Script
Script is a CoreObject representing a script in the hierarchy. While not technically a property, a script can access itself using the script
variable.
Properties
Property Name | Return Type | Description | Tags |
---|---|---|---|
context |
table |
Returns the table containing any non-local variables and functions created by the script. This can be used to call (or overwrite!) functions on another script. | Read-Only |
scriptAssetId |
string |
Returns the asset ID of the script this instance is executing. | Read-Only |
Examples
Example using:
context
With context
two scripts can communicate directly by calling on each other's functions and properties. Notice that '.' is used instead of ':' when accessing context functions. In the following example, the first script is placed directly in the hierarchy and the second script is placed inside a template of some sort. When a new player joins, the first script spawns a copy of the template and tells it about the new player. The template then follows the player around as they move.
Script directly in hierarchy:
local followTemplate = script:GetCustomProperty("FollowTemplate")
Game.playerJoinedEvent:Connect(function(player)
local obj = World.SpawnAsset(followTemplate)
-- Locate the script inside
local followScript = obj:FindDescendantByType("Script")
-- Call the context function
followScript.context.SetTarget(player)
end)
--[[#description
Script located inside a template. The 'targetPlayer' property and the 'SetTarget()' function can be
accessed externally through the context.
]]
targetPlayer = nil
function SetTarget(player)
targetPlayer = player
script:FindTemplateRoot():Follow(player, 400, 300)
end
See also: CoreObject.GetCustomProperty | World.SpawnAsset | Game.playerJoinedEvent | Event.Connect
Example using:
scriptAssetId
Architectures designed for componentization have many advantages when building larger projects. In this example, we have a script that will be required
and will serve as a central manager, where other scripts call to register themselves. In case a script gets duplicated, such as from the importing of Community Content, it's possible the game ends up with multiple mismatching versions of a component. By taking a moment to compare the script asset IDs we future-proof the system and make it more robust. The asset IDs are also printed to the Event Log, so they can be easily located by searching Project Content with /muid=<asset ID>
.
local API = {}
local registeredComponents = {}
local registeredScriptAssets = {}
function API.Register(scriptObj)
local existingAssetId = registeredScriptAssets[scriptObj.name]
if existingAssetId then
if existingAssetId ~= scriptObj.scriptAssetId then
warn("Registering different scripts with the same name '"..scriptObj.name..
"'. Different versions of the same script can lead to unexpected behavior. Assets: "..
existingAssetId.." and "..scriptObj.scriptAssetId)
end
else
registeredScriptAssets[scriptObj.name] = scriptObj.scriptAssetId
end
table.insert(registeredComponents, scriptObj)
end
return API
See also: CoreLuaFunctions.require | CoreObject.name