Client Usage
Just like on the server, we must retrieve the event object before we can do anything else.
lua
local MyEvent = require(ReplicatedStorage.Events.MyEvent):Client()
local MyEvent = require(ReplicatedStorage.Events.MyEvent):Client()
We'll also use the same event module as on the server.
lua
local Guard = require(Path.To.Guard)
local Red = require(Path.To.Red)
return Red.Event("MyEvent", function(Number, String, Boolean)
return Guard.Number(Number), Guard.String(String), Guard.Boolean(Boolean)
end)
local Guard = require(Path.To.Guard)
local Red = require(Path.To.Red)
return Red.Event("MyEvent", function(Number, String, Boolean)
return Guard.Number(Number), Guard.String(String), Guard.Boolean(Boolean)
end)
Firing Events
The client exposes only one method to fire events to the server.
lua
MyEvent:Fire(1, "Hello", true)
MyEvent:Fire(1, "Hello", true)
This method accepts payload(s) and fires them to the server. The server will receive the payload(s) in the same order they were passed to :Fire
.
Listening to Events
As with the server, the client can only have one listener for each event.
lua
MyEvent:On(function(Number, String, Boolean)
print(Number, String, Boolean)
end)
MyEvent:On(function(Number, String, Boolean)
print(Number, String, Boolean)
end)
Listeners are passed the payload(s) sent by the server.