| Eingabe | Details |
|---|---|
| Keyboard | Verarbeitet Tastatureingaben. |
| Mouse | Verarbeitet Mausbewegungen, Klicks und das Scrollrad. |
| Touch | Verarbeitet Berührungseingaben auf mobilen Geräten. |
| Gamepad | Verarbeitet Gamepad-Tasten und Analogsticks. |
| Gyro | Verarbeitet Gyroskopeingaben von mobilen Geräten. |
| Accelerometer | Verarbeitet Beschleunigungsmessereingaben von mobilen Geräten. |
Tastatur
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local UserInputService = game:GetService("UserInputService")
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if gameProcessed then return end
if input.UserInputType == Enum.UserInputType.Keyboard then
print("Key pressed: " .. input.KeyCode.Name) -- Example: "Key pressed: W"
end
end)“gameProcessed” ist ein boolescher Wert, der angibt, ob die Eingabe vom Spiel verarbeitet wurde. Zum Beispiel ist er wahr, wenn man im Chat tippt, damit benutzerdefinierte Skripte Chat-bezogene Tasten ignorieren können.
Maus
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local UserInputService = game:GetService("UserInputService")
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if gameProcessed then return end
if input.UserInputType == Enum.UserInputType.MouseButton1 then
print("Mouse left button clicked") -- Example: "Mouse left button clicked"
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("Mouse right button clicked") -- Example: "Mouse right button clicked"
end
end)Berührung
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local UserInputService = game:GetService("UserInputService")
local longTouchDuration = 1.0 -- Duration in seconds for a long touch
local touchStartTimes = {}
UserInputService.TouchStarted:Connect(function(touch, gameProcessed)
if gameProcessed then return end
touchStartTimes[touch] = tick()
end)
UserInputService.TouchEnded:Connect(function(touch, gameProcessed)
if gameProcessed then return end
local touchDuration = tick() - touchStartTimes[touch]
if touchDuration >= longTouchDuration then
print("Long touch detected at position: " .. tostring(touch.Position))
-- Example: "Long touch detected at position: Vector3.new(100, 200, 0)"
end
touchStartTimes[touch] = nil
end)Gamepad
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local UserInputService = game:GetService("UserInputService")
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if gameProcessed then return end
if input.UserInputType == Enum.UserInputType.Gamepad1 then
print("Gamepad button pressed: " .. input.KeyCode.Name)
-- Example: "Gamepad button pressed: ButtonA"
elseif input.UserInputType == Enum.UserInputType.Gamepad2 then
print("Gamepad button pressed: " .. input.KeyCode.Name)
-- Example: "Gamepad button pressed: ButtonB"
end
end)Gyroskop
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Roblox Studio
local UserInputService = game:GetService("UserInputService")
local Players = game:GetService("Players")
local player = Players.LocalPlayer
-- Wait for the PlayerGui and ScreenGui to be ready
local playerGui = player:WaitForChild("PlayerGui")
local screenGui = playerGui:WaitForChild("ScreenGui")
-- Create a TextLabel to display gyroscope data
local gyroLabel = Instance.new("TextLabel")
gyroLabel.Size = UDim2.new(0, 300, 0, 100)
gyroLabel.Position = UDim2.new(0.5, -150, 0.5, -50) -- Centered on the screen
gyroLabel.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
gyroLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
gyroLabel.TextScaled = true
gyroLabel.Text = "Gyroscope Data: N/A"
gyroLabel.Parent = screenGui
-- Function to handle rotation changes
local function RotationChanged(_rotation, rotCFrame)
local x, y, z = rotCFrame:ToEulerAnglesXYZ()
-- Update the label with the rotation data
gyroLabel.Text = string.format("Rotation X: %.5f, Rotation Y: %.5f, Rotation Z: %.5f", math.deg(x), math.deg(y), math.deg(z))
end
if UserInputService.GyroscopeEnabled then
UserInputService.DeviceRotationChanged:Connect(RotationChanged)
endBeschleunigungsmesser
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Roblox Studio
local UserInputService = game:GetService("UserInputService")
local Players = game:GetService("Players")
local player = Players.LocalPlayer
-- Wait for the PlayerGui and ScreenGui to be ready
local playerGui = player:WaitForChild("PlayerGui")
local screenGui = playerGui:WaitForChild("ScreenGui")
-- Create a TextLabel to display accelerometer data
local accelLabel = Instance.new("TextLabel")
accelLabel.Size = UDim2.new(0, 300, 0, 100)
accelLabel.Position = UDim2.new(0.5, -150, 0.5, -50) -- Centered on the screen
accelLabel.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
accelLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
accelLabel.TextScaled = true
accelLabel.Text = "Gravity Data: N/A"
accelLabel.Parent = screenGui
-- Function to handle gravity changes and update the label
local function updateGravityLabel(gravity)
accelLabel.Text = string.format("Gravity X: %.5f, Gravity Y: %.5f, Gravity Z: %.5f", gravity.Position.X, gravity.Position.Y, gravity.Position.Z)
end
if UserInputService.AccelerometerEnabled then
UserInputService.DeviceGravityChanged:Connect(updateGravityLabel)
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