InputObject

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无法创建

输入对象 代表单个用户输入,例如鼠标移动、触摸、键盘按钮等。它是在输入开始时创建的。

这个对象的属性随着 UserInputType 的变化而变化。 各种输入都会在其 UserInputState 中经历不同的变更。 设置

输入创建的开始,同一个对象持续存在并且更新,直到输入结束。 作为结果,您可以跟踪对象的更改使用 Changed 事件作为用户更改输入问题的输入。 您还可以将这些对象放入一个列表上的活跃

还请参阅:

代码示例

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)
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)
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/杯子stick 移动之间的 Delta(更改) 的。

这很有用,当您使用输入的 position 来跟踪用户鼠标/键盘移动的位置和移动,例如当您创建自定义移动或相机脚本时。考虑使用 Object.Changed 事件或通过事件如 Class.UserInput

还请参阅:

代码示例

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)
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 枚表,描述使用的输入类型。对于键盘,这表示按键被按下了。对于鼠标,这无法提供额外信息。

枚数


<tr>
<td>
<b>未知</b>
</td>
<td>0</td>
<td />
</tr>
<tr>
<td>
<b>返回空格</b>
</td>
<td>8</td>
<td />
</tr>
<tr>
<td>
<b>选项卡</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>逃生</b>
</td>
<td>27</td>
<td />
</tr>
<tr>
<td>
<b>空间</b>
</td>
<td>32</td>
<td />
</tr>
<tr>
<td>
<b>引用双子</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>安普雷森德</b>
</td>
<td>38</td>
<td />
</tr>
<tr>
<td>
<b>引用)</b>
</td>
<td>39</td>
<td />
</tr>
<tr>
<td>
<b>左侧父亲节</b>
</td>
<td>40</td>
<td />
</tr>
<tr>
<td>
<b>右侧父亲节</b>
</td>
<td>41</td>
<td />
</tr>
<tr>
<td>
<b>星号</b>
</td>
<td>42</td>
<td />
</tr>
<tr>
<td>
<b>加成</b>
</td>
<td>43</td>
<td />
</tr>
<tr>
<td>
<b>空格键</b>
</td>
<td>44</td>
<td />
</tr>
<tr>
<td>
<b>减法</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>三个</b>
</td>
<td>51</td>
<td />
</tr>
<tr>
<td>
<b>四个)</b>
</td>
<td>52</td>
<td />
</tr>
<tr>
<td>
<b>五个</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>空格键</b>
</td>
<td>58</td>
<td />
</tr>
<tr>
<td>
<b>分号</b>
</td>
<td>59</td>
<td />
</tr>
<tr>
<td>
<b>更少于</b>
</td>
<td>60</td>
<td />
</tr>
<tr>
<td>
<b>等等</b>
</td>
<td>61</td>
<td />
</tr>
<tr>
<td>
<b>大于或小于</b>
</td>
<td>62</td>
<td />
</tr>
<tr>
<td>
<b>问题</b>
</td>
<td>63</td>
<td />
</tr>
<tr>
<td>
<b>在</b>
</td>
<td>64</td>
<td />
</tr>
<tr>
<td>
<b>左支架</b>
</td>
<td>91</td>
<td />
</tr>
<tr>
<td>
<b>后置腿伤</b>
</td>
<td>92</td>
<td />
</tr>
<tr>
<td>
<b>右支架</b>
</td>
<td>93</td>
<td />
</tr>
<tr>
<td>
<b>护理员</b>
</td>
<td>94</td>
<td />
</tr>
<tr>
<td>
<b>underscore</b>
</td>
<td>95</td>
<td />
</tr>
<tr>
<td>
<b>后退引用</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>我</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>左侧卷发</b>
</td>
<td>123</td>
<td />
</tr>
<tr>
<td>
<b>管道</b>
</td>
<td>124</td>
<td />
</tr>
<tr>
<td>
<b>右侧卷发</b>
</td>
<td>125</td>
<td />
</tr>
<tr>
<td>
<b>标号</b>
</td>
<td>126</td>
<td />
</tr>
<tr>
<td>
<b>删除</b>
</td>
<td>127</td>
<td />
</tr>
<tr>
<td>
<b>键盘零零</b>
</td>
<td>256</td>
<td />
</tr>
<tr>
<td>
<b>键盘一个号码</b>
</td>
<td>257</td>
<td />
</tr>
<tr>
<td>
<b>键盘两个</b>
</td>
<td>258</td>
<td />
</tr>
<tr>
<td>
<b>键盘三</b>
</td>
<td>259</td>
<td />
</tr>
<tr>
<td>
<b>KeypadFour 键盘四</b>
</td>
<td>260</td>
<td />
</tr>
<tr>
<td>
<b>KeypadFive 键盘五</b>
</td>
<td>261</td>
<td />
</tr>
<tr>
<td>
<b>KeypadSix</b>
</td>
<td>262</td>
<td />
</tr>
<tr>
<td>
<b>键盘七号</b>
</td>
<td>263</td>
<td />
</tr>
<tr>
<td>
<b>KeypadEight 键盘</b>
</td>
<td>264</td>
<td />
</tr>
<tr>
<td>
<b>KeypadNine 键盘九分键</b>
</td>
<td>265</td>
<td />
</tr>
<tr>
<td>
<b>键盘期间</b>
</td>
<td>266</td>
<td />
</tr>
<tr>
<td>
<b>键盘分割</b>
</td>
<td>267</td>
<td />
</tr>
<tr>
<td>
<b>键盘倍增器)</b>
</td>
<td>268</td>
<td />
</tr>
<tr>
<td>
<b>KeypadMinus</b>
</td>
<td>269</td>
<td />
</tr>
<tr>
<td>
<b>KeypadPlus</b>
</td>
<td>270</td>
<td />
</tr>
<tr>
<td>
<b>键盘输入器</b>
</td>
<td>271</td>
<td />
</tr>
<tr>
<td>
<b>键盘等价</b>
</td>
<td>272</td>
<td />
</tr>
<tr>
<td>
<b>上</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>左侧</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>页面向上</b>
</td>
<td>280</td>
<td />
</tr>
<tr>
<td>
<b>页向下</b>
</td>
<td>281</td>
<td />
</tr>
<tr>
<td>
<b>左Shift</b>
</td>
<td>304</td>
<td />
</tr>
<tr>
<td>
<b>右Shift</b>
</td>
<td>303</td>
<td />
</tr>
<tr>
<td>
<b>左Meta</b>
</td>
<td>310</td>
<td />
</tr>
<tr>
<td>
<b>右Meta</b>
</td>
<td>309</td>
<td />
</tr>
<tr>
<td>
<b>左 Alt</b>
</td>
<td>308</td>
<td />
</tr>
<tr>
<td>
<b>右侧Alt</b>
</td>
<td>307</td>
<td />
</tr>
<tr>
<td>
<b>左控制器</b>
</td>
<td>306</td>
<td />
</tr>
<tr>
<td>
<b>右侧控制</b>
</td>
<td>305</td>
<td />
</tr>
<tr>
<td>
<b>CapsLock 锁定机制</b>
</td>
<td>301</td>
<td />
</tr>
<tr>
<td>
<b>数字锁定</b>
</td>
<td>300</td>
<td />
</tr>
<tr>
<td>
<b>卷轴锁定</b>
</td>
<td>302</td>
<td />
</tr>
<tr>
<td>
<b>离开Super</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>合成</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>系统请求</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>力量</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>World0</b>
</td>
<td>160</td>
<td />
</tr>
<tr>
<td>
<b>World1</b>
</td>
<td>161</td>
<td />
</tr>
<tr>
<td>
<b>World2</b>
</td>
<td>162</td>
<td />
</tr>
<tr>
<td>
<b>World3</b>
</td>
<td>163</td>
<td />
</tr>
<tr>
<td>
<b>World4</b>
</td>
<td>164</td>
<td />
</tr>
<tr>
<td>
<b>World5</b>
</td>
<td>165</td>
<td />
</tr>
<tr>
<td>
<b>World6</b>
</td>
<td>166</td>
<td />
</tr>
<tr>
<td>
<b>World7</b>
</td>
<td>167</td>
<td />
</tr>
<tr>
<td>
<b>World8</b>
</td>
<td>168</td>
<td />
</tr>
<tr>
<td>
<b>World9</b>
</td>
<td>169</td>
<td />
</tr>
<tr>
<td>
<b>World10</b>
</td>
<td>170</td>
<td />
</tr>
<tr>
<td>
<b>World11</b>
</td>
<td>171</td>
<td />
</tr>
<tr>
<td>
<b>World12</b>
</td>
<td>172</td>
<td />
</tr>
<tr>
<td>
<b>World13</b>
</td>
<td>173</td>
<td />
</tr>
<tr>
<td>
<b>World14</b>
</td>
<td>174</td>
<td />
</tr>
<tr>
<td>
<b>World15</b>
</td>
<td>175</td>
<td />
</tr>
<tr>
<td>
<b>World16</b>
</td>
<td>176</td>
<td />
</tr>
<tr>
<td>
<b>World17</b>
</td>
<td>177</td>
<td />
</tr>
<tr>
<td>
<b>World18</b>
</td>
<td>178</td>
<td />
</tr>
<tr>
<td>
<b>World19</b>
</td>
<td>179</td>
<td />
</tr>
<tr>
<td>
<b>World20</b>
</td>
<td>180</td>
<td />
</tr>
<tr>
<td>
<b>World21</b>
</td>
<td>181</td>
<td />
</tr>
<tr>
<td>
<b>World22</b>
</td>
<td>182</td>
<td />
</tr>
<tr>
<td>
<b>World23</b>
</td>
<td>183</td>
<td />
</tr>
<tr>
<td>
<b>World24</b>
</td>
<td>184</td>
<td />
</tr>
<tr>
<td>
<b>World25</b>
</td>
<td>185</td>
<td />
</tr>
<tr>
<td>
<b>World26</b>
</td>
<td>186</td>
<td />
</tr>
<tr>
<td>
<b>World27</b>
</td>
<td>187</td>
<td />
</tr>
<tr>
<td>
<b>World28</b>
</td>
<td>188</td>
<td />
</tr>
<tr>
<td>
<b>World29</b>
</td>
<td>189</td>
<td />
</tr>
<tr>
<td>
<b>World30</b>
</td>
<td>190</td>
<td />
</tr>
<tr>
<td>
<b>World31</b>
</td>
<td>191</td>
<td />
</tr>
<tr>
<td>
<b>World32</b>
</td>
<td>192</td>
<td />
</tr>
<tr>
<td>
<b>World33</b>
</td>
<td>193</td>
<td />
</tr>
<tr>
<td>
<b>World34</b>
</td>
<td>194</td>
<td />
</tr>
<tr>
<td>
<b>World35</b>
</td>
<td>195</td>
<td />
</tr>
<tr>
<td>
<b>World36</b>
</td>
<td>196</td>
<td />
</tr>
<tr>
<td>
<b>World37</b>
</td>
<td>197</td>
<td />
</tr>
<tr>
<td>
<b>World38</b>
</td>
<td>198</td>
<td />
</tr>
<tr>
<td>
<b>World39</b>
</td>
<td>199</td>
<td />
</tr>
<tr>
<td>
<b>World40</b>
</td>
<td>200</td>
<td />
</tr>
<tr>
<td>
<b>World41</b>
</td>
<td>201</td>
<td />
</tr>
<tr>
<td>
<b>World42</b>
</td>
<td>202</td>
<td />
</tr>
<tr>
<td>
<b>World43</b>
</td>
<td>203</td>
<td />
</tr>
<tr>
<td>
<b>World44</b>
</td>
<td>204</td>
<td />
</tr>
<tr>
<td>
<b>World45</b>
</td>
<td>205</td>
<td />
</tr>
<tr>
<td>
<b>World46</b>
</td>
<td>206</td>
<td />
</tr>
<tr>
<td>
<b>World47</b>
</td>
<td>207</td>
<td />
</tr>
<tr>
<td>
<b>World48</b>
</td>
<td>208</td>
<td />
</tr>
<tr>
<td>
<b>World49</b>
</td>
<td>209</td>
<td />
</tr>
<tr>
<td>
<b>World50</b>
</td>
<td>210</td>
<td />
</tr>
<tr>
<td>
<b>World51</b>
</td>
<td>211</td>
<td />
</tr>
<tr>
<td>
<b>World52</b>
</td>
<td>212</td>
<td />
</tr>
<tr>
<td>
<b>World53</b>
</td>
<td>213</td>
<td />
</tr>
<tr>
<td>
<b>World54</b>
</td>
<td>214</td>
<td />
</tr>
<tr>
<td>
<b>World55</b>
</td>
<td>215</td>
<td />
</tr>
<tr>
<td>
<b>World56</b>
</td>
<td>216</td>
<td />
</tr>
<tr>
<td>
<b>World57</b>
</td>
<td>217</td>
<td />
</tr>
<tr>
<td>
<b>World58</b>
</td>
<td>218</td>
<td />
</tr>
<tr>
<td>
<b>World59</b>
</td>
<td>219</td>
<td />
</tr>
<tr>
<td>
<b>World60</b>
</td>
<td>220</td>
<td />
</tr>
<tr>
<td>
<b>World61</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>World80</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>World90</b>
</td>
<td>250</td>
<td />
</tr>
<tr>
<td>
<b>World91</b>
</td>
<td>251</td>
<td />
</tr>
<tr>
<td>
<b>World92</b>
</td>
<td>252</td>
<td />
</tr>
<tr>
<td>
<b>World93</b>
</td>
<td>253</td>
<td />
</tr>
<tr>
<td>
<b>World94</b>
</td>
<td>254</td>
<td />
</tr>
<tr>
<td>
<b>World95</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>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>拇指棒1</b>
</td>
<td>1016</td>
<td />
</tr>
<tr>
<td>
<b>拇指棒 2</b>
</td>
<td>1017</td>
</tr>
名称描述

还请参阅:

代码示例

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

此属性描述此输入的 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。 对于 GUI 元素(例如从顶部栏中),插入的时间已被计入位置。

对于鼠标轮输入,Z 部件描述是否将轮向前移动(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。

注意,一个 InputObject4> 回调从创建时起始,除了

还见

代码示例

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)
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)
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 描述输入正在执行,并且根据特定流程依照 UserInputType 进行。它使用相同名称的枚列, Enum.UserInputState 。请参阅枚列页面以获取此属性的所有可用值。

还请参阅:

代码示例

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
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 是描述此 InputObject 代表的输入类型,例如鼠标、键盘、触摸或游戏手柄输入。它使用同名列表,Enum.UserInputType。请参阅枚列页以获取此属性的所有可用值。

还请参阅:

代码示例

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)
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)
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

返回

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