Windows mouse cursor roblox

Windows mouse cursor roblox

Icon is a property that determines the image used as the pointer. If blank, a default arrow is used. While the cursor hovers over a GuiButton , this property is temporarily ignored.

To hide the cursor entirely, do not use a transparent image – instead, set UserInputService/MouseIconEnabled to false. For more information on how to change the mouse’s icon, please see Articles/Mouse Icon Appearance|this tutorial .

Designing a Cursor

The following guidelines may prove useful when creating your own mouse cursors:

  • The dimensions of the image used determines the size of the cursor.
  • The center of the image is where mouse inputs are issued.
  • The default mouse image is 64×64 pixels, with the mouse taking up 17×24 pixels of space.

System Cursors for PluginMouse

When using a PluginMouse retrieved from Plugin/GetMouse , you can use the following icons similar to your system’s default cursors, such as hands, arrows, I-beams, etc. You can use these with GUI events like GuiObject/MouseEnter|MouseEnter , GuiObject/MouseLeave|MouseLeave , and GuiButton/MouseButton1Down|MouseButton1Down to provide a consistent studio experience when interacting with certain kinds of GUI components. Note that these only work for studio plugins; they will not work for other Mouse objects.

Look* Asset Suggested Use
rbxasset://SystemCursors/Arrow Default clicking and selection.
rbxasset://SystemCursors/PointingHand Hovering over an active link/button.
rbxasset://SystemCursors/OpenHand Hovering over a draggable item.
rbxasset://SystemCursors/ClosedHand Dragging an item.
rbxasset://SystemCursors/IBeam Hovering in a text field.
rbxasset://SystemCursors/SizeNS Hovering over a vertical resize handle.
rbxasset://SystemCursors/SizeEW Hovering over a horizontal resize handle.
rbxasset://SystemCursors/SizeNESW Hovering over a corner resize handle.
rbxasset://SystemCursors/SizeNWSE Hovering over a corner resize handle.
rbxasset://SystemCursors/SizeAll Hovering over a multi-direction resize handle.
rbxasset://SystemCursors/SplitNS Hovering over a vertical «split» handle.
rbxasset://SystemCursors/SplitEW Hovering over a horizontal «split» handle.
rbxasset://SystemCursors/Forbidden Hovering over a locked/forbidden item.
rbxasset://SystemCursors/Wait Indicating an action is in progress.
rbxasset://SystemCursors/Busy Indicating the system is busy.
rbxasset://SystemCursors/Cross Hovering over a pinpoint selection area.

* These appearances are approximations – the actual look is dependent on your operating system.

Code Samples

This example changes the Players/LocalPlayer mouse icon to look like the dragon image shown below.

Любой Курсор В Roblox 🙂

Это новый гайд в Roblox, предыдущий гайд со шрифтом понравился не всем, но надеюсь этот гайд вы оцените по достоинству)

Начнём с файлов, кликаем по Roblox ПРАВОЙ КНОПКОЙ МЫШИ и нажимаем на «Расположение файла», далее идём по такому пути:

И мы должны найти пять курсоров, которые три из них должны быть чёрные.

Теперь нам надо понять, зачем нужны три курсора чёрного цвета и два белого.

Как я понял один курсор отвечает за движение, другой за остановку, а третий чёрный за нажатие. После того как мы всё поняли, идём далее!

Заходим на этот сайт:

Нет, нет, не пугайтесь! Ничего устанавливать не нужно) Это просто браузерная версия для рисования, ну вы уже понимаете;)

Берём из папки textures белый курсор(без разницы какой), и вставляем в холст.

Далее нужно настроить инструменты для рисования:

Ну а далее, отдайтесь фантазией)

У вас должно получится что-то такое:

Далее, нужно сделать затемнённый вариант, чтобы при наведении на кнопку, курсор был тёмным.

Берём ведро и ставим прозрачность на 40%, далее ЧЁРНЫМ ЦВЕТОМ заливаем все светлые цвета. Должно получится это:

Далее, дублируем тёмный на три части, а светлый на две. После называем их так, как называются старые курсоры и вставляем с заменой.

Теперь проверяем работает ли курсор?

Как мы видим, всё работает, теперь при наводки на текст курсор темнеет:

А теперь подарок для тех кому лень, я подготовил несколько курсоров)

Mouse

This object cannot be created with the Instance|Instance.new constructor function.

Mouse has been superseded by UserInputService and ContextActionService , which cover a broader scope, are more feature rich, and support cross-platform patterns better. It remains supported because of its widespread use, but you should strongly consider using these alternatives.

The Mouse object houses various API for pointers, primarily for buttons and raycasting. It can be accessed through Player/GetMouse called on the Players/LocalPlayer in a LocalScript . It is also passed by the Tool/Equipped event.

  • It is most notable for the Mouse/Icon|Icon property, which changes the cursor’s appearance.
  • It continually raycasts the screen mouse position into the 3D world using the Mouse/TargetFilter|TargetFilter property, storing the results of the raycast in the Mouse/Hit|Hit , Mouse/Target|Target , and Mouse/TargetSurface|TargetSurface properties. These can be useful for simple cases, but WorldRoot/Raycast should be used in more complicated scenarios (whitelists, etc).
  • Plugin|Plugins can use use Plugin/GetMouse to get a PluginMouse , which behaves similarly.

Notes

  • This object does not control/restrict pointer movement. For this, see UserInputService/MouseBehavior and UserInputService/MouseDeltaSensitivity .
  • If two functions are connected to same input event, such as Mouse/Button1Down|Button1Down , both functions will run when the event fires. There is no concept of sinking/passing input, as events don’t support this behavior. However, ContextActionService does have this behavior through ContextActionService/BindAction|BindAction .
  • While a mouse may not be available on all platforms, Mouse will still function on mobile (touch) and console (gamepad), which don’t typically have mice or pointer hardware. For explicit cross-platform behaviors, use UserInputService and ContextActionService .

Properties

The DataType/CFrame of the mouse’s position in 3D space

The content ID of the image used as the Mouse ’s icon.

Origin

A DataType/CFrame positioned at the Workspace/CurrentCamera and oriented toward the Mouse ’s 3D position.

Target

The object in 3D space the Mouse|mouse is pointing to

TargetFilter

Determines an object (and its descendants) to be ignored when determining Mouse/Hit and Mouse/Target

TargetSurface

Indicates the Enum/NormalId of the BasePart surface at which the mouse is pointing

UnitRay

A DataType/Ray directed towards the Mouse ’s world position, originating from the Workspace/CurrentCamera|Camera ’s world position

ViewSizeX

Describes the width of the game window in pixels

ViewSizeY

Describes the height of the game window in pixels

Describes the X (horizontal) component of the mouse’s position on the screen

Describes the Y (vertical) component of the mouse’s screen position

[ Hidden ] [ ReadOnly ] [ NotReplicated ] [ Deprecated ]

BasePart

target

[ ReadOnly ] [ NotReplicated ] [ Deprecated ]

Archivable

Determines if an Instance can be cloned using /Instance/Clone or saved to file.

ClassName

A read-only string representing the class this Instance belongs to

DataCost

[ Hidden ] [ ReadOnly ] [ NotReplicated ] [ Deprecated ]

The cost of saving the instance using data persistence.

A non-unique identifier of the Instance

Parent

Determines the hierarchical parent of the Instance

RobloxLocked

A deprecated property that used to protect CoreGui objects

archivable

[ Hidden ] [ NotReplicated ] [ Deprecated ]

string

className

[ ReadOnly ] [ NotReplicated ] [ Deprecated ]

Functions

ClearAllChildren ( )

This function destroys all of an Instance ’s children.

Clone ( )

Create a copy of an object and all its descendants, ignoring objects that are not Instance/Archivable|Archivable

Destroy ( )

Sets the Instance/Parent property to nil, locks the Instance/Parent property, disconnects all connections and calls Destroy on all children.

FindFirstAncestor ( string name )

Returns the first ancestor of the Instance whose Instance/Name is equal to the given name.

FindFirstAncestorOfClass ( string className )

Returns the first ancestor of the Instance whose Instance/ClassName is equal to the given className.

FindFirstAncestorWhichIsA ( string className )

Returns the first ancestor of the Instance for whom Instance/IsA returns true for the given className.

FindFirstChild ( string name , bool recursive )

Returns the first child of the Instance found with the given name.

FindFirstChildOfClass ( string className )

Returns the first child of the Instance whose Instance/ClassName|ClassName is equal to the given className.

FindFirstChildWhichIsA ( string className , bool recursive )

Returns the first child of the Instance for whom Instance/IsA returns true for the given className.

GetActor ( )

GetAttribute ( string attribute )

Returns the attribute which has been assigned to the given name

GetAttributeChangedSignal ( string attribute )

Returns an event that fires when the given attribute changes

GetAttributes ( )

Returns a dictionary of string → variant pairs for each of the Instance|Instance’s attributes

GetChildren ( )

Returns an array containing all of the Instance ’s children.

GetDebugId ( int scopeLength )

Returns a coded string of the Instance s DebugId used internally by Roblox.

GetDescendants ( )

Returns an array containing all of the descendants of the instance

GetFullName ( )

Returns a string describing the Instance ’s ancestry.

GetPropertyChangedSignal ( string property )

Get an event that fires when a given property of an object changes.

IsA ( string className )

Returns true if an Instance ’s class matches or inherits from a given class

IsAncestorOf ( Instance descendant )

Returns true if an Instance is an ancestor of the given descendant.

IsDescendantOf ( Instance ancestor )

Returns true if an Instance is a descendant of the given ancestor.

Remove ( )

Sets the object’s Parent to nil, and does the same for all its descendants.

SetAttribute ( string attribute , Variant value )

Sets the attribute with the given name to the given value

WaitForChild ( string childName , double timeOut )

Returns the child of the Instance with the given name. If the child does not exist, it will yield the current thread until it does.

Mouse Pointer Control

This article explains how the mouse pointer behavior can be customized.

Set Mouse Icon

Changing the icon of a player’s mouse can be done in a LocalScript by setting its Mouse/Icon|Icon to a custom Roblox asset ID:

Note that since the icon is set in a LocalScript , each player can have a different icon, or can have an icon appear in certain situations like when an ability is recharging or the mouse is hovering over a hostile target.

Hide Mouse Icon

The mouse icon’s visibility can be toggled on and off via UserInputService/MouseIconEnabled within a LocalScript . For example, the following code will switch the mouse from visible to invisible and back every two seconds:

Lock Mouse Position

The mouse position can be locked to the screen using UserInputService/MouseBehavior with a value of enum/MouseBehavior|Enum.MouseBehavior.LockCurrentPosition or enum/MouseBehavior|Enum.MouseBehavior.LockCenter . Setting this property back to enum/MouseBehavior|Enum.MouseBehavior.Default will unlock the mouse.

Note that if the mouse is locked, UserInputService/InputChanged will still fire when the player moves the mouse, passing in the distance the mouse has moved.

Intro to Player Tools – Weapons, Wands, etc.

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