EventListener
EventListeners are returned by Events when you connect a listener function to them.
Properties
Property Name | Return Type | Description | Tags |
---|---|---|---|
isConnected | boolean | Returns true if this listener is still connected to its event. false if the event owner was destroyed or if Disconnect was called. | Read-Only |
Functions
Function Name | Return Type | Description | Tags |
---|---|---|---|
Disconnect() | None | Disconnects this listener from its event, so it will no longer be called when the event is fired. | None |
Examples
Example using:
Disconnect
isConnected
When Connect()
is called, an EventListener
structure is returned. In some situations it's good to save the listener in order to disconnect from the event later. In the following example, we are listening for the local player gaining or losing resources. However, if this script is destroyed for some reason, then it will be hanging in memory due to the event connection. In this case it's important to Disconnect()
or a small memory leak is created. This script presumes to be in a Client Context.
function OnResourceChanged(player, resName, resValue)
print("Resource " .. resName .. " = " .. resValue)
end
local resourceChangedListener = nil
function OnPlayerJoined(player)
if player == Game.GetLocalPlayer() then
resourceChangedListener = player.resourceChangedEvent:Connect(OnResourceChanged)
end
end
if Game.GetLocalPlayer() then
OnPlayerJoined(Game.GetLocalPlayer())
else
Game.playerJoinedEvent:Connect(OnPlayerJoined)
end
function OnDestroyed(obj)
if resourceChangedListener and resourceChangedListener.isConnected then
resourceChangedListener:Disconnect()
resourceChangedListener = nil
end
end
script.destroyEvent:Connect(OnDestroyed)
See also: Event.Connect | Game.GetLocalPlayer | Player.resourceChangedEvent | CoreObject.destroyEvent | CoreLua.print
Dernière mise à jour: 1 mars 2021