@rbxts/beacon
v2.1.1
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Beacon is a signal implementation for sending and receiving events
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Beacon
Beacon is a signal implementation for sending and receiving events.
Signal API
Types
type SignalParams<T> = Parameters<
T extends unknown[] ? (...args: T) => never : T extends unknown ? (arg: T) => never : () => never
>;
type SignalCallback<T> = (...args: SignalParams<T>) => unknown;
type SignalWait<T> = T extends unknown[] ? LuaTuple<T> : T;
Constructor
const signal = new Signal<T>();
Signal.Connect
public Connect(callback: SignalCallback<T>): Connection<T>
Connects a callback, which will be called each time the signal is fired. The returned connection can be disconnected to stop receiving events.
Signal.Once
public Once(callback: SignalCallback<T>): Connection<T>
Same as Signal.Connect
, but disconnects itself after the first time it is triggered.
Signal.Fire
public Fire(...args: SignalParams<T>): void
Fires the signal with the given event. All connected callbacks will receive the event. Internally, this uses task.spawn
to fire each callback.
Signal.FireDeferred
public FireDeferred(...args: SignalParams<T>): void
Same as Signal.Fire
, except uses task.defer
internally.
Signal.Wait
public Wait(): SignalWait<T>
Yields the calling thread until the signal is next fired. Returns the fired event.
Signal.DisconnectAll
public DisconnectAll(): void
Disconnects all connections on the signal.
Signal.Destroy
public Destroy(): void
Alias for Signal.DisconnectAll
.
Connection API
Connection.Connected
public Connected: boolean
Indicates if the connection is currently connected.
Connection.Disconnect
public Disconnect(): void
Disconnects the connection.
Connection.Destroy
public Destroy(): void
Alias for Connection.Disconnect
.
Example
const messenger = new Signal<string>();
const connection = messenger.Connect((msg) => {
print(`Got message: ${msg}`);
});
messenger.Fire("Hello world!");
connection.Disconnect();
messenger.Fire("No one will see this");
// The spawned thread will wait indefinitely until the
// signal is fired. If all connections are disconnected
// using signal.Destroy() or signal.DisconnectAll(), then
// the waiting thread will be closed.
task.spawn(() => {
const msg = messenger.Wait();
print(`Got message from waiting: ${msg}`);
});
task.wait(2);
messenger.Fire("Hello to the waiting thread");
// Destroying isn't necessary for cleanup, but is nice when
// using signals in OOP environments for quick cleanup.
messenger.Destroy();
Different number of arguments
// No args:
const signal = new Signal<void>();
signal.Connect(() => {});
signal.Fire();
// One arg:
const signal = new Signal<number>();
signal.Connect((n) => print(n));
signal.Fire(32);
// One arg, named (preferred over the above):
const signal = new Signal<[points: number]>();
signal.Connect((points) => print(points));
signal.Fire(64);
// Multiple args:
const signal = new Signal<[msg: string, value: number, cool: boolean]>();
signal.Connect((msg, value, cool) => print(msg, cool, value));
signal.Fire("hello", 10, true);