Methods: Difference between revisions
>JulienDethurens |
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These two lines of code are equivalent, calling the {{type|function}} <var>a</var> with the parameter <var>b</var>. | These two lines of code are equivalent, calling the {{type|function}} <var>a</var> with the parameter <var>b</var>. | ||
< | <syntaxhighlight lang="lua"> | ||
b.a(b) | b.a(b) | ||
b:a() | b:a() | ||
</ | </syntaxhighlight> | ||
The second is briefer and more concise. Methods can increase typing speed, because there is less need to retype variable names. | 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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{{code|=Checkbox.ImageButton.MouseButton1Down:connect(Checkbox.ChangeState)}} | {{code|=Checkbox.ImageButton.MouseButton1Down:connect(Checkbox.ChangeState)}} | ||
However, that would call < | However, that would call <syntaxhighlight lang="lua">Checkbox.ChangeState(x, y)</syntaxhighlight> when the event fired. We need to call <syntaxhighlight lang="lua">Checkbox.ChangeState(Checkbox)</syntaxhighlight>. | ||
When you call a {{type|function}} as a method, you automatically pass an argument as the TABLE ITSELF. For example, | When you call a {{type|function}} as a method, you automatically pass an argument as the TABLE ITSELF. For example, |
Latest revision as of 06:02, 27 April 2023
Methods are unique functions which belong to a particular object or can be custom made. They are a major focus of Roblox Lua. Some common examples of methods include 'Destroy()', 'Clone()', and 'FindFirstChild()'. You can find a full list of methods here.
A method acts like a function stored within an object. The method itself is accessed in the same way a function in a table is accessed. However, a special property of methods changes how they are called.
These two lines of code are equivalent, calling the function a with the parameter b.
b.a(b)
b:a()
The second is briefer and more concise. Methods can increase typing speed, because there is less need to retype variable names.
Making your own
Making your own methods can
- Make your code look cool
- Make your tables more dynamic
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.
Checkbox = {
Checked = false;
CheckedImage = "Image";
UncheckedImage = "Image";
ImageButton = ...;
ChangeState = function(self)
self.Checked = not self.Checked
end
}
Checkbox.ImageButton.MouseButton1Down:connect(function()
Checkbox:ChangeState()
end)
You might think you could type
Checkbox.ImageButton.MouseButton1Down:connect(Checkbox.ChangeState)
However, that would call
Checkbox.ChangeState(x, y)
when the event fired. We need to call
Checkbox.ChangeState(Checkbox)
.
When you call a function as a method, you automatically pass an argument as the TABLE ITSELF. For example,
function ReturnTable(Num)
return {
Num = Num;
PrintNum = function(self)
print(self.Num)
end
}
end
Tabl = ReturnTable(5)
Tabl:PrintNum()
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:
Tabl.PrintNum(Tabl)