Event: Difference between revisions

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>NXTBoy
No edit summary
>JulienDethurens
This is a disambiguation page. Not a page about ROBLOX events. The page about ROBLOX events is RBXScriptSignal.
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__TOC__
{{Disambig
{{Disambig
|{{type|RBXScriptSignal}}, the class of events used by ROBLOX {{type|instance=Instance|Instances}}.
|{{type|RBXScriptSignal}}, the class of events used by ROBLOX {{type|instance=Instance|Instances}}.
|[[File:Event Icon.png]] [[Event (Event)|Event]], an event of the {{type|instance=BindableEvent}} object.
|[[File:Event Icon.png]] [[Event (Event)|Event]], an event of the {{type|instance=BindableEvent}} object.
}}
}}
== 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 [[Instance]]s.
{{lua|=
local part = game.Workspace.Part
part.Touched:connect(function(p)
    print("Hit by " .. p.Name)
end)
</code>
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.
<code>
local part = game.Workspace.Part
function collision(hit)
hit:Destroy()
end
part.Touched:connect(collision)
</code>
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.
<code>
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"
</code>
The above example will print "The Name property has been changed" after about three seconds of the script running.

Revision as of 20:30, 11 March 2012

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