InputObject

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Brak możliwości tworzenia

Objekt wejścia Reprezentuje pojedynczy użytkownik wpis, takich jak ruch myszy, dotknięcia, naciśnianie klawisza i wiele więcej. Jest on tworzony, gdy wpis zaczyna się.

Właściwości tego obiektu zmieniają się w zależności od UserInputType . Każdy rodzaj wejścia będzie podlegał różnym zmianom jego Class.InputObject.

Po utworzeniu na początku wejścia ten sam obiekt persystuje i jest aktualizowany do końca, dopóki wejście nie zakończy się. W wynikmożesz śledzić zmiany obiektu używając wydarzenia Changed . Możesz również umieścić te ob

Zobacz również:

Przykłady kodu

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)

Podsumowanie

Właściwości

Właściwości

Delta

Odczyt równoległy

A Vector3 opisujący Delta (zmianę) między ruchami myszy/joysticka.

Przydatne jest używanie tego z position , aby śledzić pozycję i ruch myszy/joysticka użytkownika, takie jak przy tworzeniu użytkowników niestandardowych skryptów lub kamer, takich jak Class.UserInputService.InputChanged

Uwaga, że InputObject odpowiadające Enum.UserInputType.MouseButton1

Zobacz również:

Przykłady kodu

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
Odczyt równoległy

Zawiera Enum.KeyCode enum, które opisuje rodzaj użytej wejścia. Dla typów wejścia, takich jak klawiatura, opisuje to, którego klucz został naciśnięty. Dla wtyczek, takich jak myszka, nie dostarcza dodatkowych informacji.

Enumy


<tr>
<td>
<b>Nieznane</b>
</td>
<td>0</td>
<td />
</tr>
<tr>
<td>
<b>Powrót do przeszłości</b>
</td>
<td>8</td>
<td />
</tr>
<tr>
<td>
<b>Tablica</b>
</td>
<td>9</td>
<td />
</tr>
<tr>
<td>
<b>Wyczyść</b>
</td>
<td>12</td>
<td />
</tr>
<tr>
<td>
<b>Powrót</b>
</td>
<td>13</td>
<td />
</tr>
<tr>
<td>
<b>Przerwać</b>
</td>
<td>19</td>
<td />
</tr>
<tr>
<td>
<b>Ucieczka</b>
</td>
<td>27</td>
<td />
</tr>
<tr>
<td>
<b>Przestrzeń</b>
</td>
<td>32</td>
<td />
</tr>
<tr>
<td>
<b>PodwójQuote</b>
</td>
<td>34</td>
<td />
</tr>
<tr>
<td>
<b>Hasz</b>
</td>
<td>35</td>
<td />
</tr>
<tr>
<td>
<b>Dolarowy</b>
</td>
<td>36</td>
<td />
</tr>
<tr>
<td>
<b>Procentowy wskaźnik zwrotu</b>
</td>
<td>37</td>
<td />
</tr>
<tr>
<td>
<b>Ampersand</b>
</td>
<td>38</td>
<td />
</tr>
<tr>
<td>
<b>Cytat</b>
</td>
<td>39</td>
<td />
</tr>
<tr>
<td>
<b>LeftParenthesis</b>
</td>
<td>40</td>
<td />
</tr>
<tr>
<td>
<b>PrawePodziałka</b>
</td>
<td>41</td>
<td />
</tr>
<tr>
<td>
<b>Gwiazda</b>
</td>
<td>42</td>
<td />
</tr>
<tr>
<td>
<b>Plus</b>
</td>
<td>43</td>
<td />
</tr>
<tr>
<td>
<b>Kropka</b>
</td>
<td>44</td>
<td />
</tr>
<tr>
<td>
<b>Minus</b>
</td>
<td>45</td>
<td />
</tr>
<tr>
<td>
<b>Okres</b>
</td>
<td>46</td>
<td />
</tr>
<tr>
<td>
<b>Slash</b>
</td>
<td>47</td>
<td />
</tr>
<tr>
<td>
<b>Zero</b>
</td>
<td>48</td>
<td />
</tr>
<tr>
<td>
<b>Jeden</b>
</td>
<td>49</td>
<td />
</tr>
<tr>
<td>
<b>Dwa</b>
</td>
<td>50</td>
<td />
</tr>
<tr>
<td>
<b>Trzy</b>
</td>
<td>51</td>
<td />
</tr>
<tr>
<td>
<b>Cztery</b>
</td>
<td>52</td>
<td />
</tr>
<tr>
<td>
<b>Pięć</b>
</td>
<td>53</td>
<td />
</tr>
<tr>
<td>
<b>Sześć</b>
</td>
<td>54</td>
<td />
</tr>
<tr>
<td>
<b>Siedem</b>
</td>
<td>55</td>
<td />
</tr>
<tr>
<td>
<b>Osiem</b>
</td>
<td>56</td>
<td />
</tr>
<tr>
<td>
<b>Dziewięć</b>
</td>
<td>57</td>
<td />
</tr>
<tr>
<td>
<b>Kropka</b>
</td>
<td>58</td>
<td />
</tr>
<tr>
<td>
<b>Kropka</b>
</td>
<td>59</td>
<td />
</tr>
<tr>
<td>
<b>Mniej niż</b>
</td>
<td>60</td>
<td />
</tr>
<tr>
<td>
<b>Równa się</b>
</td>
<td>61</td>
<td />
</tr>
<tr>
<td>
<b>Większy niż</b>
</td>
<td>62</td>
<td />
</tr>
<tr>
<td>
<b>Pytanie</b>
</td>
<td>63</td>
<td />
</tr>
<tr>
<td>
<b>W</b>
</td>
<td>64</td>
<td />
</tr>
<tr>
<td>
<b>Leвый klucz</b>
</td>
<td>91</td>
<td />
</tr>
<tr>
<td>
<b>BackSlash</b>
</td>
<td>92</td>
<td />
</tr>
<tr>
<td>
<b>Prawy most</b>
</td>
<td>93</td>
<td />
</tr>
<tr>
<td>
<b>Opieka</b>
</td>
<td>94</td>
<td />
</tr>
<tr>
<td>
<b>Nie podświetlaj</b>
</td>
<td>95</td>
<td />
</tr>
<tr>
<td>
<b>Cytat</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>Ja</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>Rozdział 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>LeвыйCurly</b>
</td>
<td>123</td>
<td />
</tr>
<tr>
<td>
<b>Rurożecie</b>
</td>
<td>124</td>
<td />
</tr>
<tr>
<td>
<b>Prawe Zwiń się w kłębek</b>
</td>
<td>125</td>
<td />
</tr>
<tr>
<td>
<b>Dziesięciu znaków</b>
</td>
<td>126</td>
<td />
</tr>
<tr>
<td>
<b>Usuń</b>
</td>
<td>127</td>
<td />
</tr>
<tr>
<td>
<b>KlawiaturaZero</b>
</td>
<td>256</td>
<td />
</tr>
<tr>
<td>
<b>KlawiaturaOne</b>
</td>
<td>257</td>
<td />
</tr>
<tr>
<td>
<b>KlawiaturaDwa</b>
</td>
<td>258</td>
<td />
</tr>
<tr>
<td>
<b>KlawiaturaTrzy</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>KlawiaturaSześć</b>
</td>
<td>262</td>
<td />
</tr>
<tr>
<td>
<b>KlawiaturaSiedem</b>
</td>
<td>263</td>
<td />
</tr>
<tr>
<td>
<b>KeypadEight ]</b>
</td>
<td>264</td>
<td />
</tr>
<tr>
<td>
<b>KlawiaturaNine</b>
</td>
<td>265</td>
<td />
</tr>
<tr>
<td>
<b>Okres klawiatury</b>
</td>
<td>266</td>
<td />
</tr>
<tr>
<td>
<b>Dział Dźwiękowy Klawiatury</b>
</td>
<td>267</td>
<td />
</tr>
<tr>
<td>
<b>KlawiaturaMnozenie</b>
</td>
<td>268</td>
<td />
</tr>
<tr>
<td>
<b>KlawiaturaMinus</b>
</td>
<td>269</td>
<td />
</tr>
<tr>
<td>
<b>KlawiaturaPlus</b>
</td>
<td>270</td>
<td />
</tr>
<tr>
<td>
<b>Wprowadź klawiaturę</b>
</td>
<td>271</td>
<td />
</tr>
<tr>
<td>
<b>Keypad</b>
</td>
<td>272</td>
<td />
</tr>
<tr>
<td>
<b>W górę</b>
</td>
<td>273</td>
<td />
</tr>
<tr>
<td>
<b>Dół</b>
</td>
<td>274</td>
<td />
</tr>
<tr>
<td>
<b>Prawo</b>
</td>
<td>275</td>
<td />
</tr>
<tr>
<td>
<b>Lewo</b>
</td>
<td>276</td>
<td />
</tr>
<tr>
<td>
<b>Wstawujте</b>
</td>
<td>277</td>
<td />
</tr>
<tr>
<td>
<b>Strona główna</b>
</td>
<td>278</td>
<td />
</tr>
<tr>
<td>
<b>Koniec</b>
</td>
<td>279</td>
<td />
</tr>
<tr>
<td>
<b>Strona główna</b>
</td>
<td>280</td>
<td />
</tr>
<tr>
<td>
<b>Strona w dół</b>
</td>
<td>281</td>
<td />
</tr>
<tr>
<td>
<b>Lewy Przesunięty Przeszukiwarka</b>
</td>
<td>304</td>
<td />
</tr>
<tr>
<td>
<b>Prawy Przesunięty Przeskoczny Myszka</b>
</td>
<td>303</td>
<td />
</tr>
<tr>
<td>
<b>LeftMeta</b>
</td>
<td>310</td>
<td />
</tr>
<tr>
<td>
<b>PraweMeta</b>
</td>
<td>309</td>
<td />
</tr>
<tr>
<td>
<b>Alt Lewo</b>
</td>
<td>308</td>
<td />
</tr>
<tr>
<td>
<b>PraweAlt</b>
</td>
<td>307</td>
<td />
</tr>
<tr>
<td>
<b>Lewy sterowanych</b>
</td>
<td>306</td>
<td />
</tr>
<tr>
<td>
<b>Prawe sterowanie</b>
</td>
<td>305</td>
<td />
</tr>
<tr>
<td>
<b>CapsLock</b>
</td>
<td>301</td>
<td />
</tr>
<tr>
<td>
<b>Zablokuj numer</b>
</td>
<td>300</td>
<td />
</tr>
<tr>
<td>
<b>Zablokuj ekran</b>
</td>
<td>302</td>
<td />
</tr>
<tr>
<td>
<b>Super lewy</b>
</td>
<td>311</td>
<td />
</tr>
<tr>
<td>
<b>Super Prawy</b>
</td>
<td>312</td>
<td />
</tr>
<tr>
<td>
<b>Tryb</b>
</td>
<td>313</td>
<td />
</tr>
<tr>
<td>
<b>Kompozycja</b>
</td>
<td>314</td>
<td />
</tr>
<tr>
<td>
<b>Pomoc</b>
</td>
<td>315</td>
<td />
</tr>
<tr>
<td>
<b>Wydrukuj</b>
</td>
<td>316</td>
<td />
</tr>
<tr>
<td>
<b>Systemowe wymagania</b>
</td>
<td>317</td>
<td />
</tr>
<tr>
<td>
<b>Przerwać</b>
</td>
<td>318</td>
<td />
</tr>
<tr>
<td>
<b>Menu</b>
</td>
<td>319</td>
<td />
</tr>
<tr>
<td>
<b>Moc</b>
</td>
<td>320</td>
<td />
</tr>
<tr>
<td>
<b>Euro</b>
</td>
<td>321</td>
<td />
</tr>
<tr>
<td>
<b>Odwróć</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>Świat0</b>
</td>
<td>160</td>
<td />
</tr>
<tr>
<td>
<b>Świat1</b>
</td>
<td>161</td>
<td />
</tr>
<tr>
<td>
<b>Świat2</b>
</td>
<td>162</td>
<td />
</tr>
<tr>
<td>
<b>Świat3</b>
</td>
<td>163</td>
<td />
</tr>
<tr>
<td>
<b>Światowy4</b>
</td>
<td>164</td>
<td />
</tr>
<tr>
<td>
<b>Światowy5</b>
</td>
<td>165</td>
<td />
</tr>
<tr>
<td>
<b>Świat6</b>
</td>
<td>166</td>
<td />
</tr>
<tr>
<td>
<b>Świat7</b>
</td>
<td>167</td>
<td />
</tr>
<tr>
<td>
<b>Światowy8</b>
</td>
<td>168</td>
<td />
</tr>
<tr>
<td>
<b>Światowy9</b>
</td>
<td>169</td>
<td />
</tr>
<tr>
<td>
<b>Świat10</b>
</td>
<td>170</td>
<td />
</tr>
<tr>
<td>
<b>Świat11</b>
</td>
<td>171</td>
<td />
</tr>
<tr>
<td>
<b>Świat12</b>
</td>
<td>172</td>
<td />
</tr>
<tr>
<td>
<b>Świat13</b>
</td>
<td>173</td>
<td />
</tr>
<tr>
<td>
<b>Świat14</b>
</td>
<td>174</td>
<td />
</tr>
<tr>
<td>
<b>Świat15</b>
</td>
<td>175</td>
<td />
</tr>
<tr>
<td>
<b>Świat16</b>
</td>
<td>176</td>
<td />
</tr>
<tr>
<td>
<b>Świat17</b>
</td>
<td>177</td>
<td />
</tr>
<tr>
<td>
<b>Świat18</b>
</td>
<td>178</td>
<td />
</tr>
<tr>
<td>
<b>Świat19</b>
</td>
<td>179</td>
<td />
</tr>
<tr>
<td>
<b>Świat20</b>
</td>
<td>180</td>
<td />
</tr>
<tr>
<td>
<b>Świat 21</b>
</td>
<td>181</td>
<td />
</tr>
<tr>
<td>
<b>Świat22</b>
</td>
<td>182</td>
<td />
</tr>
<tr>
<td>
<b>Świat23</b>
</td>
<td>183</td>
<td />
</tr>
<tr>
<td>
<b>Świat 24</b>
</td>
<td>184</td>
<td />
</tr>
<tr>
<td>
<b>Świat25</b>
</td>
<td>185</td>
<td />
</tr>
<tr>
<td>
<b>Świat26</b>
</td>
<td>186</td>
<td />
</tr>
<tr>
<td>
<b>Świat 27</b>
</td>
<td>187</td>
<td />
</tr>
<tr>
<td>
<b>Świat 28</b>
</td>
<td>188</td>
<td />
</tr>
<tr>
<td>
<b>Świat 29</b>
</td>
<td>189</td>
<td />
</tr>
<tr>
<td>
<b>Świat30</b>
</td>
<td>190</td>
<td />
</tr>
<tr>
<td>
<b>Świat31</b>
</td>
<td>191</td>
<td />
</tr>
<tr>
<td>
<b>Świat32</b>
</td>
<td>192</td>
<td />
</tr>
<tr>
<td>
<b>Świat33</b>
</td>
<td>193</td>
<td />
</tr>
<tr>
<td>
<b>Świat34</b>
</td>
<td>194</td>
<td />
</tr>
<tr>
<td>
<b>Świat35</b>
</td>
<td>195</td>
<td />
</tr>
<tr>
<td>
<b>Świat36</b>
</td>
<td>196</td>
<td />
</tr>
<tr>
<td>
<b>Świat37</b>
</td>
<td>197</td>
<td />
</tr>
<tr>
<td>
<b>Świat38</b>
</td>
<td>198</td>
<td />
</tr>
<tr>
<td>
<b>Świat39</b>
</td>
<td>199</td>
<td />
</tr>
<tr>
<td>
<b>Świat 40</b>
</td>
<td>200</td>
<td />
</tr>
<tr>
<td>
<b>Świat41</b>
</td>
<td>201</td>
<td />
</tr>
<tr>
<td>
<b>Świat42</b>
</td>
<td>202</td>
<td />
</tr>
<tr>
<td>
<b>Świat 43</b>
</td>
<td>203</td>
<td />
</tr>
<tr>
<td>
<b>Świat 44</b>
</td>
<td>204</td>
<td />
</tr>
<tr>
<td>
<b>Świat 45</b>
</td>
<td>205</td>
<td />
</tr>
<tr>
<td>
<b>Świat46</b>
</td>
<td>206</td>
<td />
</tr>
<tr>
<td>
<b>Świat 47</b>
</td>
<td>207</td>
<td />
</tr>
<tr>
<td>
<b>Świat48</b>
</td>
<td>208</td>
<td />
</tr>
<tr>
<td>
<b>Świat 49</b>
</td>
<td>209</td>
<td />
</tr>
<tr>
<td>
<b>Świat50</b>
</td>
<td>210</td>
<td />
</tr>
<tr>
<td>
<b>Świat51</b>
</td>
<td>211</td>
<td />
</tr>
<tr>
<td>
<b>Świat52</b>
</td>
<td>212</td>
<td />
</tr>
<tr>
<td>
<b>Świat53</b>
</td>
<td>213</td>
<td />
</tr>
<tr>
<td>
<b>Świat54</b>
</td>
<td>214</td>
<td />
</tr>
<tr>
<td>
<b>Świat55</b>
</td>
<td>215</td>
<td />
</tr>
<tr>
<td>
<b>Świat56</b>
</td>
<td>216</td>
<td />
</tr>
<tr>
<td>
<b>Świat57</b>
</td>
<td>217</td>
<td />
</tr>
<tr>
<td>
<b>Świat58</b>
</td>
<td>218</td>
<td />
</tr>
<tr>
<td>
<b>Świat59</b>
</td>
<td>219</td>
<td />
</tr>
<tr>
<td>
<b>Świat 60</b>
</td>
<td>220</td>
<td />
</tr>
<tr>
<td>
<b>Świat61</b>
</td>
<td>221</td>
<td />
</tr>
<tr>
<td>
<b>Świat62</b>
</td>
<td>222</td>
<td />
</tr>
<tr>
<td>
<b>Świat63</b>
</td>
<td>223</td>
<td />
</tr>
<tr>
<td>
<b>Świat64</b>
</td>
<td>224</td>
<td />
</tr>
<tr>
<td>
<b>Świat 65</b>
</td>
<td>225</td>
<td />
</tr>
<tr>
<td>
<b>Świat66</b>
</td>
<td>226</td>
<td />
</tr>
<tr>
<td>
<b>Świat67</b>
</td>
<td>227</td>
<td />
</tr>
<tr>
<td>
<b>Świat68</b>
</td>
<td>228</td>
<td />
</tr>
<tr>
<td>
<b>Świat69</b>
</td>
<td>229</td>
<td />
</tr>
<tr>
<td>
<b>Świat70</b>
</td>
<td>230</td>
<td />
</tr>
<tr>
<td>
<b>Świat71</b>
</td>
<td>231</td>
<td />
</tr>
<tr>
<td>
<b>Świat72</b>
</td>
<td>232</td>
<td />
</tr>
<tr>
<td>
<b>Świat73</b>
</td>
<td>233</td>
<td />
</tr>
<tr>
<td>
<b>Świat74</b>
</td>
<td>234</td>
<td />
</tr>
<tr>
<td>
<b>Świat 75</b>
</td>
<td>235</td>
<td />
</tr>
<tr>
<td>
<b>Świat76</b>
</td>
<td>236</td>
<td />
</tr>
<tr>
<td>
<b>Świat 77</b>
</td>
<td>237</td>
<td />
</tr>
<tr>
<td>
<b>Świat 78</b>
</td>
<td>238</td>
<td />
</tr>
<tr>
<td>
<b>Świat79</b>
</td>
<td>239</td>
<td />
</tr>
<tr>
<td>
<b>Świat 80</b>
</td>
<td>240</td>
<td />
</tr>
<tr>
<td>
<b>Świat81</b>
</td>
<td>241</td>
<td />
</tr>
<tr>
<td>
<b>Świat82</b>
</td>
<td>242</td>
<td />
</tr>
<tr>
<td>
<b>Świat83</b>
</td>
<td>243</td>
<td />
</tr>
<tr>
<td>
<b>Świat 84</b>
</td>
<td>244</td>
<td />
</tr>
<tr>
<td>
<b>Świat85</b>
</td>
<td>245</td>
<td />
</tr>
<tr>
<td>
<b>Świat86</b>
</td>
<td>246</td>
<td />
</tr>
<tr>
<td>
<b>Świat87</b>
</td>
<td>247</td>
<td />
</tr>
<tr>
<td>
<b>Świat88</b>
</td>
<td>248</td>
<td />
</tr>
<tr>
<td>
<b>Świat89</b>
</td>
<td>249</td>
<td />
</tr>
<tr>
<td>
<b>Świat 90</b>
</td>
<td>250</td>
<td />
</tr>
<tr>
<td>
<b>Świat 91</b>
</td>
<td>251</td>
<td />
</tr>
<tr>
<td>
<b>Świat92</b>
</td>
<td>252</td>
<td />
</tr>
<tr>
<td>
<b>Świat 93</b>
</td>
<td>253</td>
<td />
</tr>
<tr>
<td>
<b>Świat 94</b>
</td>
<td>254</td>
<td />
</tr>
<tr>
<td>
<b>Świat 95</b>
</td>
<td>255</td>
<td />
</tr>
<tr>
<td>
<b>Przycisk X</b>
</td>
<td>1000</td>
<td />
</tr>
<tr>
<td>
<b>Przycisk Y</b>
</td>
<td>1001</td>
<td />
</tr>
<tr>
<td>
<b>PrzyciskA</b>
</td>
<td>1002</td>
<td />
</tr>
<tr>
<td>
<b>Przycisk B</b>
</td>
<td>1003</td>
<td />
</tr>
<tr>
<td>
<b>Przycisk R1</b>
</td>
<td>1004</td>
<td />
</tr>
<tr>
<td>
<b>Przycisk L1</b>
</td>
<td>1005</td>
<td />
</tr>
<tr>
<td>
<b>Przycisk R2</b>
</td>
<td>1006</td>
<td />
</tr>
<tr>
<td>
<b>Przycisk L2</b>
</td>
<td>1007</td>
<td />
</tr>
<tr>
<td>
<b>PrzyciskR3</b>
</td>
<td>1008</td>
<td />
</tr>
<tr>
<td>
<b>Przycisk L3</b>
</td>
<td>1009</td>
<td />
</tr>
<tr>
<td>
<b>Przycisk Startowy</b>
</td>
<td>1010</td>
<td />
</tr>
<tr>
<td>
<b>Przycisk Select</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>Thumbstick2</b>
</td>
<td>1017</td>
</tr>
NazwaWartośćOpis

Zobacz również:

Przykłady kodu

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

Odczyt równoległy

To właściwość opisuje pozycyjną wartość Vector3 tego wejścia.

Dla wstępku myszkowego i dotykowego, jest to pozycja ekranu myszki/dotyku, opisana w komponentach X i Y. Wprowadzony wstęp zliczany jest w pozycji.

Dla wstępnego wciągu myszy, komponent Z opisuje, czy koło zostało przesunięte do przodu (1), czy do tyłu (-1), czy wcale (0).

Dla Enum.KeyCode wpisu, ten element określa pozycję Mouse gracza.

Uwaga, że InputObject odpowiadające Enum.UserInputType.MouseButton1 (le

Zobacz również

Przykłady kodu

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

Odczyt równoległy

UserInputState opisuje stan, w którym wykonuje się wejście, podążając za okreśленą rutyną w zależności od UserInputType . Używa ona listy zmiany nazwy, Enum.UserInputState . Strona Ennum dla wszystkich możliwych wartości dla tej właściwości.

Zobacz również:

Przykłady kodu

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

Odczyt równoległy

UserInputType jest właściwością, która opisuje dla jakiego rodzaju wejścia ten InputObject reprezentuje, takie jak myszka, klawiatura, dotyk lub gamepad. Używa ona listy nazwisk z tego samego nazwiska, Enum.UserInputType . Strona listy dla wszystkich możliwych wartości dla tej właściwości.

Zobacz również:

Przykłady kodu

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

Metody

IsModifierKeyDown

Parametry

modifierKey: Enum.ModifierKey

Zwroty

Zdarzenia