InputObject
*Bu içerik, yapay zekâ (beta) kullanılarak çevrildi ve hatalar içerebilir. Sayfayı İngilizce görüntülemek için buraya tıkla.
Bir InputObject tek bir kullanıcı girişini temsil eder, takip etme, dokunma, tuşa basma ve daha fazlası gibi. Bir giriş başladığında oluşturulur.
Bu nesnenin özellikleri, UserInputType ile değişir. Her türlü girişin UserInputState ile ilgili ayarla
Bir girdiğin başlangıcında oluşturulduktan sonra aynı nesne persistir ve güncellenir, girdiği bitiş noktasına kadar. sonuçolarak, bu nesnenin değişikliklerini izlemek için Changed
Ayrıca bakınız:
- ContextActionService, bir InputObject'ı bound eylem işlevlerine bağlı olarak çalıştırır
- UserInputService , dessen etkinlikleri ve işlevleri sıklıkla InputObject kullanır
- GuiObject , kullanıcı girişi ile ilgili olan etkinlikleri kullanır InputObject
Kod Örnekleri
-- 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)
-- 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)
-- 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)
Özet
Özellikler
Mouse/joystick hareketleri arasındaki Delta'yı tanıtan bir Vector3.
Kullanılan giriş türünü açıklayan bir Enumer içerir.
Bu girdinin bir konum değerini açıklar.
Bir özellik için özellik düzenleyici için bir özellik düzenleyici için bir özellik düzenleyici için bir özellik düzenleyici için bir özellik düzenleyici için bir özellik düzenleyici için bir özellik düzenleyici için bir özellik düzenleyici için bir özellik düzenleyici için bir özellik düzenleyici için bir özellik düzenleyici için bir özellik düzenleyici için bir özellik düzenleyici için b
Yapılan girişin türünü (fare, klavye, oyun konsolu, dokunmatik gibi) açıklar.
Yöntemler
Özellikler
Delta
Mouse/joystick hareketleri arasındaki Delta (değiştirme)yı tarif eden bir Vector3 .
Bu, kullanıcının mouse/joystick'inin pozisyonunu ve hareketini takip etmek için position ile girişim'in kullanımına kullanışlıdır, bunun gibi kişelleştirilmiş hareket veya
Not that an InputObject corresponding to Enum.UserInputType.MouseButton1
Ayrıca bakınız:
Kod Örnekleri
-- 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)
local UserInputService = game:GetService("UserInputService")
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.CharacterAdded:Wait()
local head = character:WaitForChild("Head", false)
local mouse = player:GetMouse()
local zoomed = false
local camera = game.Workspace.CurrentCamera
local target = nil
local originalProperties = {
FieldOfView = nil,
_CFrame = nil,
MouseBehavior = nil,
MouseDeltaSensitivity = nil,
}
local AngleX, TargetAngleX = 0, 0
local AngleY, TargetAngleY = 0, 0
-- Reset camera back to CFrame and FieldOfView before zoom
local function ResetCamera()
target = nil
camera.CameraType = Enum.CameraType.Custom
camera.CFrame = originalProperties._CFrame
camera.FieldOfView = originalProperties.FieldOfView
UserInputService.MouseBehavior = originalProperties.MouseBehavior
UserInputService.MouseDeltaSensitivity = originalProperties.MouseDeltaSensitivity
end
local function ZoomCamera()
-- Allow camera to be changed by script
camera.CameraType = Enum.CameraType.Scriptable
-- Store camera properties before zoom
originalProperties._CFrame = camera.CFrame
originalProperties.FieldOfView = camera.FieldOfView
originalProperties.MouseBehavior = UserInputService.MouseBehavior
originalProperties.MouseDeltaSensitivity = UserInputService.MouseDeltaSensitivity
-- Zoom camera
target = mouse.Hit.Position
local eyesight = head.Position
camera.CFrame = CFrame.new(eyesight, target)
camera.Focus = CFrame.new(target)
camera.FieldOfView = 10
-- Lock and slow down mouse
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
UserInputService.MouseDeltaSensitivity = 1
-- Reset zoom angles
AngleX, TargetAngleX = 0, 0
AngleY, TargetAngleY = 0, 0
end
-- Toggle camera zoom/unzoom
local function MouseClick()
if zoomed then
-- Unzoom camera
ResetCamera()
else
-- Zoom in camera
ZoomCamera()
end
zoomed = not zoomed
end
local function MouseMoved(input)
if zoomed then
local sensitivity = 0.6 -- anything higher would make looking up and down harder; recommend anything between 0~1
local smoothness = 0.05 -- recommend anything between 0~1
local delta = Vector2.new(input.Delta.x / sensitivity, input.Delta.y / sensitivity) * smoothness
local X = TargetAngleX - delta.y
local Y = TargetAngleY - delta.x
TargetAngleX = (X >= 80 and 80) or (X <= -80 and -80) or X
TargetAngleY = (Y >= 80 and 80) or (Y <= -80 and -80) or Y
AngleX = AngleX + (TargetAngleX - AngleX) * 0.35
AngleY = AngleY + (TargetAngleY - AngleY) * 0.15
camera.CFrame = CFrame.new(head.Position, target)
* CFrame.Angles(0, math.rad(AngleY), 0)
* CFrame.Angles(math.rad(AngleX), 0, 0)
end
end
local function InputBegan(input, _gameProcessedEvent)
if input.UserInputType == Enum.UserInputType.MouseButton1 then
MouseClick()
end
end
local function InputChanged(input, _gameProcessedEvent)
if input.UserInputType == Enum.UserInputType.MouseMovement then
MouseMoved(input)
end
end
if UserInputService.MouseEnabled then
UserInputService.InputBegan:Connect(InputBegan)
UserInputService.InputChanged:Connect(InputChanged)
end
KeyCode
Kullanılan girişin ne olduğunu açıklayan bir Enum.KeyCode 열 dizgesi içerir. Giriş türleri gibi klavye girişleri için, bu girişin hangi tuşuna basıldığını açıklar. Giriş türleri gibi fare girişleri için, bu ek bilgi sağlamaz.
Enümler
<tr><td><b>Bilinmiyor</b></td><td>0</td><td /></tr><tr><td><b>Geri Alçalma Tasterı</b></td><td>8</td><td /></tr><tr><td><b>Etiketlerlemeyi Geçişlemeyi Etkinleştiriniz!</b></td><td>9</td><td /></tr><tr><td><b>Temizle</b></td><td>12</td><td /></tr><tr><td><b>Geri Dön</b></td><td>13</td><td /></tr><tr><td><b>Mbeklemeye Geçirmezsiniz</b></td><td>19</td><td /></tr><tr><td><b>Kaçış</b></td><td>27</td><td /></tr><tr><td><b>Boşluk</b></td><td>32</td><td /></tr><tr><td><b>Alıntılanan Çift</b></td><td>34</td><td /></tr><tr><td><b>Hashes</b></td><td>35</td><td /></tr><tr><td><b>Dolar</b></td><td>36</td><td /></tr><tr><td><b>Yüzde</b></td><td>37</td><td /></tr><tr><td><b>Ampersand</b></td><td>38</td><td /></tr><tr><td><b>Alıntıda Bulunmak</b></td><td>39</td><td /></tr><tr><td><b>SolParenthesis</b></td><td>40</td><td /></tr><tr><td><b>Sağ Alıntılarınızın üstüne yazınız.</b></td><td>41</td><td /></tr><tr><td><b>Asterisk</b></td><td>42</td><td /></tr><tr><td><b>Artı</b></td><td>43</td><td /></tr><tr><td><b>Komutlukların Sonu</b></td><td>44</td><td /></tr><tr><td><b>Minus</b></td><td>45</td><td /></tr><tr><td><b>Dönem</b></td><td>46</td><td /></tr><tr><td><b>Slash</b></td><td>47</td><td /></tr><tr><td><b>Sıfır</b></td><td>48</td><td /></tr><tr><td><b>Birisi</b></td><td>49</td><td /></tr><tr><td><b>İki</b></td><td>50</td><td /></tr><tr><td><b>Üç</b></td><td>51</td><td /></tr><tr><td><b>Dört</b></td><td>52</td><td /></tr><tr><td><b>Beş</b></td><td>53</td><td /></tr><tr><td><b>Altı</b></td><td>54</td><td /></tr><tr><td><b>Yedi</b></td><td>55</td><td /></tr><tr><td><b>Sekiz</b></td><td>56</td><td /></tr><tr><td><b>Dokuz</b></td><td>57</td><td /></tr><tr><td><b>Tabanlama Çizgisi</b></td><td>58</td><td /></tr><tr><td><b>Semikolon</b></td><td>59</td><td /></tr><tr><td><b>AzThan</b></td><td>60</td><td /></tr><tr><td><b>Eşitler</b></td><td>61</td><td /></tr><tr><td><b>Daha BüyükThan</b></td><td>62</td><td /></tr><tr><td><b>Soru</b></td><td>63</td><td /></tr><tr><td><b>Nerede</b></td><td>64</td><td /></tr><tr><td><b>Sol kafesi</b></td><td>91</td><td /></tr><tr><td><b>GeriSıçrama</b></td><td>92</td><td /></tr><tr><td><b>Sağ Yay</b></td><td>93</td><td /></tr><tr><td><b>Bakıcı</b></td><td>94</td><td /></tr><tr><td><b>Alt çizgi</b></td><td>95</td><td /></tr><tr><td><b>Arka Alıntı</b></td><td>96</td><td /></tr><tr><td><b>bir</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>Ben</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>Piyasa</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>SolKurlya</b></td><td>123</td><td /></tr><tr><td><b>Boru</b></td><td>124</td><td /></tr><tr><td><b>Sağ Kurlye</b></td><td>125</td><td /></tr><tr><td><b>Örnekleyin)</b></td><td>126</td><td /></tr><tr><td><b>Sil</b></td><td>127</td><td /></tr><tr><td><b>KeypadZero</b></td><td>256</td><td /></tr><tr><td><b>KeypadOne</b></td><td>257</td><td /></tr><tr><td><b>KeypadTwo</b></td><td>258</td><td /></tr><tr><td>Tuş ÜçeğiÜçüğüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüüüğüüüüü</td><td>259</td><td /></tr><tr><td><b>KeypadFour</b></td><td>260</td><td /></tr><tr><td><b>KeypadFiveYüksek</b></td><td>261</td><td /></tr><tr><td><b>KeypadSix</b></td><td>262</td><td /></tr><tr><td><b>KeypadSeven</b></td><td>263</td><td /></tr><tr><td><b>KeypadEight</b></td><td>264</td><td /></tr><tr><td><b>KeypadDokuz</b></td><td>265</td><td /></tr><tr><td><b>Klavye Dönemindeki Süreçleri Göster</b></td><td>266</td><td /></tr><tr><td>Klavye Bölmeye Ayırıcılarınız varsa, bunları ayırıcı olarak değil, bölmeye ayırıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı olarıcı oları</td><td>267</td><td /></tr><tr><td><b>Klavye Çarpanı</b></td><td>268</td><td /></tr><tr><td><b>Tuş Takımı Azaltıcısı</b></td><td>269</td><td /></tr><tr><td><b>Klavye + </b></td><td>270</td><td /></tr><tr><td><b>Tuş GirişiEnter</b></td><td>271</td><td /></tr><tr><td><b>Klavye Eşitliği</b></td><td>272</td><td /></tr><tr><td><b>Yukarı gitmiştir.</b></td><td>273</td><td /></tr><tr><td><b>Aşağıya</b></td><td>274</td><td /></tr><tr><td><b>Sağa</b></td><td>275</td><td /></tr><tr><td><b>Sol taraftır</b></td><td>276</td><td /></tr><tr><td><b>Eklemek</b></td><td>277</td><td /></tr><tr><td><b>Ev Sayfası</b></td><td>278</td><td /></tr><tr><td><b>Sona Ulaşma</b></td><td>279</td><td /></tr><tr><td><b>SayfaYukarısınaKayıtılır</b></td><td>280</td><td /></tr><tr><td><b>SayfaAşağısı</b></td><td>281</td><td /></tr><tr><td><b>SolShift</b></td><td>304</td><td /></tr><tr><td><b>SağShift</b></td><td>303</td><td /></tr><tr><td><b>SolMeta</b></td><td>310</td><td /></tr><tr><td><b>SağMeta</b></td><td>309</td><td /></tr><tr><td><b>SolAlt</b></td><td>308</td><td /></tr><tr><td><b>SağAlt</b></td><td>307</td><td /></tr><tr><td><b>SolKontrol</b></td><td>306</td><td /></tr><tr><td><b>SağKontrol</b></td><td>305</td><td /></tr><tr><td><b>Kısayol Kapatma Kapatma</b></td><td>301</td><td /></tr><tr><td><b>Sayı kilidi</b></td><td>300</td><td /></tr><tr><td><b>Kayış kilidi</b></td><td>302</td><td /></tr><tr><td><b>Sol Süper</b></td><td>311</td><td /></tr><tr><td><b>Sağ Süper</b></td><td>312</td><td /></tr><tr><td><b>Modu</b></td><td>313</td><td /></tr><tr><td><b>Kompozisyon Oluşturma/Kompozisyon Oluşturma</b></td><td>314</td><td /></tr><tr><td><b>Yardım</b></td><td>315</td><td /></tr><tr><td><b>Yazdır</b></td><td>316</td><td /></tr><tr><td><b>SysReq</b></td><td>317</td><td /></tr><tr><td><b>Bozulma</b></td><td>318</td><td /></tr><tr><td><b>Menüye Geri Dön</b></td><td>319</td><td /></tr><tr><td><b>Güç</b></td><td>320</td><td /></tr><tr><td><b>Euro</b></td><td>321</td><td /></tr><tr><td><b>Geri Al</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>Dünya0</b></td><td>160</td><td /></tr><tr><td><b>Dünya1</b></td><td>161</td><td /></tr><tr><td><b>Dünya2</b></td><td>162</td><td /></tr><tr><td><b>Dünya3</b></td><td>163</td><td /></tr><tr><td><b>Dünya4</b></td><td>164</td><td /></tr><tr><td><b>Dünya5</b></td><td>165</td><td /></tr><tr><td><b>Dünya6</b></td><td>166</td><td /></tr><tr><td><b>Dünya 7</b></td><td>167</td><td /></tr><tr><td><b>Dünya8</b></td><td>168</td><td /></tr><tr><td><b>Dünya9</b></td><td>169</td><td /></tr><tr><td><b>Dünya10</b></td><td>170</td><td /></tr><tr><td><b>Dünya11</b></td><td>171</td><td /></tr><tr><td><b>Dünya12</b></td><td>172</td><td /></tr><tr><td><b>Dünya13</b></td><td>173</td><td /></tr><tr><td><b>Dünya14</b></td><td>174</td><td /></tr><tr><td><b>Dünya15</b></td><td>175</td><td /></tr><tr><td><b>Dünya16</b></td><td>176</td><td /></tr><tr><td><b>Dünya17</b></td><td>177</td><td /></tr><tr><td><b>Dünya18</b></td><td>178</td><td /></tr><tr><td><b>Dünya19</b></td><td>179</td><td /></tr><tr><td><b>Dünya20</b></td><td>180</td><td /></tr><tr><td><b>Dünya21</b></td><td>181</td><td /></tr><tr><td><b>Dünya22</b></td><td>182</td><td /></tr><tr><td><b>Dünya23</b></td><td>183</td><td /></tr><tr><td><b>Dünya24</b></td><td>184</td><td /></tr><tr><td><b>Dünya25</b></td><td>185</td><td /></tr><tr><td><b>Dünya26</b></td><td>186</td><td /></tr><tr><td><b>Dünya27</b></td><td>187</td><td /></tr><tr><td><b>Dünya28</b></td><td>188</td><td /></tr><tr><td><b>Dünya29</b></td><td>189</td><td /></tr><tr><td><b>Dünya30</b></td><td>190</td><td /></tr><tr><td><b>Dünya31</b></td><td>191</td><td /></tr><tr><td><b>Dünya32</b></td><td>192</td><td /></tr><tr><td><b>Dünya33</b></td><td>193</td><td /></tr><tr><td><b>Dünya34</b></td><td>194</td><td /></tr><tr><td><b>Dünya35</b></td><td>195</td><td /></tr><tr><td><b>Dünya36</b></td><td>196</td><td /></tr><tr><td><b>Dünya37</b></td><td>197</td><td /></tr><tr><td><b>Dünya38</b></td><td>198</td><td /></tr><tr><td><b>Dünya39</b></td><td>199</td><td /></tr><tr><td><b>Dünya40</b></td><td>200</td><td /></tr><tr><td><b>Dünya41</b></td><td>201</td><td /></tr><tr><td><b>Dünya42</b></td><td>202</td><td /></tr><tr><td><b>Dünya43</b></td><td>203</td><td /></tr><tr><td><b>Dünya44</b></td><td>204</td><td /></tr><tr><td><b>Dünya45</b></td><td>205</td><td /></tr><tr><td><b>Dünya46</b></td><td>206</td><td /></tr><tr><td><b>Dünya47</b></td><td>207</td><td /></tr><tr><td><b>Dünya48</b></td><td>208</td><td /></tr><tr><td><b>Dünya49</b></td><td>209</td><td /></tr><tr><td><b>Dünya50</b></td><td>210</td><td /></tr><tr><td><b>Dünya51</b></td><td>211</td><td /></tr><tr><td><b>Dünya52</b></td><td>212</td><td /></tr><tr><td><b>Dünya53</b></td><td>213</td><td /></tr><tr><td><b>Dünya54</b></td><td>214</td><td /></tr><tr><td><b>Dünya55</b></td><td>215</td><td /></tr><tr><td><b>Dünya56</b></td><td>216</td><td /></tr><tr><td><b>Dünya57</b></td><td>217</td><td /></tr><tr><td><b>Dünya58</b></td><td>218</td><td /></tr><tr><td><b>Dünya59</b></td><td>219</td><td /></tr><tr><td><b>Dünya60</b></td><td>220</td><td /></tr><tr><td><b>Dünya61</b></td><td>221</td><td /></tr><tr><td><b>Dünya62</b></td><td>222</td><td /></tr><tr><td><b>Dünya63</b></td><td>223</td><td /></tr><tr><td><b>Dünya64</b></td><td>224</td><td /></tr><tr><td><b>Dünya65</b></td><td>225</td><td /></tr><tr><td><b>Dünya66</b></td><td>226</td><td /></tr><tr><td><b>Dünya67</b></td><td>227</td><td /></tr><tr><td><b>Dünya68</b></td><td>228</td><td /></tr><tr><td><b>Dünya69</b></td><td>229</td><td /></tr><tr><td><b>Dünya70</b></td><td>230</td><td /></tr><tr><td><b>Dünya71</b></td><td>231</td><td /></tr><tr><td><b>Dünya72</b></td><td>232</td><td /></tr><tr><td><b>Dünya73</b></td><td>233</td><td /></tr><tr><td><b>Dünya74</b></td><td>234</td><td /></tr><tr><td><b>Dünya75</b></td><td>235</td><td /></tr><tr><td><b>Dünya76</b></td><td>236</td><td /></tr><tr><td><b>Dünya77</b></td><td>237</td><td /></tr><tr><td><b>Dünya78</b></td><td>238</td><td /></tr><tr><td><b>Dünya79</b></td><td>239</td><td /></tr><tr><td><b>Dünya80</b></td><td>240</td><td /></tr><tr><td><b>Dünya81</b></td><td>241</td><td /></tr><tr><td><b>Dünya82</b></td><td>242</td><td /></tr><tr><td><b>Dünya83</b></td><td>243</td><td /></tr><tr><td><b>Dünya84</b></td><td>244</td><td /></tr><tr><td><b>Dünya85</b></td><td>245</td><td /></tr><tr><td><b>Dünya86</b></td><td>246</td><td /></tr><tr><td><b>Dünya87</b></td><td>247</td><td /></tr><tr><td><b>Dünya88</b></td><td>248</td><td /></tr><tr><td><b>Dünya89</b></td><td>249</td><td /></tr><tr><td><b>Dünya90</b></td><td>250</td><td /></tr><tr><td><b>Dünya91</b></td><td>251</td><td /></tr><tr><td><b>Dünya92</b></td><td>252</td><td /></tr><tr><td><b>Dünya93</b></td><td>253</td><td /></tr><tr><td><b>Dünya94</b></td><td>254</td><td /></tr><tr><td><b>Dünya95</b></td><td>255</td><td /></tr><tr><td><b>ButonX</b></td><td>1000</td><td /></tr><tr><td><b>ButonY</b></td><td>1001</td><td /></tr><tr><td><b>ButonA</b></td><td>1002</td><td /></tr><tr><td><b>ButonB</b></td><td>1003</td><td /></tr><tr><td><b>ButonR1</b></td><td>1004</td><td /></tr><tr><td><b>ButonL1</b></td><td>1005</td><td /></tr><tr><td><b>ButonR2</b></td><td>1006</td><td /></tr><tr><td><b>ButonL2</b></td><td>1007</td><td /></tr><tr><td><b>ButonR3</b></td><td>1008</td><td /></tr><tr><td><b>ButonL3</b></td><td>1009</td><td /></tr><tr><td><b>Buton Başlangıcı</b></td><td>1010</td><td /></tr><tr><td><b>ButonSeçimi</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>
İsim | Değer | Açıklama |
---|
Ayrıca bakınız:
Kod Örnekleri
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
Bu özellik, bu girisin Vector3 pozisyon değerini açıklar.
Faren ve dokunma girişi için, bu farenin / dokunmanın açıklandığı ekran pozisyonudur, açıklanan X ve Y bileşenlerinde açıklanan gibi. Uygulanan yerleşik görüntü (örneğin üst kutudaki) hesaba katılır.
Farenin tekerleği girişi için, Z komponenti tekerleğin ileriye (+1) veya geriye (-1) hareket ettirildiğini veya hiç hareket etmediğini belirtir.
Class.Mouse ile ilgili bir Mouse girişi, bu oyuncunun Class.Mouse 'sınıfını gösterir.
Not that an InputObject corresponding to En
Ayrıca bakın
Kod Örnekleri
-- 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)
-- 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)
-- 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
KullanıcıGirişiDevleti , bir kullanıcının gerçekleştirilen girişinin durumunu açıklar, UserInputType . Aynı ismin numarasını kullanır, Enum.UserInputState . Bu özellik için mümkün olan tüm değerlerin bir listesini görüntüleyin.
Ayrıca bakınız:
Kod Örnekleri
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
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
Kullanıcı Girişi Türü bu, fare, klavye, dokunmatik veya oyun konsolu gibi girişlerin temsil ettiği InputObject ile ilgili bir özelliktir. Aynı adın numarasını kullanır, Enum.UserInputType . Görünüm sayfasında, bu özellik için tüm olası değerlerin bir
Ayrıca bakınız:
Kod Örnekleri
-- 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)
-- 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)
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