Events

*Konten ini akan segera tersedia dalam bahasa pilihanmu.

Events are occurrences within your experience that you can listen for and respond to. Many Roblox services and objects have built-in events that automatically fire in response to specific actions or changes.

For example, a player's Character touching a BasePart automatically fires a Touched event. Each time a player joins your experience, the Players.PlayerAdded event fires.

Due to the sheer number of events and client-server architecture, Roblox scripting is often referred to as event-driven. This approach is different from many other game engines, which emphasize running code on a frame-by-frame basis.

You don't have to listen for events or take any action in response to them, but the events are firing and available nevertheless. When you do want to respond to an event, you connect a function to it.

Connecting Functions to Events

You connect a function to an event using Connect() to execute code each time the event fires. Most events pass arguments to their connected functions. For example, the BasePart.Touched event passes the object that touched the part (such as a left hand or car wheel), and the Players.PlayerAdded event passes the Player that joined your experience.

The following code sample demonstrates how to connect a function named onPartTouched() to the Touched event of a part:


-- Assumes the script is parented to the part
local part = script.Parent
-- The function you want to run
local function onPartTouched(object)
print("Part was touched by", object:GetFullName())
end
-- Connect the function to the part's Touched event
part.Touched:Connect(onPartTouched)

You can also connect anonymous functions to events when you want to use variables in the parent scope and don't need to use the function elsewhere. For example, this code sample avoids the awkward intermediary function from the similar sample in Services:


local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local SaveManager = require(ReplicatedStorage:WaitForChild("SaveManager"))
local function saveProgress(character)
local position = character:FindFirstChild("HumanoidRootPart").Position
SaveManager.saveData(character, position)
end
-- Anonymous function that calls saveProgress() when a character is removed
-- from the experience (in this case, when the player leaves).
Players.PlayerAdded:Connect(function(player)
player.CharacterRemoving:Connect(saveProgress)
end)

Disconnecting Functions from Events

The Connect() method returns an RBXScriptConnection object. If you connect a function to an event, but don't want to call the function the next time an event fires (such as after some condition is met), disconnect it by calling Disconnect() on the RBXScriptConnection object.

The following code sample shows how to connect and disconnect a function from the Part.Touched event:


local part = workspace.Part
local targetPart = workspace.TargetPart
-- Declare an empty placeholder variable for the connection
local connection
local function onPartTouched(otherPart)
if otherPart == targetPart then
print("The part hit the target!")
-- Disconnect the connection
connection:Disconnect()
end
end
-- Connect the above function to the Touched event
connection = part.Touched:Connect(onPartTouched)

If you only want to connect a function to an event once—that is, only run the function the first time the event fires—use the Once() method as a more convenient alternative to connecting and disconnecting the function.

Waiting for Events to Fire

If you want a script to yield until a specific event fires, use the Wait() method. This method returns the event's arguments, which you can assign to variables for later use:


local part = workspace.Part
local touchedPart = part.Touched:Wait()
print("The part was touched by", touchedPart:GetFullName())

Other Types of Events

  • Bindable events

    Bindable events let you communicate between scripts on the same side of the client-server boundary.

  • Remote events

    Remote events let you communicate across the client-server boundary.