Event: Difference between revisions

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Revision as of 21:50, 9 March 2012

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Introduction

An Event is similar to a Property - but instead of holding a variable, events "fire" when a cetain condition is met. When an event fires, all the "handlers" which are connected, or bound, to the event are executed. Events are found in most Instances.

{{lua|=

local part = game.Workspace.Part part.Touched:connect(function(p)

   print("Hit by " .. p.Name)

end)

In the example above, an event handler is bound to the Touched event of a part, which prints out "Hit by <part that collided>" when the event fires, i.e. the brick is touched.

Arguments

Most events have at least one argument, in the next example, we will remove any objects that collide into game.Workspace.Part.

local part = game.Workspace.Part

function collision(hit) hit:Destroy() end

part.Touched:connect(collision)

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.

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"

The above example will print "The Name property has been changed" after about three seconds of the script running.