2013/yue/60595411.yue

972 lines
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import "macros" as { $ }
$load $FILE
t = {}
-- Heliodex's basic New function (basically a simplified version of melt)
New = (className, name, props) ->
if not props? -- no name was provided
props = name
name = nil
obj = Instance.new className
obj.Name = name if name
local parent
for k, v in pairs props
if type(k) == "string"
if k == "Parent"
parent = v
else
obj[k] = v
elseif type(k) == "number" and type(v) == "userdata"
v.Parent = obj
obj.Parent = parent
obj
-- if a bit redundant due to the Create function at the bottom
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------------------------------------------------JSON Functions Begin----------------------------------------------------
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--JSON Encoder and Parser for Lua 5.1
--
--2007 Shaun Brown (http://www.chipmunkav.com)
assert = assert
Null = -> Null
StringBuilder =
buffer: {}
StringBuilder.New ==>
o = <>: @
@__index = @
o.buffer = {}
o
StringBuilder.Append = (s) =>
@buffer[] = s
StringBuilder.ToString ==> table.concat @buffer
JsonWriter =
backslashes:
["\b"]: "\\b",
["\t"]: "\\t",
["\n"]: "\\n",
["\f"]: "\\f",
["\r"]: "\\r",
['"']: '\\"',
["\\"]: "\\\\",
["/"]: "\\/",
JsonWriter.New ==>
o = <>: @
o.writer = StringBuilder\New!
@__index = @
o
JsonWriter.Append = (s) =>
@writer\Append s
JsonWriter.ToString ==> @writer\ToString!
JsonWriter.Write = (o) =>
switch type o
when "nil"
@\WriteNil!
when "boolean", "number"
@\WriteString o
when "string"
@\ParseString o
when "table"
@\WriteTable o
when "function"
@\WriteFunction o
when "thread", "userdata"
@\WriteError o
JsonWriter.WriteNil ==> @\Append "null"
JsonWriter.WriteString = (o) => @\Append "#{o}"
JsonWriter.ParseString = (s) =>
@\Append '"'
@\Append string.gsub s, '[%z%c\\"/]', (n) ->
c = @backslashes[n]
if c
return c
return string.format "\\u%.4X", string.byte n
@\Append '"'
JsonWriter.IsArray = (t) =>
count = 0
isindex = (k) ->
if type(k) == "number" and
k > 0 and
math.floor(k) == k
return true
return false
for k, _ in pairs t
if not isindex k
return false, "{", "}"
else
count = math.max count, k
true, "[", "]", count
JsonWriter.WriteTable = (t) =>
ba, st, et, n = @\IsArray t
@\Append st
if ba
for i = 1, n
@\Write t[i]
if i < n
@\Append ","
else
first = true
for k, v in pairs t
if not first
@\Append ","
first = false
@\ParseString k
@\Append ":"
@\Write v
@\Append et
JsonWriter.WriteError = (o) =>
error string.format "Encoding of %s unsupported", "#{o}"
JsonWriter.WriteFunction = (o) =>
if o == Null
@\WriteNil!
else
@\WriteError o
StringReader =
s: "",
i: 0,
StringReader.New = (s) =>
o = <>: @
@__index = @
o.s = s or o.s
o
StringReader.Peek ==>
i = @i + 1
if i <= #@s
return string.sub @s, i, i
nil
StringReader.Next ==>
@i = @i + 1
if @i <= #@s
return string.sub @s, @i, @i
nil
StringReader.All ==> @s
JsonReader =
escapes:
["t"]: "\t",
["n"]: "\n",
["f"]: "\f",
["r"]: "\r",
["b"]: "\b",
JsonReader.New = (s) =>
o = <>: @
o.reader = StringReader\New s
@__index = @
o
JsonReader.Read ==>
@\SkipWhiteSpace!
peek = @\Peek!
return if not peek?
error string.format "Nil string: '%s'", @\All!
elseif peek == "{"
@\ReadObject!
elseif peek == "["
@\ReadArray!
elseif peek == '"'
@\ReadString!
elseif string.find peek, "[%+%-%d]"
@\ReadNumber!
elseif peek == "t"
@\ReadTrue!
elseif peek == "f"
@\ReadFalse!
elseif peek == "n"
@\ReadNull!
elseif peek == "/"
@\ReadComment!
@\Read!
else
nil
JsonReader.ReadTrue ==>
@\TestReservedWord { 't', 'r', 'u', 'e' }
true
JsonReader.ReadFalse ==>
@\TestReservedWord { 'f', 'a', 'l', 's', 'e' }
false
JsonReader.ReadNull ==>
@\TestReservedWord { 'n', 'u', 'l', 'l' }
nil
JsonReader.TestReservedWord = (t) =>
for _, v in ipairs t
if @\Next! ~= v
error string.format "Error reading '%s': %s", table.concat(t), @\All!
JsonReader.ReadNumber ==>
result = @\Next!
peek = @\Peek!
while peek? and string.find peek, "[%+%-%d%.eE]"
result ..= @\Next!
peek = @\Peek!
result = tonumber result
if not result?
error string.format "Invalid number: '%s'", result
else
return result
JsonReader.ReadString ==>
result = ""
assert @\Next! == '"'
while @\Peek! ~= '"'
ch = @\Next!
if ch == "\\"
ch = @\Next!
if @escapes[ch]
ch = @escapes[ch]
result ..= ch
assert @\Next! == '"'
fromunicode = (m) -> string.char tonumber m, 16
string.gsub result, "u%x%x(%x%x)", fromunicode
JsonReader.ReadComment ==>
assert @\Next! == "/"
second = @\Next!
if second == "/"
@\ReadSingleLineComment!
elseif second == "*"
@\ReadBlockComment!
else
error string.format "Invalid comment: %s", @\All!
JsonReader.ReadBlockComment ==>
done = false
until done
ch = @\Next!
if ch == "*" and @\Peek! == "/"
done = true
if not done and ch == "/" and @\Peek! == "*"
error string.format "Invalid comment: %s, '/*' illegal.", @\All!
@\Next!
JsonReader.ReadSingleLineComment ==>
ch = @\Next!
while ch ~= "\r" and ch ~= "\n"
ch = @\Next!
JsonReader.ReadArray ==>
result = {}
assert @\Next! == "["
done = false
if @\Peek! == "]"
done = true
until done
item = @\Read!
result[] = item
@\SkipWhiteSpace!
if @\Peek! == "]"
done = true
if not done
ch = @\Next!
if ch ~= ","
error string.format "Invalid array: '%s' due to: '%s'", @\All!, ch
assert "]" == @\Next!
result
JsonReader.ReadObject ==>
result = {}
assert @\Next! == "{"
done = false
if @\Peek! == "}"
done = true
until done
key = @\Read!
if type(key) ~= "string"
error string.format "Invalid non-string object key: %s", key
@\SkipWhiteSpace!
ch = @\Next!
if ch ~= ":"
error string.format "Invalid object: '%s' due to: '%s'", @\All!, ch
@\SkipWhiteSpace!
val = @\Read!
result[key] = val
@\SkipWhiteSpace!
if @\Peek! == "}"
done = true
if not done
ch = @\Next!
if ch ~= ","
error string.format "Invalid array: '%s' near: '%s'", @\All!, ch
assert @\Next! == "}"
result
JsonReader.SkipWhiteSpace ==>
p = @\Peek!
while p? and string.find p, "[%s/]"
if p == "/"
@\ReadComment!
else
@\Next!
p = @\Peek!
JsonReader.Peek ==> @reader\Peek!
JsonReader.Next ==> @reader\Next!
JsonReader.All ==> @reader\All!
Encode = (o) ->
with JsonWriter\New!
\Write o
\ToString!
Decode = (s) ->
with JsonReader\New s
\Read!
-------------------- End JSON Parser ------------------------
t.DecodeJSON = (jsonString) ->
try
warn 'RbxUtility.DecodeJSON is deprecated, please use Game:GetService("HttpService"):JSONDecode() instead.'
if type(jsonString) == "string"
return Decode jsonString
print "RbxUtil.DecodeJSON expects string argument!"
nil
t.EncodeJSON = (jsonTable) ->
try
warn 'RbxUtility.EncodeJSON is deprecated, please use Game:GetService("HttpService"):JSONEncode() instead.'
Encode jsonTable
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--------------------------------------------Terrain Utilities Begin-----------------------------------------------------
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--makes a wedge at location x, y, z
--sets cell x, y, z to default material if parameter is provided, if not sets cell x, y, z to be whatever material it previously w
--returns true if made a wedge, false if the cell remains a block
t.MakeWedge = (x, y, z, _) -> game\GetService"Terrain"\AutoWedgeCell x, y, z
t.SelectTerrainRegion = (regionToSelect, color, selectEmptyCells, selectionParent) ->
terrain = game.Workspace\FindFirstChild "Terrain"
return if not terrain
assert regionToSelect
assert color
if not type(regionToSelect) == "Region3"
error "regionToSelect (first arg), should be of type Region3, but is type", type regionToSelect
if not type(color) == "BrickColor"
error "color (second arg), should be of type BrickColor, but is type", type color
-- frequently used terrain calls (speeds up call, no lookup necessary)
GetCell = terrain.GetCell
WorldToCellPreferSolid = terrain.WorldToCellPreferSolid
CellCenterToWorld = terrain.CellCenterToWorld
emptyMaterial = Enum.CellMaterial.Empty
-- container for all adornments, passed back to user
selectionContainer = New "Model", "SelectionContainer"
Archivable: false
Parent: if selectionParent
selectionParent
else
game.Workspace
local updateSelection -- function we return to allow user to update selection
local currentKeepAliveTag -- a tag that determines whether adorns should be destroyed
aliveCounter = 0 -- helper for currentKeepAliveTag
local lastRegion -- used to stop updates that do nothing
adornments = {} -- contains all adornments
reusableAdorns = {}
selectionPart = New "Part", "SelectionPart"
Transparency: 1
Anchored: true
Locked: true
CanCollide: false
Size: Vector3.new 4.2, 4.2, 4.2
selectionBox = Instance.new "SelectionBox"
-- srs translation from region3 to region3int16
-- Region3ToRegion3int16 = (region3) ->
-- theLowVec = region3.CFrame.p - region3.Size / 2 + Vector3.new 2, 2, 2
-- lowCell = WorldToCellPreferSolid terrain, theLowVec
-- theHighVec = region3.CFrame.p + region3.Size / 2 - Vector3.new 2, 2, 2
-- highCell = WorldToCellPreferSolid terrain, theHighVec
-- highIntVec = Vector3int16.new highCell.x, highCell.y, highCell.z
-- lowIntVec = Vector3int16.new lowCell.x, lowCell.y, lowCell.z
-- Region3int16.new lowIntVec, highIntVec
-- helper function that creates the basis for a selection box
createAdornment = (theColor) ->
local selectionPartClone
local selectionBoxClone
if #reusableAdorns > 0
selectionPartClone = reusableAdorns[1]["part"]
selectionBoxClone = reusableAdorns[1]["box"]
table.remove reusableAdorns, 1
selectionBoxClone.Visible = true
else
selectionPartClone = selectionPart\Clone!
selectionPartClone.Archivable = false
selectionBoxClone = selectionBox\Clone!
with selectionBoxClone
.Archivable = false
.Adornee = selectionPartClone
.Parent = selectionContainer
.Adornee = selectionPartClone
.Parent = selectionContainer
if theColor
selectionBoxClone.Color = theColor
selectionPartClone, selectionBoxClone
-- iterates through all current adornments and deletes any that don't have latest tag
cleanUpAdornments = ->
for cellPos, adornTable in pairs adornments
if adornTable.KeepAlive ~= currentKeepAliveTag -- old news, we should get rid of this
adornTable.SelectionBox.Visible = false
table.insert reusableAdorns, part: adornTable.SelectionPart, box: adornTable.SelectionBox
adornments[cellPos] = nil
-- helper function to update tag
incrementAliveCounter = ->
aliveCounter += 1
if aliveCounter > 1000000
aliveCounter = 0
aliveCounter
-- finds full cells in region and adorns each cell with a box, with the argument color
adornFullCellsInRegion = (region, color) ->
regionBegin = region.CFrame.p - region.Size / 2 + Vector3.new 2, 2, 2
regionEnd = region.CFrame.p + region.Size / 2 - Vector3.new 2, 2, 2
cellPosBegin = WorldToCellPreferSolid terrain, regionBegin
cellPosEnd = WorldToCellPreferSolid terrain, regionEnd
currentKeepAliveTag = incrementAliveCounter!
for y = cellPosBegin.y, cellPosEnd.y
for z = cellPosBegin.z, cellPosEnd.z
for x = cellPosBegin.x, cellPosEnd.x
cellMaterial = GetCell terrain, x, y, z
if cellMaterial ~= emptyMaterial
cframePos = CellCenterToWorld terrain, x, y, z
cellPos = Vector3int16.new x, y, z
updated = false
for cellPosAdorn, adornTable in pairs adornments
if cellPosAdorn == cellPos
adornTable.KeepAlive = currentKeepAliveTag
if color
adornTable.SelectionBox.Color = color
updated = true
break
if not updated
local selectionPart, selectionBox = createAdornment color
selectionPart.Size = Vector3.new 4, 4, 4
selectionPart.CFrame = CFrame.new cframePos
adornTable =
SelectionPart: selectionPart
SelectionBox: selectionBox
KeepAlive: currentKeepAliveTag
adornments[cellPos] = adornTable
cleanUpAdornments!
------------------------------------- setup code ------------------------------
lastRegion = regionToSelect
if selectEmptyCells -- use one big selection to represent the area selected
local selectionPart, selectionBox = createAdornment color
selectionPart.Size = regionToSelect.Size
selectionPart.CFrame = regionToSelect.CFrame
adornments.SelectionPart = selectionPart
adornments.SelectionBox = selectionBox
updateSelection = (newRegion, color) ->
if newRegion and newRegion ~= lastRegion
lastRegion = newRegion
selectionPart.Size = newRegion.Size
selectionPart.CFrame = newRegion.CFrame
if color
selectionBox.Color = color
else -- use individual cell adorns to represent the area selected
adornFullCellsInRegion regionToSelect, color
updateSelection = (newRegion, color) ->
if newRegion and newRegion ~= lastRegion
lastRegion = newRegion
adornFullCellsInRegion newRegion, color
destroyFunc = ->
updateSelection = nil
selectionContainer?\Destroy!
adornments = nil
updateSelection, destroyFunc
-----------------------------Terrain Utilities End-----------------------------
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------------------------------------------------Signal class begin------------------------------------------------------
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--[[
A 'Signal' object identical to the internal RBXScriptSignal object in it's public API and semantics. This function
can be used to create "custom events" for user-made code.
API:
Method \connect function handler
Arguments: The function to connect to.
Returns: A new connection object which can be used to disconnect the connection
Description: Connects this signal to the function specified by |handler|. That is, when |fire ...| is called for
the signal the |handler| will be called with the arguments given to |fire ...|. Note, the functions
connected to a signal are called in NO PARTICULAR ORDER, so connecting one function after another does
NOT mean that the first will be called before the second as a result of a call to |fire|.
Method \disconnect!
Arguments: None
Returns: None
Description: Disconnects all of the functions connected to this signal.
Method \fire ...
Arguments: Any arguments are accepted
Returns: None
Description: Calls all of the currently connected functions with the given arguments.
Method \wait!
Arguments: None
Returns: The arguments given to fire
Description: This call blocks until
]]
t.CreateSignal = ->
this = {}
mBindableEvent = Instance.new "BindableEvent"
mAllCns = {} --all connection objects returned by mBindableEvent::connect
--main functions
this.connect = (func) =>
if self ~= this
error "connect must be called with `:`, not `.`", 2
if type(func) ~= "function"
error "Argument #1 of connect must be a function, got a #{type func}" , 2
cn = mBindableEvent.Event\connect func
mAllCns[cn] = true
pubCn = {}
pubCn.disconnect ==>
cn\disconnect!
mAllCns[cn] = nil
pubCn.Disconnect = pubCn.disconnect
pubCn
this.disconnect ==>
if self ~= this
error "disconnect must be called with `:`, not `.`", 2
for cn, _ in pairs mAllCns
cn\disconnect!
mAllCns[cn] = nil
this.wait ==>
if self ~= this
error "wait must be called with `:`, not `.`", 2
mBindableEvent.Event\wait!
this.fire = (...) =>
if self ~= this
error "fire must be called with `:`, not `.`", 2
mBindableEvent\Fire ...
this.Connect = this.connect
this.Disconnect = this.disconnect
this.Wait = this.wait
this.Fire = this.fire
this
------------------------------------------------- Signal class End ------------------------------------------------------
-- this 1s my favourite (heliodex)
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-----------------------------------------------Create Function Begins---------------------------------------------------
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--[[
A "Create" function for easy creation of Roblox instances. The function accepts a string which is the classname of
the object to be created. The function then returns another function which either accepts accepts no arguments, in
which case it simply creates an object of the given type, or a table argument that may contain several types of data,
in which case it mutates the object in varying ways depending on the nature of the aggregate data. These are the
type of data and what operation each will perform:
1) A string key mapping to some value:
Key-Value pairs in this form will be treated as properties of the object, and will be assigned in NO PARTICULAR
ORDER. If the order in which properties is assigned matter, then they must be assigned somewhere else than the
|Create| call's body.
2) An integral key mapping to another Instance:
Normal numeric keys mapping to Instances will be treated as children if the object being created, and will be
parented to it. This allows nice recursive calls to Create to create a whole hierarchy of objects without a
need for temporary variables to store references to those objects.
3) A key which is a value returned from Create.Event( eventname ), and a value which is a function function
The Create.E( string ) function provides a limited way to connect to signals inside of a Create hierarchy
for those who really want such a functionality. The name of the event whose name is passed to
Create.E( string )
4) A key which is the Create function itself, and a value which is a function
The function will be run with the argument of the object itself after all other initialization of the object is
done by create. This provides a way to do arbitrary things involving the object from withing the create
hierarchy.
Note: This function is called SYNCHRONOUSLY, that means that you should only so initialization in
it, not stuff which requires waiting, as the Create call will block until it returns. While waiting in the
constructor callback function is possible, it is probably not a good design choice.
Note: Since the constructor function is called after all other initialization, a Create block cannot have two
constructor functions, as it would not be possible to call both of them last, also, this would be unnecessary.
Some example usages:
A simple example which uses the Create function to create a model object and assign two of it's properties.
local model = Create'Model'{
Name = 'A New model',
Parent = game.Workspace,
}
An example where a larger hierarchy of object is made. After the call the hierarchy will look like this:
Model_Container
|-ObjectValue
| |
| `-BoolValueChild
`-IntValue
local model = Create'Model'{
Name = 'Model_Container',
Create'ObjectValue'{
Create'BoolValue'{
Name = 'BoolValueChild',
},
},
Create'IntValue'{},
}
An example using the event syntax:
local part = Create'Part'{
[Create.E'Touched'] = function(part)
print("I was touched by "..part.Name)
end,
}
An example using the general constructor syntax:
local model = Create'Part'{
[Create] = function(this)
print("Constructor running!")
this.Name = GetGlobalFoosAndBars(this)
end,
}
Note: It is also perfectly legal to save a reference to the function returned by a call Create, this will not cause
any unexpected behavior. EG:
local partCreatingFunction = Create'Part'
local part = partCreatingFunction()
]]
--the Create function need to be created as a functor, not a function, in order to support the Create.E syntax, so it
--will be created in several steps rather than as a single function declaration.
Create_PrivImpl = (objectType) ->
if type(objectType) ~= "string"
error "Argument of Create must be a string", 2
--return the proxy function that gives us the nice Create'string'{data} syntax
--The first function call is a function call using Lua's single-string-argument syntax
--The second function call is using Lua's single-table-argument syntax
--Both can be chained together for the nice effect.
(dat) ->
--default to nothing, to handle the no argument given case
dat or= {}
--make the object to mutate
obj = Instance.new objectType
local parent
--stored constructor function to be called after other initialization
local ctor
for k, v in pairs dat
--add property
if type(k) == "string"
if k == "Parent"
-- Parent should always be set last, setting the Parent of a new object
-- immediately makes performance worse for all subsequent property updates.
parent = v
else
obj[k] = v
--add child
elseif type(k) == "number"
if type(v) ~= "userdata"
error "Bad entry in Create body: Numeric keys must be paired with children, got a: #{type v}", 2
v.Parent = obj
--event connect
elseif type(k) == "table" and k.__eventname
if type(v) ~= "function"
error "Bad entry in Create body: Key `[Create.E'#{k.__eventname}']` must have a function value, got: #{v}", 2
obj[k.__eventname]\connect v
--define constructor function
elseif k == t.Create
if type(v) ~= "function"
error "Bad entry in Create body: Key `[Create]` should be paired with a constructor function, got: #{v}", 2
elseif ctor
--ctor already exists, only one allowed
error "Bad entry in Create body: Only one constructor function is allowed", 2
ctor = v
else
error "Bad entry (#{k} => #{v}) in Create body", 2
--apply constructor function if it exists
ctor? obj
if parent
obj.Parent = parent
--return the completed object
obj
--now, create the functor:
t.Create = <"__call">: (_, ...) -> Create_PrivImpl ...
--and create the "Event.E" syntax stub. Really it's just a stub to construct a table which our Create
--function can recognize as special.
t.Create.E = (eventName) -> __eventname: eventName
-------------------------------------------------Create function End----------------------------------------------------
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------------------------------------------------Documentation Begin-----------------------------------------------------
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t.Help = (funcNameOrFunc) ->
switch funcNameOrFunc
--input argument can be a string or a function. Should return a description (of arguments and expected side effects)
when "DecodeJSON", t.DecodeJSON
"Function DecodeJSON. " ..
"Arguments: (string). " ..
"Side effect: returns a table with all parsed JSON values"
when "EncodeJSON", t.EncodeJSON
"Function EncodeJSON. " ..
"Arguments: (table). " ..
"Side effect: returns a string composed of argument table in JSON data format"
when "MakeWedge", t.MakeWedge
"Function MakeWedge. " ..
"Arguments: (x, y, z, [default material]). " ..
"Description: Makes a wedge at location x, y, z. Sets cell x, y, z to default material if " ..
"parameter is provided, if not sets cell x, y, z to be whatever material it previously was. " ..
"Returns true if made a wedge, false if the cell remains a block "
when "SelectTerrainRegion", t.SelectTerrainRegion
"Function SelectTerrainRegion. " ..
"Arguments: (regionToSelect, color, selectEmptyCells, selectionParent). " ..
"Description: Selects all terrain via a series of selection boxes within the regionToSelect " ..
"(this should be a region3 value). The selection box color is detemined by the color argument " ..
"(should be a brickcolor value). SelectionParent is the parent that the selection model gets placed to (optional)." ..
"SelectEmptyCells is bool, when true will select all cells in the " ..
"region, otherwise we only select non-empty cells. Returns a function that can update the selection," ..
"arguments to said function are a new region3 to select, and the adornment color (color arg is optional). " ..
"Also returns a second function that takes no arguments and destroys the selection"
when "CreateSignal", t.CreateSignal
"Function CreateSignal. " ..
"Arguments: None. " ..
"Returns: The newly created Signal object. This object is identical to the RBXScriptSignal class " ..
"used for events in Objects, but is a Lua-side object so it can be used to create custom events in" ..
"Lua code. " ..
"Methods of the Signal object: :connect, :wait, :fire, :disconnect. " ..
"For more info you can pass the method name to the Help function, or view the wiki page " ..
"for this library. EG: Help('Signal:connect')."
when "Signal:connect"
"Method Signal:connect. " ..
"Arguments: (function handler). " ..
"Return: A connection object which can be used to disconnect the connection to this handler. " ..
"Description: Connectes a handler function to this Signal, so that when |fire| is called the " ..
"handler function will be called with the arguments passed to |fire|."
when "Signal:wait"
"Method Signal:wait. " ..
"Arguments: None. " ..
"Returns: The arguments passed to the next call to |fire|. " ..
"Description: This call does not return until the next call to |fire| is made, at which point it " ..
"will return the values which were passed as arguments to that |fire| call."
when "Signal:fire"
"Method Signal:fire. " ..
"Arguments: Any number of arguments of any type. " ..
"Returns: None. " ..
"Description: This call will invoke any connected handler functions, and notify any waiting code " ..
"attached to this Signal to continue, with the arguments passed to this function. Note: The calls " ..
"to handlers are made asynchronously, so this call will return immediately regardless of how long " ..
"it takes the connected handler functions to complete."
when "Signal:disconnect"
"Method Signal:disconnect. " ..
"Arguments: None. " ..
"Returns: None. " ..
"Description: This call disconnects all handlers attacched to this function, note however, it " ..
"does NOT make waiting code continue, as is the behavior of normal Roblox events. This method " ..
"can also be called on the connection object which is returned from Signal:connect to only " ..
"disconnect a single handler, as opposed to this method, which will disconnect all handlers."
when "Create"
"Function Create. " ..
"Arguments: A table containing information about how to construct a collection of objects. " ..
"Returns: The constructed objects. " ..
"Descrition: Create is a very powerfull function, whose description is too long to fit here, and " ..
"is best described via example, please see the wiki page for a description of how to use it."
--------------------------------------------Documentation Ends----------------------------------------------------------
t