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| Methods are unique functions which belong to a particular object or can be custom made. Although standard Lua doesn't have them, they're a major focus of Roblox Lua. Some common examples of methods include 'Destroy()', 'Clone()', and 'FindFirstChild()'. You can find a full list of methods [http://wiki.roblox.com/index.php/Category:Methods here].
| | #redirect [[Methods]] |
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| Methods act like a function stored within an object. The method itself is accessed in the same way a [[Functions|function]] in a table is accessed. However, a special property of methods changes how they are called.
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| These two lines of code are equivalent, calling the function <code>a</code> with the parameter <a>b</b>.
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| b.a(b)
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| b:a()
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| The second is briefer and more concise. Methods can increase typing speed, because there is less need to retype variable names.
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| ==Making your own==
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| Making your own methods can
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| *Make your code look cool
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| *Make your tables more dynamic
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| {{EmphasisBox|This tutorial-like section assumes you have a good knowledge of table terminology and functions.}}
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| First, we need a table to ''apply'' the method to. I'm going to make a checkbox. It doesn't actually do anything, but it's an application example. Feel free to make this work.
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| Checkbox = {
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| Checked = false,
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| CheckedImage = "Image",
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| UncheckedImage = "Image",
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| ImageButton = ...,
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| ChangeState = function(self)
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| self.Checked = not self.Checked
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| end
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| }
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| Checkbox.ImageButton.MouseButton1Down:connect(function()
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| Checkbox:ChangeState()
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| end)
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| You might think you could type
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| Checkbox.ImageButton.MouseButton1Down:connect(Checkbox.ChangeState)
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| However, that would call <code>Checkbox.ChangeState(x, y)</code> when the event fired. We need to call <code>Checkbox.ChangeState(Checkbox)</code>.
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| When you call a function as a method, you automatically pass an argument as the TABLE ITSELF. For example,
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| function ReturnTable(Num)
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| return {
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| Num,
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| PrintNum = function(self)
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| print(self.Num)
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| end
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| }
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| end
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| Tabl = ReturnTable(5)
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| Tabl:PrintNum()
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| That will output 5 because we passed in the table, so the function will receive the table it's located in. Because we called it as a method, it passed "Tabl" as an argument. You can do it with a dot, but it looks kind of stupid:
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| Tabl.PrintNum(Tabl)
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