InputObject

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无法创建

一个 输入对象 代表单个用户输入,例如鼠标移动、触摸、按键操作等。当输入开始时创建。

该对象的属性根据 UserInputType 会有所不同。每种输入都会经历各种变化,以其 UserInputState 。在输入的使用期间,其他进一步描述输入的属性可能会更改,例如 PositionDelta 。键盘和游戏手柄按钮将具有 KeyCode 属性设置。

在输入开始之前创建一次,同一个对象存在并更新直到输入结束。因结果,您可以使用 Changed 事件跟踪对象的更改,因为用户在问题的输入更改时。您还可以将这些对象放入激活输入列表,并在创建后通过事件 such as UserInputService.InputBegan 与对象进行交互。这主要对触摸事件有用,因为每个触摸点都会有一个独立的输入对象。

还见:

代码示例

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)

概要

属性

属性

Delta

读取并联

描述鼠标/手柄移动之间的差异(更改)的 Vector3

当与输入的 position 一起使用时,这有助于跟踪用户的鼠标/手柄的位置和移动,例如当你正在创建自定义移动或相机脚本时。考虑使用 Object.Changed 事件跟踪输入对象更改或当用户通过事件如 UserInputService.InputChangedGuiObject.InputChanged 输入更改时。

请注意,一个对应于 (左键点击) 和 (右键点击) 从回调中提供的 (左键点击) 和 (右键点按) 在创建后不会更新,除了鼠标输入结束时。为了获取鼠标输入的更新差异,你必须使用 InputObjectInputChanged 回调中引用,或调用 GetMouseDelta() 。然而,任何与触摸输入相对应的 InputObjects 将在其生命周期内每一帧更新其差异和位置。

还见:

代码示例

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
读取并联

包含一个 Enum.KeyCode 枚列,描述使用了哪种输入。对于像键盘这样的输入类型,这描述了按下了哪个键。对于像鼠标这样的输入,这不提供额外信息。

枚数


<th>值</th>
<th>描述</th>
</tr>
</thead>
<tr>
<td>
<b>未知</b>
</td>
<td>0</td>
<td />
</tr>
<tr>
<td>
<b>返回键</b>
</td>
<td>8</td>
<td />
</tr>
<tr>
<td>
<b>标签</b>
</td>
<td>9</td>
<td />
</tr>
<tr>
<td>
<b>清除</b>
</td>
<td>12</td>
<td />
</tr>
<tr>
<td>
<b>返回</b>
</td>
<td>13</td>
<td />
</tr>
<tr>
<td>
<b>暂停</b>
</td>
<td>19</td>
<td />
</tr>
<tr>
<td>
<b>逃脱</b>
</td>
<td>27</td>
<td />
</tr>
<tr>
<td>
<b>空间</b>
</td>
<td>32</td>
<td />
</tr>
<tr>
<td>
<b>引用双倍</b>
</td>
<td>34</td>
<td />
</tr>
<tr>
<td>
<b>哈希</b>
</td>
<td>35</td>
<td />
</tr>
<tr>
<td>
<b>美元</b>
</td>
<td>36</td>
<td />
</tr>
<tr>
<td>
<b>百分比</b>
</td>
<td>37</td>
<td />
</tr>
<tr>
<td>
<b>扰流板</b>
</td>
<td>38</td>
<td />
</tr>
<tr>
<td>
<b>引用</b>
</td>
<td>39</td>
<td />
</tr>
<tr>
<td>
<b>左括号</b>
</td>
<td>40</td>
<td />
</tr>
<tr>
<td>
<b>右括号</b>
</td>
<td>41</td>
<td />
</tr>
<tr>
<td>
<b>星号</b>
</td>
<td>42</td>
<td />
</tr>
<tr>
<td>
<b>加</b>
</td>
<td>43</td>
<td />
</tr>
<tr>
<td>
<b>逗号</b>
</td>
<td>44</td>
<td />
</tr>
<tr>
<td>
<b>减</b>
</td>
<td>45</td>
<td />
</tr>
<tr>
<td>
<b>期间</b>
</td>
<td>46</td>
<td />
</tr>
<tr>
<td>
<b>切割</b>
</td>
<td>47</td>
<td />
</tr>
<tr>
<td>
<b>零</b>
</td>
<td>48</td>
<td />
</tr>
<tr>
<td>
<b>一个</b>
</td>
<td>49</td>
<td />
</tr>
<tr>
<td>
<b>两个</b>
</td>
<td>50</td>
<td />
</tr>
<tr>
<td>
<b>三</b>
</td>
<td>51</td>
<td />
</tr>
<tr>
<td>
<b>四个</b>
</td>
<td>52</td>
<td />
</tr>
<tr>
<td>
<b>五</b>
</td>
<td>53</td>
<td />
</tr>
<tr>
<td>
<b>六</b>
</td>
<td>54</td>
<td />
</tr>
<tr>
<td>
<b>七</b>
</td>
<td>55</td>
<td />
</tr>
<tr>
<td>
<b>八</b>
</td>
<td>56</td>
<td />
</tr>
<tr>
<td>
<b>九</b>
</td>
<td>57</td>
<td />
</tr>
<tr>
<td>
<b>撇号</b>
</td>
<td>58</td>
<td />
</tr>
<tr>
<td>
<b>分号</b>
</td>
<td>59</td>
<td />
</tr>
<tr>
<td>
<b>小于</b>
</td>
<td>60</td>
<td />
</tr>
<tr>
<td>
<b>等于</b>
</td>
<td>61</td>
<td />
</tr>
<tr>
<td>
<b>大于等于</b>
</td>
<td>62</td>
<td />
</tr>
<tr>
<td>
<b>问题</b>
</td>
<td>63</td>
<td />
</tr>
<tr>
<td>
<b>At</b>
</td>
<td>64</td>
<td />
</tr>
<tr>
<td>
<b>左括号</b>
</td>
<td>91</td>
<td />
</tr>
<tr>
<td>
<b>返回斩</b>
</td>
<td>92</td>
<td />
</tr>
<tr>
<td>
<b>右侧支架</b>
</td>
<td>93</td>
<td />
</tr>
<tr>
<td>
<b>护理</b>
</td>
<td>94</td>
<td />
</tr>
<tr>
<td>
<b>下划线</b>
</td>
<td>95</td>
<td />
</tr>
<tr>
<td>
<b>引用符</b>
</td>
<td>96</td>
<td />
</tr>
<tr>
<td>
<b>A</b>
</td>
<td>97</td>
<td />
</tr>
<tr>
<td>
<b>B</b>
</td>
<td>98</td>
<td />
</tr>
<tr>
<td>
<b>C</b>
</td>
<td>99</td>
<td />
</tr>
<tr>
<td>
<b>D</b>
</td>
<td>100</td>
<td />
</tr>
<tr>
<td>
<b>E</b>
</td>
<td>101</td>
<td />
</tr>
<tr>
<td>
<b>F</b>
</td>
<td>102</td>
<td />
</tr>
<tr>
<td>
<b>G</b>
</td>
<td>103</td>
<td />
</tr>
<tr>
<td>
<b>H</b>
</td>
<td>104</td>
<td />
</tr>
<tr>
<td>
<b>I</b>
</td>
<td>105</td>
<td />
</tr>
<tr>
<td>
<b>J</b>
</td>
<td>106</td>
<td />
</tr>
<tr>
<td>
<b>K</b>
</td>
<td>107</td>
<td />
</tr>
<tr>
<td>
<b>L</b>
</td>
<td>108</td>
<td />
</tr>
<tr>
<td>
<b>M</b>
</td>
<td>109</td>
<td />
</tr>
<tr>
<td>
<b>N</b>
</td>
<td>110</td>
<td />
</tr>
<tr>
<td>
<b>O</b>
</td>
<td>111</td>
<td />
</tr>
<tr>
<td>
<b>P</b>
</td>
<td>112</td>
<td />
</tr>
<tr>
<td>
<b>Q</b>
</td>
<td>113</td>
<td />
</tr>
<tr>
<td>
<b>R</b>
</td>
<td>114</td>
<td />
</tr>
<tr>
<td>
<b>S</b>
</td>
<td>115</td>
<td />
</tr>
<tr>
<td>
<b>T</b>
</td>
<td>116</td>
<td />
</tr>
<tr>
<td>
<b>U</b>
</td>
<td>117</td>
<td />
</tr>
<tr>
<td>
<b>V</b>
</td>
<td>118</td>
<td />
</tr>
<tr>
<td>
<b>W</b>
</td>
<td>119</td>
<td />
</tr>
<tr>
<td>
<b>X</b>
</td>
<td>120</td>
<td />
</tr>
<tr>
<td>
<b>Y</b>
</td>
<td>121</td>
<td />
</tr>
<tr>
<td>
<b>Z</b>
</td>
<td>122</td>
<td />
</tr>
<tr>
<td>
<b>左捲</b>
</td>
<td>123</td>
<td />
</tr>
<tr>
<td>
<b>管道</b>
</td>
<td>124</td>
<td />
</tr>
<tr>
<td>
<b>右捲曲</b>
</td>
<td>125</td>
<td />
</tr>
<tr>
<td>
<b>tilde</b>
</td>
<td>126</td>
<td />
</tr>
<tr>
<td>
<b>删除</b>
</td>
<td>127</td>
<td />
</tr>
<tr>
<td>
<b>键盘零</b>
</td>
<td>256</td>
<td />
</tr>
<tr>
<td>
<b>键盘一</b>
</td>
<td>257</td>
<td />
</tr>
<tr>
<td>
<b>键盘二</b>
</td>
<td>258</td>
<td />
</tr>
<tr>
<td>
<b>键盘三</b>
</td>
<td>259</td>
<td />
</tr>
<tr>
<td>
<b>键盘Four</b>
</td>
<td>260</td>
<td />
</tr>
<tr>
<td>
<b>键盘五</b>
</td>
<td>261</td>
<td />
</tr>
<tr>
<td>
<b>键盘六</b>
</td>
<td>262</td>
<td />
</tr>
<tr>
<td>
<b>按钮七</b>
</td>
<td>263</td>
<td />
</tr>
<tr>
<td>
<b>键盘八</b>
</td>
<td>264</td>
<td />
</tr>
<tr>
<td>
<b>键盘九</b>
</td>
<td>265</td>
<td />
</tr>
<tr>
<td>
<b>按钮期</b>
</td>
<td>266</td>
<td />
</tr>
<tr>
<td>
<b>键盘分割</b>
</td>
<td>267</td>
<td />
</tr>
<tr>
<td>
<b>键盘乘法</b>
</td>
<td>268</td>
<td />
</tr>
<tr>
<td>
<b>键盘减号</b>
</td>
<td>269</td>
<td />
</tr>
<tr>
<td>
<b>键盘加</b>
</td>
<td>270</td>
<td />
</tr>
<tr>
<td>
<b>键盘输入</b>
</td>
<td>271</td>
<td />
</tr>
<tr>
<td>
<b>键盘等于</b>
</td>
<td>272</td>
<td />
</tr>
<tr>
<td>
<b>Up</b>
</td>
<td>273</td>
<td />
</tr>
<tr>
<td>
<b>向下</b>
</td>
<td>274</td>
<td />
</tr>
<tr>
<td>
<b>右侧</b>
</td>
<td>275</td>
<td />
</tr>
<tr>
<td>
<b>左</b>
</td>
<td>276</td>
<td />
</tr>
<tr>
<td>
<b>插入</b>
</td>
<td>277</td>
<td />
</tr>
<tr>
<td>
<b>首页</b>
</td>
<td>278</td>
<td />
</tr>
<tr>
<td>
<b>结束</b>
</td>
<td>279</td>
<td />
</tr>
<tr>
<td>
<b>向上页</b>
</td>
<td>280</td>
<td />
</tr>
<tr>
<td>
<b>向下页面</b>
</td>
<td>281</td>
<td />
</tr>
<tr>
<td>
<b>左Shift</b>
</td>
<td>304</td>
<td />
</tr>
<tr>
<td>
<b>右移</b>
</td>
<td>303</td>
<td />
</tr>
<tr>
<td>
<b>左元</b>
</td>
<td>310</td>
<td />
</tr>
<tr>
<td>
<b>右元素</b>
</td>
<td>309</td>
<td />
</tr>
<tr>
<td>
<b>左Alt</b>
</td>
<td>308</td>
<td />
</tr>
<tr>
<td>
<b>RightAlt</b>
</td>
<td>307</td>
<td />
</tr>
<tr>
<td>
<b>左控制</b>
</td>
<td>306</td>
<td />
</tr>
<tr>
<td>
<b>右控制</b>
</td>
<td>305</td>
<td />
</tr>
<tr>
<td>
<b>锁定键</b>
</td>
<td>301</td>
<td />
</tr>
<tr>
<td>
<b>数字锁</b>
</td>
<td>300</td>
<td />
</tr>
<tr>
<td>
<b>滚动锁</b>
</td>
<td>302</td>
<td />
</tr>
<tr>
<td>
<b>左超</b>
</td>
<td>311</td>
<td />
</tr>
<tr>
<td>
<b>右超级</b>
</td>
<td>312</td>
<td />
</tr>
<tr>
<td>
<b>模式</b>
</td>
<td>313</td>
<td />
</tr>
<tr>
<td>
<b>组合</b>
</td>
<td>314</td>
<td />
</tr>
<tr>
<td>
<b>帮助</b>
</td>
<td>315</td>
<td />
</tr>
<tr>
<td>
<b>打印</b>
</td>
<td>316</td>
<td />
</tr>
<tr>
<td>
<b>SysReq</b>
</td>
<td>317</td>
<td />
</tr>
<tr>
<td>
<b>打破</b>
</td>
<td>318</td>
<td />
</tr>
<tr>
<td>
<b>菜单</b>
</td>
<td>319</td>
<td />
</tr>
<tr>
<td>
<b>电力</b>
</td>
<td>320</td>
<td />
</tr>
<tr>
<td>
<b>欧元</b>
</td>
<td>321</td>
<td />
</tr>
<tr>
<td>
<b>撤销</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>世界0</b>
</td>
<td>160</td>
<td />
</tr>
<tr>
<td>
<b>世界1</b>
</td>
<td>161</td>
<td />
</tr>
<tr>
<td>
<b>世界2</b>
</td>
<td>162</td>
<td />
</tr>
<tr>
<td>
<b>世界3</b>
</td>
<td>163</td>
<td />
</tr>
<tr>
<td>
<b>世界4</b>
</td>
<td>164</td>
<td />
</tr>
<tr>
<td>
<b>世界5</b>
</td>
<td>165</td>
<td />
</tr>
<tr>
<td>
<b>世界6</b>
</td>
<td>166</td>
<td />
</tr>
<tr>
<td>
<b>世界7</b>
</td>
<td>167</td>
<td />
</tr>
<tr>
<td>
<b>世界8</b>
</td>
<td>168</td>
<td />
</tr>
<tr>
<td>
<b>世界9</b>
</td>
<td>169</td>
<td />
</tr>
<tr>
<td>
<b>世界10</b>
</td>
<td>170</td>
<td />
</tr>
<tr>
<td>
<b>世界11</b>
</td>
<td>171</td>
<td />
</tr>
<tr>
<td>
<b>世界12</b>
</td>
<td>172</td>
<td />
</tr>
<tr>
<td>
<b>世界13</b>
</td>
<td>173</td>
<td />
</tr>
<tr>
<td>
<b>世界14</b>
</td>
<td>174</td>
<td />
</tr>
<tr>
<td>
<b>世界15</b>
</td>
<td>175</td>
<td />
</tr>
<tr>
<td>
<b>世界16</b>
</td>
<td>176</td>
<td />
</tr>
<tr>
<td>
<b>世界17</b>
</td>
<td>177</td>
<td />
</tr>
<tr>
<td>
<b>世界18</b>
</td>
<td>178</td>
<td />
</tr>
<tr>
<td>
<b>世界19</b>
</td>
<td>179</td>
<td />
</tr>
<tr>
<td>
<b>世界20</b>
</td>
<td>180</td>
<td />
</tr>
<tr>
<td>
<b>世界21</b>
</td>
<td>181</td>
<td />
</tr>
<tr>
<td>
<b>世界22</b>
</td>
<td>182</td>
<td />
</tr>
<tr>
<td>
<b>世界23</b>
</td>
<td>183</td>
<td />
</tr>
<tr>
<td>
<b>世界24</b>
</td>
<td>184</td>
<td />
</tr>
<tr>
<td>
<b>世界25</b>
</td>
<td>185</td>
<td />
</tr>
<tr>
<td>
<b>世界26</b>
</td>
<td>186</td>
<td />
</tr>
<tr>
<td>
<b>世界27</b>
</td>
<td>187</td>
<td />
</tr>
<tr>
<td>
<b>世界28</b>
</td>
<td>188</td>
<td />
</tr>
<tr>
<td>
<b>世界29</b>
</td>
<td>189</td>
<td />
</tr>
<tr>
<td>
<b>世界30</b>
</td>
<td>190</td>
<td />
</tr>
<tr>
<td>
<b>世界31</b>
</td>
<td>191</td>
<td />
</tr>
<tr>
<td>
<b>World32</b>
</td>
<td>192</td>
<td />
</tr>
<tr>
<td>
<b>世界33</b>
</td>
<td>193</td>
<td />
</tr>
<tr>
<td>
<b>世界34</b>
</td>
<td>194</td>
<td />
</tr>
<tr>
<td>
<b>世界35</b>
</td>
<td>195</td>
<td />
</tr>
<tr>
<td>
<b>世界36</b>
</td>
<td>196</td>
<td />
</tr>
<tr>
<td>
<b>世界37</b>
</td>
<td>197</td>
<td />
</tr>
<tr>
<td>
<b>世界38</b>
</td>
<td>198</td>
<td />
</tr>
<tr>
<td>
<b>世界39</b>
</td>
<td>199</td>
<td />
</tr>
<tr>
<td>
<b>世界40</b>
</td>
<td>200</td>
<td />
</tr>
<tr>
<td>
<b>世界41</b>
</td>
<td>201</td>
<td />
</tr>
<tr>
<td>
<b>世界42</b>
</td>
<td>202</td>
<td />
</tr>
<tr>
<td>
<b>世界43</b>
</td>
<td>203</td>
<td />
</tr>
<tr>
<td>
<b>世界44</b>
</td>
<td>204</td>
<td />
</tr>
<tr>
<td>
<b>世界45</b>
</td>
<td>205</td>
<td />
</tr>
<tr>
<td>
<b>世界46</b>
</td>
<td>206</td>
<td />
</tr>
<tr>
<td>
<b>世界47</b>
</td>
<td>207</td>
<td />
</tr>
<tr>
<td>
<b>世界48</b>
</td>
<td>208</td>
<td />
</tr>
<tr>
<td>
<b>世界49</b>
</td>
<td>209</td>
<td />
</tr>
<tr>
<td>
<b>世界50</b>
</td>
<td>210</td>
<td />
</tr>
<tr>
<td>
<b>World51</b>
</td>
<td>211</td>
<td />
</tr>
<tr>
<td>
<b>世界52</b>
</td>
<td>212</td>
<td />
</tr>
<tr>
<td>
<b>World53</b>
</td>
<td>213</td>
<td />
</tr>
<tr>
<td>
<b>世界54</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>世界59</b>
</td>
<td>219</td>
<td />
</tr>
<tr>
<td>
<b>World60</b>
</td>
<td>220</td>
<td />
</tr>
<tr>
<td>
<b>World61</b>
</td>
<td>221</td>
<td />
</tr>
<tr>
<td>
<b>World62</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</b>
</td>
<td>229</td>
<td />
</tr>
<tr>
<td>
<b>World70</b>
</td>
<td>230</td>
<td />
</tr>
<tr>
<td>
<b>World71</b>
</td>
<td>231</td>
<td />
</tr>
<tr>
<td>
<b>World72</b>
</td>
<td>232</td>
<td />
</tr>
<tr>
<td>
<b>World73</b>
</td>
<td>233</td>
<td />
</tr>
<tr>
<td>
<b>World74</b>
</td>
<td>234</td>
<td />
</tr>
<tr>
<td>
<b>World75</b>
</td>
<td>235</td>
<td />
</tr>
<tr>
<td>
<b>World76</b>
</td>
<td>236</td>
<td />
</tr>
<tr>
<td>
<b>World77</b>
</td>
<td>237</td>
<td />
</tr>
<tr>
<td>
<b>World78</b>
</td>
<td>238</td>
<td />
</tr>
<tr>
<td>
<b>World79</b>
</td>
<td>239</td>
<td />
</tr>
<tr>
<td>
<b>World80</b>
</td>
<td>240</td>
<td />
</tr>
<tr>
<td>
<b>World81</b>
</td>
<td>241</td>
<td />
</tr>
<tr>
<td>
<b>World82</b>
</td>
<td>242</td>
<td />
</tr>
<tr>
<td>
<b>World83</b>
</td>
<td>243</td>
<td />
</tr>
<tr>
<td>
<b>World84</b>
</td>
<td>244</td>
<td />
</tr>
<tr>
<td>
<b>World85</b>
</td>
<td>245</td>
<td />
</tr>
<tr>
<td>
<b>World86</b>
</td>
<td>246</td>
<td />
</tr>
<tr>
<td>
<b>World87</b>
</td>
<td>247</td>
<td />
</tr>
<tr>
<td>
<b>World88</b>
</td>
<td>248</td>
<td />
</tr>
<tr>
<td>
<b>World89</b>
</td>
<td>249</td>
<td />
</tr>
<tr>
<td>
<b>世界90</b>
</td>
<td>250</td>
<td />
</tr>
<tr>
<td>
<b>World91</b>
</td>
<td>251</td>
<td />
</tr>
<tr>
<td>
<b>世界92</b>
</td>
<td>252</td>
<td />
</tr>
<tr>
<td>
<b>世界93</b>
</td>
<td>253</td>
<td />
</tr>
<tr>
<td>
<b>世界94</b>
</td>
<td>254</td>
<td />
</tr>
<tr>
<td>
<b>世界95</b>
</td>
<td>255</td>
<td />
</tr>
<tr>
<td>
<b>按钮X</b>
</td>
<td>1000</td>
<td />
</tr>
<tr>
<td>
<b>按钮Y</b>
</td>
<td>1001</td>
<td />
</tr>
<tr>
<td>
<b>按钮A</b>
</td>
<td>1002</td>
<td />
</tr>
<tr>
<td>
<b>按钮B</b>
</td>
<td>1003</td>
<td />
</tr>
<tr>
<td>
<b>按钮R1</b>
</td>
<td>1004</td>
<td />
</tr>
<tr>
<td>
<b>按钮L1</b>
</td>
<td>1005</td>
<td />
</tr>
<tr>
<td>
<b>按钮R2</b>
</td>
<td>1006</td>
<td />
</tr>
<tr>
<td>
<b>按钮L2</b>
</td>
<td>1007</td>
<td />
</tr>
<tr>
<td>
<b>按钮R3</b>
</td>
<td>1008</td>
<td />
</tr>
<tr>
<td>
<b>按钮L3</b>
</td>
<td>1009</td>
<td />
</tr>
<tr>
<td>
<b>按钮开始</b>
</td>
<td>1010</td>
<td />
</tr>
<tr>
<td>
<b>按钮选择</b>
</td>
<td>1011</td>
<td />
</tr>
<tr>
<td>
<b>DPad左</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>DPad向下</b>
</td>
<td>1015</td>
<td />
</tr>
<tr>
<td>
<b>拇指棒1</b>
</td>
<td>1016</td>
<td />
</tr>
<tr>
<td>
<b>拇指棒2</b>
</td>
<td>1017</td>
</tr>
名称

还见:

代码示例

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

读取并联

该属性描述了这个输入的 Vector3 位置值。

对于鼠标和触摸输入,这是鼠标/触摸的屏幕位置,描述在 X 和 Y 组件中。应用于 GUI 元素的插入(例如来自顶部栏)在位置中被计算。

对于鼠标轮输入,Z组件描述轮子是否向前移动(1)、向后移动(-1)或不移动(0)。

对于 Enum.KeyCode 输入,这表示玩家的 Mouse 位置。

请注意,一个对应于 (左键点击) 和 (右键点击) 从回调中提供的 (左键点击) 和 (右键点按) 在创建后不会更新,除了鼠标输入结束时。为了获取鼠标输入的更新位置,您必须使用 InputObjectInputChanged 回调中引用,或调用 GetMouseLocation() 。然而,任何与触摸输入相对应的 InputObjects 将在其生命周期内每一帧更新其差异和位置。

还见于

代码示例

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

读取并联

用户输入状态 描述在 UserInputType 后进行的输入状态,根据特定流程进行。它使用相同名称的枚数,Enum.UserInputState。查看枚举页以获取此属性的所有可用值列表。

还见:

代码示例

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

读取并联

用户输入类型 是描述这个 InputObject 代表何种输入的属性,例如鼠标、键盘、触摸或游戏手柄输入。它使用相同名称的枚数,Enum.UserInputType。查看枚举页以获取此属性的所有可用值列表。

还见:

代码示例

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

方法

IsModifierKeyDown

参数

modifierKey: Enum.ModifierKey
默认值:""

返回

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