CreateSignal (Function): Difference between revisions
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<onlyinclude>{{Function | <onlyinclude>{{Function | ||
|name = CreateSignal | |name = CreateSignal | ||
|returns = [[RbxUtility_(Library)/LuaSignal]] | |returns = [[RbxUtility_(Library)/LuaSignal|LuaSignal]] | ||
|description = Returns a LuaSignal object which acts much like the real [[RBXScriptSignal]] objects, which ROBLOX events use, only implemented in-Lua for full control from within scripts. | |description = Returns a LuaSignal object which acts much like the real [[RBXScriptSignal]] objects, which ROBLOX events use, only implemented in-Lua for full control from within scripts. | ||
}} | }} |
Revision as of 05:21, 9 February 2012
CreateSignal( ) | |
Returns | LuaSignal |
Description: | Returns a LuaSignal object which acts much like the real RBXScriptSignal objects, which ROBLOX events use, only implemented in-Lua for full control from within scripts. |
Description
This function is used to create "custom events" for use in user-code, that act mostly like normal Roblox events. For example:
local lib = LoadLibrary('RbxUtility')
local sig = lib.CreateSignal()
--
sig:connect(function(message)
print("Message: "..tostring(message))
end)
--
sig:fire("Hello, World!") --> Makes the event fire, so that all the handlers are called
Note that the LuaSignal class also supports all of the other properties of events, such as wait:
Spawn(function()
local result = sig:wait()
print("Result: "..tostring(result))
end)
sig:fire("Continue Message") --> Makes any waiting code continue, as well as firing connected functions