RBXScriptSignal: Difference between revisions

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>Blocco
Redirecting to Event
>JulienDethurens
When you're on a redirect page, it shouldn't edit the page it redirected you to when you clicked the edit button, it should edit the redirect page. :/
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#REDIRECT [[Event]]
A RBXScriptSignal, also called an event, is a special kind of Roblox Object. It provides a way for user-defined functions to be called when something happens in the game.
 
==Methods==
Events have these methods:
 
{|class="wikitable" style="width: 100%"
! Method !! Description !! Notes
|-
| connect([[function]] handler)||Establishes a function to be called whenever the event occurs. ||
|-
| connectFirst([[function]] handler)||Same as connect except handler functions gets called ''before'' any other handler.||'''Protected''' and '''Deprecated'''
|-
| connectLast([[function]] handler)||Same as connect except handler functions gets called ''after'' all the other handlers.||'''Protected''' and '''Deprecated'''
|-
| wait()||Pauses the script until the event is fired and returns any arguments the event returns.||
|-
| disconnect([[function]] handler)||Disconnects the specified handler function. Use Connection:disconnect() instead.||'''Deprecated'''
|}
 
== Usage ==
Take the example of the [[Touched (Event)|Touched]] event of the Part instance:
{{:Touched (Event)}}
{{clear floats}}
The top of the event box tells you that it is an event named "Touched" which has arguments "BasePart otherPart". The middle section explains when the event will fire and why. The last section lists the objects that have this event.
 
We use this information on the event to create a connection to an event line in our script.
 
Functions that are called when an event fire are called handlers.
 
The arguments that will be passed by the event are given by the name of the event. In this case it is "BasePart otherPart". This means that <var>otherPart</var> will be passed and the type of <var>otherPart</var> will be a BasePart (which all Parts are).
 
To allow our function to use that, we defined it as:
<code lua>
function onTouched(otherPart)
--code
end
</code>
 
Finally, we can use the connection method of events to bind our function to the event.
<code lua>
part.Touched:connect(onTouched)
</code>
 
Here's an example using the Touched event of a Part object.
{{Example|
<code lua>
local part = game.Workspace.Part -- your part here
function onTouched(otherPart)
    otherPart.Transparency = 1            -- make part that was touched invisible
    part.BrickColor = BrickColor.Random() -- give this part a new random color
end
 
part.Touched:connect(onTouched) -- call onTouched each time something touches
</code>
Here we are giving <var>otherPart</var> as an argument to the event handler, onTouched. When <var>part</var> is touched, the part that touches <var>part</var> will turn invisible and <var>part</var> will become a different color.
}}
 
== Advanced Usage ==
Any function name is valid:
{{example|
<code lua>
function blah()
  print("In event")
end
part.Changed:connect(blah)
</code>
}}
 
Using anonymous functions in connect is common and results in slightly shorter code. This can be useful if you only need to connect a function to an event once.
{{example|
<code lua>
part.Touched:connect(function(otherPart)
    otherPart.Transparency = 1
    part.BrickColor = BrickColor.Random()
end) -- ends the anonymous function and the ''connect'' method call.
</code>
}}
 
You can also use anonymous functions to change the arguments:
{{example|
<code lua>
player.Chatted:connect(function(message, recipient)
    onChatted(player, message) -- new arguments need to match onChatted function call
end)
</code>
}}
 
Connections can be created at any time, even inside of event functions:
{{example|
<code lua>
function onChatted(player, message)
    print(player .. " said " .. message)
end
 
function onPlayerAdded(player)
    player.Chatted:connect(function(message, recipient)
        onChatted(player, message)
    end)
end
 
game.Players.PlayerAdded:connect(onPlayerAdded)
</code>
}}
 
== Limitations ==
Connections are automatically disconnected if:
* The event handler generates an error before the first wait() call.
* The script itself is removed or reparented.
* The object the event relates to is destroyed with the [[Destroy_(Method)|Destroy]] method.
 
'''Note''': The connect method does not check that the argument is a valid function. If you misspell the name or otherwise give an invalid function you'll get an error when the event next triggers:
<pre>
Fri Apr 23 21:50:48 2010 - attempt to call a nil value
Fri Apr 23 21:50:48 2010 -
</pre>
Notice that the error has no script reference or line number. This is because it comes from Roblox itself inside the Event generation code.
 
=Connections=
The connection object is a special object returned by the connect methods of an Event.
 
== Methods ==
Connections have one method:
{|class="wikitable"
! Method !! Description
|-
| disconnect()||Disconnects the connection from the event.
|}
 
== Properties ==
Connections have one property:
{|class="wikitable"
! Property !! Description
|-
| [[Bool]] connected||True if the connection is connected to an event. Otherwise false.
|}

Revision as of 02:31, 18 February 2012

A RBXScriptSignal, also called an event, is a special kind of Roblox Object. It provides a way for user-defined functions to be called when something happens in the game.

Methods

Events have these methods:

Method Description Notes
connect(function handler) Establishes a function to be called whenever the event occurs.
connectFirst(function handler) Same as connect except handler functions gets called before any other handler. Protected and Deprecated
connectLast(function handler) Same as connect except handler functions gets called after all the other handlers. Protected and Deprecated
wait() Pauses the script until the event is fired and returns any arguments the event returns.
disconnect(function handler) Disconnects the specified handler function. Use Connection:disconnect() instead. Deprecated

Usage

Take the example of the Touched event of the Part instance:

Touched ( BasePart otherPart )
Description Fired when another object comes in contact with this object.
Member of: BasePart

The top of the event box tells you that it is an event named "Touched" which has arguments "BasePart otherPart". The middle section explains when the event will fire and why. The last section lists the objects that have this event.

We use this information on the event to create a connection to an event line in our script.

Functions that are called when an event fire are called handlers.

The arguments that will be passed by the event are given by the name of the event. In this case it is "BasePart otherPart". This means that otherPart will be passed and the type of otherPart will be a BasePart (which all Parts are).

To allow our function to use that, we defined it as: function onTouched(otherPart) --code end

Finally, we can use the connection method of events to bind our function to the event. part.Touched:connect(onTouched)

Here's an example using the Touched event of a Part object.

Example
{{{1}}}


Advanced Usage

Any function name is valid:

Example

function blah()

  print("In event")

end part.Changed:connect(blah)


Using anonymous functions in connect is common and results in slightly shorter code. This can be useful if you only need to connect a function to an event once.

Example
{{{1}}}


You can also use anonymous functions to change the arguments:

Example

player.Chatted:connect(function(message, recipient)

   onChatted(player, message) -- new arguments need to match onChatted function call

end)


Connections can be created at any time, even inside of event functions:

Example

function onChatted(player, message)

   print(player .. " said " .. message)

end

function onPlayerAdded(player)

   player.Chatted:connect(function(message, recipient) 
       onChatted(player, message) 
   end)

end

game.Players.PlayerAdded:connect(onPlayerAdded)


Limitations

Connections are automatically disconnected if:

  • The event handler generates an error before the first wait() call.
  • The script itself is removed or reparented.
  • The object the event relates to is destroyed with the Destroy method.

Note: The connect method does not check that the argument is a valid function. If you misspell the name or otherwise give an invalid function you'll get an error when the event next triggers:

Fri Apr 23 21:50:48 2010 - attempt to call a nil value
Fri Apr 23 21:50:48 2010 - 

Notice that the error has no script reference or line number. This is because it comes from Roblox itself inside the Event generation code.

Connections

The connection object is a special object returned by the connect methods of an Event.

Methods

Connections have one method:

Method Description
disconnect() Disconnects the connection from the event.

Properties

Connections have one property:

Property Description
Bool connected True if the connection is connected to an event. Otherwise false.