Event
Events appear as properties on several objects. The goal is to register a function that will be fired whenever that event happens. E.g. playerA.damagedEvent:Connect(OnPlayerDamaged)
chooses the function OnPlayerDamaged
to be fired whenever playerA
takes damage.
Functions
Function Name | Return Type | Description | Tags |
---|---|---|---|
Connect(function eventListener, [...]) |
EventListener |
Registers the given function which will be called every time the event is fired. Returns an EventListener which can be used to disconnect from the event or check if the event is still connected. Accepts any number of additional arguments after the listener function, those arguments will be provided after the event's own parameters. | None |
Examples
Example using:
Connect
Core uses events for a variety of built-in state changes that can happen in a game. Events appear as properties on several objects. By connecting a function to the desired event, scripts can listen and act on them. In this example, both Game.playerJoinedEvent
and player.damagedEvent
are connected to. The OnPlayerDamaged()
function will be called each time a player takes damage. Any number of extra parameters can be added when connecting and those values will be passed back to the listening function.
function OnPlayerDamaged(player, dmg, joinTime)
local elapsedTime = time() - joinTime
print("Player " .. player.name .. " took " .. dmg.amount .. " damage after joining the game for " .. elapsedTime .. " seconds.")
end
function OnPlayerJoined(player)
-- Passing extra float parameter
player.damagedEvent:Connect(OnPlayerDamaged, time())
end
Game.playerJoinedEvent:Connect(OnPlayerJoined)
See also: CoreLua.time | Player.name | Damage.amount | Game.playerJoinedEvent