InputObject

顯示已棄用項目

*此內容是使用 AI(Beta 測試版)翻譯,可能含有錯誤。若要以英文檢視此頁面,請按一下這裡

無法建立

輸入對象 代表單一使用者輸入,例如滑鼠移動、觸摸、按鍵按下等。它是在輸入開始時創建的。

這個對象的屬性會隨著 UserInputType 的變化而變化。 每種輸入的輸入會在其 UserInputState 中設定

輸入的開始時,同一個對象會持續存在並且會在輸入結束時更新。因此,您可以使用 Changed 事件作為使用者變更輸入問題的輸入點的結果來跟蹤對象的變更。您也可以將這些對象放置在

也看:

範例程式碼

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

屬性

屬性

Delta

平行讀取

一個 Vector3 描述鼠標/握柄移動之間的 Delta 變化。

這很有用,當你使用輸入的 position 來跟蹤用戶滑鼠/觸柄的位置和移動,例如當你正在創建自訂移動或攝影指令碼時。考慮使用 Object.Changed 事件或

注意, InputObject 與 Class.UserInputService.InputBegan|InputB

也看:

範例程式碼

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
平行讀取

包含一個 Enum.KeyCode 枚表,描述使用了什麼輸入方式。對於鍵盤輸入類型,這表示按下了哪個鍵。對於滑鼠輸入類型,這表示沒有額外信息。

數值


<tr>
<td>
<b>未知</b>
</td>
<td>0</td>
<td />
</tr>
<tr>
<td>
<b>返回空格鍵</b>
</td>
<td>8</td>
<td />
</tr>
<tr>
<td>
<b>標籤</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>暫停</b>
</td>
<td>19</td>
<td />
</tr>
<tr>
<td>
<b>逃脫</b>
</td>
<td>27</td>
<td />
</tr>
<tr>
<td>
<b>空格</b>
</td>
<td>32</td>
<td />
</tr>
<tr>
<td>
<b>引用雙倍</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>安曼達</b>
</td>
<td>38</td>
<td />
</tr>
<tr>
<td>
<b>引言</b>
</td>
<td>39</td>
<td />
</tr>
<tr>
<td>
<b>左側螢義</b>
</td>
<td>40</td>
<td />
</tr>
<tr>
<td>
<b>右側蓋子</b>
</td>
<td>41</td>
<td />
</tr>
<tr>
<td>
<b>星號</b>
</td>
<td>42</td>
<td />
</tr>
<tr>
<td>
<b>額外</b>
</td>
<td>43</td>
<td />
</tr>
<tr>
<td>
<b>分號</b>
</td>
<td>44</td>
<td />
</tr>
<tr>
<td>
<b>減少</b>
</td>
<td>45</td>
<td />
</tr>
<tr>
<td>
<b>期間</b>
</td>
<td>46</td>
<td />
</tr>
<tr>
<td>
<b>斷線</b>
</td>
<td>47</td>
<td />
</tr>
<tr>
<td>
<b>零</b>
</td>
<td>48</td>
<td />
</tr>
<tr>
<td>
<b>一個</b>
</td>
<td>49</td>
<td />
</tr>
<tr>
<td>
<b>二個</b>
</td>
<td>50</td>
<td />
</tr>
<tr>
<td>
<b>三</b>
</td>
<td>51</td>
<td />
</tr>
<tr>
<td>
<b>四</b>
</td>
<td>52</td>
<td />
</tr>
<tr>
<td>
<b>五</b>
</td>
<td>53</td>
<td />
</tr>
<tr>
<td>
<b>六號</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>分號</b>
</td>
<td>58</td>
<td />
</tr>
<tr>
<td>
<b>分號</b>
</td>
<td>59</td>
<td />
</tr>
<tr>
<td>
<b>少於</b>
</td>
<td>60</td>
<td />
</tr>
<tr>
<td>
<b>平等</b>
</td>
<td>61</td>
<td />
</tr>
<tr>
<td>
<b>大於或等於此</b>
</td>
<td>62</td>
<td />
</tr>
<tr>
<td>
<b>問題</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>背部斷線</b>
</td>
<td>92</td>
<td />
</tr>
<tr>
<td>
<b>右盤子</b>
</td>
<td>93</td>
<td />
</tr>
<tr>
<td>
<b>護理員</b>
</td>
<td>94</td>
<td />
</tr>
<tr>
<td>
<b>潛行空格</b>
</td>
<td>95</td>
<td />
</tr>
<tr>
<td>
<b>引言語</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>
F
</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>左髮捲</b>
</td>
<td>123</td>
<td />
</tr>
<tr>
<td>
<b>管道</b>
</td>
<td>124</td>
<td />
</tr>
<tr>
<td>
<b>右彎道</b>
</td>
<td>125</td>
<td />
</tr>
<tr>
<td>
<b>標題</b>
</td>
<td>126</td>
<td />
</tr>
<tr>
<td>
<b>刪除</b>
</td>
<td>127</td>
<td />
</tr>
<tr>
<td>
<b>鍵盤零</b>
</td>
<td>256</td>
<td />
</tr>
<tr>
<td>
<b>鍵盤一號</b>
</td>
<td>257</td>
<td />
</tr>
<tr>
<td>
<b>鍵盤兩個</b>
</td>
<td>258</td>
<td />
</tr>
<tr>
<td>
<b>鍵盤三角形</b>
</td>
<td>259</td>
<td />
</tr>
<tr>
<td>
<b>鍵盤四分衛</b>
</td>
<td>260</td>
<td />
</tr>
<tr>
<td>
<b>鍵盤五角形</b>
</td>
<td>261</td>
<td />
</tr>
<tr>
<td>
<b>KeypadSix 鍵盤六傢機</b>
</td>
<td>262</td>
<td />
</tr>
<tr>
<td>
<b>鍵盤七號碼碼頭</b>
</td>
<td>263</td>
<td />
</tr>
<tr>
<td>
<b>鍵盤八達角</b>
</td>
<td>264</td>
<td />
</tr>
<tr>
<td>
<b>鍵盤九號碼</b>
</td>
<td>265</td>
<td />
</tr>
<tr>
<td>
<b>鍵盤期間</b>
</td>
<td>266</td>
<td />
</tr>
<tr>
<td>
<b>按鍵板分割</b>
</td>
<td>267</td>
<td />
</tr>
<tr>
<td>
<b>鍵盤乘數</b>
</td>
<td>268</td>
<td />
</tr>
<tr>
<td>
<b>鍵盤減少按鈕</b>
</td>
<td>269</td>
<td />
</tr>
<tr>
<td>
<b>鍵盤擴充器</b>
</td>
<td>270</td>
<td />
</tr>
<tr>
<td>
<b>鍵盤輸入器</b>
</td>
<td>271</td>
<td />
</tr>
<tr>
<td>
<b>按鍵等同號碼</b>
</td>
<td>272</td>
<td />
</tr>
<tr>
<td>
<b>向上</b>
</td>
<td>273</td>
<td />
</tr>
<tr>
<td>
<b>向下</b>
</td>
<td>274</td>
<td />
</tr>
<tr>
<td>
<b>右</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>首頁</b>
</td>
<td>278</td>
<td />
</tr>
<tr>
<td>
<b>結束</b>
</td>
<td>279</td>
<td />
</tr>
<tr>
<td>
<b>向上頁面</b>
</td>
<td>280</td>
<td />
</tr>
<tr>
<td>
<b>向下頁</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 Alt</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>迷你帽</b>
</td>
<td>301</td>
<td />
</tr>
<tr>
<td>
<b>數字鎖定</b>
</td>
<td>300</td>
<td />
</tr>
<tr>
<td>
<b>捲動鎖定</b>
</td>
<td>302 系列</td>
<td />
</tr>
<tr>
<td>
<b>左Super</b>
</td>
<td>311</td>
<td />
</tr>
<tr>
<td>
<b>右超級</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>協助頁面</b>
</td>
<td>315</td>
<td />
</tr>
<tr>
<td>
<b>列印</b>
</td>
<td>316</td>
<td />
</tr>
<tr>
<td>
<b>系統要求</b>
</td>
<td>317</td>
<td />
</tr>
<tr>
<td>
<b>休息</b>
</td>
<td>318</td>
<td />
</tr>
<tr>
<td>
<b>選單頁面</b>
</td>
<td>319</td>
<td />
</tr>
<tr>
<td>
<b>力量</b>
</td>
<td>320</td>
<td />
</tr>
<tr>
<td>
<b>歐元</b>
</td>
<td>321</td>
<td />
</tr>
<tr>
<td>
<b>還原</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 號碼</b>
</td>
<td>292</td>
<td />
</tr>
<tr>
<td>
<b>F12</b>
</td>
<td>293</td>
<td />
</tr>
<tr>
<td>
<b>F13 號碼</b>
</td>
<td>294</td>
<td />
</tr>
<tr>
<td>
<b>F14 號碼</b>
</td>
<td>295</td>
<td />
</tr>
<tr>
<td>
<b>F15 戰機</b>
</td>
<td>296</td>
<td />
</tr>
<tr>
<td>
<b>世界0</b>
</td>
<td>160</td>
<td />
</tr>
<tr>
<td>
<b>World1</b>
</td>
<td>161</td>
<td />
</tr>
<tr>
<td>
<b>世界2</b>
</td>
<td>162</td>
<td />
</tr>
<tr>
<td>
<b>World3</b>
</td>
<td>163</td>
<td />
</tr>
<tr>
<td>
<b>世界4</b>
</td>
<td>164</td>
<td />
</tr>
<tr>
<td>
<b>World5 世界</b>
</td>
<td>165</td>
<td />
</tr>
<tr>
<td>
<b>World6 世界</b>
</td>
<td>166</td>
<td />
</tr>
<tr>
<td>
<b>World7</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>World11</b>
</td>
<td>171</td>
<td />
</tr>
<tr>
<td>
<b>World12</b>
</td>
<td>172</td>
<td />
</tr>
<tr>
<td>
<b>World13 世界</b>
</td>
<td>173</td>
<td />
</tr>
<tr>
<td>
<b>World14 世界</b>
</td>
<td>174</td>
<td />
</tr>
<tr>
<td>
<b>World15 世界</b>
</td>
<td>175</td>
<td />
</tr>
<tr>
<td>
<b>World16 世界</b>
</td>
<td>176</td>
<td />
</tr>
<tr>
<td>
<b>World17</b>
</td>
<td>177</td>
<td />
</tr>
<tr>
<td>
<b>World18 世界</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 世界</b>
</td>
<td>181</td>
<td />
</tr>
<tr>
<td>
<b>世界22</b>
</td>
<td>182</td>
<td />
</tr>
<tr>
<td>
<b>World23 世界</b>
</td>
<td>183</td>
<td />
</tr>
<tr>
<td>
<b>World24 世界</b>
</td>
<td>184</td>
<td />
</tr>
<tr>
<td>
<b>World25 世界</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>世界28</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 世界</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>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 世界</b>
</td>
<td>244</td>
<td />
</tr>
<tr>
<td>
<b>World85 世界</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 世界</b>
</td>
<td>254</td>
<td />
</tr>
<tr>
<td>
<b>World95 世界</b>
</td>
<td>255</td>
<td />
</tr>
<tr>
<td>
<b>按鈕X</b>
</td>
<td>1000</td>
<td />
</tr>
<tr>
<td>
<b>按鈕Y</b>
</td>
<td>1001</td>
<td />
</tr>
<tr>
<td>
<b>按鈕A</b>
</td>
<td>1002</td>
<td />
</tr>
<tr>
<td>
<b>按鈕B</b>
</td>
<td>1003</td>
<td />
</tr>
<tr>
<td>
<b>按鈕R1</b>
</td>
<td>1004</td>
<td />
</tr>
<tr>
<td>
<b>ButtonL1</b>
</td>
<td>1005</td>
<td />
</tr>
<tr>
<td>
<b>按鈕 R2</b>
</td>
<td>1006</td>
<td />
</tr>
<tr>
<td>
<b>按鈕 L2</b>
</td>
<td>1007</td>
<td />
</tr>
<tr>
<td>
<b>按鈕R3</b>
</td>
<td>1008</td>
<td />
</tr>
<tr>
<td>
<b>按鈕L3</b>
</td>
<td>1009</td>
<td />
</tr>
<tr>
<td>
<b>按鈕開始</b>
</td>
<td>1010</td>
<td />
</tr>
<tr>
<td>
<b>按鈕選擇</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>
名稱價值說明

也看:

範例程式碼

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

平行讀取

此屬性描述此輸入的 Vector3 位置值。

對於滑鼠和觸摸輸入,這是滑鼠/觸摸的螢幕位置,在 X 和 Y 元素中描述。 在 GUI 元素(例如從上方欄中)上的邊框是被計算在位置。

對於滑鼠輪子輸入,Z 元件會描述輪子是否移動前進 (1)、後退 (-1) 或不是 (0)。

對於 Enum.KeyCode 輸入,這表示玩家的 Mouse 位置。

注意,您 InputObject 從 Class.

也看看

範例程式碼

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

平行讀取

輸入狀態 描述輸入正在執行的狀態,並且根據特定的流程來決定。它使用相同名稱的枚列,UserInputType。它使用相同名稱的枚列,Enum.UserInputState。 查看枚列頁面以取得此屬性的所有可用值的列表。

也看:

範例程式碼

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

平行讀取

輸入類型 是描述此 InputObject 代表的輸入類型,例如滑鼠、鍵盤、觸摸或遊戲控制器輸入。它使用相同名稱的枚數, Enum.UserInputType 。 查看枚數頁面以取得此屬性的所有可用值。

也看:

範例程式碼

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

參數

modifierKey: Enum.ModifierKey

返回

活動