DragDetector
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The DragDetector instance facilitates and encourages interaction with 3D objects in an experience, such as opening doors and drawers, sliding a part around, and much more. Key features include:
Place a DragDetector under any BasePart or Model to make it draggable via all inputs (mouse, touch, gamepad, and VR), all without a single line of code.
Choose from several DragStyle options, define how the object responds to motion via ResponseStyle, and optionally apply axis or movement limits.
Scripts can respond to manipulation of dragged objects to drive UI or make logical decisions, such as adjusting the light level in a room based on a sliding wall switch dimmer.
Players can manipulate anchored parts or models and they'll stay exactly where you put them upon release.
DragDetectors work in Studio as long as you're not using the Select, Move, Scale, or Rotate tools, making it easier to test and adjust draggable objects while editing.
See the 3D Drag Detectors guide for details and usage examples.
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Sets the cursor icon to display when the mouse is activated over the parent of this DragDetector.
Whether constraint force is applied to the object's center of mass.
The primary axis of motion, expressed relative to the reference frame.
The CFrame of the pivot, dependent on the drag detector's ReferenceInstance.
The paradigm used to generate proposed motion.
Whether the DragDetector responds to user input.
During gamepad input, the modifier Enum.KeyCode for the secondary mode of motion.
During keyboard input, the modifier Enum.KeyCode for the secondary mode of motion.
Along with MinDragAngle, impedes the drag detector's attempts to generate motion.
Along with MinDragTranslation, impedes the drag detector's attempts to generate motion.
Maximum force applied for the object to reach its goal.
Maximum torque applied for the object to reach its goal.
Along with MaxDragAngle, impedes the drag detector's attempts to generate motion.
Along with MaxDragTranslation, impedes the drag detector's attempts to generate motion.
Specifies the YXZ rotation of axes of motion relative to the reference frame.
Controls the permission level for which players can interact with the DragDetector.
An instance whose CFrame is the reference frame for the drag detector.
The paradigm used to move, or not move, the objects affected by the drag detector.
Higher values cause the object to reach its goal more rapidly.
Whether user input on a DragDetector replicates to the server or remains local to the specific client.
The secondary axis of the motion.
If DragStyle is Enum.DragDetectorDragStyle.RotateTrackball, multiplier for adding a radial pull rotation as a contribution to the total.
If DragStyle is Enum.DragDetectorDragStyle.RotateTrackball, multiplier for adding roll rotation to the total.
During VR input, the modifier Enum.KeyCode for the secondary mode of motion.
The Axis expressed in world space.
The SecondaryAxis expressed in world space.
Sets the cursor icon to display when the mouse is hovered over the parent of this ClickDetector or DragDetector.
Maximum distance between a character and the ClickDetector or DragDetector for the player to be able to interact with it.
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Adds a function to modify or constrain proposed motion.
Returns the reference CFrame in which motion is expressed.
May be invoked from a script to restart the drag using new parameters.
Passes a function to be used if and only if DragStyle is set to Enum.DragDetectorDragStyle.Scriptable.
Passes a function to be used if and only if PermissionPolicy is set to Enum.DragDetectorPermissionPolicy.Scriptable.
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- DragContinue(playerWhoDragged : Player,cursorRay : Ray,viewFrame : CFrame,vrInputFrame : OptionalCoordinateFrame,isModeSwitchKeyDown : bool):RBXScriptSignal
Fires when a user continues dragging the object after DragStart has been initiated.
Fires when a user stops dragging the object.
Fires when a user starts dragging the object.
Fires when a player interacts with the parent of a ClickDetector or DragDetector.
Fires when the parent of a ClickDetector or DragDetector is hovered over by a player.
Fires when a player's cursor hovers off the parent of a ClickDetector or DragDetector.
Fires when a player right clicks their mouse cursor on a ClickDetector or DragDetector.
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ActivatedCursorIcon
Sets the cursor icon to display when the mouse is activated over the parent of this DragDetector. If this property is left blank, the detector will use the default icon.
To change the activated cursor icon, set this property to the asset ID of the image you'd like to use.
ApplyAtCenterOfMass
When false (default), constraint force is applied at the point the user clicks on. When true, force is applied at the object's center of mass. Only relevant if ResponseStyle is Enum.DragDetectorResponseStyle.Physical and the parent object is unanchored.
Axis
The primary axis of motion, expressed relative to the reference frame. For a DragStyle of Enum.DragDetectorDragStyle.TranslateLine, the direction of translation; for Enum.DragDetectorDragStyle.TranslatePlane, the normal to the plane of motion; for Enum.DragDetectorDragStyle.RotateAxis, the axis of 1D rotation. Changing this value automatically updates Orientation and vice versa.
DragFrame
If ReferenceInstance is set, the CFrame of the pivot relative to the reference frame; otherwise, the CFrame of the pivot relative to its frame at the beginning of the drag.
DragStyle
The paradigm used to generate proposed motion, given a stream of cursor rays. See Enum.DragDetectorDragStyle for options.
GamepadModeSwitchKeyCode
During gamepad input, the Enum.KeyCode for toggling the secondary mode of motion. Only applies if the drag detector's DragStyle has both primary and secondary modes of motion.
KeyboardModeSwitchKeyCode
During keyboard input, the Enum.KeyCode for toggling the secondary mode of motion. Only applies if the drag detector's DragStyle has both primary and secondary modes of motion.
MaxDragAngle
If this is greater than MinDragAngle, translation will be clamped within that range.
This is not a constraint; it merely impedes the drag detector's attempts to generate motion in order to remain within limits. See AddConstraintFunction() to add custom constraint to a drag.
Only relevant if DragStyle is Enum.DragDetectorDragStyle.RotateAxis.
MaxDragTranslation
In any dimension, if this is greater than MinDragTranslation, translation will be clamped within that range.
This is not a constraint; it merely impedes the drag detector's attempts to generate motion in order to remain within limits. See AddConstraintFunction() to add custom constraint to a drag.
MaxForce
Maximum force applied for the object to reach its goal. Only relevant if ResponseStyle is Enum.DragDetectorResponseStyle.Physical and the parent object is unanchored.
MaxTorque
Maximum torque applied for the object to reach its goal. Only relevant if ResponseStyle is Enum.DragDetectorResponseStyle.Physical and the parent object is unanchored.
MinDragAngle
If this is less than MaxDragAngle, translation will be clamped within that range.
This is not a constraint; it merely impedes the drag detector's attempts to generate motion in order to remain within limits. See AddConstraintFunction() to add custom constraint to a drag.
Only relevant if DragStyle is Enum.DragDetectorDragStyle.RotateAxis.
MinDragTranslation
In any dimension, if this is less than MaxDragTranslation, translation will be clamped within that range.
This is not a constraint; it merely impedes the drag detector's attempts to generate motion in order to remain within limits. See AddConstraintFunction() to add custom constraint to a drag.
Orientation
Specifies the YXZ rotation of axes of motion relative to the reference frame (does not change the orientation of the reference frame itself). Linear translation and axial rotation will be on this reoriented Y axis, and planar translation in the XZ plane. Changing this value automatically updates Axis and vice versa.
PermissionPolicy
Controls the permission level for which players can interact with the DragDetector. Default is Enum.DragDetectorPermissionPolicy.Everybody.
ReferenceInstance
An instance whose CFrame is the reference frame for the drag detector. The DragFrame is expressed relative to this CFrame which may be retrieved via the GetReferenceFrame() method.
If this instance is a PVInstance, the reference frame will be its pivot; if an Attachment, then its world CFrame. If it is nil or neither of the former, the reference frame will be based on the pivot of the drag detector's parent BasePart or Model.
ResponseStyle
Once the proposed motion has been computed and potentially constrained, this is the paradigm used to move, or not move, the objects affected by the DragDetector. See Enum.DragDetectorResponseStyle for options.
Responsiveness
Higher values cause the object to reach its goal more rapidly. Only relevant if ResponseStyle is Enum.DragDetectorResponseStyle.Physical and the parent object is unanchored.
RunLocally
If false (default), the client sends replicated signals (DragStart, DragContinue, DragEnd) to the server which processes cursor rays, makes changes to the data model, and replicates them onwards to clients.
If true, the client processes those signals itself and does not replicate them to the server. Client LocalScripts may be used to respond to these events and RemoteEvents may be used to send any resulting changes that should be replicated to the server.
SecondaryAxis
The secondary axis of the motion. Relates to orientation using the same paradigm as Attachments.
TrackballRadialPullFactor
When the cursor is outside the trackball, the DragDetector can apply a radial pull rotation that turns the ball as if it were trying to roll out toward the cursor. This property is a 0 to 1 multiplier for adding that rotation as a contribution to the total. Only relevant if DragStyle is Enum.DragDetectorDragStyle.RotateTrackball.
TrackballRollFactor
When the cursor is outside the trackball, the DragDetector can apply a roll rotation that turns the ball as if it were mounted on a vinyl record facing the viewer. This property is a 0 to 1 multiplier for adding that roll rotation to the total. Only relevant if DragStyle is Enum.DragDetectorDragStyle.RotateTrackball.
VRSwitchKeyCode
During VR input, the Enum.KeyCode for toggling the secondary mode of motion. Only applies if the drag detector's DragStyle has both primary and secondary modes of motion.
WorldAxis
The Axis expressed in world space. Relates to orientation using the same paradigm as Attachments.
WorldSecondaryAxis
The SecondaryAxis expressed in world space. Relates to orientation using the same paradigm as Attachments.
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AddConstraintFunction
Adds a function to modify or constrain proposed motion. The function takes an input CFrame of proposed motion and returns a CFrame of modified or unmodified motion. Both the input and output are expressed relative to the reference frame. You can add multiple functions which will be called in order by priority, passing the results along in a chain.
To remove an added constraint function, call Disconnect() on the returned connection object.
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The order of priority for functions added via this method. Higher values take precedence over lower values.
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Use this connection object to remove the constraint function.
GetReferenceFrame
Returns the reference CFrame in which motion is expressed; see the ReferenceInstance property for more details.
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RestartDrag
May be invoked from a script to restart the drag using new parameters, if parameters such as DragStyle, Axis, or SecondaryAxis change.
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SetDragStyleFunction
Passes a function to be used if and only if DragStyle is set to Enum.DragDetectorDragStyle.Scriptable. The given function is called when responding to a DragContinue signal, it receives the signal's world space cursor ray with type Ray, and it returns a CFrame containing the desired location and orientation of the pivot in world space.
If the function returns nil, the object will not be moved. This is useful if the script has not yet collected all the information it needs to give the correct answer, or in temporary cases where you want the object to stay where it is.
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Function for monitoring DragContinue signals. This function receives the signal's world space cursor ray and it returns a CFrame containing the desired location and orientation of the pivot in world space. If this function returns nil, the object will not be moved.
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SetPermissionPolicyFunction
Passes a function to be used if and only if PermissionPolicy is set to Enum.DragDetectorPermissionPolicy.Scriptable. The given function accepts a Player parameter for enabling/disabling the detector for a specific player. It also receives a part parameter indicating which specific BasePart was clicked, such as one part within a draggable Model; this is useful for enabling/disabling the detector based on that part's Name, Color, HasTag() value, or other details.
local dragDetector = script.Parent.DragDetector
dragDetector.PermissionPolicy = Enum.DragDetectorPermissionPolicy.Scriptable
dragDetector:SetPermissionPolicyFunction(function(player, part)
if player and player:GetAttribute("IsInTurn") then
return true
elseif part and not part:GetAttribute("IsDraggable") then
return false
else
return true
end
end)
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Function for setting the detector's interactivity. This function accepts a Player parameter for enabling/disabling the detector for a specific player. It also receives a part parameter indicating which specific BasePart was clicked, such as one part within a draggable Model; this is useful for enabling/disabling the detector based on that part's Name, Color, HasTag() value, or other details.
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DragContinue
Fires when a user continues dragging the object after DragStart has been initiated.
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If using a VR input device, the CFrame of the hand holding the cursor/pointer/controller.
If the drag detector's DragStyle has both primary and secondary modes of motion, this parameter indicates whether the user is pressing the modifier input defined through KeyboardModeSwitchKeyCode, GamepadModeSwitchKeyCode, or VRSwitchKeyCode.
DragEnd
Fires when a user stops dragging the object.
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DragStart
Fires when a user starts dragging the object.
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The hit frame of the cursor raycast that initiated the drag.
The part that was hit by the cursor raycast that initiated the drag.
If using a VR input device, the CFrame of the hand holding the cursor/pointer/controller.
If the drag detector's DragStyle has both primary and secondary modes of motion, this parameter indicates whether the user is pressing the modifier input defined through KeyboardModeSwitchKeyCode, GamepadModeSwitchKeyCode, or VRSwitchKeyCode.