Clean up some corescripts

This commit is contained in:
Lewin Kelly 2023-04-17 12:54:48 +01:00
parent 736186bb75
commit 55d3a622aa
11 changed files with 146 additions and 146 deletions

View File

@ -75,7 +75,7 @@ function UpdateGUI(health)
local x = 0.019 + (maxWidth - width) local x = 0.019 + (maxWidth - width)
local y = 0.1 local y = 0.1
tray.bar.Position = UDim2.new(x,0,y, 0) tray.bar.Position = UDim2.new(x ,0, y, 0)
tray.bar.Size = UDim2.new(width, 0, height, 0) tray.bar.Size = UDim2.new(width, 0, height, 0)
-- If more than 1/4 health, bar = green. Else, bar = red. -- If more than 1/4 health, bar = green. Else, bar = red.
if( (health / humanoid.MaxHealth) > 0.25 ) then if( (health / humanoid.MaxHealth) > 0.25 ) then

View File

@ -327,19 +327,19 @@ function trim(s)
return (s:gsub("^%s*(.-)%s*$", "%1")) return (s:gsub("^%s*(.-)%s*$", "%1"))
end end
function splitByWhitespace(text) -- function splitByWhitespace(text)
if type(text) ~= "string" then -- if type(text) ~= "string" then
return nil -- return nil
end -- end
local terms = {} -- local terms = {}
for token in string.gmatch(text, "[^%s]+") do -- for token in string.gmatch(text, "[^%s]+") do
if string.len(token) > 0 then -- if string.len(token) > 0 then
table.insert(terms, token) -- table.insert(terms, token)
end -- end
end -- end
return terms -- return terms
end -- end
function resetSearchBoxGui() function resetSearchBoxGui()
resetButton.Visible = false resetButton.Visible = false

View File

@ -3433,7 +3433,7 @@ t.Help = function(funcNameOrFunc)
elseif 'GetFontHeight' == funcNameOrFunc or t.GetFontHeight == funcNameOrFunc then elseif 'GetFontHeight' == funcNameOrFunc or t.GetFontHeight == funcNameOrFunc then
return 'Function GetFontHeight. ' .. 'Arguments: (font, fontSize). ' .. 'Side effect: returns the size in pixels of the given font + fontSize' return 'Function GetFontHeight. ' .. 'Arguments: (font, fontSize). ' .. 'Side effect: returns the size in pixels of the given font + fontSize'
elseif 'CreateScrollingFrame' == funcNameOrFunc or t.CreateScrollingFrame == funcNameOrFunc then elseif 'CreateScrollingFrame' == funcNameOrFunc or t.CreateScrollingFrame == funcNameOrFunc then
return 'Function CreateScrollingFrame. ' .. 'Arguments: (orderList, style) ' .. 'Side effect: returns 4 objects, (scrollFrame, scrollUpButton, scrollDownButton, recalculateFunction). "scrollFrame" can be filled with GuiObjects. It will lay them out and allow scrollUpButton/scrollDownButton to interact with them. Orderlist is optional (and specifies the order to layout the children. Without orderlist, it uses the children order. style is also optional, and allows for a "grid" styling if style is passed "grid" as a string. recalculateFunction can be called \n when a relayout is needed (\n when orderList changes)' return 'Function CreateScrollingFrame. ' .. 'Arguments: (orderList, style) ' .. 'Side effect: returns 4 objects, (scrollFrame, scrollUpButton, scrollDownButton, recalculateFunction). "scrollFrame" can be filled with GuiObjects. It will lay them out and allow scrollUpButton/scrollDownButton to interact with them. Orderlist is optional (and specifies the order to layout the children. Without orderlist, it uses the children order. style is also optional, and allows for a "grid" styling if style is passed "grid" as a string. recalculateFunction can be called\n when a relayout is needed (\n when orderList changes)'
elseif 'CreateTrueScrollingFrame' == funcNameOrFunc or t.CreateTrueScrollingFrame == funcNameOrFunc then elseif 'CreateTrueScrollingFrame' == funcNameOrFunc or t.CreateTrueScrollingFrame == funcNameOrFunc then
return 'Function CreateTrueScrollingFrame. ' .. 'Arguments: (nil) ' .. 'Side effect: returns 2 objects, (scrollFrame, controlFrame). "scrollFrame" can be filled with GuiObjects, and they will be clipped if not inside the frame"s bounds. controlFrame has children scrollup and scrolldown, as well as a slider. controlFrame can be parented to any guiobject and it will readjust itself to fit.' return 'Function CreateTrueScrollingFrame. ' .. 'Arguments: (nil) ' .. 'Side effect: returns 2 objects, (scrollFrame, controlFrame). "scrollFrame" can be filled with GuiObjects, and they will be clipped if not inside the frame"s bounds. controlFrame has children scrollup and scrolldown, as well as a slider. controlFrame can be parented to any guiobject and it will readjust itself to fit.'
elseif 'AutoTruncateTextObject' == funcNameOrFunc or t.AutoTruncateTextObject == funcNameOrFunc then elseif 'AutoTruncateTextObject' == funcNameOrFunc or t.AutoTruncateTextObject == funcNameOrFunc then
@ -3441,7 +3441,7 @@ t.Help = function(funcNameOrFunc)
elseif 'CreateSlider' == funcNameOrFunc or t.CreateSlider == funcNameOrFunc then elseif 'CreateSlider' == funcNameOrFunc or t.CreateSlider == funcNameOrFunc then
return 'Function CreateSlider. ' .. 'Arguments: (steps, width, position) ' .. 'Side effect: returns 2 objects, (sliderGui, sliderPosition). The "steps" argument specifies how many different positions the slider can hold along the bar. "width" specifies in pixels how wide the bar should be (modifiable afterwards if desired). "position" argument should be a UDim2 for slider positioning. "sliderPosition" is an IntValue whose current .Value specifies the specific step the slider is currently on.' return 'Function CreateSlider. ' .. 'Arguments: (steps, width, position) ' .. 'Side effect: returns 2 objects, (sliderGui, sliderPosition). The "steps" argument specifies how many different positions the slider can hold along the bar. "width" specifies in pixels how wide the bar should be (modifiable afterwards if desired). "position" argument should be a UDim2 for slider positioning. "sliderPosition" is an IntValue whose current .Value specifies the specific step the slider is currently on.'
elseif 'CreateLoadingFrame' == funcNameOrFunc or t.CreateLoadingFrame == funcNameOrFunc then elseif 'CreateLoadingFrame' == funcNameOrFunc or t.CreateLoadingFrame == funcNameOrFunc then
return 'Function CreateLoadingFrame. ' .. 'Arguments: (name, size, position) ' .. 'Side effect: Creates a gui that can be manipulated to show progress for a particular action. Name appears above the loading bar, and size and position are udim2 values (both size and position are optional arguments). Returns 3 arguments, the first being the gui created. The second being updateLoadingGuiPercent, which is a bindable function. This function takes one argument (two optionally), which should be a number between 0 and 1, representing the percentage the loading gui should be at. The second argument to this function is a boolean value that if set to true will tween the current percentage value to the new percentage value, therefore our third argument is how long this tween should take. Our third returned argument is a BindableEvent, that \n when fired means that someone clicked the cancel button on the dialog.' return 'Function CreateLoadingFrame. ' .. 'Arguments: (name, size, position) ' .. 'Side effect: Creates a gui that can be manipulated to show progress for a particular action. Name appears above the loading bar, and size and position are udim2 values (both size and position are optional arguments). Returns 3 arguments, the first being the gui created. The second being updateLoadingGuiPercent, which is a bindable function. This function takes one argument (two optionally), which should be a number between 0 and 1, representing the percentage the loading gui should be at. The second argument to this function is a boolean value that if set to true will tween the current percentage value to the new percentage value, therefore our third argument is how long this tween should take. Our third returned argument is a BindableEvent, that\n when fired means that someone clicked the cancel button on the dialog.'
elseif 'CreateTerrainMaterialSelector' == funcNameOrFunc or t.CreateTerrainMaterialSelector == funcNameOrFunc then elseif 'CreateTerrainMaterialSelector' == funcNameOrFunc or t.CreateTerrainMaterialSelector == funcNameOrFunc then
return 'Function CreateTerrainMaterialSelector. ' .. 'Arguments: (size, position) ' .. 'Side effect: Size and position are UDim2 values that specifies the selector"s size and position. Both size and position are optional arguments. This method returns 3 objects (terrainSelectorGui, terrainSelected, forceTerrainSelection). terrainSelectorGui is just the gui object that we generate with this function, parent it as you like. TerrainSelected is a BindableEvent that is fired whenever a new terrain type is selected in the gui. ForceTerrainSelection is a function that takes an argument of Enum.CellMaterial and will force the gui to show that material as currently selected.' return 'Function CreateTerrainMaterialSelector. ' .. 'Arguments: (size, position) ' .. 'Side effect: Size and position are UDim2 values that specifies the selector"s size and position. Both size and position are optional arguments. This method returns 3 objects (terrainSelectorGui, terrainSelected, forceTerrainSelection). terrainSelectorGui is just the gui object that we generate with this function, parent it as you like. TerrainSelected is a BindableEvent that is fired whenever a new terrain type is selected in the gui. ForceTerrainSelection is a function that takes an argument of Enum.CellMaterial and will force the gui to show that material as currently selected.'
end end