InputObject

Mostrar obsoleto

*Este conteúdo é traduzido por IA (Beta) e pode conter erros. Para ver a página em inglês, clique aqui.

Não criável

Um Objeto de Entrada representa uma única entrada do usuário, como movimento do mouse, toques, pressionamentos de tecla e muito mais. Ele é criado quando uma entrada começa.

As propriedades deste objeto variam de acordo com o UserInputType.Cada tipo de entrada passará por várias mudanças em seu UserInputState.Durante a vida de uma entrada, outras propriedades que descrevem a entrada podem mudar, como Position e Delta.Pressões de teclado e botões de gamepad terão o configurarde propriedades KeyCode.

Uma vez criado no início de uma entrada, o mesmo objeto persiste e é atualizado até que a entrada termine.Como resultado, você pode rastrear as alterações do Objetousando o evento Changed quando o usuário muda a entrada em questão.Você também pode colocar esses objetos em uma lista de entradas ativas e interagir com o objeto após sua criação por um evento como UserInputService.InputBegan.Isso é principalmente útil para eventos de toque, pois cada ponto de toque terá um objeto de entrada separado.

Veja também:

  • ContextActionService , que passa um objeto de entrada para bound funções de manipulação de ação
  • UserInputService , cujos eventos e funções muitas vezes usam InputObject
  • GuiObject , cujos eventos relacionados à entrada do usuário usam o InputObject

Amostras de código

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

Handling InputBegan

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

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

Handling InputChanged

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

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

Handling InputEnded

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

Resumo

Propriedades

Propriedades

Delta

Ler Parallel

Um Vector3 descrevendo o Delta (mudança) entre os movimentos do mouse/joystick.

Isso é útil quando usado com o input's position para rastrear a posição e o movimento do mouse/joystick do usuário, como quando você está criando scripts de movimento personalizados ou câmera.Considere alterações de entrada de objetos de rastreamento usando o evento Object.Changed ou quando as alterações de entrada do usuário via eventos, como UserInputService.InputChanged e GuiObject.InputChanged , ocorrem.

Observe que um InputObject correspondente a Enum.UserInputType.MouseButton1 (clique à esquerda) e Enum.UserInputType.MouseButton2 (clique à direita) fornecido por um InputBegan callback não terá seu Delta ou Position atualizado uma vez criado, exceto quando a entrada do mouse termina.Para obter deltas atualizados para entradas de mouse, você deve, em vez disso, referenciar um InputObject de um InputChanged de retorno de chamada ou chamar GetMouseDelta() .No entanto, qualquer InputObjects correspondente a entradas de toque terá seu delta e posição atualizados a cada quadro durante toda a vida útil.

Veja também:

Amostras de código

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

Handling InputChanged

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

This example creates a binoculars script that decreases the player's FieldOfView() and MouseDeltaSensitivity() when a player with a MouseEnabled() left mouse clicks. The script also points the player's Camera towards the Vector3 world position of the mouse click.

When the player left mouse clicks again, the player's camera reverts back to the a custom Enum.CameraType with the same field of view and CFrame() as before the player zoomed in with the script.

While the player uses the binoculars, the script locks the player's mouse to the center of the screen by setting the player's MouseBehavior() to LockCenter. The player's camera moves when the player moves their mouse according to the InputObject.Delta property passed by InputChanged() indicating the mouse's Vector2 change in screen position.

In order for this example to work as expected, it should be placed in a LocalScript.

Create a Binoculars Script

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

Contém um Enum.KeyCode enum que descreve que tipo de entrada foi usada.Para tipos de entrada como teclado, isso descreve qual tecla foi pressionada.Para entradas como o mouse, isso não fornece informações adicionais.

Enumas


<th>Valor</th>
<th>Descrição</th>
</tr>
</thead>
<tr>
<td>
<b>Desconhecido</b>
</td>
<td>0</td>
<td />
</tr>
<tr>
<td>
<b>Retorno de espaço</b>
</td>
<td>8</td>
<td />
</tr>
<tr>
<td>
<b>Aba</b>
</td>
<td>9</td>
<td />
</tr>
<tr>
<td>
<b>Limpar</b>
</td>
<td>12</td>
<td />
</tr>
<tr>
<td>
<b>Retorno</b>
</td>
<td>13</td>
<td />
</tr>
<tr>
<td>
<b>Pausa</b>
</td>
<td>19</td>
<td />
</tr>
<tr>
<td>
<b>Escapar</b>
</td>
<td>27</td>
<td />
</tr>
<tr>
<td>
<b>Espaço</b>
</td>
<td>32</td>
<td />
</tr>
<tr>
<td>
<b>Citação Dupla</b>
</td>
<td>34</td>
<td />
</tr>
<tr>
<td>
<b>Hash</b>
</td>
<td>35</td>
<td />
</tr>
<tr>
<td>
<b>Dólar</b>
</td>
<td>36</td>
<td />
</tr>
<tr>
<td>
<b>Porcentagem</b>
</td>
<td>37</td>
<td />
</tr>
<tr>
<td>
<b>Ampersand</b>
</td>
<td>38</td>
<td />
</tr>
<tr>
<td>
<b>Citação</b>
</td>
<td>39</td>
<td />
</tr>
<tr>
<td>
<b>Parentese Esquerda</b>
</td>
<td>40</td>
<td />
</tr>
<tr>
<td>
<b>Parentese Direita</b>
</td>
<td>41</td>
<td />
</tr>
<tr>
<td>
<b>Asterisco</b>
</td>
<td>42</td>
<td />
</tr>
<tr>
<td>
<b>Mais</b>
</td>
<td>43</td>
<td />
</tr>
<tr>
<td>
<b>Vírgula</b>
</td>
<td>44</td>
<td />
</tr>
<tr>
<td>
<b>Menos</b>
</td>
<td>45</td>
<td />
</tr>
<tr>
<td>
<b>Período</b>
</td>
<td>46</td>
<td />
</tr>
<tr>
<td>
<b>Corte</b>
</td>
<td>47</td>
<td />
</tr>
<tr>
<td>
<b>Zero</b>
</td>
<td>48</td>
<td />
</tr>
<tr>
<td>
<b>Um</b>
</td>
<td>49</td>
<td />
</tr>
<tr>
<td>
<b>Dois</b>
</td>
<td>50</td>
<td />
</tr>
<tr>
<td>
<b>Três</b>
</td>
<td>51</td>
<td />
</tr>
<tr>
<td>
<b>Quatro</b>
</td>
<td>52</td>
<td />
</tr>
<tr>
<td>
<b>Cinco</b>
</td>
<td>53</td>
<td />
</tr>
<tr>
<td>
<b>Seis</b>
</td>
<td>54</td>
<td />
</tr>
<tr>
<td>
<b>Sete</b>
</td>
<td>55</td>
<td />
</tr>
<tr>
<td>
<b>Oito</b>
</td>
<td>56</td>
<td />
</tr>
<tr>
<td>
<b>Nove</b>
</td>
<td>57</td>
<td />
</tr>
<tr>
<td>
<b>Colônia</b>
</td>
<td>58</td>
<td />
</tr>
<tr>
<td>
<b>Semicolon</b>
</td>
<td>59</td>
<td />
</tr>
<tr>
<td>
<b>MenosQue</b>
</td>
<td>60</td>
<td />
</tr>
<tr>
<td>
<b>Iguais a</b>
</td>
<td>61</td>
<td />
</tr>
<tr>
<td>
<b>Maior que</b>
</td>
<td>62</td>
<td />
</tr>
<tr>
<td>
<b>Pergunta</b>
</td>
<td>63</td>
<td />
</tr>
<tr>
<td>
<b>At</b>
</td>
<td>64</td>
<td />
</tr>
<tr>
<td>
<b>Parêntese Esquerdo</b>
</td>
<td>91</td>
<td />
</tr>
<tr>
<td>
<b>Corte para Trás</b>
</td>
<td>92</td>
<td />
</tr>
<tr>
<td>
<b>Braço direito</b>
</td>
<td>93</td>
<td />
</tr>
<tr>
<td>
<b>Cuidado</b>
</td>
<td>94</td>
<td />
</tr>
<tr>
<td>
<b>Sublinha</b>
</td>
<td>95</td>
<td />
</tr>
<tr>
<td>
<b>Citação</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>Cabelo Esquerdo</b>
</td>
<td>123</td>
<td />
</tr>
<tr>
<td>
<b>Tubo</b>
</td>
<td>124</td>
<td />
</tr>
<tr>
<td>
<b>DireitaCurly</b>
</td>
<td>125</td>
<td />
</tr>
<tr>
<td>
<b>Traço</b>
</td>
<td>126</td>
<td />
</tr>
<tr>
<td>
<b>Excluir</b>
</td>
<td>127</td>
<td />
</tr>
<tr>
<td>
<b>TecladoZero</b>
</td>
<td>256</td>
<td />
</tr>
<tr>
<td>
<b>Teclado Um</b>
</td>
<td>257</td>
<td />
</tr>
<tr>
<td>
<b>Teclado Dois</b>
</td>
<td>258</td>
<td />
</tr>
<tr>
<td>
<b>Teclado Três</b>
</td>
<td>259</td>
<td />
</tr>
<tr>
<td>
<b>Teclado Quatro</b>
</td>
<td>260</td>
<td />
</tr>
<tr>
<td>
<b>Teclado Cinco</b>
</td>
<td>261</td>
<td />
</tr>
<tr>
<td>
<b>TecladoSix</b>
</td>
<td>262</td>
<td />
</tr>
<tr>
<td>
<b>Teclado Sete</b>
</td>
<td>263</td>
<td />
</tr>
<tr>
<td>
<b>Teclado Oito</b>
</td>
<td>264</td>
<td />
</tr>
<tr>
<td>
<b>Teclado Nove</b>
</td>
<td>265</td>
<td />
</tr>
<tr>
<td>
<b>Período da Tecla</b>
</td>
<td>266</td>
<td />
</tr>
<tr>
<td>
<b>Divisão de Teclado</b>
</td>
<td>267</td>
<td />
</tr>
<tr>
<td>
<b>TecladoMultiplicador</b>
</td>
<td>268</td>
<td />
</tr>
<tr>
<td>
<b>Teclado Menos</b>
</td>
<td>269</td>
<td />
</tr>
<tr>
<td>
<b>TecladoPlus</b>
</td>
<td>270</td>
<td />
</tr>
<tr>
<td>
<b>TecladoEntrar</b>
</td>
<td>271</td>
<td />
</tr>
<tr>
<td>
<b>Teclado Equivalente</b>
</td>
<td>272</td>
<td />
</tr>
<tr>
<td>
<b>Up</b>
</td>
<td>273</td>
<td />
</tr>
<tr>
<td>
<b>Para Baixo</b>
</td>
<td>274</td>
<td />
</tr>
<tr>
<td>
<b>Direita</b>
</td>
<td>275</td>
<td />
</tr>
<tr>
<td>
<b>Esquerda</b>
</td>
<td>276</td>
<td />
</tr>
<tr>
<td>
<b>Inserir</b>
</td>
<td>277</td>
<td />
</tr>
<tr>
<td>
<b>Início</b>
</td>
<td>278</td>
<td />
</tr>
<tr>
<td>
<b>Fim</b>
</td>
<td>279</td>
<td />
</tr>
<tr>
<td>
<b>Página para cima</b>
</td>
<td>280</td>
<td />
</tr>
<tr>
<td>
<b>Página para Baixo</b>
</td>
<td>281</td>
<td />
</tr>
<tr>
<td>
<b>Tecla de Mudança Esquerda</b>
</td>
<td>304</td>
<td />
</tr>
<tr>
<td>
<b>Shift Direito</b>
</td>
<td>303</td>
<td />
</tr>
<tr>
<td>
<b>Meta Esquerda</b>
</td>
<td>310</td>
<td />
</tr>
<tr>
<td>
<b>Meta Direita</b>
</td>
<td>309</td>
<td />
</tr>
<tr>
<td>
<b>Alt Esquerdo</b>
</td>
<td>308</td>
<td />
</tr>
<tr>
<td>
<b>Alt direito</b>
</td>
<td>307</td>
<td />
</tr>
<tr>
<td>
<b>Controle Esquerdo</b>
</td>
<td>306</td>
<td />
</tr>
<tr>
<td>
<b>Controle Direito</b>
</td>
<td>305</td>
<td />
</tr>
<tr>
<td>
<b>Bloqueio de Capsula</b>
</td>
<td>301</td>
<td />
</tr>
<tr>
<td>
<b>Bloqueio de Número</b>
</td>
<td>300</td>
<td />
</tr>
<tr>
<td>
<b>Bloqueio de Scroll</b>
</td>
<td>302</td>
<td />
</tr>
<tr>
<td>
<b>Superior Esquerdo</b>
</td>
<td>311</td>
<td />
</tr>
<tr>
<td>
<b>SuperDireita</b>
</td>
<td>312</td>
<td />
</tr>
<tr>
<td>
<b>Modo</b>
</td>
<td>313</td>
<td />
</tr>
<tr>
<td>
<b>Componha</b>
</td>
<td>314</td>
<td />
</tr>
<tr>
<td>
<b>Ajuda</b>
</td>
<td>315</td>
<td />
</tr>
<tr>
<td>
<b>Imprimir</b>
</td>
<td>316</td>
<td />
</tr>
<tr>
<td>
<b>SysReq</b>
</td>
<td>317</td>
<td />
</tr>
<tr>
<td>
<b>Quebra</b>
</td>
<td>318</td>
<td />
</tr>
<tr>
<td>
<b>Menu</b>
</td>
<td>319</td>
<td />
</tr>
<tr>
<td>
<b>Potência</b>
</td>
<td>320</td>
<td />
</tr>
<tr>
<td>
<b>Euro</b>
</td>
<td>321</td>
<td />
</tr>
<tr>
<td>
<b>Desfazer</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>Mundo0</b>
</td>
<td>160</td>
<td />
</tr>
<tr>
<td>
<b>Mundo1</b>
</td>
<td>161</td>
<td />
</tr>
<tr>
<td>
<b>Mundo2</b>
</td>
<td>162</td>
<td />
</tr>
<tr>
<td>
<b>Mundo3</b>
</td>
<td>163</td>
<td />
</tr>
<tr>
<td>
<b>Mundo4</b>
</td>
<td>164</td>
<td />
</tr>
<tr>
<td>
<b>Mundo5</b>
</td>
<td>165</td>
<td />
</tr>
<tr>
<td>
<b>Mundo6</b>
</td>
<td>166</td>
<td />
</tr>
<tr>
<td>
<b>Mundo7</b>
</td>
<td>167</td>
<td />
</tr>
<tr>
<td>
<b>Mundo8</b>
</td>
<td>168</td>
<td />
</tr>
<tr>
<td>
<b>Mundo9</b>
</td>
<td>169</td>
<td />
</tr>
<tr>
<td>
<b>Mundo10</b>
</td>
<td>170</td>
<td />
</tr>
<tr>
<td>
<b>Mundo11</b>
</td>
<td>171</td>
<td />
</tr>
<tr>
<td>
<b>Mundo12</b>
</td>
<td>172</td>
<td />
</tr>
<tr>
<td>
<b>Mundo13</b>
</td>
<td>173</td>
<td />
</tr>
<tr>
<td>
<b>Mundo14</b>
</td>
<td>174</td>
<td />
</tr>
<tr>
<td>
<b>Mundo15</b>
</td>
<td>175</td>
<td />
</tr>
<tr>
<td>
<b>Mundo16</b>
</td>
<td>176</td>
<td />
</tr>
<tr>
<td>
<b>Mundo17</b>
</td>
<td>177</td>
<td />
</tr>
<tr>
<td>
<b>Mundo18</b>
</td>
<td>178</td>
<td />
</tr>
<tr>
<td>
<b>Mundo19</b>
</td>
<td>179</td>
<td />
</tr>
<tr>
<td>
<b>Mundo20</b>
</td>
<td>180</td>
<td />
</tr>
<tr>
<td>
<b>Mundo21</b>
</td>
<td>181</td>
<td />
</tr>
<tr>
<td>
<b>Mundo22</b>
</td>
<td>182</td>
<td />
</tr>
<tr>
<td>
<b>Mundo23</b>
</td>
<td>183</td>
<td />
</tr>
<tr>
<td>
<b>Mundo24</b>
</td>
<td>184</td>
<td />
</tr>
<tr>
<td>
<b>Mundo25</b>
</td>
<td>185</td>
<td />
</tr>
<tr>
<td>
<b>Mundo26</b>
</td>
<td>186</td>
<td />
</tr>
<tr>
<td>
<b>Mundo27</b>
</td>
<td>187</td>
<td />
</tr>
<tr>
<td>
<b>Mundo28</b>
</td>
<td>188</td>
<td />
</tr>
<tr>
<td>
<b>Mundo29</b>
</td>
<td>189</td>
<td />
</tr>
<tr>
<td>
<b>Mundo30</b>
</td>
<td>190</td>
<td />
</tr>
<tr>
<td>
<b>Mundo31</b>
</td>
<td>191</td>
<td />
</tr>
<tr>
<td>
<b>World32</b>
</td>
<td>192</td>
<td />
</tr>
<tr>
<td>
<b>Mundo33</b>
</td>
<td>193</td>
<td />
</tr>
<tr>
<td>
<b>Mundo34</b>
</td>
<td>194</td>
<td />
</tr>
<tr>
<td>
<b>Mundo35</b>
</td>
<td>195</td>
<td />
</tr>
<tr>
<td>
<b>Mundo36</b>
</td>
<td>196</td>
<td />
</tr>
<tr>
<td>
<b>Mundo37</b>
</td>
<td>197</td>
<td />
</tr>
<tr>
<td>
<b>Mundo38</b>
</td>
<td>198</td>
<td />
</tr>
<tr>
<td>
<b>Mundo39</b>
</td>
<td>199</td>
<td />
</tr>
<tr>
<td>
<b>Mundo40</b>
</td>
<td>200</td>
<td />
</tr>
<tr>
<td>
<b>Mundo41</b>
</td>
<td>201</td>
<td />
</tr>
<tr>
<td>
<b>World42</b>
</td>
<td>202</td>
<td />
</tr>
<tr>
<td>
<b>Mundo43</b>
</td>
<td>203</td>
<td />
</tr>
<tr>
<td>
<b>Mundo44</b>
</td>
<td>204</td>
<td />
</tr>
<tr>
<td>
<b>Mundo45</b>
</td>
<td>205</td>
<td />
</tr>
<tr>
<td>
<b>Mundo46</b>
</td>
<td>206</td>
<td />
</tr>
<tr>
<td>
<b>Mundo47</b>
</td>
<td>207</td>
<td />
</tr>
<tr>
<td>
<b>Mundo48</b>
</td>
<td>208</td>
<td />
</tr>
<tr>
<td>
<b>Mundo49</b>
</td>
<td>209</td>
<td />
</tr>
<tr>
<td>
<b>Mundo50</b>
</td>
<td>210</td>
<td />
</tr>
<tr>
<td>
<b>Mundo51</b>
</td>
<td>211</td>
<td />
</tr>
<tr>
<td>
<b>Mundo52</b>
</td>
<td>212</td>
<td />
</tr>
<tr>
<td>
<b>Mundo53</b>
</td>
<td>213</td>
<td />
</tr>
<tr>
<td>
<b>Mundo54</b>
</td>
<td>214</td>
<td />
</tr>
<tr>
<td>
<b>Mundo55</b>
</td>
<td>215</td>
<td />
</tr>
<tr>
<td>
<b>Mundo56</b>
</td>
<td>216</td>
<td />
</tr>
<tr>
<td>
<b>Mundo57</b>
</td>
<td>217</td>
<td />
</tr>
<tr>
<td>
<b>Mundo58</b>
</td>
<td>218</td>
<td />
</tr>
<tr>
<td>
<b>Mundo59</b>
</td>
<td>219</td>
<td />
</tr>
<tr>
<td>
<b>Mundo60</b>
</td>
<td>220</td>
<td />
</tr>
<tr>
<td>
<b>Mundo61</b>
</td>
<td>221</td>
<td />
</tr>
<tr>
<td>
<b>Mundo62</b>
</td>
<td>222</td>
<td />
</tr>
<tr>
<td>
<b>Mundo63</b>
</td>
<td>223</td>
<td />
</tr>
<tr>
<td>
<b>World64</b>
</td>
<td>224</td>
<td />
</tr>
<tr>
<td>
<b>Mundo65</b>
</td>
<td>225</td>
<td />
</tr>
<tr>
<td>
<b>Mundo66</b>
</td>
<td>226</td>
<td />
</tr>
<tr>
<td>
<b>Mundo67</b>
</td>
<td>227</td>
<td />
</tr>
<tr>
<td>
<b>Mundo68</b>
</td>
<td>228</td>
<td />
</tr>
<tr>
<td>
<b>Mundo69</b>
</td>
<td>229</td>
<td />
</tr>
<tr>
<td>
<b>Mundo70</b>
</td>
<td>230</td>
<td />
</tr>
<tr>
<td>
<b>Mundo71</b>
</td>
<td>231</td>
<td />
</tr>
<tr>
<td>
<b>Mundo72</b>
</td>
<td>232</td>
<td />
</tr>
<tr>
<td>
<b>Mundo73</b>
</td>
<td>233</td>
<td />
</tr>
<tr>
<td>
<b>Mundo74</b>
</td>
<td>234</td>
<td />
</tr>
<tr>
<td>
<b>Mundo75</b>
</td>
<td>235</td>
<td />
</tr>
<tr>
<td>
<b>Mundo76</b>
</td>
<td>236</td>
<td />
</tr>
<tr>
<td>
<b>World77</b>
</td>
<td>237</td>
<td />
</tr>
<tr>
<td>
<b>Mundo78</b>
</td>
<td>238</td>
<td />
</tr>
<tr>
<td>
<b>Mundo79</b>
</td>
<td>239</td>
<td />
</tr>
<tr>
<td>
<b>Mundo80</b>
</td>
<td>240</td>
<td />
</tr>
<tr>
<td>
<b>Mundo81</b>
</td>
<td>241</td>
<td />
</tr>
<tr>
<td>
<b>Mundo82</b>
</td>
<td>242</td>
<td />
</tr>
<tr>
<td>
<b>Mundo83</b>
</td>
<td>243</td>
<td />
</tr>
<tr>
<td>
<b>Mundo84</b>
</td>
<td>244</td>
<td />
</tr>
<tr>
<td>
<b>Mundo85</b>
</td>
<td>245</td>
<td />
</tr>
<tr>
<td>
<b>Mundo86</b>
</td>
<td>246</td>
<td />
</tr>
<tr>
<td>
<b>Mundo87</b>
</td>
<td>247</td>
<td />
</tr>
<tr>
<td>
<b>World88</b>
</td>
<td>248</td>
<td />
</tr>
<tr>
<td>
<b>Mundo89</b>
</td>
<td>249</td>
<td />
</tr>
<tr>
<td>
<b>Mundo90</b>
</td>
<td>250</td>
<td />
</tr>
<tr>
<td>
<b>Mundo91</b>
</td>
<td>251</td>
<td />
</tr>
<tr>
<td>
<b>Mundo92</b>
</td>
<td>252</td>
<td />
</tr>
<tr>
<td>
<b>Mundo93</b>
</td>
<td>253</td>
<td />
</tr>
<tr>
<td>
<b>Mundo94</b>
</td>
<td>254</td>
<td />
</tr>
<tr>
<td>
<b>Mundo95</b>
</td>
<td>255</td>
<td />
</tr>
<tr>
<td>
<b>BotãoX</b>
</td>
<td>1000</td>
<td />
</tr>
<tr>
<td>
<b>BotãoY</b>
</td>
<td>1001</td>
<td />
</tr>
<tr>
<td>
<b>BotãoA</b>
</td>
<td>1002</td>
<td />
</tr>
<tr>
<td>
<b>BotãoB</b>
</td>
<td>1003</td>
<td />
</tr>
<tr>
<td>
<b>BotãoR1</b>
</td>
<td>1004</td>
<td />
</tr>
<tr>
<td>
<b>BotãoL1</b>
</td>
<td>1005</td>
<td />
</tr>
<tr>
<td>
<b>BotãoR2</b>
</td>
<td>1006</td>
<td />
</tr>
<tr>
<td>
<b>BotãoL2</b>
</td>
<td>1007</td>
<td />
</tr>
<tr>
<td>
<b>BotãoR3</b>
</td>
<td>1008</td>
<td />
</tr>
<tr>
<td>
<b>BotãoL3</b>
</td>
<td>1009</td>
<td />
</tr>
<tr>
<td>
<b>Botão Início</b>
</td>
<td>1010</td>
<td />
</tr>
<tr>
<td>
<b>BotãoSelecionar</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>
Qual o nome

Veja também:

Amostras de código

This example gets a list of navigation gamepads and a list of their supported Enum.KeyCodes. Then, it iterates through the supported KeyCode list and binds the ButtonX and X keys to functions if they are supported by a gamepad using the ContextActionService.

Binding Supported Gamepad KeyCodes

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

Position

Ler Parallel

Essa propriedade descreve um valor posicional de Vector3 desta entrada.

Para entrada de mouse e toque, esta é a posição da tela do mouse/toque, descrita nos componentes X e Y.O inseto aplicado a elementos de GUI (como da barra superior) é contado na posição.

Para a entrada da roda do mouse, o componente Z descreve se a roda foi movida para a frente (1), para trás (-1) ou não em tudo (0).

Para Enum.KeyCode, isso indica a posição do Mouse.

Observe que um InputObject correspondente a Enum.UserInputType.MouseButton1 (clique à esquerda) e Enum.UserInputType.MouseButton2 (clique à direita) fornecido por um InputBegan callback não terá seu Delta ou Position atualizado uma vez criado, exceto quando a entrada do mouse termina.Para obter posições atualizadas para entradas de mouse, você deve, em vez disso, referenciar um InputObject de um InputChanged de retorno de chamada ou chamar GetMouseLocation() .No entanto, qualquer InputObjects correspondente a entradas de toque terá seu delta e posição atualizados a cada quadro durante toda a vida útil.

Veja também

Amostras de código

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

Handling InputBegan

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

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

Handling InputChanged

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

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

Handling InputEnded

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

UserInputState

Ler Parallel

Estado de entrada do usuário descreve o estado de uma entrada sendo realizada, após um fluxo específico dependendo do UserInputType.Ela usa o enum do mesmo nome, Enum.UserInputState .Veja a página de enumeração para uma lista de todos os valores possíveis para essa propriedade.

Veja também:

Amostras de código

This example gets a list of navigation gamepads and a list of their supported Enum.KeyCodes. Then, it iterates through the supported KeyCode list and binds the ButtonX and X keys to functions if they are supported by a gamepad using the ContextActionService.

Binding Supported Gamepad KeyCodes

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

By default, Roblox relies on a LocalScript to control the user's camera. However, this script can be overridden with a custom CameraScript. The example below demonstrates how to create a custom script to control the user's camera using many of the UserInputService events.

The script is broken into two parts:

  1. Mobile camera events, which rely on touch events
  2. Non-mobile camera events, which rely on keyboard input and tracking the user's movement

First, the camera script needs utility functions to setup the camera and set its Camera.CameraType to Scriptable so that the script can control the camera. It also needs a function to update the camera when it moves, rotates, and zooms.

Using touch events allows us to track user input as they interact with the touchscreen on their mobile device. These events allow us to handle camera movement, rotation, and zoom.

The second half of the code sample adds camera support for players on desktop devices. When input begans, the function Input() checks that the state of the input is Enum.UserInputState.Begin to ignore all keypress inputs other than when the user first presses a key down. When the user presses I and O the camera zooms in and out. When the presses down and moves their left mouse button, the script locks the player's mouse by changing the UserInputService.MouseBehavior property. The camera rotates according to the mouse's change in screen position. When the player moves their character, the camera moves with them.

All of the parts discussed above are combined and shown in the code sample below.

Create a Custom CameraScript

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

UserInputType

Ler Parallel

Tipo de entrada do usuário é uma propriedade que descreve para que tipo de entrada este InputObject representa, como mouse, teclado, toque ou entrada de gamepad.Ela usa o enum do mesmo nome, Enum.UserInputType .Veja a página de enumeração para uma lista de todos os valores possíveis para essa propriedade.

Veja também:

Amostras de código

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

Handling InputChanged

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

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

Handling InputBegan

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

By default, Roblox relies on a LocalScript to control the user's camera. However, this script can be overridden with a custom CameraScript. The example below demonstrates how to create a custom script to control the user's camera using many of the UserInputService events.

The script is broken into two parts:

  1. Mobile camera events, which rely on touch events
  2. Non-mobile camera events, which rely on keyboard input and tracking the user's movement

First, the camera script needs utility functions to setup the camera and set its Camera.CameraType to Scriptable so that the script can control the camera. It also needs a function to update the camera when it moves, rotates, and zooms.

Using touch events allows us to track user input as they interact with the touchscreen on their mobile device. These events allow us to handle camera movement, rotation, and zoom.

The second half of the code sample adds camera support for players on desktop devices. When input begans, the function Input() checks that the state of the input is Enum.UserInputState.Begin to ignore all keypress inputs other than when the user first presses a key down. When the user presses I and O the camera zooms in and out. When the presses down and moves their left mouse button, the script locks the player's mouse by changing the UserInputService.MouseBehavior property. The camera rotates according to the mouse's change in screen position. When the player moves their character, the camera moves with them.

All of the parts discussed above are combined and shown in the code sample below.

Create a Custom CameraScript

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

Métodos

IsModifierKeyDown

Parâmetros

modifierKey: Enum.ModifierKey
Valor Padrão: ""

Devolução

Eventos