Event: Difference between revisions

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>Capacitor
Added details about Events upon Quenty's request. May need revisions.
>JulienDethurens
Redirected page to RBXScriptSignal
 
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__TOC__
#redirect [[RBXScriptSignal]]
 
{{Disambig
|{{type|RBXScriptSignal}}, the class of events used by ROBLOX {{type|instance=Instance|Instances}}.
|[[File:Event Icon.png]] [[Event (Event)|Event]], an event of the {{type|instance=BindableEvent}} object.
}}
 
== Introduction ==
 
An Event is similar to properties - but instead of holding a variable, events "Fire" when a cetain condition is met. Events are found in most objects, and can be used to fire a specific function upon an event occuring, for example:
 
<code>
function partTouched()
print("Something has touched the brick!");
end
 
local part = game.Workspace.Part
part.Touched:connect(partTouched)
</code>
 
As seen in the above example, upon a physical object colliding with Part, the text "A brick named <part that collided> has touched the brick!" is printed to the output.
 
== Arguments ==
Most events have at least one argument, in the next example, we will remove any objects that collide into game.Workspace.Part.
 
<code>
local part = game.Workspace.Part
 
function collision(hit)
hit:Destroy()
end
 
part.Touched:connect(collision)
</code>
 
Being that the [[Touched]] event carries one argument, the object that collided into the brick. Lets try another example, this time with the [[Changed]] event. In this example, any changes to Part's properties will be printed to the output.
 
<code>
local part = game.Workspace.Part
 
function somethingChanged(property)
print("The " .. property .. " property has been changed!");
end
 
part.Changed:connect(somethingChanged)
 
wait(3)
part.Name = "Brick"
</code>
 
The above example will print "The Name property has been changed" after about three seconds of the script running.

Latest revision as of 03:49, 25 March 2012

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