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{{CatUp|Class reference}}
#redirect [[RBXScriptSignal]]
 
__NOTOC__
 
An Event is a special kind of Roblox Object. It provides a way for user-defined functions to be called when something happens in the Game.
 
==Methods==
Events have these methods:
 
*[[#connect|connect]]([[Function]] callback)
*[[#connectFirst|connectFirst]]([[Function]] callback)
*[[#connectLast|connectLast]]([[Function]] callback)
*[[#wait|wait]]()
*<strike>disconnect([[Function]] callback)</strike>
 
=== connect ===
The connect method establishes a function to be called whenever the event occurs.
The function is called with the arguments for that event.
The connect method returns another special object called a [[#connection|connection]] object.
{{example|
game.Workspace.Part.Touched:connect(myTouchedFunction)
 
This causes myTouchedFunction to be called whenever that [[Part]] is touched by another Part.
}}
 
=== connectFirst ===
The connectFirst method acts like the connect method, except that the function provided gets called ''before'' any other function connected to that event.
 
=== connectLast ===
The connectLast method acts like the connect method, except that the function provided gets called ''after'' every other function connected to that event.
 
=== wait ===
Works like the global [[Function_Dump/Roblox_Specific_Functions|wait]] function except that instead of waiting for a fixed period of time, it waits for the next occurance of the Event.
The return values are the event arguments.
{{example|
<pre>
local otherPart = Workspace.Part.Touched:wait()
</pre>
This causes the script to stop and wait for that [[Part]] to be touched by another Part.
}}
 
=== disconnect (deprecated) ===
The old method of using Event:disconnect method is superceded by [[#disconnect|Connection:disconnect]].
 
== Usage ==
Take the example of the [[Touched (Event)|Touched]] event of Part:
{{:Touched (Event)}}
{{clear floats}}
The first section tells you there's an event named "Touched" which has arguments "Instance otherPart". The middle section explains when the event will occur and why.
The last section lists types of objects that have this event.
 
We use this information to create a function and a "connection" line in our script.
 
Traditionally, such functions are called "handlers" and are named on{Event Name}:
 
function onTouched()
 
The arguments that will be passed by the event are given by "Instance otherPart". This means that "otherPart" will be passed and the type will be Instance (which all Parts are).
 
To allow our function to use that, we defined it as:
 
function onTouched(otherPart)
 
Finally, we can used the last piece of information to bind our function to that event:
 
part.Touched:connect(onTouched)
 
{{Example|
<pre>
local part = game.Workspace.Part -- your part here
function onTouched(otherPart)
    otherPart.Transparency = 1            -- make part that was touched invisible
    part.BrickColor = BrickColor.Random() -- give this part a new random color
end
 
part.Touched:connect(onTouched) -- call onTouched each time something touches
 
Here we are giving "otherPart" as an argument to the event handler, onTouched.
</pre>
}}
 
== Limitations ==
Connections are also automatically removed if:
* The event handler generates an error before the first wait() call.
* The script itself is removed or reparented.
* The object they relate to is destroyed with the [[Destroy_(Method)|Destroy]] method.
 
'''Note''': The connect method does not check that the argument is a valid function. If you misspell the name or otherwise give an invalid function you'll get an error when the event next triggers:
<pre>
Fri Apr 23 21:50:48 2010 - attempt to call a nil value
Fri Apr 23 21:50:48 2010 -
</pre>
Notice that the error has no script reference or line number. This is because it comes from Roblox itself inside the Event generation code.
 
== Advanced Usage ==
Any function name is valid:
function blah()
    print("In event")
end
part.Changed:connect(blah)
 
Using anonymous functions in connect is common:
 
part.Touched:connect(function(otherPart)
    otherPart.Transparency = 1
    part.BrickColor = BrickColor.Random()
end) -- end anonymous function, and `connect` method call
 
You can also use anonymous functions to change the arguments:
 
player.Chatted:connect(function(message, recipient)
    onChatted(player, message) -- new arguments need to match onChatted function call
end)
 
You can create connections at any time even inside of event functions:
 
function onChatted(player, message)
    print(player .. " said " .. message)
end
 
function onPlayerAdded(player)
    player.Chatted:connect(function(message, recipient) onChatted(player, message) end)
end
 
Game.Players.PlayerAdded:connect(onPlayerAdded)
 
= connection =
The connection object is a special object returned by the connect() method of an Event.
 
== Functions ==
It has 1 method:
*[[disconnect_(Method)|disconnect]]()
 
== Properties ==
It has 1 property:
*[[connected_(Property)|connected]] = [[Boolean]]

Latest revision as of 03:49, 25 March 2012

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