also points the player's Camera towards the Vector3 world position of the mouse click.
When the player left mouse clicks again, the player's camera reverts back to the a custom Enum.CameraType with the same field of view and CFrame() as before the player zoomed in with the script.
While the player uses the binoculars, the script locks the player's mouse to the center of the screen by setting the player's MouseBehavior() to LockCenter. The player's camera moves when the player moves their mouse according to the InputObject.Delta property passed by InputChanged() indicating the mouse's Vector2 change in screen position.
In order for this example to work as expected, it should be placed in a LocalScript.
local UserInputService = game:GetService("UserInputService")
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.CharacterAdded:Wait()
local head = character:WaitForChild("Head", false)
local mouse = player:GetMouse()
local zoomed = false
local camera = game.Workspace.CurrentCamera
local target = nil
local originalProperties = {
FieldOfView = nil,
_CFrame = nil,
MouseBehavior = nil,
MouseDeltaSensitivity = nil,
}
local AngleX, TargetAngleX = 0, 0
local AngleY, TargetAngleY = 0, 0
-- Reset camera back to CFrame and FieldOfView before zoom
local function ResetCamera()
target = nil
camera.CameraType = Enum.CameraType.Custom
camera.CFrame = originalProperties._CFrame
camera.FieldOfView = originalProperties.FieldOfView
UserInputService.MouseBehavior = originalProperties.MouseBehavior
UserInputService.MouseDeltaSensitivity = originalProperties.MouseDeltaSensitivity
end
local function ZoomCamera()
-- Allow camera to be changed by script
camera.CameraType = Enum.CameraType.Scriptable
-- Store camera properties before zoom
originalProperties._CFrame = camera.CFrame
originalProperties.FieldOfView = camera.FieldOfView
originalProperties.MouseBehavior = UserInputService.MouseBehavior
originalProperties.MouseDeltaSensitivity = UserInputService.MouseDeltaSensitivity
-- Zoom camera
target = mouse.Hit.Position
local eyesight = head.Position
camera.CFrame = CFrame.new(eyesight, target)
camera.Focus = CFrame.new(target)
camera.FieldOfView = 10
-- Lock and slow down mouse
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
UserInputService.MouseDeltaSensitivity = 1
-- Reset zoom angles
AngleX, TargetAngleX = 0, 0
AngleY, TargetAngleY = 0, 0
end
-- Toggle camera zoom/unzoom
local function MouseClick()
if zoomed then
-- Unzoom camera
ResetCamera()
else
-- Zoom in camera
ZoomCamera()
end
zoomed = not zoomed
end
local function MouseMoved(input)
if zoomed then
local sensitivity = 0.6 -- anything higher would make looking up and down harder; recommend anything between 0~1
local smoothness = 0.05 -- recommend anything between 0~1
local delta = Vector2.new(input.Delta.x / sensitivity, input.Delta.y / sensitivity) * smoothness
local X = TargetAngleX - delta.y
local Y = TargetAngleY - delta.x
TargetAngleX = (X >= 80 and 80) or (X <= -80 and -80) or X
TargetAngleY = (Y >= 80 and 80) or (Y <= -80 and -80) or Y
AngleX = AngleX + (TargetAngleX - AngleX) * 0.35
AngleY = AngleY + (TargetAngleY - AngleY) * 0.15
camera.CFrame = CFrame.new(head.Position, target)
* CFrame.Angles(0, math.rad(AngleY), 0)
* CFrame.Angles(math.rad(AngleX), 0, 0)
end
end
local function InputBegan(input, _gameProcessedEvent)
if input.UserInputType == Enum.UserInputType.MouseButton1 then
MouseClick()
end
end
local function InputChanged(input, _gameProcessedEvent)
if input.UserInputType == Enum.UserInputType.MouseMovement then
MouseMoved(input)
end
end
if UserInputService.MouseEnabled then
UserInputService.InputBegan:Connect(InputBegan)
UserInputService.InputChanged:Connect(InputChanged)
end
KeyCode
사용된 입력 유형을 설명하는 Enum.KeyCode 열거형을 포함합니다.키보드와 같은 입력 유형에 대해 이는 어떤 키가 누르혔는지 설명합니다.마우스와 같은 입력의 경우 추가 정보가 제공되지 않습니다.
열거형
<th>값</th><th>설명</th></tr></thead><tr><td><b>알려지지 않음</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>일시 중지</b></td><td>19</td><td /></tr><tr><td><b>탈출하기</b></td><td>27</td><td /></tr><tr><td><b>공간</b></td><td>32</td><td /></tr><tr><td><b>인용된 이중</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>퍼센트</b></td><td>37</td><td /></tr><tr><td><b>앰퍼샌드</b></td><td>38</td><td /></tr><tr><td><b>인용</b></td><td>39</td><td /></tr><tr><td><b>왼쪽 부모 괄호</b></td><td>40</td><td /></tr><tr><td><b>오른쪽 부모 괄호</b></td><td>41</td><td /></tr><tr><td><b>별기호</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>빼기</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>제로</b></td><td>48</td><td /></tr><tr><td><b>하나</b></td><td>49</td><td /></tr><tr><td><b>2</b></td><td>50</td><td /></tr><tr><td><b>세</b></td><td>51</td><td /></tr><tr><td><b>네</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>일곱</b></td><td>55</td><td /></tr><tr><td><b>8</b></td><td>56</td><td /></tr><tr><td><b>아홉</b></td><td>57</td><td /></tr><tr><td><b>콜론</b></td><td>58</td><td /></tr><tr><td><b>세미콜론</b></td><td>59</td><td /></tr><tr><td><b>미만</b></td><td>60</td><td /></tr><tr><td><b>동일합니다</b></td><td>61</td><td /></tr><tr><td><b>더 크다</b></td><td>62</td><td /></tr><tr><td><b>질문</b></td><td>63</td><td /></tr><tr><td><b>At</b></td><td>64</td><td /></tr><tr><td><b>왼쪽 괄호</b></td><td>91</td><td /></tr><tr><td><b>백슬래시</b></td><td>92</td><td /></tr><tr><td><b>오른쪽 괄호</b></td><td>93</td><td /></tr><tr><td><b>케어트</b></td><td>94</td><td /></tr><tr><td><b>언더스코어</b></td><td>95</td><td /></tr><tr><td><b>백퀘트</b></td><td>96</td><td /></tr><tr><td><b>A</b></td><td>97</td><td /></tr><tr><td><b>B</b></td><td>98</td><td /></tr><tr><td><b>C</b></td><td>99</td><td /></tr><tr><td><b>D</b></td><td>100</td><td /></tr><tr><td><b>E</b></td><td>101</td><td /></tr><tr><td><b>F</b></td><td>102</td><td /></tr><tr><td><b>G</b></td><td>103</td><td /></tr><tr><td><b>H</b></td><td>104</td><td /></tr><tr><td><b>I</b></td><td>105</td><td /></tr><tr><td><b>J</b></td><td>106</td><td /></tr><tr><td><b>K</b></td><td>107</td><td /></tr><tr><td><b>L</b></td><td>108</td><td /></tr><tr><td><b>M</b></td><td>109</td><td /></tr><tr><td><b>N</b></td><td>110</td><td /></tr><tr><td><b>O</b></td><td>111</td><td /></tr><tr><td><b>P</b></td><td>112</td><td /></tr><tr><td><b>Q</b></td><td>113</td><td /></tr><tr><td><b>R</b></td><td>114</td><td /></tr><tr><td><b>S</b></td><td>115</td><td /></tr><tr><td><b>T</b></td><td>116</td><td /></tr><tr><td><b>U</b></td><td>117</td><td /></tr><tr><td><b>V</b></td><td>118</td><td /></tr><tr><td><b>W</b></td><td>119</td><td /></tr><tr><td><b>X</b></td><td>120</td><td /></tr><tr><td><b>Y</b></td><td>121</td><td /></tr><tr><td><b>Z</b></td><td>122</td><td /></tr><tr><td><b>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>티ilde</b></td><td>126</td><td /></tr><tr><td><b>삭제하기</b></td><td>127</td><td /></tr><tr><td><b>키패드 제로</b></td><td>256</td><td /></tr><tr><td><b>키패드원</b></td><td>257</td><td /></tr><tr><td><b>키패드 2</b></td><td>258</td><td /></tr><tr><td><b>키패드 3</b></td><td>259</td><td /></tr><tr><td><b>키패드 4</b></td><td>260</td><td /></tr><tr><td><b>키패드 파이브</b></td><td>261</td><td /></tr><tr><td><b>키패드 식스</b></td><td>262</td><td /></tr><tr><td><b>키패드 7</b></td><td>263</td><td /></tr><tr><td><b>키패드 8</b></td><td>264</td><td /></tr><tr><td><b>키패드 아홉</b></td><td>265</td><td /></tr><tr><td><b>키패드 기간</b></td><td>266</td><td /></tr><tr><td><b>키패드 분할</b></td><td>267</td><td /></tr><tr><td><b>키패드 멀티플라이</b></td><td>268</td><td /></tr><tr><td><b>키패드 미누스</b></td><td>269</td><td /></tr><tr><td><b>키패드플러스</b></td><td>270</td><td /></tr><tr><td><b>키패드 입력</b></td><td>271</td><td /></tr><tr><td><b>키패드 동일</b></td><td>272</td><td /></tr><tr><td><b>Up</b></td><td>273</td><td /></tr><tr><td><b>아래로</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>삽입하기</b></td><td>277</td><td /></tr><tr><td><b>홈</b></td><td>278</td><td /></tr><tr><td><b>끝</b></td><td>279</td><td /></tr><tr><td><b>페이지 업</b></td><td>280</td><td /></tr><tr><td><b>페이지다운</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>왼쪽메타</b></td><td>310</td><td /></tr><tr><td><b>라이트메타</b></td><td>309</td><td /></tr><tr><td><b>LeftAlt</b></td><td>308</td><td /></tr><tr><td><b>RightAlt</b></td><td>307</td><td /></tr><tr><td><b>레프트컨트롤</b></td><td>306</td><td /></tr><tr><td><b>오른쪽 컨트롤</b></td><td>305</td><td /></tr><tr><td><b>CapsLock</b></td><td>301</td><td /></tr><tr><td><b>NumLock</b></td><td>300</td><td /></tr><tr><td><b>스크롤락</b></td><td>302</td><td /></tr><tr><td><b>왼쪽 슈퍼</b></td><td>311</td><td /></tr><tr><td><b>라이트슈퍼</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>인쇄</b></td><td>316</td><td /></tr><tr><td><b>SysReq</b></td><td>317</td><td /></tr><tr><td><b>중단</b></td><td>318</td><td /></tr><tr><td><b>메뉴</b></td><td>319</td><td /></tr><tr><td><b>전력</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>F13</b></td><td>294</td><td /></tr><tr><td><b>F14</b></td><td>295</td><td /></tr><tr><td><b>F15</b></td><td>296</td><td /></tr><tr><td><b>세계0</b></td><td>160</td><td /></tr><tr><td><b>세계1</b></td><td>161</td><td /></tr><tr><td><b>세계2</b></td><td>162</td><td /></tr><tr><td><b>세계3</b></td><td>163</td><td /></tr><tr><td><b>세계4</b></td><td>164</td><td /></tr><tr><td><b>세계5</b></td><td>165</td><td /></tr><tr><td><b>세계6</b></td><td>166</td><td /></tr><tr><td><b>세계7</b></td><td>167</td><td /></tr><tr><td><b>세계8</b></td><td>168</td><td /></tr><tr><td><b>세계9</b></td><td>169</td><td /></tr><tr><td><b>세계10</b></td><td>170</td><td /></tr><tr><td><b>세계11</b></td><td>171</td><td /></tr><tr><td><b>세계12</b></td><td>172</td><td /></tr><tr><td><b>세계13</b></td><td>173</td><td /></tr><tr><td><b>세계14</b></td><td>174</td><td /></tr><tr><td><b>세계15</b></td><td>175</td><td /></tr><tr><td><b>세계16</b></td><td>176</td><td /></tr><tr><td><b>세계17</b></td><td>177</td><td /></tr><tr><td><b>세계18</b></td><td>178</td><td /></tr><tr><td><b>세계19</b></td><td>179</td><td /></tr><tr><td><b>세계20</b></td><td>180</td><td /></tr><tr><td><b>세계21</b></td><td>181</td><td /></tr><tr><td><b>세계22</b></td><td>182</td><td /></tr><tr><td><b>세계23</b></td><td>183</td><td /></tr><tr><td><b>세계24</b></td><td>184</td><td /></tr><tr><td><b>세계25</b></td><td>185</td><td /></tr><tr><td><b>세계26</b></td><td>186</td><td /></tr><tr><td><b>세계27</b></td><td>187</td><td /></tr><tr><td><b>세계28</b></td><td>188</td><td /></tr><tr><td><b>세계29</b></td><td>189</td><td /></tr><tr><td><b>World30</b></td><td>190</td><td /></tr><tr><td><b>세계31</b></td><td>191</td><td /></tr><tr><td><b>World32</b>에</td><td>192</td><td /></tr><tr><td><b>세계33</b></td><td>193</td><td /></tr><tr><td><b>세계34</b></td><td>194</td><td /></tr><tr><td><b>세계35</b></td><td>195</td><td /></tr><tr><td><b>세계36</b></td><td>196</td><td /></tr><tr><td><b>World37</b></td><td>197</td><td /></tr><tr><td><b>세계38</b></td><td>198</td><td /></tr><tr><td><b>세계39</b></td><td>199</td><td /></tr><tr><td><b>세계40</b></td><td>200</td><td /></tr><tr><td><b>세계41</b></td><td>201</td><td /></tr><tr><td><b>World42</b>에</td><td>202</td><td /></tr><tr><td><b>세계43</b></td><td>203</td><td /></tr><tr><td><b>세계44</b></td><td>204</td><td /></tr><tr><td><b>World45</b></td><td>205</td><td /></tr><tr><td><b>세계46</b></td><td>206</td><td /></tr><tr><td><b>세계47</b></td><td>207</td><td /></tr><tr><td><b>세계48</b></td><td>208</td><td /></tr><tr><td><b>세계49</b></td><td>209</td><td /></tr><tr><td><b>세계50</b></td><td>210</td><td /></tr><tr><td><b>세계51</b></td><td>211</td><td /></tr><tr><td><b>세계52</b></td><td>212</td><td /></tr><tr><td><b>세계53</b></td><td>213</td><td /></tr><tr><td><b>세계54</b></td><td>214</td><td /></tr><tr><td><b>World55</b>에</td><td>215</td><td /></tr><tr><td><b>세계56</b></td><td>216</td><td /></tr><tr><td><b>세계57</b></td><td>217</td><td /></tr><tr><td><b>World58</b></td><td>218</td><td /></tr><tr><td><b>World59</b></td><td>219</td><td /></tr><tr><td><b>세계60</b></td><td>220</td><td /></tr><tr><td><b>World61</b></td><td>221</td><td /></tr><tr><td><b>세계62</b></td><td>222</td><td /></tr><tr><td><b>세계63</b></td><td>223</td><td /></tr><tr><td><b>World64</b>에</td><td>224</td><td /></tr><tr><td><b>세계65</b></td><td>225</td><td /></tr><tr><td><b>World66</b>에</td><td>226</td><td /></tr><tr><td><b>세계67</b></td><td>227</td><td /></tr><tr><td><b>World68</b>에</td><td>228</td><td /></tr><tr><td><b>World69</b></td><td>229</td><td /></tr><tr><td><b>세계70</b></td><td>230</td><td /></tr><tr><td><b>세계71</b></td><td>231</td><td /></tr><tr><td><b>세계72</b></td><td>232</td><td /></tr><tr><td><b>세계73</b></td><td>233</td><td /></tr><tr><td><b>세계74</b></td><td>234</td><td /></tr><tr><td><b>세계75</b></td><td>235</td><td /></tr><tr><td><b>세계76</b></td><td>236</td><td /></tr><tr><td><b>World77</b>에</td><td>237</td><td /></tr><tr><td><b>World78</b>에</td><td>238</td><td /></tr><tr><td><b>World79</b></td><td>239</td><td /></tr><tr><td><b>세계80</b></td><td>240</td><td /></tr><tr><td><b>세계81</b></td><td>241</td><td /></tr><tr><td><b>세계82</b></td><td>242</td><td /></tr><tr><td><b>세계83</b></td><td>243</td><td /></tr><tr><td><b>세계84</b></td><td>244</td><td /></tr><tr><td><b>세계85</b></td><td>245</td><td /></tr><tr><td><b>세계86</b></td><td>246</td><td /></tr><tr><td><b>세계87</b></td><td>247</td><td /></tr><tr><td><b>World88</b>에</td><td>248</td><td /></tr><tr><td><b>세계89</b></td><td>249</td><td /></tr><tr><td><b>세계90</b></td><td>250</td><td /></tr><tr><td><b>세계91</b></td><td>251</td><td /></tr><tr><td><b>세계92</b></td><td>252</td><td /></tr><tr><td><b>세계93</b></td><td>253</td><td /></tr><tr><td><b>세계94</b></td><td>254</td><td /></tr><tr><td><b>세계95</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>버튼R1</b></td><td>1004</td><td /></tr><tr><td><b>버튼L1</b></td><td>1005</td><td /></tr><tr><td><b>버튼 R2</b></td><td>1006</td><td /></tr><tr><td><b>버튼L2</b></td><td>1007</td><td /></tr><tr><td><b>버튼R3</b></td><td>1008</td><td /></tr><tr><td><b>버튼L3</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>D패드 왼쪽</b></td><td>1012</td><td /></tr><tr><td><b>D패드 오른쪽</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>썸스틱1</b></td><td>1016</td><td /></tr><tr><td><b>썸스틱2</b></td><td>1017</td></tr>
이름 |
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참조하세요:
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.
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 위치 값 Vector3을 설명합니다.
마우스 및 터치 입력의 경우, 이것은 X 및 Y 구성 요소에 설명된 마우스/터치의 화면 위치입니다.상단 표시줄에서 적용된 GUI 요소(예: 위쪽 표시줄)는 위치에 포함됩니다.
마우스 휠 입력에 대해 Z 구성 요소는 휠이 앞으로 이동했는지(1), 뒤로 이동했는지(-1), 아니면 전혀 이동하지 않았는지(0)를 설명합니다.
입력에 대해 Enum.KeyCode , 이것은 플레이어의 Mouse 위치를 나타냅니다.
마우스 입력이 끝날 때를 제외하고 호출백에서 제공된 (왼쪽 클릭) 및 (오른쪽 클릭)에 해당하는 (왼쪽 클릭)과 (오른쪽 클릭)은 생성된 후 업데이트되지 않으며, 마우스 입력이 끝날 때까지 업데이트되지 않습니다.마우스 입력에 대한 업데이트된 위치를 가져오려면 대신 콜백에서 InputObject 또는 InputChanged 를 참조하거나 GetMouseLocation() 를 호출하십시오.그러나 터치 입력에 해당하는 모든 InputObjects 프레임마다 수명 내내 델타와 위치가 업데이트됩니다.
참조 또한
코드 샘플
The following example demonstrates one of many usage examples of handling user input from InputBegan depending on its type.
-- In order to use the InputBegan event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key is being pushed down! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has started at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button is being pressed on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)
The following example demonstrates one of many usage examples of handling user input from InputChanged depending on its type.
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- Prints the current input position and the change (delta) in position
local function printMovement(input)
print("Position:", input.Position)
print("Movement Delta:", input.Delta)
end
-- A sample function providing multiple usage cases for various types of user input
local function InputChanged(input, _gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseMovement then
print("The mouse has been moved!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
print("The mouse wheel has been scrolled!")
print("Wheel Movement:", input.Position.Z)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
print("The left thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
print("The right thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
print("The pressure being applied to the left trigger has changed!")
print("Pressure:", input.Position.Z)
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
print("The pressure being applied to the right trigger has changed!")
print("Pressure:", input.Position.Z)
end
elseif input.UserInputType == Enum.UserInputType.Touch then
print("The user's finger is moving on the screen!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.Gyro then
local _rotInput, rotCFrame = UserInputService:GetDeviceRotation()
local rotX, rotY, rotZ = rotCFrame:toEulerAnglesXYZ()
local rot = Vector3.new(math.deg(rotX), math.deg(rotY), math.deg(rotZ))
print("The rotation of the user's mobile device has been changed!")
print("Position", rotCFrame.p)
print("Rotation:", rot)
elseif input.UserInputType == Enum.UserInputType.Accelerometer then
print("The acceleration of the user's mobile device has been changed!")
printMovement(input)
end
end
UserInputService.InputChanged:Connect(InputChanged)
The following example demonstrates one of many usage examples of handling user input from InputEnded depending on its type.
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputEnded:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key has been released! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button has been released on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)
UserInputState
UserInputState 는 특정 흐름에 따라 수행되는 입력의 상태를 설명하며, 해당 흐름은 UserInputType 다릅니다.동일한 이름의 열거형을 사용합니다, Enum.UserInputState .이 속성에 대한 모든 가능한 값의 목록은 열거형 페이지를 참조하십시오.
참조하세요:
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.
local UserInputService = game:GetService("UserInputService")
local ContextActionService = game:GetService("ContextActionService")
local function actionHandler(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.Begin then
print("Action Handler: " .. actionName)
print(inputObject)
end
-- Since this function does not return anything, this handler will
-- "sink" the input and no other action handlers will be called after
-- this one.
end
local navGamepads = UserInputService:GetNavigationGamepads()
for _, gamepad in pairs(navGamepads) do
local supportedKeyCodes = UserInputService:GetSupportedGamepadKeyCodes(gamepad)
for _, keycode in pairs(supportedKeyCodes) do
if keycode == Enum.KeyCode.ButtonX then
ContextActionService:BindAction("SampleAction", actionHandler, false, Enum.KeyCode.ButtonX)
end
if keycode == Enum.KeyCode.X then
ContextActionService:BindAction("SampleAction", actionHandler, false, Enum.KeyCode.X)
end
end
end
By default, Roblox relies on a LocalScript to control the user's camera. However, this script can be overridden with a custom CameraScript. The example below demonstrates how to create a custom script to control the user's camera using many of the UserInputService events.
The script is broken into two parts:
- Mobile camera events, which rely on touch events
- Non-mobile camera events, which rely on keyboard input and tracking the user's movement
First, the camera script needs utility functions to setup the camera and set its Camera.CameraType to Scriptable so that the script can control the camera. It also needs a function to update the camera when it moves, rotates, and zooms.
Using touch events allows us to track user input as they interact with the touchscreen on their mobile device. These events allow us to handle camera movement, rotation, and zoom.
The second half of the code sample adds camera support for players on desktop devices. When input begans, the function Input() checks that the state of the input is Enum.UserInputState.Begin to ignore all keypress inputs other than when the user first presses a key down. When the user presses I and O the camera zooms in and out. When the presses down and moves their left mouse button, the script locks the player's mouse by changing the UserInputService.MouseBehavior property. The camera rotates according to the mouse's change in screen position. When the player moves their character, the camera moves with them.
All of the parts discussed above are combined and shown in the code sample below.
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local camera = workspace.CurrentCamera
local player = Players.LocalPlayer
local character = player.CharacterAdded:Wait()
local torso = character:WaitForChild("HumanoidRootPart")
local playerPosition = torso.Position
local default_CameraPosition = torso.Position
local default_CameraRotation = Vector2.new(0, math.rad(-60))
local default_CameraZoom = 15
local cameraPosition = default_CameraPosition
local cameraRotation = default_CameraRotation
local cameraZoom = default_CameraZoom
local cameraZoomBounds = nil -- {10,200}
local cameraRotateSpeed = 10
local cameraMouseRotateSpeed = 0.25
local cameraTouchRotateSpeed = 10
local function SetCameraMode()
camera.CameraType = "Scriptable"
camera.FieldOfView = 80
camera.CameraSubject = nil
end
local function UpdateCamera()
SetCameraMode()
local cameraRotationCFrame = CFrame.Angles(0, cameraRotation.X, 0) * CFrame.Angles(cameraRotation.Y, 0, 0)
camera.CFrame = cameraRotationCFrame + cameraPosition + cameraRotationCFrame * Vector3.new(0, 0, cameraZoom)
camera.Focus = camera.CFrame - Vector3.new(0, camera.CFrame.p.Y, 0)
end
local lastTouchTranslation = nil
local function TouchMove(_touchPositions, totalTranslation, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = totalTranslation - lastTouchTranslation
cameraPosition = cameraPosition + Vector3.new(difference.X, 0, difference.Y)
UpdateCamera()
end
lastTouchTranslation = totalTranslation
end
local lastTouchRotation = nil
local function TouchRotate(_touchPositions, rotation, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = rotation - lastTouchRotation
cameraRotation = cameraRotation
+ Vector2.new(-difference, 0) * math.rad(cameraTouchRotateSpeed * cameraRotateSpeed)
UpdateCamera()
end
lastTouchRotation = rotation
end
local lastTouchScale = nil
local function TouchZoom(_touchPositions, scale, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = scale - lastTouchScale
cameraZoom = cameraZoom * (1 + difference)
if cameraZoomBounds ~= nil then
cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2])
else
cameraZoom = math.max(cameraZoom, 0)
end
UpdateCamera()
end
lastTouchScale = scale
end
local function Input(inputObject)
if inputObject.UserInputType == Enum.UserInputType.Keyboard then
if inputObject.UserInputState == Enum.UserInputState.Begin then
-- (I) Zoom In
if inputObject.KeyCode == Enum.KeyCode.I then
cameraZoom = cameraZoom - 15
elseif inputObject.KeyCode == Enum.KeyCode.O then
cameraZoom = cameraZoom + 15
end
-- (O) Zoom Out
if cameraZoomBounds ~= nil then
cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2])
else
cameraZoom = math.max(cameraZoom, 0)
end
UpdateCamera()
end
end
local pressed = UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton1)
if pressed then
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition
local rotation = UserInputService:GetMouseDelta()
cameraRotation = cameraRotation + rotation * math.rad(cameraMouseRotateSpeed)
else
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
end
local function PlayerChanged()
local movement = torso.Position - playerPosition
cameraPosition = cameraPosition + movement
playerPosition = torso.Position
UpdateCamera()
end
-- Determine whether the user is on a mobile device
if UserInputService.TouchEnabled then
-- The user is on a mobile device, use Touch events
UserInputService.TouchPan:Connect(TouchMove)
UserInputService.TouchRotate:Connect(TouchRotate)
UserInputService.TouchPinch:Connect(TouchZoom)
else
-- The user is not on a mobile device use Input events
UserInputService.InputBegan:Connect(Input)
UserInputService.InputChanged:Connect(Input)
UserInputService.InputEnded:Connect(Input)
-- Camera controlled by player movement
task.wait(2)
RunService:BindToRenderStep("PlayerChanged", Enum.RenderPriority.Camera.Value - 1, PlayerChanged)
end
UserInputType
사용자 입력 유형 은 마우스, 키보드, 터치 또는 게임패드와 같은 입력 유형을 설명하는 속성입니다.동일한 이름의 열거형을 사용합니다, Enum.UserInputType .이 속성에 대한 모든 가능한 값의 목록은 열거형 페이지를 참조하십시오.
참조하세요:
코드 샘플
The following example demonstrates one of many usage examples of handling user input from InputChanged depending on its type.
-- In order to use the InputChanged event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- Prints the current input position and the change (delta) in position
local function printMovement(input)
print("Position:", input.Position)
print("Movement Delta:", input.Delta)
end
-- A sample function providing multiple usage cases for various types of user input
local function InputChanged(input, _gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseMovement then
print("The mouse has been moved!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
print("The mouse wheel has been scrolled!")
print("Wheel Movement:", input.Position.Z)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
print("The left thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
print("The right thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
print("The pressure being applied to the left trigger has changed!")
print("Pressure:", input.Position.Z)
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
print("The pressure being applied to the right trigger has changed!")
print("Pressure:", input.Position.Z)
end
elseif input.UserInputType == Enum.UserInputType.Touch then
print("The user's finger is moving on the screen!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.Gyro then
local _rotInput, rotCFrame = UserInputService:GetDeviceRotation()
local rotX, rotY, rotZ = rotCFrame:toEulerAnglesXYZ()
local rot = Vector3.new(math.deg(rotX), math.deg(rotY), math.deg(rotZ))
print("The rotation of the user's mobile device has been changed!")
print("Position", rotCFrame.p)
print("Rotation:", rot)
elseif input.UserInputType == Enum.UserInputType.Accelerometer then
print("The acceleration of the user's mobile device has been changed!")
printMovement(input)
end
end
UserInputService.InputChanged:Connect(InputChanged)
The following example demonstrates one of many usage examples of handling user input from InputBegan depending on its type.
-- In order to use the InputBegan event, the UserInputService service must be used
local UserInputService = game:GetService("UserInputService")
-- A sample function providing multiple usage cases for various types of user input
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key is being pushed down! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has started at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button is being pressed on a gamepad! Button:", input.KeyCode)
end
if gameProcessed then
print("The game engine internally observed this input!")
else
print("The game engine did not internally observe this input!")
end
end)
By default, Roblox relies on a LocalScript to control the user's camera. However, this script can be overridden with a custom CameraScript. The example below demonstrates how to create a custom script to control the user's camera using many of the UserInputService events.
The script is broken into two parts:
- Mobile camera events, which rely on touch events
- Non-mobile camera events, which rely on keyboard input and tracking the user's movement
First, the camera script needs utility functions to setup the camera and set its Camera.CameraType to Scriptable so that the script can control the camera. It also needs a function to update the camera when it moves, rotates, and zooms.
Using touch events allows us to track user input as they interact with the touchscreen on their mobile device. These events allow us to handle camera movement, rotation, and zoom.
The second half of the code sample adds camera support for players on desktop devices. When input begans, the function Input() checks that the state of the input is Enum.UserInputState.Begin to ignore all keypress inputs other than when the user first presses a key down. When the user presses I and O the camera zooms in and out. When the presses down and moves their left mouse button, the script locks the player's mouse by changing the UserInputService.MouseBehavior property. The camera rotates according to the mouse's change in screen position. When the player moves their character, the camera moves with them.
All of the parts discussed above are combined and shown in the code sample below.
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local camera = workspace.CurrentCamera
local player = Players.LocalPlayer
local character = player.CharacterAdded:Wait()
local torso = character:WaitForChild("HumanoidRootPart")
local playerPosition = torso.Position
local default_CameraPosition = torso.Position
local default_CameraRotation = Vector2.new(0, math.rad(-60))
local default_CameraZoom = 15
local cameraPosition = default_CameraPosition
local cameraRotation = default_CameraRotation
local cameraZoom = default_CameraZoom
local cameraZoomBounds = nil -- {10,200}
local cameraRotateSpeed = 10
local cameraMouseRotateSpeed = 0.25
local cameraTouchRotateSpeed = 10
local function SetCameraMode()
camera.CameraType = "Scriptable"
camera.FieldOfView = 80
camera.CameraSubject = nil
end
local function UpdateCamera()
SetCameraMode()
local cameraRotationCFrame = CFrame.Angles(0, cameraRotation.X, 0) * CFrame.Angles(cameraRotation.Y, 0, 0)
camera.CFrame = cameraRotationCFrame + cameraPosition + cameraRotationCFrame * Vector3.new(0, 0, cameraZoom)
camera.Focus = camera.CFrame - Vector3.new(0, camera.CFrame.p.Y, 0)
end
local lastTouchTranslation = nil
local function TouchMove(_touchPositions, totalTranslation, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = totalTranslation - lastTouchTranslation
cameraPosition = cameraPosition + Vector3.new(difference.X, 0, difference.Y)
UpdateCamera()
end
lastTouchTranslation = totalTranslation
end
local lastTouchRotation = nil
local function TouchRotate(_touchPositions, rotation, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = rotation - lastTouchRotation
cameraRotation = cameraRotation
+ Vector2.new(-difference, 0) * math.rad(cameraTouchRotateSpeed * cameraRotateSpeed)
UpdateCamera()
end
lastTouchRotation = rotation
end
local lastTouchScale = nil
local function TouchZoom(_touchPositions, scale, _velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = scale - lastTouchScale
cameraZoom = cameraZoom * (1 + difference)
if cameraZoomBounds ~= nil then
cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2])
else
cameraZoom = math.max(cameraZoom, 0)
end
UpdateCamera()
end
lastTouchScale = scale
end
local function Input(inputObject)
if inputObject.UserInputType == Enum.UserInputType.Keyboard then
if inputObject.UserInputState == Enum.UserInputState.Begin then
-- (I) Zoom In
if inputObject.KeyCode == Enum.KeyCode.I then
cameraZoom = cameraZoom - 15
elseif inputObject.KeyCode == Enum.KeyCode.O then
cameraZoom = cameraZoom + 15
end
-- (O) Zoom Out
if cameraZoomBounds ~= nil then
cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2])
else
cameraZoom = math.max(cameraZoom, 0)
end
UpdateCamera()
end
end
local pressed = UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton1)
if pressed then
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition
local rotation = UserInputService:GetMouseDelta()
cameraRotation = cameraRotation + rotation * math.rad(cameraMouseRotateSpeed)
else
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
end
local function PlayerChanged()
local movement = torso.Position - playerPosition
cameraPosition = cameraPosition + movement
playerPosition = torso.Position
UpdateCamera()
end
-- Determine whether the user is on a mobile device
if UserInputService.TouchEnabled then
-- The user is on a mobile device, use Touch events
UserInputService.TouchPan:Connect(TouchMove)
UserInputService.TouchRotate:Connect(TouchRotate)
UserInputService.TouchPinch:Connect(TouchZoom)
else
-- The user is not on a mobile device use Input events
UserInputService.InputBegan:Connect(Input)
UserInputService.InputChanged:Connect(Input)
UserInputService.InputEnded:Connect(Input)
-- Camera controlled by player movement
task.wait(2)
RunService:BindToRenderStep("PlayerChanged", Enum.RenderPriority.Camera.Value - 1, PlayerChanged)
end