Plugin

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Plugin is the main object responsible for creating basic studio widgets. It is a custom add-on to Studio which adds new behavior and features that are not normally included.

Résumé

Propriétés

  • lecture uniquement
    non répliqué
    lecture parallèle

    Returns whether the user enabled Collisions in studio under the Model tab.

  • lecture uniquement
    non répliqué
    lecture parallèle

    Returns the grid size the user has set in studio under the Model tab.

Méthodes

Évènements

Propriétés

CollisionEnabled

lecture uniquement
non répliqué
lecture parallèle

Returns whether the user enabled Collisions in studio under the Model tab.

GridSize

lecture uniquement
non répliqué
lecture parallèle

Returns the grid size the user has set in studio under the Model tab. This can be 1, 0.2 or 0.01, but has rounding errors. The 1/5th option should return 0.2, but could return 0.20000000298023 instead. This code can be used to get the real gridsize:


local gridsize = plugin.GridSize
if math.abs(gridsize-0.2) < 0.005 then -- Check if the gridsize is between 0.195 and 0.205
gridsize = 0.2
elseif math.abs(gridsize-0.01) < 0.005 then -- Between 0.005 and 0.015
gridsize = 0.01
else -- Assume it's 1
gridsize = 1
end

Méthodes

Activate

void
sécurité des plugins

This function sets the state of the calling plugin to activated. Activating the plugin allows mouse control through the Plugin:GetMouse() method.

At any given time there are either 0 or 1 Activated Plugins. Activating a plugin will deactivate all other plugins (they will receive a Plugin.Deactivation event).

See also:

  • Plugin:IsActivatedWithExclusiveMouse(), returns true if this plugin is currently active with an exclusive mouse, after having been activated via this function
  • Plugin.Unloading, fires immediately before the plugin is unloaded or reloaded via uninstallation, deactivation, or updating

Paramètres

exclusiveMouse: bool

A boolean specifying whether to activate the plugin with exclusive mouse. If true, a PluginMouse can be retrieved via Plugin:GetMouse().


Retours

void

CreatePluginAction

sécurité des plugins

This function creates a PluginAction which is an object that represents a generic performable action in Roblox Studio, with no directly associated Toolbar or Enum.Button. In Roblox Studio, they can be assigned a keyboard shortcut under File → Advanced → Customize Shortcuts…, and they can also be added to the Quick Access Toolbar.

When an action is triggered, the PluginAction.Triggered event is signaled.

In order for PluginActions work as expected, they must be created using this function.

See also:

Paramètres

actionId: string

Must be a unique string that identifies this PluginAction from others.

text: string

The displayed name of the action.

statusTip: string

The displayed description of the action.

iconName: string

The name of the icon used to display the plugin.

Valeur par défaut : ""
allowBinding: bool

Whether the PluginAction will be hidden from Studio's shortcuts view. Useful for contextual actions. Defaults to true.

Valeur par défaut : true

Retours

Échantillons de code

Creating a PluginAction

local plugin = plugin or getfenv().PluginManager():CreatePlugin()
plugin.Name = "Plugin"
local function actionTriggered()
print("Hello world!")
end
local pluginAction = plugin:CreatePluginAction(
"HelloWorldAction",
"Hello World",
"Prints a 'Hello world!'",
"rbxasset://textures/sparkle.png",
true
)
pluginAction.Triggered:Connect(actionTriggered)

CreatePluginMenu

sécurité des plugins

This function creates a new PluginMenu, which is a context menu that can be shown in Studio that displays a list of PluginActions and supports submenus.

In order for PluginMenus to work as expected, they must be created using this function.

See also:

Paramètres

id: string

Unique ID for the menu.

title: string

The text to be displayed when used as a sub menu.

Valeur par défaut : ""
icon: string

The icon to be displayed when used as a sub menu.

Valeur par défaut : ""

Retours

Échantillons de code

Creating a PluginMenu and PluginMenuAction

-- This code can be pasted into the command bar, but only once.
local plugin = plugin or getfenv().PluginManager():CreatePlugin()
plugin.Name = "Plugin"
plugin.Parent = workspace
local pluginMenu = plugin:CreatePluginMenu(math.random(), "Test Menu")
pluginMenu.Name = "Test Menu"
pluginMenu:AddNewAction("ActionA", "A", "rbxasset://textures/loading/robloxTiltRed.png")
pluginMenu:AddNewAction("ActionB", "B", "rbxasset://textures/loading/robloxTilt.png")
local subMenu = plugin:CreatePluginMenu(math.random(), "C", "rbxasset://textures/explosion.png")
subMenu.Name = "Sub Menu"
subMenu:AddNewAction("ActionD", "D", "rbxasset://textures/whiteCircle.png")
subMenu:AddNewAction("ActionE", "E", "rbxasset://textures/icon_ROBUX.png")
pluginMenu:AddMenu(subMenu)
pluginMenu:AddSeparator()
pluginMenu:AddNewAction("ActionF", "F", "rbxasset://textures/sparkle.png")
local toggle = Instance.new("BoolValue")
toggle.Name = "TogglePluginMenu"
toggle.Parent = workspace
local function onToggled()
if toggle.Value then
toggle.Value = false
local selectedAction = pluginMenu:ShowAsync()
if selectedAction then
print("Selected Action:", selectedAction.Text, "with ActionId:", selectedAction.ActionId)
else
print("User did not select an action!")
end
end
end
toggle.Changed:Connect(onToggled)

CreateToolbar

sécurité des plugins

The CreateToolbar function creates a new PluginToolbar with the given name. The toolbar can then be used to create plugin buttons.

Paramètres

name: string

The visible text on the toolbar, labeling the group of buttons contained within.


Retours

Échantillons de code

Plugin:CreateToolbar

plugin:CreateToolbar("ExampleToolbar")

Deactivate

void
sécurité des plugins

Deactivates the plugin. This will disengage the associated PluginMouse if it has been activated

See also:


Retours

void
sécurité des plugins

Returns the Enum.JointCreationMode the user has set in studio under the Model tab.


Retours

GetMouse

sécurité des plugins

GetMouse returns a PluginMouse that can be used while the plugin is active through Plugin:Activate().


Retours

Échantillons de code

Plugin:GetMouse

local mouse = plugin:GetMouse()
local function button1Down()
print("Button 1 pressed from PluginMouse")
end
mouse.Button1Down:Connect(button1Down)

GetSelectedRibbonTool

sécurité des plugins

GetSelectedRibbonTool return the currently selected Enum.RibbonTool. It returns an Enum that corresponds to a particular tool. This will return whether the tool is selected manually or programmatically via Plugin:SelectRibbonTool().


Retours

Échantillons de code

Plugin:GetSelectedRibbonTool

plugin:SelectRibbonTool(Enum.RibbonTool.Move, UDim2.new())
task.wait() -- wait for next frame
local selectedRibbonTool = plugin:GetSelectedRibbonTool()
print("The selected RibbonTool is", selectedRibbonTool)

GetSetting

Variant
sécurité des plugins

Retrieves a previously stored value with the given key, or nil if the given key doesn't exist.

Paramètres

key: string

Retours

Variant

Échantillons de code

Plugin:GetSetting

local RAN_BEFORE_KEY = "RanBefore"
local didRunBefore = plugin:GetSetting(RAN_BEFORE_KEY)
if didRunBefore then
print("Welcome back!")
else
plugin:SetSetting(RAN_BEFORE_KEY, true)
print("Welcome! Thanks for installing this plugin!")
end

Intersect

sécurité des plugins

Paramètres

objects: Objects

Retours

IsActivated

sécurité des plugins

This function returns true if this plugin is currently active, after having been activated via the Plugin:Activate() function.


Retours

A boolean indicating whether the plugin is currently active.

IsActivatedWithExclusiveMouse

sécurité des plugins

This function returns true if this plugin is currently active with an exclusive mouse, after having been activated via the Plugin:Activate() function. If this returns true, a PluginMouse can be retrieved via Plugin:GetMouse().

See also:

  • Plugin.Deactivation, fires when the plugin is deactivated
  • Plugin.Unloading, fires immediately before the plugin is unloaded or reloaded via uninstallation, deactivation, or updating

Retours

Whether this plugin is currently active with an exclusive mouse.

Negate

sécurité des plugins

Negates the given parts and returns the resulting NegateOperations.

Paramètres

objects: Objects

Retours

OpenScript

void
sécurité des plugins

Used to open the given script instance in an editor window, in Roblox studio, at the given line. If no line is given as an argument it will default to 1.

Paramètres

lineNumber: number
Valeur par défaut : 1

Retours

void

Échantillons de code

Plugin:OpenScript

local newScript = Instance.new("Script")
newScript.Parent = workspace
plugin:OpenScript(newScript)

OpenWikiPage

void
sécurité des plugins

Opens the context help window to the wiki page that url links to.

Paramètres

url: string

Retours

void

Échantillons de code

Plugin:OpenWikiPage

plugin:OpenWikiPage("API:Class/BasePart")

SaveSelectedToRoblox

void
sécurité des plugins

Opens an upload window for the user's current selection.


Retours

void

SelectRibbonTool

void
sécurité des plugins

Activates the specified Roblox Studio tool. If the tool opens a window, the position parameter specifies where it should be shown on the screen.

Note:

  • An object must be selected in order for this to work correctly.
  • Altering the scale fields of the position property will not affect the dialog popups.

Paramètres

position: UDim2

Retours

void

Separate

sécurité des plugins

Separates the given UnionOperations and returns the resulting parts.

Paramètres

objects: Objects

Retours

SetSetting

void
sécurité des plugins

Stores a given value for later use under the given key. The value will persist even after studio is closed.

Paramètres

key: string
value: Variant

Retours

void

Échantillons de code

Plugin:GetSetting and Plugin:SetSetting

local RAN_BEFORE_KEY = "RunBefore"
local hasRunBefore = plugin:GetSetting(RAN_BEFORE_KEY)
if hasRunBefore then
print("Welcome back!")
else
print("Thanks for installing this plugin!")
plugin:SetSetting(RAN_BEFORE_KEY, true)
end

StartDrag

void
sécurité des plugins

StartDrag initiates a drag action using a dictionary of parameters. The parameters are as follows:

NameTypeDefaultDescription
Senderstring"" Identifies the source of the drag action to the drop target
MimeTypestring"" The [MIME type](https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/MIME_types) of Data.
Datastring"" Information about the drag action (eg. what is being dragged). Should be used by the drop target.
MouseIconContent"" The icon to use for the mouse cursor during the drag. If empty, uses the default cursor.
DragIconContent"" An image to render under the mouse cursor during the drag. This should represent the item being dragged.
HotSpotVector2Vector2.new(0, 0) The pixel offset from the top-left where the cursor should "hold" the DragIcon.

See also:

Paramètres

dragData: Dictionary

Retours

void

Échantillons de code

Plugin Drag and Drop

assert(plugin, "This script must be run as a Studio plugin")
local widgetInfo = DockWidgetPluginGuiInfo.new(Enum.InitialDockState.Float, true, true, 300, 200)
local dragSourceWidget = plugin:CreateDockWidgetPluginGui("Drag Source", widgetInfo)
dragSourceWidget.Title = "Drag Source"
local textBox = Instance.new("TextBox")
textBox.Parent = dragSourceWidget
textBox.Size = UDim2.new(1, 0, 0, 32)
textBox.Text = "Hello, plugin drags"
local dragButton = Instance.new("TextButton")
dragButton.Size = UDim2.new(1, 0, 1, -32)
dragButton.Position = UDim2.new(0, 0, 0, 32)
dragButton.Text = "Edit the text above, then start drag here"
dragButton.Parent = dragSourceWidget
function onMouseButton1Down()
local dragData = {
Sender = "SomeDragSource",
MimeType = "text/plain",
Data = textBox.Text,
MouseIcon = "",
DragIcon = "",
HotSpot = Vector2.new(0, 0),
}
plugin:StartDrag(dragData)
end
dragButton.MouseButton1Down:Connect(onMouseButton1Down)
-- This widget will receive drops
local dragTargetWidget = plugin:CreateDockWidgetPluginGui("Drop Target", widgetInfo)
dragTargetWidget.Title = "Drop Target"
-- This TextLabel will display what was dropped
local textLabel = Instance.new("TextLabel")
textLabel.Size = UDim2.new(1, 0, 1, 0)
textLabel.Text = "Drop here..."
textLabel.Parent = dragTargetWidget
local function onDragDrop(dragData)
if dragData.MimeType == "text/plain" then
textLabel.Text = dragData.Data
else
textLabel.Text = dragData.MimeType
end
end
dragTargetWidget.PluginDragDropped:Connect(onDragDrop)
dragTargetWidget.PluginDragEntered:Connect(function(_dragData)
print("PluginDragEntered")
end)
dragTargetWidget.PluginDragLeft:Connect(function(_dragData)
print("PluginDragLeft")
end)
dragTargetWidget.PluginDragMoved:Connect(function(_dragData)
print("PluginDragMoved")
end)
sécurité des plugins

Unions the given parts and returns the resulting UnionOperation.

Paramètres

objects: Objects

Retours

CreateDockWidgetPluginGui

rendement
sécurité des plugins

CreateDockWidgetPluginGui creates a new DockWidgetPluginGui from the given DockWidgetPluginGuiInfo. The first parameter, pluginGuiId, should be a unique and consistent string. It is used to save the state of the widget's dock state and other internal details.

Paramètres

pluginGuiId: string

A unique and consistent identifier used to storing the widget's dock state and other internal details.

dockWidgetPluginGuiInfo: DockWidgetPluginGuiInfo

Describes the DockWidgetPluginGui to create (initial state, size, etc).


Retours

Échantillons de code

Widget GUI Text Button

-- Create new 'DockWidgetPluginGuiInfo' object
local widgetInfo = DockWidgetPluginGuiInfo.new(
Enum.InitialDockState.Float, -- Widget will be initialized in floating panel
true, -- Widget will be initially enabled
false, -- Don't override the previous enabled state
200, -- Default width of the floating window
300, -- Default height of the floating window
150, -- Minimum width of the floating window (optional)
150 -- Minimum height of the floating window (optional)
)
-- Create new widget GUI
local testWidget = plugin:CreateDockWidgetPluginGui("TestWidget", widgetInfo)
local testButton = Instance.new("TextButton")
testButton.BorderSizePixel = 0
testButton.TextSize = 20
testButton.TextColor3 = Color3.new(1, 0.2, 0.4)
testButton.AnchorPoint = Vector2.new(0.5, 0.5)
testButton.Size = UDim2.new(1, 0, 1, 0)
testButton.Position = UDim2.new(0.5, 0, 0.5, 0)
testButton.SizeConstraint = Enum.SizeConstraint.RelativeYY
testButton.Text = "Click Me"
testButton.Parent = testWidget

ImportFbxAnimation

rendement
sécurité des plugins

This function prompts the user to open a .fbx animation file that can be loaded onto the rigModel, then proceeds to insert the animation as a KeyframeSequence in the Workspace.

Paramètres

rigModel: Instance
isR15: bool
Valeur par défaut : true

Retours

ImportFbxRig

rendement
sécurité des plugins

Prompts the user to open a .fbx file, uploads the individual components of the model as meshes, and generates a character rig for use in animation, which is loaded into the Workspace.

Paramètres

isR15: bool
Valeur par défaut : true

Retours

PromptForExistingAssetId

rendement
sécurité des plugins

Opens a window in Roblox Studio, which prompts the user to select an asset based on the assetType specified. Returns what assetId was selected, or -1 if the window was closed.

Paramètres

assetType: string

Retours

PromptSaveSelection

rendement
sécurité des plugins

Prompts the user to save their current selection with the specified file name. Returns true if the user did save the file.

Paramètres

suggestedFileName: string
Valeur par défaut : ""

Retours

Évènements

Deactivation

sécurité des plugins

Fired when the Plugin is deactivated. This occurs when either the plugin code calls Plugin:Deactivate(), or because some other plugin called Plugin:Activate(), which forces all other plugins to lose their active state.

See also:

  • Plugin.Unloading, fires immediately before the plugin is unloaded or reloaded via uninstallation, deactivation, or updating

Unloading

sécurité des plugins

This event fires immediately before the Plugin stops running. Plugins are unloaded when disabled, uninstalled, about to be updated, or when the place is closing.

It enables a plugin to clean up after itself before its scripts stop running, e.g. to remove unnecessary instances from the DataModel. If a plugin does not clean up properly, the old copies will remain. When this occurs, users may be forced to close and reopen the place which is a bad user experience.

Plugin-related instances such as PluginToolbarButtons, DockWidgetPluginGuis, and PluginGuis are automatically cleaned up when the plugin is unloaded so there is no need to remove them.