InputObject

แสดงที่เลิกใช้งานแล้ว

*เนื้อหานี้แปลโดยใช้ AI (เวอร์ชัน Beta) และอาจมีข้อผิดพลาด หากต้องการดูหน้านี้เป็นภาษาอังกฤษ ให้คลิกที่นี่

ไม่สามารถสร้าง

วัตถุป้อนข้อมูล เป็นตัวแทนการป้อนข้อมูลของผู้ใช้เดียว เช่นการเคลื่อนไหวเมาส์ การแตะ การกดปุ่ม และอื่นๆ มันถูกสร้างขึ้นเมื่อเริ่มต้นการป้อนข้อมูล

สมบัติของวัตถุนี้จะแตกต่างกันตาม UserInputType ตั้งค่า

เมื่อสร้างขึ้นต้นของการป้อนข้อมูลให้เดียวกันและจะปรับปรุงจนกว่าข้อมูลจะสิ้นสุด ดังนั้นคุณจึงสามารถติด

ดูเพิ่มเติม:

  • ContextActionService ซึ่งส่งตัวเข้าสู่การทำงานของ bound โดยการจัดการงาน
  • UserInputService ซึ่งมักใช้งานและการใช้งานของเหตุการณ์และการใช้งานของ InputObject
  • GuiObject ซึ่งมีกิจกรรมที่เกี่ยวข้องกับการป้อนข้อมูลของผู้ใช้ใช้งานใช้งานInputObject

ตัวอย่างโค้ด

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)

สรุป

คุณสมบัติ

  • อ่านพร้อมๆ กัน

    Vector3 ที่อธิบายความสัมพันธ์ระหว่างการเคลื่อนไหวของเมาส์/ joystick

  • อ่านพร้อมๆ กัน

    มีรายการที่อธิบายประเภทของการป้อนข้อมูล

  • อ่านพร้อมๆ กัน

    อธิบายค่าตำแหน่งของข้อมูลนี้

  • อ่านพร้อมๆ กัน

    อธิบายสถานะของการประมวลผลการป้อนข้อมูล โดยใช้การไหลของเฉพาะ ขึ้นอยู่กับ UserInputType

  • อ่านพร้อมๆ กัน

    อธิบายประเภทของการประมวลผลข้อมูล (เมาส์, คีย์บอร์ด, เกมแพด, แตะ, ฯลฯ)

คุณสมบัติ

Delta

อ่านพร้อมๆ กัน

A Vector3 อธิบายการเปลี่ยนแปลงระหว่างการเคลื่อนไหวของเมาส์/ joystick

นี่เป็นประโยชน์เมื่อใช้ position ของการป้อนเข้ากับการติดตามตำแหน่งและการเคลื่อนที่ของเมาส์/ joystick ข

คลิกInputObject ตรงกับ En

ดูเพิ่มเติม:

ตัวอย่างโค้ด

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
อ่านพร้อมๆ กัน

มี Enum.KeyCode รายการที่อธิบายว่ามีการใช้งานประเภทใดของการป้อนข้อมูล สำหรับประเภทของการป้อนข้อมูลเช่นการป้อนข้อมูลผ่านคีย์บอร์ด, นี่จะอธิบายว่ากุญแจใดถูกกด สำหรับประเภทของการป้อ

เอนัม


<tr>
<td>
<b>ไม่ทราบ</b>
</td>
<td>0</td>
<td />
</tr>
<tr>
<td>
<b>Backspace</b>
</td>
<td>8</td>
<td />
</tr>
<tr>
<td>
<b>แท็บ</b>
</td>
<td>9</td>
<td />
</tr>
<tr>
<td>
<b>ล้าง</b>
</td>
<td>12</td>
<td />
</tr>
<tr>
<td>
<b>กลับไปยังหน้าแรก</b>
</td>
<td>13</td>
<td />
</tr>
<tr>
<td>
<b>หยุดชั่วคราว</b>
</td>
<td>19</td>
<td />
</tr>
<tr>
<td>
<b>หนีหนีนี้จะทำให้คุณเสียพลังงานไปมากขึ้นเรื่อยๆ</b> Escape
</td>
<td>27</td>
<td />
</tr>
<tr>
<td>
<b>ช่องว่าง</b>
</td>
<td>32</td>
<td />
</tr>
<tr>
<td>
<b>QuoteDouble</b>
</td>
<td>34</td>
<td />
</tr>
<tr>
<td>
<b>แฮช</b>
</td>
<td>35</td>
<td />
</tr>
<tr>
<td>
<b>ดอลลาร์</b>
</td>
<td>36</td>
<td />
</tr>
<tr>
<td>
<b>เปอร์เซ็นต์</b>
</td>
<td>37</td>
<td />
</tr>
<tr>
<td>
<b>แอมเพอร์แลนด์</b>
</td>
<td>38</td>
<td />
</tr>
<tr>
<td>
<b>อ้างอิง</b>
</td>
<td>39</td>
<td />
</tr>
<tr>
<td>
<b>พ่อแม่ซ้าย</b>
</td>
<td>40</td>
<td />
</tr>
<tr>
<td>
<b>พ่อแม่มุขที่ขวา</b>
</td>
<td>41</td>
<td />
</tr>
<tr>
<td>
<b>ดาวเหนือ</b>
</td>
<td>42</td>
<td />
</tr>
<tr>
<td>
<b>บวก</b>
</td>
<td>43</td>
<td />
</tr>
<tr>
<td>
<b>คอมมา</b>
</td>
<td>44</td>
<td />
</tr>
<tr>
<td>
<b>ลบ</b>
</td>
<td>45</td>
<td />
</tr>
<tr>
<td>
<b>ระยะเวลา</b>
</td>
<td>46</td>
<td />
</tr>
<tr>
<td>
<b>สแลช</b>
</td>
<td>47</td>
<td />
</tr>
<tr>
<td>
<b>Zero ตัวแรก</b>
</td>
<td>48</td>
<td />
</tr>
<tr>
<td>
<b>หนึ่ง</b>
</td>
<td>49</td>
<td />
</tr>
<tr>
<td>
<b>สอง</b>
</td>
<td>50</td>
<td />
</tr>
<tr>
<td>
<b>สาม</b>
</td>
<td>51</td>
<td />
</tr>
<tr>
<td>
<b>สี่</b>
</td>
<td>52</td>
<td />
</tr>
<tr>
<td>
<b>ห้า</b>
</td>
<td>53</td>
<td />
</tr>
<tr>
<td>
<b>หก</b>
</td>
<td>54</td>
<td />
</tr>
<tr>
<td>
<b>เจ็ด</b>
</td>
<td>55</td>
<td />
</tr>
<tr>
<td>
<b>แปด</b>
</td>
<td>56</td>
<td />
</tr>
<tr>
<td>
<b>เจ็ด</b>
</td>
<td>57</td>
<td />
</tr>
<tr>
<td>
<b>ชุดอุปกรณ์เสริม</b>
</td>
<td>58</td>
<td />
</tr>
<tr>
<td>
<b>เว้นวรรค</b>
</td>
<td>59</td>
<td />
</tr>
<tr>
<td>
<b>น้อยกว่า</b>
</td>
<td>60</td>
<td />
</tr>
<tr>
<td>
<b>เท่ากัน</b>
</td>
<td>61</td>
<td />
</tr>
<tr>
<td>
<b>ใหญ่กว่า</b>
</td>
<td>62</td>
<td />
</tr>
<tr>
<td>
<b>คำถาม</b>
</td>
<td>63</td>
<td />
</tr>
<tr>
<td>
<b>ที่</b>
</td>
<td>64</td>
<td />
</tr>
<tr>
<td>
<b>กันซ้ายของแท่งเหล็ก</b>
</td>
<td>91</td>
<td />
</tr>
<tr>
<td>
<b>แบ็คสแลช</b>
</td>
<td>92</td>
<td />
</tr>
<tr>
<td>
<b>RightBracket สิทธิ์ ©</b>
</td>
<td>93</td>
<td />
</tr>
<tr>
<td>
<b>ดูแล</b>
</td>
<td>94</td>
<td />
</tr>
<tr>
<td>
<b>เรือด้านล่าง</b>
</td>
<td>95</td>
<td />
</tr>
<tr>
<td>
<b>ใส่ตัวอักษรกลับ</b>
</td>
<td>96</td>
<td />
</tr>
<tr>
<td>
<b>A ตัวอักษร</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>ฉัน</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>ซ้ายCurly</b>
</td>
<td>123</td>
<td />
</tr>
<tr>
<td>
<b>ท่อ</b>
</td>
<td>124</td>
<td />
</tr>
<tr>
<td>
<b>โคลนขวา</b>
</td>
<td>125</td>
<td />
</tr>
<tr>
<td>
<b>ไม่เน้น</b>
</td>
<td>126</td>
<td />
</tr>
<tr>
<td>
<b>ลบ</b>
</td>
<td>127</td>
<td />
</tr>
<tr>
<td>
<b>แป้นเว้นวรรค Zero</b>
</td>
<td>256</td>
<td />
</tr>
<tr>
<td>
<b>แป้นหนึ่ง</b>
</td>
<td>257</td>
<td />
</tr>
<tr>
<td>
<b>แป้นสองคีย์</b>
</td>
<td>258</td>
<td />
</tr>
<tr>
<td>
<b>KeypadThree แล้ว</b>
</td>
<td>259</td>
<td />
</tr>
<tr>
<td>
<b>KeypadFour แล้ว</b>
</td>
<td>260</td>
<td />
</tr>
<tr>
<td>
<b>KeypadFive แล้ว</b>
</td>
<td>261</td>
<td />
</tr>
<tr>
<td>
<b>KeypadSix แล้ว</b>
</td>
<td>262</td>
<td />
</tr>
<tr>
<td>
<b>KeypadSeven แล้ว</b>
</td>
<td>263</td>
<td />
</tr>
<tr>
<td>
<b>KeypadEight แล้ว</b>
</td>
<td>264</td>
<td />
</tr>
<tr>
<td>
<b>KeypadNine แล้ว</b>
</td>
<td>265</td>
<td />
</tr>
<tr>
<td>
<b>KeypadPeriod ระยะเวลา</b>
</td>
<td>266</td>
<td />
</tr>
<tr>
<td>
<b>แผงคีย์แพดผู้แบ่งตัว</b>
</td>
<td>267</td>
<td />
</tr>
<tr>
<td>
<b>การเพิ่มขึ้นของแป้นเวลา</b>
</td>
<td>268</td>
<td />
</tr>
<tr>
<td>
<b>KeypadPlus</b>
</td>
<td>269</td>
<td />
</tr>
<tr>
<td>
<b>KeypadPlus</b>
</td>
<td>270</td>
<td />
</tr>
<tr>
<td>
<b>กีย์แพดเข้า</b>
</td>
<td>271</td>
<td />
</tr>
<tr>
<td>
<b>KeypadEquals แล้ว</b>
</td>
<td>272</td>
<td />
</tr>
<tr>
<td>
<b>ขึ้น</b>
</td>
<td>273</td>
<td />
</tr>
<tr>
<td>
<b>ลง</b>
</td>
<td>274</td>
<td />
</tr>
<tr>
<td>
<b>ขวา</b>
</td>
<td>275</td>
<td />
</tr>
<tr>
<td>
<b>ซ้าย</b>
</td>
<td>276</td>
<td />
</tr>
<tr>
<td>
<b>ใส่</b>
</td>
<td>277</td>
<td />
</tr>
<tr>
<td>
<b>บ้าน</b>
</td>
<td>278</td>
<td />
</tr>
<tr>
<td>
<b>จุดสิ้นสุด</b>
</td>
<td>279</td>
<td />
</tr>
<tr>
<td>
<b>หน้าขึ้น</b>
</td>
<td>280</td>
<td />
</tr>
<tr>
<td>
<b>ลงหน้า</b>
</td>
<td>281</td>
<td />
</tr>
<tr>
<td>
<b>เลนซ์ชิฟท์ซ้าย</b>
</td>
<td>304</td>
<td />
</tr>
<tr>
<td>
<b>RightShift ขวา</b>
</td>
<td>303</td>
<td />
</tr>
<tr>
<td>
<b>LeftMeta ซ้าย</b>
</td>
<td>310</td>
<td />
</tr>
<tr>
<td>
<b>RightMeta ในเมทริค</b>
</td>
<td>309</td>
<td />
</tr>
<tr>
<td>
<b>ซ้าย Alt</b>
</td>
<td>308</td>
<td />
</tr>
<tr>
<td>
<b>RightAlt</b>
</td>
<td>307</td>
<td />
</tr>
<tr>
<td>
<b>การควบคุมซ้าย</b>
</td>
<td>306</td>
<td />
</tr>
<tr>
<td>
<b>การควบคุมขวา</b>
</td>
<td>305</td>
<td />
</tr>
<tr>
<td>
<b>CapsLock ปิด</b>
</td>
<td>301 รหัส</td>
<td />
</tr>
<tr>
<td>
<b>ล็อคตัวเลข</b>
</td>
<td>300</td>
<td />
</tr>
<tr>
<td>
<b>ล็อคการเลื่อน</b>
</td>
<td>302</td>
<td />
</tr>
<tr>
<td>
<b>ซุปเปอร์ซ้าย</b>
</td>
<td>311</td>
<td />
</tr>
<tr>
<td>
<b>ซุปเปอร์ขวา</b>
</td>
<td>312</td>
<td />
</tr>
<tr>
<td>
<b>โหมด</b>
</td>
<td>313</td>
<td />
</tr>
<tr>
<td>
<b>แต่งตัว</b>
</td>
<td>314</td>
<td />
</tr>
<tr>
<td>
<b>ช่วยเหลือ</b>
</td>
<td>315</td>
<td />
</tr>
<tr>
<td>
<b>พิมพ์</b>
</td>
<td>316</td>
<td />
</tr>
<tr>
<td>
<b>SysReq</b>
</td>
<td>317</td>
<td />
</tr>
<tr>
<td>
<b>พักผ่อน</b>
</td>
<td>318</td>
<td />
</tr>
<tr>
<td>
<b>เมนู</b>
</td>
<td>319</td>
<td />
</tr>
<tr>
<td>
<b>อํานาจ</b>
</td>
<td>320</td>
<td />
</tr>
<tr>
<td>
<b>ยูโร</b>
</td>
<td>321</td>
<td />
</tr>
<tr>
<td>
<b>ยกเลิก</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 เพื่อแก้ปัญหาปากกาเขียว 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 ปุ่มเลือกปุ่ม</b>
</td>
<td>292</td>
<td />
</tr>
<tr>
<td>
<b>F12</b>
</td>
<td>293</td>
<td />
</tr>
<tr>
<td>
<b>F13 ปุ่มเลือก</b>
</td>
<td>294</td>
<td />
</tr>
<tr>
<td>
<b>F14 ปิด</b>
</td>
<td>295</td>
<td />
</tr>
<tr>
<td>
<b>F15</b>
</td>
<td>296</td>
<td />
</tr>
<tr>
<td>
<b>World0</b>
</td>
<td>160</td>
<td />
</tr>
<tr>
<td>
<b>World1</b>
</td>
<td>161</td>
<td />
</tr>
<tr>
<td>
<b>World2</b>
</td>
<td>162</td>
<td />
</tr>
<tr>
<td>
<b>World3</b>
</td>
<td>163</td>
<td />
</tr>
<tr>
<td>
<b>World4 โลก</b>
</td>
<td>164</td>
<td />
</tr>
<tr>
<td>
<b>World5</b>
</td>
<td>165</td>
<td />
</tr>
<tr>
<td>
<b>World6</b>
</td>
<td>166</td>
<td />
</tr>
<tr>
<td>
<b>World7</b>
</td>
<td>167</td>
<td />
</tr>
<tr>
<td>
<b>World8</b>
</td>
<td>168</td>
<td />
</tr>
<tr>
<td>
<b>World9</b>
</td>
<td>169</td>
<td />
</tr>
<tr>
<td>
<b>World10</b>
</td>
<td>170</td>
<td />
</tr>
<tr>
<td>
<b>World11 โลก</b>
</td>
<td>171</td>
<td />
</tr>
<tr>
<td>
<b>World12 เวิลด์</b>
</td>
<td>172</td>
<td />
</tr>
<tr>
<td>
<b>World13 เวิลด์</b>
</td>
<td>173</td>
<td />
</tr>
<tr>
<td>
<b>World14 เวิลด์</b>
</td>
<td>174</td>
<td />
</tr>
<tr>
<td>
<b>World15 เวิลด์</b>
</td>
<td>175</td>
<td />
</tr>
<tr>
<td>
<b>World16</b>
</td>
<td>176</td>
<td />
</tr>
<tr>
<td>
<b>World17</b>
</td>
<td>177</td>
<td />
</tr>
<tr>
<td>
<b>World18 เวิลด์</b>
</td>
<td>178</td>
<td />
</tr>
<tr>
<td>
<b>World19 โลก</b>
</td>
<td>179</td>
<td />
</tr>
<tr>
<td>
<b>World20</b>
</td>
<td>180</td>
<td />
</tr>
<tr>
<td>
<b>World21 เวิลด์</b>
</td>
<td>181</td>
<td />
</tr>
<tr>
<td>
<b>World22</b>
</td>
<td>182</td>
<td />
</tr>
<tr>
<td>
<b>World23</b>
</td>
<td>183</td>
<td />
</tr>
<tr>
<td>
<b>World24 เวลาให้บริการ</b>
</td>
<td>184</td>
<td />
</tr>
<tr>
<td>
<b>World25</b>
</td>
<td>185</td>
<td />
</tr>
<tr>
<td>
<b>World26</b>
</td>
<td>186</td>
<td />
</tr>
<tr>
<td>
<b>World27</b>
</td>
<td>187</td>
<td />
</tr>
<tr>
<td>
<b>World28</b>
</td>
<td>188</td>
<td />
</tr>
<tr>
<td>
<b>World29</b>
</td>
<td>189</td>
<td />
</tr>
<tr>
<td>
<b>World30</b>
</td>
<td>190</td>
<td />
</tr>
<tr>
<td>
<b>World31</b>
</td>
<td>191</td>
<td />
</tr>
<tr>
<td>
<b>World32</b>
</td>
<td>192</td>
<td />
</tr>
<tr>
<td>
<b>World33</b>
</td>
<td>193</td>
<td />
</tr>
<tr>
<td>
<b>World34 โลก</b>
</td>
<td>194</td>
<td />
</tr>
<tr>
<td>
<b>World35</b>
</td>
<td>195</td>
<td />
</tr>
<tr>
<td>
<b>World36</b>
</td>
<td>196</td>
<td />
</tr>
<tr>
<td>
<b>World37</b>
</td>
<td>197</td>
<td />
</tr>
<tr>
<td>
<b>World38</b>
</td>
<td>198</td>
<td />
</tr>
<tr>
<td>
<b>World39</b>
</td>
<td>199</td>
<td />
</tr>
<tr>
<td>
<b>World40</b>
</td>
<td>200</td>
<td />
</tr>
<tr>
<td>
<b>World41</b>
</td>
<td>201</td>
<td />
</tr>
<tr>
<td>
<b>World42 โลก</b>
</td>
<td>202</td>
<td />
</tr>
<tr>
<td>
<b>World43</b>
</td>
<td>203</td>
<td />
</tr>
<tr>
<td>
<b>World44 โลก</b>
</td>
<td>204</td>
<td />
</tr>
<tr>
<td>
<b>World45</b>
</td>
<td>205</td>
<td />
</tr>
<tr>
<td>
<b>World46</b>
</td>
<td>206</td>
<td />
</tr>
<tr>
<td>
<b>World47</b>
</td>
<td>207</td>
<td />
</tr>
<tr>
<td>
<b>World48</b>
</td>
<td>208</td>
<td />
</tr>
<tr>
<td>
<b>World49</b>
</td>
<td>209</td>
<td />
</tr>
<tr>
<td>
<b>World50</b>
</td>
<td>210</td>
<td />
</tr>
<tr>
<td>
<b>World51 โลก</b>
</td>
<td>211</td>
<td />
</tr>
<tr>
<td>
<b>World52</b>
</td>
<td>212</td>
<td />
</tr>
<tr>
<td>
<b>World53</b>
</td>
<td>213</td>
<td />
</tr>
<tr>
<td>
<b>World54 โลก</b>
</td>
<td>214</td>
<td />
</tr>
<tr>
<td>
<b>World55</b>
</td>
<td>215</td>
<td />
</tr>
<tr>
<td>
<b>World56</b>
</td>
<td>216</td>
<td />
</tr>
<tr>
<td>
<b>World57</b>
</td>
<td>217</td>
<td />
</tr>
<tr>
<td>
<b>World58</b>
</td>
<td>218</td>
<td />
</tr>
<tr>
<td>
<b>World59</b>
</td>
<td>219</td>
<td />
</tr>
<tr>
<td>
<b>World60</b>
</td>
<td>220</td>
<td />
</tr>
<tr>
<td>
<b>World61 เวิลด์</b>
</td>
<td>221</td>
<td />
</tr>
<tr>
<td>
<b>World62 เวิลด์</b>
</td>
<td>222</td>
<td />
</tr>
<tr>
<td>
<b>World63</b>
</td>
<td>223</td>
<td />
</tr>
<tr>
<td>
<b>World64</b>
</td>
<td>224</td>
<td />
</tr>
<tr>
<td>
<b>World65</b>
</td>
<td>225</td>
<td />
</tr>
<tr>
<td>
<b>World66</b>
</td>
<td>226</td>
<td />
</tr>
<tr>
<td>
<b>World67</b>
</td>
<td>227</td>
<td />
</tr>
<tr>
<td>
<b>World68</b>
</td>
<td>228</td>
<td />
</tr>
<tr>
<td>
<b>World69 โลก</b>
</td>
<td>229</td>
<td />
</tr>
<tr>
<td>
<b>World70</b>
</td>
<td>230</td>
<td />
</tr>
<tr>
<td>
<b>World71 เวิลด์</b>
</td>
<td>231</td>
<td />
</tr>
<tr>
<td>
<b>World72 เวิลด์</b>
</td>
<td>232</td>
<td />
</tr>
<tr>
<td>
<b>World73 เวิลด์</b>
</td>
<td>233</td>
<td />
</tr>
<tr>
<td>
<b>World74 โลก</b>
</td>
<td>234</td>
<td />
</tr>
<tr>
<td>
<b>World75 เวิลด์</b>
</td>
<td>235</td>
<td />
</tr>
<tr>
<td>
<b>World76 เวิลด์</b>
</td>
<td>236</td>
<td />
</tr>
<tr>
<td>
<b>World77</b>
</td>
<td>237</td>
<td />
</tr>
<tr>
<td>
<b>World80</b>
</td>
<td>238</td>
<td />
</tr>
<tr>
<td>
<b>World79 เวิลด์</b>
</td>
<td>239</td>
<td />
</tr>
<tr>
<td>
<b>World80</b>
</td>
<td>240</td>
<td />
</tr>
<tr>
<td>
<b>World81 โลก</b>
</td>
<td>241</td>
<td />
</tr>
<tr>
<td>
<b>World82 เวิลด์</b>
</td>
<td>242</td>
<td />
</tr>
<tr>
<td>
<b>World83</b>
</td>
<td>243</td>
<td />
</tr>
<tr>
<td>
<b>World84 โลก</b>
</td>
<td>244</td>
<td />
</tr>
<tr>
<td>
<b>World85 โลก</b>
</td>
<td>245</td>
<td />
</tr>
<tr>
<td>
<b>World86</b>
</td>
<td>246</td>
<td />
</tr>
<tr>
<td>
<b>World87 โลก</b>
</td>
<td>247</td>
<td />
</tr>
<tr>
<td>
<b>World88 เวิลด์</b>
</td>
<td>248</td>
<td />
</tr>
<tr>
<td>
<b>World89</b>
</td>
<td>249</td>
<td />
</tr>
<tr>
<td>
<b>World90</b>
</td>
<td>250</td>
<td />
</tr>
<tr>
<td>
<b>World91 โลก</b>
</td>
<td>251</td>
<td />
</tr>
<tr>
<td>
<b>World92 โลก</b>
</td>
<td>252</td>
<td />
</tr>
<tr>
<td>
<b>World93</b>
</td>
<td>253</td>
<td />
</tr>
<tr>
<td>
<b>World94 โลก</b>
</td>
<td>254</td>
<td />
</tr>
<tr>
<td>
<b>World95 โลก</b>
</td>
<td>255</td>
<td />
</tr>
<tr>
<td>
<b>ปุ่ม X</b>
</td>
<td>1,000</td>
<td />
</tr>
<tr>
<td>
<b>ปุ่ม Y</b>
</td>
<td>1001</td>
<td />
</tr>
<tr>
<td>
<b>ปุ่ม A</b>
</td>
<td>1002 และ</td>
<td />
</tr>
<tr>
<td>
<b>ปุ่ม B</b>
</td>
<td>1003</td>
<td />
</tr>
<tr>
<td>
<b>ปุ่ม R1</b>
</td>
<td>1004 และ</td>
<td />
</tr>
<tr>
<td>
<b>ปุ่ม L1</b>
</td>
<td>1005</td>
<td />
</tr>
<tr>
<td>
<b>ปุ่ม R2</b>
</td>
<td>1006</td>
<td />
</tr>
<tr>
<td>
<b>ปุ่ม L2</b>
</td>
<td>1007</td>
<td />
</tr>
<tr>
<td>
<b>ปุ่ม R3</b>
</td>
<td>1008</td>
<td />
</tr>
<tr>
<td>
<b>ปุ่มL3</b>
</td>
<td>1009</td>
<td />
</tr>
<tr>
<td>
<b>เริ่มปุ่ม</b>
</td>
<td>1010</td>
<td />
</tr>
<tr>
<td>
<b>เลือกปุ่ม</b>
</td>
<td>1011</td>
<td />
</tr>
<tr>
<td>
<b>DPadซ้าย</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>ทัมบ์สตริค1</b>
</td>
<td>1016</td>
<td />
</tr>
<tr>
<td>
<b>ทัมบ์สตริค2</b>
</td>
<td>1017</td>
</tr>
ชื่อมูลค่าคำอธิบาย

ดูเพิ่มเติม:

ตัวอย่างโค้ด

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

อ่านพร้อมๆ กัน

คุณสมบัตินี้อธิบายค่าตำแหน่ง Vector3 ของข้อมูลนี้

สำหรับการเล่นเมาส์และการแตะ นี่คือตำแหน่งหน้าจอของเมาส์ / แตะ ที่อธิบายในส่วน X และ Y ต่างๆ ตำแหน่งการใส่จะถูกนับในตำแหน่ง

สำหรับการป้อนเมาส์ของล้อ ส่วน Z อธิบายว่าล้อถูกย้ายไปข้างหน้า (1) หรือไม่ได้เลย (0)

สำหรับการป้อนข้อมูล Enum.KeyCode ของผู้เล่นนี้จะแสดงตำแหน่งของ Mouse ของผู้เล่น

คลิกInputObject ที่ตรงกับ Enum.User

ดูเพิ่มเติม

ตัวอย่างโค้ด

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

อ่านพร้อมๆ กัน

สถานะของการป้อนข้อมูลผู้ใช้ อธิบายสถานะของการป้อนข้อมูลที่ดำเนินการตามการไหลของ UserInputType มันใช้รายการเดียวกันของชื่อเรียก

ดูเพิ่มเติม:

ตัวอย่างโค้ด

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

อ่านพร้อมๆ กัน

ประเภทการใส่ข้อมูลผู้ใช้ เป็นสมบัติที่อธิบายว่า InputObject ตอบแทนสำหรับปุ่มเมาส์ เป็นตัวอุปกรณ์เข้า/ออก เป็นตัวอุปกรณ์เข้า/ออก เป็นตัว

ดูเพิ่มเติม:

ตัวอย่างโค้ด

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

วิธีการ

IsModifierKeyDown

พารามิเตอร์

modifierKey: Enum.ModifierKey

ส่งค่ากลับ

อีเวนต์