User:Realjame/Class Reference: Difference between revisions
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* {{ClassRefItem|Animation}} | * {{ClassRefItem|Animation}} | ||
* {{ClassRefItem|AnimationTrack}} | * {{ClassRefItem|AnimationTrack}} | ||
* {{ClassRefItem|BodyColors}} | |||
* {{ClassRefItem|ForceField}} | * {{ClassRefItem|ForceField}} | ||
* {{ClassRefItem|Keyframe}} | * {{ClassRefItem|Keyframe}} | ||
* {{ClassRefItem|Pose}} | * {{ClassRefItem|Pose}} | ||
* {{ClassRefItem|Skin}} | |||
=GUI= | =GUI= | ||
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These objects display graphical elements in 3-dimensional space. While they don't interact physically with parts, they are usually attached to parts in some way. | These objects display graphical elements in 3-dimensional space. While they don't interact physically with parts, they are usually attached to parts in some way. | ||
* {{ClassRefItem|ArcHandles}} | |||
* {{ClassRefItem|BillboardGui}} | |||
=Scripting= | =Scripting= | ||
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These objects exist to hold specific value types. They are essential for communicating data between Scripts. | These objects exist to hold specific value types. They are essential for communicating data between Scripts. | ||
* {{ClassRefItem|BoolValue}} | |||
* {{ClassRefItem|BrickColorValue}} | |||
* {{ClassRefItem|Color3Value}} | |||
=Joints= | =Joints= | ||
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These objects are designed to contain other objects as children. For example, the Workspace holds objects that are simulated as the game runs. | These objects are designed to contain other objects as children. For example, the Workspace holds objects that are simulated as the game runs. | ||
* {{ClassRefItem|Backpack}} | |||
* {{ClassRefItem|DataModel}} | |||
=Services= | =Services= | ||
Revision as of 14:12, 5 May 2023
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Work In Progress This is currently being worked on! Check back later for more information... hopefully. |
(Currently stolen from the 2014 Wiki, should rewrite.)
The following is documentation for specific ROBLOX Lua classes.
Classes that are listed here can be created using the Instance.new constructor. However, there are several exceptions, which you should be aware of.
Roblox's API also has several built-in data types, which can be viewed on this page. Almost all of the classes here make use of these data types, such as the Position property of a Part icon.pngPart, which uses the Vector3 data type.
If you are looking for information on undocumented classes, one of your best resources is the Object Browser pane (under the Help menu in Roblox Studio). Alternatively, you could look through the API dump itself.
All Game objects are based on Instance and have the "global" methods, properties, and events defined there. Additionally, some classes derive from others, in a hierarchical tree-like structure, shown on the left.
All properties, methods, events and their arguments, in both this reference and the Object Browser are described using C syntax - their type is written before their name. For example, in this definition of a method:
Instance LoadAsset(int assetId)
Instance is the type of value returned by the method LoadAsset is the name of the method int is the type of the first parameter assetId is the name of the first parameter
In addition to the functions and members listed here, ROBLOX exposes many standard and custom Lua functions. Please see the Function dump for a complete list of all global functions and members.
Parts
As the essential building blocks of Roblox, these objects interact with each other physically. All classes here inherit from the BasePart abstract class.There parts all all rendered in 3D if placed in workspace.
Part modifiers
These objects, when parented to a part, will change the appearance or behavior of the part.
Body movers
Similar to part modifiers, these objects work on the part they are parented to. These objects alter the position, orientation, or movement of a part. All classes here inherit from the BodyMover abstract class.
Gameplay
These objects are used in general gameplay of a place.
Humanoids
These objects are usually found in Humanoids. An example is a Player's Character.
GUI
These objects display graphical elements in 2-dimensional space on the player's screen, in front of the 3D world.
3D GUI
These objects display graphical elements in 3-dimensional space. While they don't interact physically with parts, they are usually attached to parts in some way.
Scripting
These objects are involved in adding scripted functionality to a game.
Values
These objects exist to hold specific value types. They are essential for communicating data between Scripts.
Joints
These objects bind parts together, sometimes with an extra effect such as a hinge or motor. All classes here inherit from the JointInstance abstract class.
Containers
These objects are designed to contain other objects as children. For example, the Workspace holds objects that are simulated as the game runs.
Services
These objects generally operate in the background, and may be helpful with place development. They're unique in that they may only have one instance of themselves, and can be acquired with the GetService method.
Internal
These objects are used internally by the game engine. Generally, trying to use them in Scripts or LocalScripts will result in an error. However, Plugins and the Command Bar in Studio may use them.
Objects
Services