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Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local function visiblearms(bool) if armsvisible then local castshadow = not bool for i, part in ipairs(armparts) do part.LocalTransparencyModifier = armtransparency part.CanCollide = false part.CastShadow = castshadow end end end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function scriptChildModified(child) local fileList = animNames[child.Name] if (fileList ~= nil) then configureAnimationSet(child.Name, fileList) end end script.ChildAdded:connect(scriptChildModified) script.ChildRemoved:connect(scriptChildModified) for name, fileList in pairs(animNames) do configureAnimationSet(name, fileList) end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local Drive={} --Power Front Wheels if _Tune.Config == "FWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then table.insert(Drive,v) end end end --Power Rear Wheels if _Tune.Config == "RWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="RL" or v.Name=="RR" or v.Name=="R" then table.insert(Drive,v) end end end --Determine Wheel Size local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end --Pre-Toggled PBrake for i,v in pairs(car.Wheels:GetChildren()) do if v["#AV"]:IsA("BodyAngularVelocity") then if math.abs(v["#AV"].maxTorque.Magnitude-PBrakeForce)<1 then _PBrake=true end else if math.abs(v["#AV"].MotorMaxTorque-PBrakeForce)<1 then _PBrake=true end end end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local ClientBridge = require(script.ClientBridge) local ClientIdentifiers = require(script.ClientIdentifiers) local ClientProcess = require(script.ClientProcess) local Types = require(script.Parent.Types) local Client = {} function Client.start() ClientProcess.start() ClientIdentifiers.start() end function Client.ser(identifierName: Types.Identifier): Types.Identifier? return ClientIdentifiers.ser(identifierName) end function Client.deser(compressedIdentifier: Types.Identifier): Types.Identifier? return ClientIdentifiers.deser(compressedIdentifier) end function Client.makeIdentifier(name: string, timeout: number?) return ClientIdentifiers.ref(name, timeout) end function Client.makeBridge(name: string) return ClientBridge(name) end return Client
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function Flip() --Detect Orientation if (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then FlipWait=tick() --Apply Flip else if tick()-FlipWait>=3 then FlipDB=true local gyro = car.DriveSeat.Flip gyro.maxTorque = Vector3.new(10000,0,10000) gyro.P=3000 gyro.D=500 wait(1) gyro.maxTorque = Vector3.new(0,0,0) gyro.P=0 gyro.D=0 FlipDB=false end end end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
-- function Path:Destroy() for _, event in ipairs(self._events) do event:Destroy() end self._events = nil if rawget(self, "_visualWaypoints") then self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints) end self._path:Destroy() setmetatable(self, nil) for k, _ in pairs(self) do self[k] = nil end end function Path:Stop() if not self._humanoid then output(error, "Attempt to call Path:Stop() on a non-humanoid.") return end if self._status == Path.StatusType.Idle then output(function(m) warn(debug.traceback(m)) end, "Attempt to run Path:Stop() in idle state") return end disconnectMoveConnection(self) self._status = Path.StatusType.Idle self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints) self._events.Stopped:Fire(self._model) end function Path:Run(target) --Non-humanoid handle case if not target and not self._humanoid and self._target then moveToFinished(self, true) return end --Parameter check if not (target and (typeof(target) == "Vector3" or target:IsA("BasePart"))) then output(error, "Pathfinding target must be a valid Vector3 or BasePart.") end --Refer to Settings.TIME_VARIANCE if os.clock() - self._t <= self._settings.TIME_VARIANCE and self._humanoid then task.wait(os.clock() - self._t) declareError(self, self.ErrorType.LimitReached) return false elseif self._humanoid then self._t = os.clock() end --Compute path local pathComputed, _ = pcall(function() self._path:ComputeAsync(self._agent.PrimaryPart.Position, (typeof(target) == "Vector3" and target) or target.Position) end) --Make sure path computation is successful if not pathComputed or self._path.Status == Enum.PathStatus.NoPath or #self._path:GetWaypoints() < 2 or (self._humanoid and self._humanoid:GetState() == Enum.HumanoidStateType.Freefall) then self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints) task.wait() declareError(self, self.ErrorType.ComputationError) return false end --Set status to active; pathfinding starts self._status = (self._humanoid and Path.StatusType.Active) or Path.StatusType.Idle self._target = target --Set network owner to server to prevent "hops" pcall(function() self._agent.PrimaryPart:SetNetworkOwner(nil) end) --Initialize waypoints self._waypoints = self._path:GetWaypoints() self._currentWaypoint = 2 --Refer to Settings.COMPARISON_CHECKS if self._humanoid then comparePosition(self) end --Visualize waypoints destroyVisualWaypoints(self._visualWaypoints) self._visualWaypoints = (self.Visualize and createVisualWaypoints(self._waypoints)) --Create a new move connection if it doesn't exist already self._moveConnection = self._humanoid and (self._moveConnection or self._humanoid.MoveToFinished:Connect(function(...) moveToFinished(self, ...) end)) --Begin pathfinding if self._humanoid then self._humanoid:MoveTo(self._waypoints[self._currentWaypoint].Position) elseif #self._waypoints == 2 then self._target = nil self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints) self._events.Reached:Fire(self._agent, self._waypoints[2]) else self._currentWaypoint = getNonHumanoidWaypoint(self) moveToFinished(self, true) end return true end return Path
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local function Steering() local SteerLocal = script.Parent.Values.SteerC.Value --Mouse Steer if _MSteer then local msWidth = math.max(1,mouse.ViewSizeX*_Tune.Peripherals.MSteerWidth/200) local mdZone = _Tune.Peripherals.MSteerDZone/100 local mST = ((mouse.X-mouse.ViewSizeX/2)/msWidth) if math.abs(mST)<=mdZone then _GSteerT = 0 else _GSteerT = (math.max(math.min((math.abs(mST)-mdZone),(1-mdZone)),0)/(1-mdZone))^_Tune.MSteerExp * (mST / math.abs(mST)) end end --Interpolate Steering if SteerLocal < _GSteerT then if SteerLocal<0 then SteerLocal = math.min(_GSteerT,SteerLocal+_Tune.ReturnSpeed) else SteerLocal = math.min(_GSteerT,SteerLocal+_Tune.SteerSpeed) end else if SteerLocal>0 then SteerLocal = math.max(_GSteerT,SteerLocal-_Tune.ReturnSpeed) else SteerLocal = math.max(_GSteerT,SteerLocal-_Tune.SteerSpeed) end end --Steer Decay Multiplier local sDecay = (1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100))) --Apply Steering for _,v in ipairs(car.Wheels:GetChildren()) do if v.Name=="F" then v.Arm.Steer.CFrame=car.Wheels.F.Base.CFrame*CFrame.Angles(0,-math.rad(SteerLocal*_Tune.SteerInner*sDecay),0) elseif v.Name=="FL" then if SteerLocal>= 0 then v.Arm.Steer.CFrame=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(SteerLocal*_Tune.SteerOuter*sDecay),0) else v.Arm.Steer.CFrame=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(SteerLocal*_Tune.SteerInner*sDecay),0) end elseif v.Name=="FR" then if SteerLocal>= 0 then v.Arm.Steer.CFrame=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(SteerLocal*_Tune.SteerInner*sDecay),0) else v.Arm.Steer.CFrame=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(SteerLocal*_Tune.SteerOuter*sDecay),0) end end end end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function Prone() L_87_:FireServer("Prone") L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(0, -3, 0) }):Play() L_3_:WaitForChild("Humanoid").WalkSpeed = 4 L_127_ = 4 L_126_ = 0.025 L_47_ = true L_67_ = 0.01 L_66_ = -0.05 L_68_ = 0.05 Proned2 = Vector3.new(0, 0.5, 0.5) L_102_(L_9_, CFrame.new(0, -2.4201169, -0.0385534465, -0.99999994, -5.86197757e-012, -4.54747351e-013, 5.52669195e-012, 0.998915195, 0.0465667509, 0, 0.0465667509, -0.998915195), nil, function(L_249_arg1) return math.sin(math.rad(L_249_arg1)) end, 0.25) L_102_(L_10_, CFrame.new(1.00000191, -1, -5.96046448e-008, 1.31237243e-011, -0.344507754, 0.938783348, 0, 0.938783467, 0.344507784, -1, 0, -1.86264515e-009) , nil, function(L_250_arg1) return math.sin(math.rad(L_250_arg1)) end, 0.25) L_102_(L_11_, CFrame.new(-0.999996185, -1, -1.1920929e-007, -2.58566502e-011, 0.314521015, -0.949250221, 0, 0.94925046, 0.314521164, 1, 3.7252903e-009, 1.86264515e-009) , nil, function(L_251_arg1) return math.sin(math.rad(L_251_arg1)) end, 0.25) end function Stand() L_87_:FireServer("Stand") L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(0, 0, 0) }):Play() L_47_ = false if not L_46_ then L_3_:WaitForChild("Humanoid").WalkSpeed = 16 L_126_ = .2 L_127_ = 17 L_67_ = L_23_.camrecoil L_66_ = L_23_.gunrecoil L_68_ = L_23_.Kickback elseif L_46_ then L_3_:WaitForChild("Humanoid").WalkSpeed = 16 L_127_ = 10 L_126_ = 0.02 L_67_ = L_23_.AimCamRecoil L_66_ = L_23_.AimGunRecoil L_68_ = L_23_.AimKickback end Proned2 = Vector3.new(0, 0, 0) L_102_(L_9_, CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), nil, function(L_252_arg1) return math.sin(math.rad(L_252_arg1)) end, 0.25) L_102_(L_10_, CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0), nil, function(L_253_arg1) return math.sin(math.rad(L_253_arg1)) end, 0.25) L_102_(L_11_, CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0), nil, function(L_254_arg1) return math.sin(math.rad(L_254_arg1)) end, 0.25) end function Crouch() L_87_:FireServer("Crouch") L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(0, -1, 0) }):Play() L_3_:WaitForChild("Humanoid").WalkSpeed = 9 L_127_ = 9 L_126_ = 0.035 L_47_ = true L_67_ = 0.02 L_66_ = -0.05 L_68_ = 0.05 Proned2 = Vector3.new(0, 0, 0) L_102_(L_9_, CFrame.new(0, -1.04933882, 0, -1, 0, -1.88871293e-012, 1.88871293e-012, -3.55271368e-015, 1, 0, 1, -3.55271368e-015), nil, function(L_255_arg1) return math.sin(math.rad(L_255_arg1)) end, 0.25) L_102_(L_10_, CFrame.new(1, 0.0456044674, -0.494239986, 6.82121026e-013, -1.22639676e-011, 1, -0.058873821, 0.998265445, -1.09836602e-011, -0.998265445, -0.058873821, 0), nil, function(L_256_arg1) return math.sin(math.rad(L_256_arg1)) end, 0.25) L_102_(L_11_, CFrame.new(-1.00000381, -0.157019258, -0.471293032, -8.7538865e-012, -8.7538865e-012, -1, 0.721672177, 0.692235112, 1.64406284e-011, 0.692235112, -0.721672177, 0), nil, function(L_257_arg1) return math.sin(math.rad(L_257_arg1)) end, 0.25) L_102_(L_6_:WaitForChild("Neck"), nil, CFrame.new(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), function(L_258_arg1) return math.sin(math.rad(L_258_arg1)) end, 0.25) end local L_137_ = false L_82_.InputBegan:connect(function(L_259_arg1, L_260_arg2) if not L_260_arg2 and L_15_ == true then if L_15_ then if L_259_arg1.KeyCode == Enum.KeyCode.C then if L_70_ == 0 and not L_49_ and L_15_ then L_70_ = 1 Crouch() L_71_ = false L_73_ = true L_72_ = false elseif L_70_ == 1 and not L_49_ and L_15_ then L_70_ = 2 Prone() L_73_ = false L_71_ = true L_72_ = false L_137_ = true end end if L_259_arg1.KeyCode == Enum.KeyCode.X then if L_70_ == 2 and not L_49_ and L_15_ then L_137_ = false L_70_ = 1 Crouch() L_71_ = false L_73_ = true L_72_ = false elseif L_70_ == 1 and not L_49_ and L_15_ then L_70_ = 0 Stand() L_71_ = false L_73_ = false L_72_ = true end end end end end)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local engineStartTween = TweenInfo.new(0.25, Enum.EasingStyle.Quad, Enum.EasingDirection.In, 0, false, 0) local Remotes = Vehicle:WaitForChild("Remotes") local SetThrottleRemote = Remotes:WaitForChild("SetThrottle") local SetThrottleConnection = nil local EngineSoundEnabled = true local TireTrailEnabled = true local ignitionTime = 1.75 -- seconds local lastAvgAngularVelocity = 0 local throttleEnabled = false local lastThrottleUpdate = 0 local enginePower = 0 -- current rpm of the engine local gainModifier = 1 -- modifier to engine rpm gain (lower if approaching max speed)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local function WaitForChild(parent, childName) while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end return parent[childName] end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local e=2.718281828459045 local function posvel(d,s,p0,v0,p1,v1,x) if s==0 then return p0 elseif d<1-1e-8 then local h=(1-d*d)^0.5 local c1=(p0-p1+2*d/s*v1) local c2=d/h*(p0-p1)+v0/(h*s)+(2*d*d-1)/(h*s)*v1 local co=math.cos(h*s*x) local si=math.sin(h*s*x) local ex=e^(d*s*x) return co/ex*c1+si/ex*c2+p1+(x-2*d/s)*v1, s*(co*h-d*si)/ex*c2-s*(co*d+h*si)/ex*c1+v1 elseif d<1+1e-8 then local c1=p0-p1+2/s*v1 local c2=p0-p1+(v0+v1)/s local ex=e^(s*x) return (c1+c2*s*x)/ex+p1+(x-2/s)*v1, v1-s/ex*(c1+(s*x-1)*c2) else local h=(d*d-1)^0.5 local a=(v1-v0)/(2*s*h) local b=d/s*v1-(p1-p0)/2 local c1=(1-d/h)*b+a local c2=(1+d/h)*b-a local co=e^(-(h+d)*s*x) local si=e^((h-d)*s*x) return c1*co+c2*si+p1+(x-2*d/s)*v1, si*(h-d)*s*c2-co*(d+h)*s*c1+v1 end end local function targposvel(p1,v1,x) return p1+x*v1,v1 end local Spring = {} Spring.__index = Spring
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local ratio = 6.1/#themeColors local themeFrame = pages.custom["AB ThemeSelection"] local themeDe = true local function updateThemeSelection(themeName, themeColor) if themeName == nil then for i,v in pairs(themeColors) do if v[1] == main.pdata.Theme then themeName = v[1] themeColor = v[2] break end end end if themeName then local themeFrames = {} for a,b in pairs(main.gui:GetDescendants()) do if b:IsA("BoolValue") and b.Name == "Theme" then table.insert(themeFrames, b.Parent) end end for _,f in pairs(themeFrames) do local newThemeColor = themeColor if f.Theme.Value then local h,s,v = Color3.toHSV(themeColor) newThemeColor = Color3.fromHSV(h, s, v*1.35) end if f:IsA("TextLabel") then local h,s,v = Color3.toHSV(themeColor) newThemeColor = Color3.fromHSV(h, s, v*2) f.TextColor3 = newThemeColor else f.BackgroundColor3 = newThemeColor end end for a,b in pairs(themeFrame:GetChildren()) do if b:IsA("TextButton") then if b.Name == themeName then b.BorderSizePixel = 1 else b.BorderSizePixel = 0 end end end end end for i, theme in pairs(themeColors) do local themeName = theme[1] local themeColor = theme[2] local box = themeFrame.ThemeTemplate:Clone() box.Name = themeName box.UIAspectRatioConstraint.AspectRatio = ratio box.BackgroundColor3 = themeColor box.MouseButton1Down:Connect(function() if themeDe then themeDe = false main.signals.ChangeSetting:InvokeServer{"Theme", themeName} updateThemeSelection(themeName, themeColor) themeDe = true end end) box.Visible = true box.Parent = themeFrame end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function wait_time(duration) local start = tick() local Heartbeat = game:GetService("RunService").Heartbeat repeat Heartbeat:Wait() until (tick() - start) >= duration return (tick() - start) end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local DataStoreService = game:GetService("DataStoreService") local OrderedBackups = {} OrderedBackups.__index = OrderedBackups function OrderedBackups:Get() local success, value = pcall(function() return self.orderedDataStore:GetSortedAsync(false, 1):GetCurrentPage()[1] end) if not success then return false, value end if value then local mostRecentKeyPage = value local recentKey = mostRecentKeyPage.value self.dataStore2:Debug("most recent key", mostRecentKeyPage) self.mostRecentKey = recentKey local success, value = pcall(function() return self.dataStore:GetAsync(recentKey) end) if not success then return false, value end return true, value else self.dataStore2:Debug("no recent key") return true, nil end end function OrderedBackups:Set(value) local key = (self.mostRecentKey or 0) + 1 local success, problem = pcall(function() self.dataStore:SetAsync(key, value) end) if not success then return false, problem end local success, problem = pcall(function() self.orderedDataStore:SetAsync(key, key) end) if not success then return false, problem end self.mostRecentKey = key return true end function OrderedBackups.new(dataStore2) local dataStoreKey = dataStore2.Name .. "/" .. dataStore2.UserId local info = { dataStore2 = dataStore2, dataStore = DataStoreService:GetDataStore(dataStoreKey), orderedDataStore = DataStoreService:GetOrderedDataStore(dataStoreKey), } return setmetatable(info, OrderedBackups) end return OrderedBackups
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
This = script.Parent Elevator = This.Parent.Parent.Parent CustomLabel = require(This.Parent.Parent.Parent.CustomLabel) Characters = require(script.Characters) CustomText = CustomLabel["CUSTOMFLOORLABEL"] Elevator:WaitForChild("Floor").Changed:connect(function(floor) --custom indicator code-- ChangeFloor(tostring(floor)) end) function ChangeFloor(SF) if CustomText[tonumber(SF)] then SF = CustomText[tonumber(SF)] end SetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or "NIL")) SetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF)) end function SetDisplay(ID,CHAR) if This.Display:FindFirstChild("DIG"..ID) and Characters[CHAR] ~= nil then for i,l in pairs(Characters[CHAR]) do for r=1,7 do This.Display["DIG"..ID]["D"..r].Color = (l:sub(r,r) == "1" and DisplayColor or DisabledColor) This.Display["DIG"..ID]["D"..r].Material = (l:sub(r,r) == "1" and Lit or Unlit) end end end end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function keyDown(K) local Key = string.lower(K) if Key == S.Keys.lowerStance and S.canChangeStance then if (not Running) then if Stance == 0 then if S.stanceSettings.Stances.Crouch then Crouch() elseif S.stanceSettings.Stances.Prone then Prone() end elseif Stance == 1 then if S.stanceSettings.Stances.Prone then Prone() end end elseif S.dolphinDive then wait() if Humanoid:GetState() ~= Enum.HumanoidStateType.Freefall and (not UIS:IsKeyDown("Space")) and runReady then local tempConnection = Humanoid.Changed:connect(function() Humanoid.Jump = false end) runReady = false Dive() Running = false wait(S.diveSettings.rechargeTime) tempConnection:disconnect() runReady = true end end end if Key == S.Keys.raiseStance and S.canChangeStance then if (not Running) then if Stance == 2 then if S.stanceSettings.Stances.Crouch then Crouch() else Stand() end elseif Stance == 1 then Stand() end end end if Key == S.Keys.ADS then if S.aimSettings.holdToADS then if (not AimingIn) and (not Aimed) then AimingIn = true aimGun() AimingIn = false end else if Aimed then unAimGun() else aimGun() end end end if Key == S.Keys.selectFire and S.selectFire then if canSelectFire then canSelectFire = false rawFireMode = rawFireMode + 1 modeGUI.Text = Modes[((rawFireMode - 1) % numModes) + 1] if modeGUI.Text == "AUTO" then fireFunction = autoFire elseif modeGUI.Text == "BURST" then fireFunction = burstFire elseif modeGUI.Text == "SEMI" then fireFunction = semiFire else fireFunction = nil end local speedAlpha = S.selectFireSettings.animSpeed / 0.6 if S.selectFireSettings.GUI then spawn(function() fireSelect.Visible = true local prevRawFireMode = rawFireMode local Increment = 1.5 / (speedAlpha * 0.25) local X = 0 wait(speedAlpha * 0.1) while true do RS.RenderStepped:wait() local newX = X + Increment X = (newX > 90 and 90 or newX) if prevRawFireMode ~= rawFireMode then break end updateModeLabels(rawFireMode - 1, rawFireMode, X) if X == 90 then break end end wait(speedAlpha * 0.25) fireSelect.Visible = false end) end if S.selectFireSettings.Animation and (not Aimed) and (not isRunning) and (not isCrawling) then spawn(function() local sequenceTable = { function() tweenJoint(RWeld2, nil, CFANG(0, RAD(5), 0), Sine, speedAlpha * 0.15) tweenJoint(LWeld, armC0[1], CF(0.1, 1, -0.3) * CFANG(RAD(-7), 0, RAD(-65)), Linear, speedAlpha * 0.15) wait(speedAlpha * 0.2) end; function() tweenJoint(LWeld, armC0[1], CF(0.1, 1, -0.3) * CFANG(RAD(-10), 0, RAD(-65)), Linear, speedAlpha * 0.1) wait(speedAlpha * 0.2) end; function() tweenJoint(RWeld2, nil, CF(), Sine, speedAlpha * 0.2) tweenJoint(LWeld, armC0[1], S.unAimedC1.leftArm, Sine, speedAlpha * 0.2) wait(speedAlpha * 0.2) end; } for _, F in pairs(sequenceTable) do if Aimed or isRunning or isCrawling or Reloading then break end F() end end) end if S.selectFireSettings.Animation or S.selectFireSettings.GUI then wait(S.selectFireSettings.animSpeed) end canSelectFire = true end end if Key == S.Keys.Reload then if (not Reloading) and (not isCrawling) then Reload() end end if Key == S.Keys.Sprint then runKeyPressed = true if runReady then if (not Idling) and Walking and (not Running) and (not Knifing) and (not (Aimed and S.guiScope and S.Keys.Sprint == S.Keys.scopeSteady)) then monitorStamina() end end end if Key == S.Keys.scopeSteady then steadyKeyPressed = true if Aimed and (not Aiming) then takingBreath = false steadyCamera() end end for _, PTable in pairs(Plugins.KeyDown) do if Key == string.lower(PTable.Key) then spawn(function() PTable.Plugin() end) end end end function keyUp(K) local Key = string.lower(K) if Key == S.Keys.ADS then if S.aimSettings.holdToADS then if (not AimingOut) and Aimed then AimingOut = true unAimGun() AimingOut = false end end end if Key == S.Keys.Sprint then runKeyPressed = false Running = false if (not chargingStamina) then rechargeStamina() end end if Key == S.Keys.scopeSteady then steadyKeyPressed = false end for _, PTable in pairs(Plugins.KeyUp) do if Key == string.lower(PTable.Key) then spawn(function() PTable.Plugin() end) end end end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local function ApplyTags(target) while target:FindFirstChild('creator') do target.creator:Destroy() end local creatorTagClone = CreatorTag:Clone() DebrisService:AddItem(creatorTagClone, 1.5) creatorTagClone.Parent = target end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function UnDigify(digit) if digit < 1 or digit > 61 then return "" elseif digit == 1 then return "1" elseif digit == 2 then return "!" elseif digit == 3 then return "2" elseif digit == 4 then return "@" elseif digit == 5 then return "3" elseif digit == 6 then return "4" elseif digit == 7 then return "$" elseif digit == 8 then return "5" elseif digit == 9 then return "%" elseif digit == 10 then return "6" elseif digit == 11 then return "^" elseif digit == 12 then return "7" elseif digit == 13 then return "8" elseif digit == 14 then return "*" elseif digit == 15 then return "9" elseif digit == 16 then return "(" elseif digit == 17 then return "0" elseif digit == 18 then return "q" elseif digit == 19 then return "Q" elseif digit == 20 then return "w" elseif digit == 21 then return "W" elseif digit == 22 then return "e" elseif digit == 23 then return "E" elseif digit == 24 then return "r" elseif digit == 25 then return "t" elseif digit == 26 then return "T" elseif digit == 27 then return "y" elseif digit == 28 then return "Y" elseif digit == 29 then return "u" elseif digit == 30 then return "i" elseif digit == 31 then return "I" elseif digit == 32 then return "o" elseif digit == 33 then return "O" elseif digit == 34 then return "p" elseif digit == 35 then return "P" elseif digit == 36 then return "a" elseif digit == 37 then return "s" elseif digit == 38 then return "S" elseif digit == 39 then return "d" elseif digit == 40 then return "D" elseif digit == 41 then return "f" elseif digit == 42 then return "g" elseif digit == 43 then return "G" elseif digit == 44 then return "h" elseif digit == 45 then return "H" elseif digit == 46 then return "j" elseif digit == 47 then return "J" elseif digit == 48 then return "k" elseif digit == 49 then return "l" elseif digit == 50 then return "L" elseif digit == 51 then return "z" elseif digit == 52 then return "Z" elseif digit == 53 then return "x" elseif digit == 54 then return "c" elseif digit == 55 then return "C" elseif digit == 56 then return "v" elseif digit == 57 then return "V" elseif digit == 58 then return "b" elseif digit == 59 then return "B" elseif digit == 60 then return "n" elseif digit == 61 then return "m" else return "?" end end function IsBlack(note) if note%12 == 2 or note%12 == 4 or note%12 == 7 or note%12 == 9 or note%12 == 11 then return true end end local TweenService = game:GetService("TweenService") function Tween(obj,Goal,Time,Wait,...) local TwInfo = TweenInfo.new(Time,...) local twn = TweenService:Create(obj, TwInfo, Goal) twn:Play() if Wait then twn.Completed:wait() end return end local orgins = {} if script.Parent.Keys:FindFirstChild("Keys") then for i,v in pairs(script.Parent.Keys.Keys:GetChildren()) do orgins[v.Name] = {v.Position,v.Orientation} end else for i,v in pairs(script.Parent.Keys:GetChildren()) do if v:IsA("Model") then for a,b in pairs(v:GetChildren()) do orgins[v.Name] = {b.Position,b.Orientation} end end end end function AnimateKey(note1,px,py,pz,ox,oy,oz,Time) pcall(function() local obj = script.Parent.Keys.Keys:FindFirstChild(note1) if obj then local Properties = {} local OrginP = orgins[obj.Name][1] local OrginO = orgins[obj.Name][2] local changep = OrginP - Vector3.new(px,py,pz) local changeo = OrginO - Vector3.new(ox,oy,oz) Properties.Position = Vector3.new(obj.Position.x, changep.Y, changep.Z) Properties.Orientation = changeo Tween(obj,Properties,Time,Enum.EasingStyle.Linear) Properties = {} Properties.Position = Vector3.new(obj.Position.x,OrginP.y,OrginP.z) Properties.Orientation = OrginO Tween(obj,Properties,Time,Enum.EasingStyle.Linear) else print(note1..' was not found, or you do not have the correct configuration for the piano keys') end end) end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
for _, drop in pairs(DROPS:GetChildren()) do HandleDrop(drop) end local t = 0 RunService.Stepped:connect(function(_, deltaTime) t = t + deltaTime for drop, dropInfo in pairs(drops) do local offset = drop.Position - CAMERA.CFrame.p if math.abs(offset.X) < UPDATE_RANGE and math.abs(offset.Y) < UPDATE_RANGE and math.abs(offset.Z) < UPDATE_RANGE then local localT = t + (drop.Position.X + drop.Position.Z) * 0.2 local cframe = CFrame.new(drop.Position) * CFrame.new(0, math.sin(localT) * 0.2, 0) * CFrame.Angles(0, localT / 4, 0) for _, info in pairs(dropInfo.Parts) do info.Part.CFrame = cframe * info.Offset local offset = info.Part.Position - CAMERA.CFrame.p info.Outline.CFrame = info.Part.CFrame + offset.Unit * OUTLINE_WIDTH * 2 end end end end)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local function getClientPlatform() -- TODO: Get input, and return Keyboard, Controller, or Touch return "Keyboard" end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local v1 = { Died = 0, Running = 1, Swimming = 2, Climbing = 3, Jumping = 4, GettingUp = 5, FreeFalling = 6, FallingDown = 7, Landing = 8, Splash = 9 }; local v2 = nil; local v3 = {}; local l__ReplicatedStorage__4 = game:GetService("ReplicatedStorage"); local v5 = l__ReplicatedStorage__4:FindFirstChild("DefaultSoundEvents"); local v6 = UserSettings():IsUserFeatureEnabled("UserUseSoundDispatcher"); if v6 then if not v5 then v5 = Instance.new("Folder", l__ReplicatedStorage__4); v5.Name = "DefaultSoundEvents"; v5.Archivable = false; end; local v7 = v5:FindFirstChild("RemoveCharacterEvent"); if v7 == nil then v7 = Instance.new("RemoteEvent", v5); v7.Name = "RemoveCharacterEvent"; end; local v8 = v5:FindFirstChild("AddCharacterLoadedEvent"); if v8 == nil then v8 = Instance.new("RemoteEvent", v5); v8.Name = "AddCharacterLoadedEvent"; end; v8:FireServer(); game.Players.LocalPlayer.CharacterRemoving:connect(function(p1) v7:FireServer(game.Players.LocalPlayer); end); end; local l__Parent__9 = script.Parent.Parent; local l__Head__10 = l__Parent__9:WaitForChild("Head"); while not v2 do for v11, v12 in pairs(l__Parent__9:GetChildren()) do if v12:IsA("Humanoid") then v2 = v12; break; end; end; if v2 then break; end; l__Parent__9.ChildAdded:wait(); end; v3[v1.Died] = l__Head__10:WaitForChild("Died"); v3[v1.Running] = l__Head__10:WaitForChild("Running"); v3[v1.Swimming] = l__Head__10:WaitForChild("Swimming"); v3[v1.Climbing] = l__Head__10:WaitForChild("Climbing"); v3[v1.Jumping] = l__Head__10:WaitForChild("Jumping"); v3[v1.GettingUp] = l__Head__10:WaitForChild("GettingUp"); v3[v1.FreeFalling] = l__Head__10:WaitForChild("FreeFalling"); v3[v1.Landing] = l__Head__10:WaitForChild("Landing"); v3[v1.Splash] = l__Head__10:WaitForChild("Splash"); if v6 then local v13 = v5:FindFirstChild("DefaultServerSoundEvent"); else v13 = game:GetService("ReplicatedStorage"):FindFirstChild("DefaultServerSoundEvent"); end; if v13 then v13.OnClientEvent:connect(function(p2, p3, p4) if p4 and p2.TimePosition ~= 0 then p2.TimePosition = 0; end; if p2.IsPlaying ~= p3 then p2.Playing = p3; end; end); end; local l__SoundService__1 = game:GetService("SoundService"); local v14 = { YForLineGivenXAndTwoPts = function(p5, p6, p7, p8, p9) local v15 = (p7 - p9) / (p6 - p8); return v15 * p5 + (p7 - v15 * p6); end, Clamp = function(p10, p11, p12) return math.min(p12, math.max(p11, p10)); end, HorizontalSpeed = function(p13) return (p13.Velocity + Vector3.new(0, -p13.Velocity.Y, 0)).magnitude; end, VerticalSpeed = function(p14) return math.abs(p14.Velocity.Y); end }; local function u2() return game.Workspace.FilteringEnabled and l__SoundService__1.RespectFilteringEnabled; end; function v14.Play(p15) if u2() then p15.CharacterSoundEvent:FireServer(true, true); end; if p15.TimePosition ~= 0 then p15.TimePosition = 0; end; if not p15.IsPlaying then p15.Playing = true; end; end; function v14.Pause(p16) if u2() then p16.CharacterSoundEvent:FireServer(false, false); end; if p16.IsPlaying then p16.Playing = false; end; end; function v14.Resume(p17) if u2() then p17.CharacterSoundEvent:FireServer(true, false); end; if not p17.IsPlaying then p17.Playing = true; end; end; function v14.Stop(p18) if u2() then p18.CharacterSoundEvent:FireServer(false, true); end; if p18.IsPlaying then p18.Playing = false; end; if p18.TimePosition ~= 0 then p18.TimePosition = 0; end; end; local u3 = {}; function setSoundInPlayingLoopedSounds(p19) local v16 = #u3; local v17 = 1 - 1; while true do if u3[v17] == p19 then return; end; if 0 <= 1 then if v17 < v16 then else break; end; elseif v16 < v17 then else break; end; v17 = v17 + 1; end; table.insert(u3, p19); end; function stopPlayingLoopedSoundsExcept(p20) local v18 = #u3 - -1; while true do if u3[v18] ~= p20 then v14.Pause(u3[v18]); table.remove(u3, v18); end; if 0 <= -1 then if v18 < 1 then else break; end; elseif 1 < v18 then else break; end; v18 = v18 + -1; end; end; local v19 = {}; v19[Enum.HumanoidStateType.Dead] = function() stopPlayingLoopedSoundsExcept(); v14.Play(v3[v1.Died]); end; v19[Enum.HumanoidStateType.RunningNoPhysics] = function(p21) stateUpdated(Enum.HumanoidStateType.Running, p21); end; local u4 = UserSettings():IsUserFeatureEnabled("UserFixCharacterSoundIssues"); local u5 = nil; local u6 = 0; v19[Enum.HumanoidStateType.Running] = function(p22) local v20 = v3[v1.Running]; stopPlayingLoopedSoundsExcept(v20); if u4 and u5 == Enum.HumanoidStateType.Freefall and u6 > 0.1 then local v21 = v3[v1.FreeFalling]; v21.Volume = math.min(1, math.max(0, (u6 - 50) / 110)); v14.Play(v21); u6 = 0; end; if u4 then if p22 ~= nil and p22 > 0.5 then v14.Resume(v20); setSoundInPlayingLoopedSounds(v20); return; elseif p22 ~= nil then stopPlayingLoopedSoundsExcept(); return; else return; end; elseif not (v14.HorizontalSpeed(l__Head__10) > 0.5) then stopPlayingLoopedSoundsExcept(); return; end; v14.Resume(v20); setSoundInPlayingLoopedSounds(v20); end; v19[Enum.HumanoidStateType.Swimming] = function(p23) if u4 then local v22 = p23; else v22 = v14.VerticalSpeed(l__Head__10); end; if u5 ~= Enum.HumanoidStateType.Swimming and v22 > 0.1 then local v23 = v3[v1.Splash]; v23.Volume = v14.Clamp(v14.YForLineGivenXAndTwoPts(v14.VerticalSpeed(l__Head__10), 100, 0.28, 350, 1), 0, 1); v14.Play(v23); end; local v24 = v3[v1.Swimming]; stopPlayingLoopedSoundsExcept(v24); v14.Resume(v24); setSoundInPlayingLoopedSounds(v24); end; v19[Enum.HumanoidStateType.Climbing] = function(p24) local v25 = v3[v1.Climbing]; if u4 then if p24 ~= nil and math.abs(p24) > 0.1 then v14.Resume(v25); stopPlayingLoopedSoundsExcept(v25); else v14.Pause(v25); stopPlayingLoopedSoundsExcept(v25); end; elseif v14.VerticalSpeed(l__Head__10) > 0.1 then v14.Resume(v25); stopPlayingLoopedSoundsExcept(v25); else stopPlayingLoopedSoundsExcept(); end; setSoundInPlayingLoopedSounds(v25); end; v19[Enum.HumanoidStateType.Jumping] = function() if u5 == Enum.HumanoidStateType.Jumping then return; end; stopPlayingLoopedSoundsExcept(); v14.Play(v3[v1.Jumping]); end; v19[Enum.HumanoidStateType.GettingUp] = function() stopPlayingLoopedSoundsExcept(); v14.Play(v3[v1.GettingUp]); end; v19[Enum.HumanoidStateType.Freefall] = function() if u5 == Enum.HumanoidStateType.Freefall then return; end; v3[v1.FreeFalling].Volume = 0; stopPlayingLoopedSoundsExcept(); u6 = math.max(u6, math.abs(l__Head__10.Velocity.y)); end; v19[Enum.HumanoidStateType.FallingDown] = function() stopPlayingLoopedSoundsExcept(); end; v19[Enum.HumanoidStateType.Landed] = function() stopPlayingLoopedSoundsExcept(); if v14.VerticalSpeed(l__Head__10) > 75 then local v26 = v3[v1.Landing]; v26.Volume = v14.Clamp(v14.YForLineGivenXAndTwoPts(v14.VerticalSpeed(l__Head__10), 50, 0, 100, 1), 0, 1); v14.Play(v26); end; end; v19[Enum.HumanoidStateType.Seated] = function() stopPlayingLoopedSoundsExcept(); end; function stateUpdated(p25, p26) if v19[p25] ~= nil then if u4 then if p25 ~= Enum.HumanoidStateType.Running then if p25 ~= Enum.HumanoidStateType.Climbing then if p25 ~= Enum.HumanoidStateType.Swimming then if p25 == Enum.HumanoidStateType.RunningNoPhysics then v19[p25](p26); else v19[p25](); end; else v19[p25](p26); end; else v19[p25](p26); end; else v19[p25](p26); end; else v19[p25](); end; end; u5 = p25; end; v2.Died:connect(function() stateUpdated(Enum.HumanoidStateType.Dead); end); v2.Running:connect(function(p27) stateUpdated(Enum.HumanoidStateType.Running, p27); end); v2.Swimming:connect(function(p28) stateUpdated(Enum.HumanoidStateType.Swimming, p28); end); v2.Climbing:connect(function(p29) stateUpdated(Enum.HumanoidStateType.Climbing, p29); end); v2.Jumping:connect(function() stateUpdated(Enum.HumanoidStateType.Jumping); end); v2.GettingUp:connect(function() stateUpdated(Enum.HumanoidStateType.GettingUp); end); v2.FreeFalling:connect(function() stateUpdated(Enum.HumanoidStateType.Freefall); end); v2.FallingDown:connect(function() stateUpdated(Enum.HumanoidStateType.FallingDown); end); v2.StateChanged:connect(function(p30, p31) stateUpdated(p31); end); function onUpdate(p32, p33) local v27 = v3[v1.FreeFalling]; if u5 == Enum.HumanoidStateType.Freefall then if l__Head__10.Velocity.Y < 0 then if 75 < v14.VerticalSpeed(l__Head__10) then v14.Resume(v27); v27.Volume = v14.Clamp(v27.Volume + p33 / 1.1 * (p32 / p33), 0, 1); else v27.Volume = 0; end; else v27.Volume = 0; end; else v14.Pause(v27); end; if u5 == Enum.HumanoidStateType.Running then if v14.HorizontalSpeed(l__Head__10) < 0.5 then v14.Pause(v3[v1.Running]); end; end; end; local v28 = tick(); while true do onUpdate(tick() - v28, 0.25); v28 = tick(); wait(0.25); end;
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local l__Ice__1 = game.Players.LocalPlayer:WaitForChild("Data"):WaitForChild("Ice"); local l__Parent__1 = script.Parent; l__Ice__1.Changed:Connect(function() if l__Ice__1.Value <= 0.9 and l__Ice__1.Value >= 1 then l__Parent__1.Crackle.Volume = 0.1; return; end; if l__Ice__1.Value <= 0.1 and l__Ice__1.Value >= 0 then l__Parent__1.Crackle.Volume = 0.9; return; end; if l__Ice__1.Value <= 0.2 and l__Ice__1.Value >= 0.1 then l__Parent__1.Crackle.Volume = 0.8; return; end; if l__Ice__1.Value <= 0.3 and l__Ice__1.Value >= 0.2 then l__Parent__1.Crackle.Volume = 0.7; return; end; if l__Ice__1.Value <= 0.4 and l__Ice__1.Value >= 0.3 then l__Parent__1.Crackle.Volume = 0.6; return; end; if l__Ice__1.Value <= 0.5 and l__Ice__1.Value >= 0.4 then l__Parent__1.Crackle.Volume = 0.5; return; end; if l__Ice__1.Value <= 0.6 and l__Ice__1.Value >= 0.5 then l__Parent__1.Crackle.Volume = 0.4; return; end; if l__Ice__1.Value <= 0.7 and l__Ice__1.Value >= 0.6 then l__Parent__1.Crackle.Volume = 0.3; return; end; if l__Ice__1.Value <= 0.8 and l__Ice__1.Value >= 0.7 then l__Parent__1.Crackle.Volume = 0.2; return; end; if l__Ice__1.Value <= 0.9 then l__Parent__1.Crackle.Volume = 0.1; return; end; if l__Ice__1.Value >= 1 then l__Parent__1.Crackle.Volume = 0; end; end);
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
script.Parent.Parent.Values.RPM.Changed:connect(function() local t = 0 t = (totalPSI*20) BOVact = math.floor(t) end) script.Parent.Parent.Values.RPM.Changed:connect(function() wait(0.1) local t2 = 0 t2 = (totalPSI*20) BOVact2 = math.floor(t2) end) script.Parent.Parent.Values.RPM.Changed:connect(function() if BOVact > BOVact2 then if BOV.IsPlaying == false then BOV:Play() end end if BOVact < BOVact2 then if BOV.IsPlaying == true then BOV:Stop() end end end)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
-- local MouseLockController = {} MouseLockController.__index = MouseLockController function MouseLockController.new() local self = setmetatable({}, MouseLockController) self.isMouseLocked = false self.savedMouseCursor = nil self.boundKeys = {Enum.KeyCode.Z} -- defaults self.mouseLockToggledEvent = Instance.new("BindableEvent") local boundKeysObj: StringValue = script:FindFirstChild("BoundKeys") :: StringValue if (not boundKeysObj) or (not boundKeysObj:IsA("StringValue")) then -- If object with correct name was found, but it's not a StringValue, destroy and replace if boundKeysObj then boundKeysObj:Destroy() end boundKeysObj = Instance.new("StringValue") boundKeysObj.Name = "BoundKeys" boundKeysObj.Value = "Z" boundKeysObj.Parent = script end if boundKeysObj then boundKeysObj.Changed:Connect(function(value) self:OnBoundKeysObjectChanged(value) end) self:OnBoundKeysObjectChanged(boundKeysObj.Value) -- Initial setup call end -- Watch for changes to user's ControlMode and ComputerMovementMode settings and update the feature availability accordingly GameSettings.Changed:Connect(function(property) if property == "ControlMode" or property == "ComputerMovementMode" then self:UpdateMouseLockAvailability() end end) -- Watch for changes to DevEnableMouseLock and update the feature availability accordingly PlayersService.LocalPlayer:GetPropertyChangedSignal("DevEnableMouseLock"):Connect(function() self:UpdateMouseLockAvailability() end) -- Watch for changes to DevEnableMouseLock and update the feature availability accordingly PlayersService.LocalPlayer:GetPropertyChangedSignal("DevComputerMovementMode"):Connect(function() self:UpdateMouseLockAvailability() end) self:UpdateMouseLockAvailability() return self end function MouseLockController:GetIsMouseLocked() return self.isMouseLocked end function MouseLockController:GetBindableToggleEvent() return self.mouseLockToggledEvent.Event end function MouseLockController:GetMouseLockOffset() local offsetValueObj: Vector3Value = script:FindFirstChild("CameraOffset") :: Vector3Value if offsetValueObj and offsetValueObj:IsA("Vector3Value") then return offsetValueObj.Value else -- If CameraOffset object was found but not correct type, destroy if offsetValueObj then offsetValueObj:Destroy() end offsetValueObj = Instance.new("Vector3Value") offsetValueObj.Name = "CameraOffset" offsetValueObj.Value = Vector3.new(1.75,0,0) -- Legacy Default Value offsetValueObj.Parent = script end if offsetValueObj and offsetValueObj.Value then return offsetValueObj.Value end return Vector3.new(1.75,0,0) end function MouseLockController:UpdateMouseLockAvailability() local devAllowsMouseLock = PlayersService.LocalPlayer.DevEnableMouseLock local devMovementModeIsScriptable = PlayersService.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.Scriptable local userHasMouseLockModeEnabled = GameSettings.ControlMode == Enum.ControlMode.MouseLockSwitch local userHasClickToMoveEnabled = GameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove local MouseLockAvailable = devAllowsMouseLock and userHasMouseLockModeEnabled and not userHasClickToMoveEnabled and not devMovementModeIsScriptable if MouseLockAvailable~=self.enabled then self:EnableMouseLock(MouseLockAvailable) end end function MouseLockController:OnBoundKeysObjectChanged(newValue: string) self.boundKeys = {} -- Overriding defaults, note: possibly with nothing at all if boundKeysObj.Value is "" or contains invalid values for token in string.gmatch(newValue,"[^%s,]+") do for _, keyEnum in pairs(Enum.KeyCode:GetEnumItems()) do if token == keyEnum.Name then self.boundKeys[#self.boundKeys+1] = keyEnum :: Enum.KeyCode break end end end self:UnbindContextActions() self:BindContextActions() end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local SurfaceArtSelector = Roact.Component:extend("SurfaceArtSelector") SurfaceArtSelector.defaultProps = { numItemsPerPage = 3, } function SurfaceArtSelector:init() self.isAnimating = false self.position, self.updatePosition = Roact.createBinding(0) self.target, self.updateTarget = Roact.createBinding(0) self.motor = Otter.createSingleMotor(self.position:getValue()) self.motor:onStep(self.updatePosition) self.state = { -- Selected surface art index in self.props.images selectedIndex = 1, -- Offset to render overflow items in order to avoid empty items during pagination offset = 0, } self.useSinglePagination = function() return UserInputService.TouchEnabled or self.props.orientation.isPortrait end self.onApply = modules.onApply(self) self.onCancel = modules.onCancel(self) self.prevPage = function() local prevPage = modules.prevPage(self) prevPage(math.min(self.props.numItemsPerPage, #self.props.images)) end self.prevItem = function() local prevPage = modules.prevPage(self) prevPage(1) end self.nextPage = function() local nextPage = modules.nextPage(self) nextPage(math.min(self.props.numItemsPerPage, #self.props.images)) end self.nextItem = function() local nextPage = modules.nextPage(self) nextPage(1) end self.setCurrentIndex = modules.setCurrentIndex(self) self.getRenderedIndexes = modules.getRenderedIndexes(self) self.formatTargetIndex = modules.formatTargetIndex() self.getItemTransparency = modules.getItemTransparency(self) end function SurfaceArtSelector:render() local items = { UIListLayout = Roact.createElement("UIListLayout", { SortOrder = Enum.SortOrder.LayoutOrder, FillDirection = Enum.FillDirection.Horizontal, VerticalAlignment = Enum.VerticalAlignment.Center, HorizontalAlignment = Enum.HorizontalAlignment.Center, }), } local indexes = self.getRenderedIndexes() local mid = math.floor((#indexes + 1) / 2) for i, index in ipairs(indexes) do -- Avoid the same image being shown as selected when they are shown on the same page local isSelected = self.state.selectedIndex == index and i == mid -- Offset from the current selected index local offset = mid - i local item = Roact.createElement("Frame", { LayoutOrder = i, BackgroundTransparency = 1, AutomaticSize = Enum.AutomaticSize.XY, }, { Roact.createElement(SurfaceArtSelectorItem, { image = self.props.images[index], isSelected = isSelected, transparency = self.getItemTransparency(i, index, mid), onClick = function() self.setCurrentIndex(index, offset) end, }), }) items[self.formatTargetIndex(index, offset)] = item end local actionBarHeight = self.props.orientation.isPortrait and ACTION_BAR_HEIGHT_PORTRAIT or ACTION_BAR_HEIGHT_LANDSCAPE return Roact.createElement("Frame", { Size = UDim2.fromScale(1, 1), BackgroundTransparency = 1, }, { Background = Roact.createElement("Frame", { Size = UDim2.fromScale(1, 1), BackgroundColor3 = Color3.fromRGB(0, 0, 0), ZIndex = 1, }, { Gradient = Roact.createElement("UIGradient", { Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 0), NumberSequenceKeypoint.new(0.2, 0.5), NumberSequenceKeypoint.new(0.8, 0.5), NumberSequenceKeypoint.new(1, 0), }), Rotation = self.props.orientation.isPortrait and 90 or 0, }), }), Container = Roact.createElement("Frame", { Size = UDim2.fromScale(1, 1), BackgroundTransparency = 1, ZIndex = 2, }, { Scroller = Roact.createElement("Frame", { Size = UDim2.new(1, 0, 1, -(actionBarHeight + ACTION_BAR_TOP_SPACING)), BackgroundTransparency = 1, Position = UDim2.fromScale(0.5, 0.5), AnchorPoint = Vector2.new(0.5, 0.5), ZIndex = 1, }, { UIListLayout = Roact.createElement("UIListLayout", { FillDirection = Enum.FillDirection.Horizontal, SortOrder = Enum.SortOrder.LayoutOrder, }), LeftButton = not self.useSinglePagination() and Roact.createElement(NavButton, { order = 1, image = self.props.configuration.leftArrowPageImage, onClick = self.prevPage, keyCode = self.props.configuration.usePageHotkeys and self.props.configuration.prevPageKey or nil, }), LeftSingleButton = Roact.createElement(NavButton, { order = 2, image = self.props.configuration.leftArrowItemImage, keyCode = self.props.configuration.usePageHotkeys and self.props.configuration.prevItemKey or nil, onClick = self.prevItem, }), Page = Roact.createElement("Frame", { LayoutOrder = 3, Size = self.useSinglePagination() and UDim2.fromScale(0.8, 1) or UDim2.fromScale(0.6, 1), BackgroundTransparency = 1, ClipsDescendants = true, }, { Container = Roact.createElement("Frame", { BackgroundTransparency = 1, Size = UDim2.fromScale(1, 1), AnchorPoint = Vector2.new(0.5, 0.5), Position = self.position:map(function(position) -- Calculate position for animation using pixel offset instead of scale. -- -- This is because this Frame's size is not computed with all SurfaceArtSelectorItems rendered, but only -- those that are visible. return UDim2.new(0.5, position, 0.5, 0) end), }, items), }), RightSingleButton = Roact.createElement(NavButton, { order = 4, image = self.props.configuration.rightArrowItemImage, onClick = self.nextItem, keyCode = self.props.configuration.usePageHotkeys and self.props.configuration.nextItemKey or nil, }), RightButton = not self.useSinglePagination() and Roact.createElement(NavButton, { order = 5, image = self.props.configuration.rightArrowPageImage, onClick = self.nextPage, keyCode = self.props.configuration.usePageHotkeys and self.props.configuration.nextPageKey or nil, }), }), ActionBar = Roact.createElement("Frame", { Size = UDim2.new(1, 0, 0, actionBarHeight + ACTION_BAR_TOP_SPACING), BackgroundTransparency = 0.5, BackgroundColor3 = Color3.fromRGB(0, 0, 0), Position = UDim2.fromScale(0.5, 1), AnchorPoint = Vector2.new(0.5, 1), ZIndex = 3, }, { UIPadding = Roact.createElement("UIPadding", { PaddingTop = UDim.new(0, 16), PaddingBottom = UDim.new(0, 16), }), UIListLayout = Roact.createElement("UIListLayout", { SortOrder = Enum.SortOrder.LayoutOrder, }), TextLabel = Roact.createElement("TextLabel", { LayoutOrder = 1, Size = UDim2.fromScale(1, self.props.orientation.isPortrait and 0.5 or 0.4), BackgroundTransparency = 1, TextSize = 16, Font = Enum.Font.GothamSemibold, TextColor3 = Color3.fromRGB(255, 255, 255), TextYAlignment = Enum.TextYAlignment.Top, TextXAlignment = Enum.TextXAlignment.Center, TextWrapped = true, Text = string.format( "Choose a decal to place on the wall. You can add up to %d decals.", self.props.configuration.quotaPerPlayer ), }, { UIPadding = Roact.createElement("UIPadding", { PaddingLeft = UDim.new(0, 8), PaddingRight = UDim.new(0, 8), }), }), Roact.createElement("Frame", { LayoutOrder = 2, Size = UDim2.fromScale(1, self.props.orientation.isPortrait and 0.5 or 0.6), BackgroundTransparency = 1, }, { ButtonGroup = Roact.createElement("Frame", { Size = UDim2.fromScale(0.5, 1), BackgroundTransparency = 1, Position = UDim2.fromScale(0.5, 0.5), AnchorPoint = Vector2.new(0.5, 0.5), }, { UIListLayout = Roact.createElement("UIListLayout", { FillDirection = Enum.FillDirection.Horizontal, SortOrder = Enum.SortOrder.LayoutOrder, Padding = UDim.new(0, 12), }), Cancel = Roact.createElement(Button, { LayoutOrder = 1, Text = "Cancel", TextColor3 = Color3.fromRGB(255, 255, 255), keyCode = Enum.KeyCode.B, onActivated = self.onCancel, }), Apply = Roact.createElement(Button, { LayoutOrder = 2, Text = "Apply", BackgroundColor3 = Color3.fromRGB(255, 255, 255), TextColor3 = Color3.fromRGB(0, 0, 0), keyCode = Enum.KeyCode.Return, onActivated = self.onApply, }), }), }), }), }), }) end return ConfigurationContext.withConfiguration(OrientationContext.withOrientation(SurfaceArtSelector))
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function IconController.setGameTheme(theme) IconController.gameTheme = theme local icons = IconController.getIcons() for _, icon in pairs(icons) do icon:setTheme(theme) end end function IconController.setDisplayOrder(value) value = tonumber(value) or TopbarPlusGui.DisplayOrder TopbarPlusGui.DisplayOrder = value end IconController.setDisplayOrder(10) function IconController.getIcons() local allIcons = {} for otherIcon, _ in pairs(topbarIcons) do table.insert(allIcons, otherIcon) end return allIcons end function IconController.getIcon(name) for otherIcon, _ in pairs(topbarIcons) do if otherIcon.name == name then return otherIcon end end return false end function IconController.disableHealthbar(bool) local finalBool = (bool == nil or bool) IconController.healthbarDisabled = finalBool IconController.healthbarDisabledSignal:Fire(finalBool) end function IconController.canShowIconOnTopbar(icon) if (icon.enabled == true or icon.accountForWhenDisabled) and icon.presentOnTopbar then return true end return false end function IconController.getMenuOffset(icon) local alignment = icon:get("alignment") local alignmentGap = IconController[alignment.."Gap"] local iconSize = icon:get("iconSize") or UDim2.new(0, 32, 0, 32) local sizeX = iconSize.X.Offset local iconWidthAndGap = (sizeX + alignmentGap) local extendLeft = 0 local extendRight = 0 local additionalRight = 0 if icon.menuOpen then local menuSize = icon:get("menuSize") local menuSizeXOffset = menuSize.X.Offset local direction = icon:_getMenuDirection() if direction == "right" then extendRight += menuSizeXOffset + alignmentGap/6--2 elseif direction == "left" then extendLeft = menuSizeXOffset + 4 extendRight += alignmentGap/3--4 additionalRight = menuSizeXOffset end end return extendLeft, extendRight, additionalRight end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local O = true function onClicked() if O == true then O = false One() elseif O == false then O = true Two() end end script.Parent.MouseButton1Down:connect(onClicked)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
return function(tbl) --- Variables local found = false --- Scan local function local function Scan(v) --- Already found userdata if found then return end --- Iterate for key, value in pairs(v) do --- Already found userdata if found then return end --- Main check if type(value) == "userdata" or type(key) == "userdata" then --- Userdata located found = true return elseif type(value) == "table" then --- Re-iterate Scan(value) end end end --- Scan Scan(tbl) -- return found end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function TaskScheduler:CreateScheduler(targetFps) local scheduler = {} local queue = {} local sleeping = true local event,paused local start local frameUpdateTable = {} local sleep--get syntax highlighter to shut up on line 68 local function onEvent() local iterationStart = tick() local targetFrameUpdates = (iterationStart-start) < 1 and math.floor(targetFps * (iterationStart-start)) or targetFps for i=#frameUpdateTable,1,-1 do frameUpdateTable[i+1] = (frameUpdateTable[i] >= iterationStart-1) and frameUpdateTable[i] or nil end frameUpdateTable[1] = iterationStart if #frameUpdateTable >= targetFrameUpdates then if #queue > 0 then queue[1]() table.remove(queue, 1) else sleep() end end end --used for automatically turning off renderstepped loop when there's nothing in the queue sleep = function() sleeping = true if event then event:disconnect() event = nil end end --turns renderstepped loop back on when something is added to the queue and scheduler isn't paused local function wake() if sleeping and not event then sleeping = false if not paused then start = tick() event = game:GetService("RunService").RenderStepped:connect(onEvent) end end end function scheduler:Pause() paused = true if event then event:disconnect() event = nil end end function scheduler:Resume() if paused and not event then paused = false sleeping = false start = tick() event = game:GetService("RunService").RenderStepped:connect(onEvent) end end function scheduler:Destroy() scheduler:Pause() for i in next,scheduler do scheduler[i] = nil end setmetatable(scheduler, { __index = function() error("Attempt to use destroyed scheduler") end; __newindex = function() error("Attempt to use destroyed scheduler") end; }) end function scheduler:QueueTask(callback) queue[#queue+1] = callback if sleeping then wake() end end start = tick() event = game:GetService("RunService").RenderStepped:connect(onEvent) return scheduler end return TaskScheduler
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
for name, fileList in pairs(animNames) do animTable[name] = {} animTable[name].count = 0 animTable[name].totalWeight = 0 -- check for config values local config = script:FindFirstChild(name) if (config ~= nil) then
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Resources")); end)(); local v1 = { New = function(p1, p2, p3, p4) p2 = p2 or Color3.new(0.2, 0.2, 0.2); p3 = p3 or Enum.Font.FredokaOne; p4 = p4 or Enum.FontSize.Size18; u1.StarterGui:SetCore("ChatMakeSystemMessage", { Text = p1, Color = p2, Font = p3, FontSize = p4 }); end }; u1.Network.Fired("Chat Msg"):Connect(function(...) v1.New(...); end); return v1;
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local function fields(defaults) if defaults == nil then defaults = {} end return function(input) local _object = {} for _k, _v in pairs(defaults) do _object[_k] = _v end if type(input) == "table" then for _k, _v in pairs(input) do _object[_k] = _v end end return _object end end return { fields = fields, }
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local set = script.Settings local sp = set.Speed local enabled = set.Enabled local loop = set.Loop local debug_ = set.Debug local hum = script.Parent:WaitForChild("Humanoid") if debug_.Value == true then if hum then print("Success") else print("No Humanoid") end end local humanim = hum:LoadAnimation(script:FindFirstChildOfClass("Animation"))
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local DoorFX = {} local tweenService = game:GetService("TweenService") local tweenInfo = TweenInfo.new(2, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut) function DoorFX.OPEN(door) if not door then return end for i = 1, 2 do tweenService:Create(door["Door" .. i].PrimaryPart, tweenInfo, {CFrame = door["Door"..i.."Goal"].CFrame}):Play() door["Door" .. i].PrimaryPart.DoorOpenFADEOUT:Play() end end function DoorFX.CLOSE(door) if not door then return end for i = 1, 2 do door["Door" .. i].PrimaryPart.CFrame = door["Door"..i.."Start"].CFrame end end return DoorFX
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function ServiceBag:Init() assert(not self._initializing, "Already initializing") assert(self._serviceTypesToInitializeSet, "Already initialized") self._initializing = true while next(self._serviceTypesToInitializeSet) do local serviceType = next(self._serviceTypesToInitializeSet) self._serviceTypesToInitializeSet[serviceType] = nil self:_ensureInitialization(serviceType) end self._serviceTypesToInitializeSet = nil self._initializing = false end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local Pcolors = {{255, 255, 255}, {255, 180, 161}, {226, 231, 255}} local Lcolors = {{255, 255, 255}, {255, 237, 199}, {205, 227, 255}} local INDcolor = {255, 130, 80} local plactive = false local prevChild F.Setup = function(light_type, popups, tb, fog_color) event.IndicatorsAfterLeave.Disabled = true for idx, child in pairs(lights.Brake:GetChildren()) do if child.Name == "L" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Back spot.Color = Color3.fromRGB(255, 0, 0) spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(255, 96, 96) child.Transparency = 1 end end for idx, child in pairs(lights.Rear:GetChildren()) do if child.Name == "L" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Back spot.Color = Color3.fromRGB(255, 0, 0) spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(255, 96, 96) child.Transparency = 1 end end for idx, child in pairs(lights.Reverse:GetChildren()) do if child.Name == "L" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Back spot.Color = Color3.fromRGB(255, 255, 255) spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(255, 255, 255) child.Transparency = 1 end end for idx, child in pairs(lights.LeftInd:GetDescendants()) do if child.Name == "L" and child.Parent.Name == "Front" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Front spot.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3]) spot.Shadows = true elseif child.Name == "L" and child.Parent.Name == "Rear" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Back spot.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3]) spot.Shadows = true elseif child.Name == "L" and child.Parent.Name == "Side" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Left spot.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3]) spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3]) child.Transparency = 1 elseif string.sub(child.Name, 1, 2) == "SI" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3]) child.Transparency = 1 end end for idx, child in pairs(lights.RightInd:GetDescendants()) do if child.Name == "L" and child.Parent.Name == "Front" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Front spot.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3]) spot.Shadows = true elseif child.Name == "L" and child.Parent.Name == "Rear" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Back spot.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3]) spot.Shadows = true elseif child.Name == "L" and child.Parent.Name == "Side" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Right spot.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3]) spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3]) child.Transparency = 1 elseif string.sub(child.Name, 1, 2) == "SI" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(INDcolor[1], INDcolor[2], INDcolor[3]) child.Transparency = 1 end end for idx, child in pairs(tb) do child.ImageTransparency = 1 end if not popups then if light_type == "Pure White" then for idx, child in pairs(lights.Headlights:GetDescendants()) do if child.Name == "L" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Front spot.Color = Color3.fromRGB(Lcolors[1][1], Lcolors[1][2], Lcolors[1][3]) spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(Pcolors[1][1], Pcolors[1][2], Pcolors[1][3]) child.Transparency = 1 end end elseif light_type == "OEM White" then for idx, child in pairs(lights.Headlights:GetDescendants()) do if child.Name == "L" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Front spot.Color = Color3.fromRGB(Lcolors[2][1], Lcolors[2][2], Lcolors[2][3]) spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(Pcolors[2][1], Pcolors[2][2], Pcolors[2][3]) child.Transparency = 1 end end elseif light_type == "Xenon" then for idx, child in pairs(lights.Headlights:GetDescendants()) do if child.Name == "L" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Front spot.Color = Color3.fromRGB(Lcolors[3][1], Lcolors[3][2], Lcolors[3][3]) spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(Pcolors[3][1], Pcolors[3][2], Pcolors[3][3]) child.Transparency = 1 end end end else if light_type == "Pure White" then for idx, child in pairs(PHeadlights.Parts.Headlights:GetChildren()) do if child.Name == "L" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Front spot.Color = Color3.fromRGB(Lcolors[1][1], Lcolors[1][2], Lcolors[1][3]) spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(Pcolors[1][1], Pcolors[1][2], Pcolors[1][3]) child.Transparency = 1 end end elseif light_type == "OEM White" then for idx, child in pairs(PHeadlights.Parts.Headlights:GetChildren()) do if child.Name == "L" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Front spot.Color = Color3.fromRGB(Lcolors[2][1], Lcolors[2][2], Lcolors[2][3]) spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(Pcolors[2][1], Pcolors[2][2], Pcolors[2][3]) child.Transparency = 1 end end elseif light_type == "Xenon" then for idx, child in pairs(PHeadlights.Parts.Headlights:GetChildren()) do if child.Name == "L" and #child:GetChildren() < 1 then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Front spot.Color = Color3.fromRGB(Lcolors[3][1], Lcolors[3][2], Lcolors[3][3]) spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = Color3.fromRGB(Pcolors[3][1], Pcolors[3][2], Pcolors[3][3]) child.Transparency = 1 end end end end for idx, child in pairs(lights.Fog:GetChildren()) do if child.Name == "L" then local spot = Instance.new("SpotLight", child) spot.Name = "L" spot.Brightness = 0 spot.Range = 0 spot.Face = Enum.NormalId.Front spot.Color = fog_color spot.Shadows = true elseif child.Name == "LN" then if child:IsA("MeshPart") then child.TextureID = "" end child.Material = Enum.Material.Neon child.Color = fog_color child.Transparency = 1 end end print("EpicLights Version 2 // Setup completed!") end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function NpcModule.Walk(Npc, Pos, PathParams, Return) local Path = NpcModule.GetPath(Npc, Pos, PathParams) local Humanoid = Npc:FindFirstChild("Humanoid") if Path ~= false then if Humanoid then for I, Waypoint in pairs(Path:GetWaypoints()) do Humanoid:MoveTo(Waypoint.Position) Humanoid.MoveToFinished:Wait() end end end if Return ~= nil then return end end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function onRunning(speed) if speed>0 then pose = "Running" else pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() pose = "Jumping" end function onClimbing() pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end function onSwimming(speed) if speed>0 then pose = "Running" else pose = "Standing" end end function moveJump() RightShoulder.MaxVelocity = jumpMaxLimbVelocity LeftShoulder.MaxVelocity = jumpMaxLimbVelocity RightShoulder:SetDesiredAngle(3.14) LeftShoulder:SetDesiredAngle(-3.14) RightHip:SetDesiredAngle(0) LeftHip:SetDesiredAngle(0) end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local function AddRecentApp(App) if RecentAppEnabled == true then local sameapp = false if home:FindFirstChild(App) then if side.RecentApps:FindFirstChild(App) then sameapp = true end side.Status:TweenPosition(UDim2.new(0.094,0,0.638,0), "InOut", "Quint", 0.5, true) side.B1:TweenPosition(UDim2.new(0.024,0,0.593,0), "InOut", "Quint", 0.5, true) for i, v in pairs(side.RecentApps:GetChildren()) do if v.Position == UDim2.new(0.016,0,0.345,0) then if sameapp and side.RecentApps:FindFirstChild(App) then if side.RecentApps[App].Position ~= UDim2.new(0.015,0,0.027,0) then v:TweenPosition(UDim2.new(0.032,0,0.668,0), "InOut", "Quint", 0.25, true) end else v:TweenPosition(UDim2.new(0.032,0,0.668,0), "InOut", "Quint", 0.25, true) end end if v.Position == UDim2.new(0.015,0,0.027,0) then v:TweenPosition(UDim2.new(0.016,0,0.345,0), "InOut", "Quint", 0.25, true) end if v.Name == App then --prevents any same apps to be duplicated ok v:TweenPosition(UDim2.new(0.015,0,0.027,0), "InOut", "Quint", 0.25, true) end if v.Position == UDim2.new(0.032,0,0.668,0) then if not sameapp then for i = 0, 1, 0.2 do wait() v.ImageTransparency = i end v:Destroy() end end end if not sameapp then local app = home:FindFirstChild(App):Clone() app.Parent = side.RecentApps app.IconName.Visible = false app.ZIndex = 102 app.Size = UDim2.new(0.968, 0, 0.358, 0) app.ImageTransparency = 1 app.Position = UDim2.new(0.015,0,0.027,0) for i = 1, 0, -0.2 do wait() app.ImageTransparency = i end end end end end local function PlayMusic(Title, ID, pitch) local musictitle = script.Parent.CarPlay.NowPlaying.MusicTitle local id = script.Parent.CarPlay.NowPlaying.MusicID musictitle.Text = Title id.Text = ID filter:FireServer("updateSong", ID, pitch) handler:FireServer("PlayMusic", Title, ID) nowplaying.Play.ImageRectOffset = Vector2.new(150, 0) end local function PlayMusicUsingSongValue(Val, Playlists, pitch) if script.Parent.CarPlay_Data.Playlists:FindFirstChild(Playlists) then local musictitle = script.Parent.CarPlay.NowPlaying.MusicTitle local id = script.Parent.CarPlay.NowPlaying.MusicID local playlists = script.Parent.CarPlay_Data.Playlists[Playlists]:GetChildren() musictitle.Text = playlists[Val].Name handler:FireServer("PlayMusic", playlists[Val].Name, playlists[Val].Value) id.Text = playlists[Val].Value filter:FireServer("updateSong", playlists[Val].Value, playlists[Val].Pitch.Value) end end local function LaunchApp(AppToLaunch) if home:FindFirstChild(AppToLaunch) then handler:FireServer("LaunchApp", AppToLaunch) for i, app in ipairs(home:GetChildren()) do app.AppEnabled.Value = false -- no jerks that can mess carplay end AddRecentApp(AppToLaunch) home[AppToLaunch].IconName.Visible = false home[AppToLaunch].ZIndex = 102 X = home[AppToLaunch].Position.X.Scale Y = home[AppToLaunch].Position.Y.Scale home[AppToLaunch]:TweenSizeAndPosition(UDim2.new(1.599, 0,2.591, 0), UDim2.new(-0.325, 0,-0.965, 0), "Out", "Quint", 1.2, true) home[AppToLaunch].Parent = script.Parent.CarPlay.Homescreen for i, app in ipairs(script.Parent.CarPlay:GetChildren()) do if app.Name == AppToLaunch then app.Visible = true end end home.Visible = false for i = 0, 1, 0.2 do wait() home.Parent[AppToLaunch].ImageTransparency = i end home.Parent.Visible = false end end local function LaunchHome() for i, v in pairs(home.Parent:GetChildren()) do if v.Name == "Music" or v.Name == "Maps" or v.Name == "Settings" or v.Name == "BMW" or v.Name == "NowPlaying" or v.Name == "Podcasts" or v.Name == "Phone" then handler:FireServer("LaunchHome") script.Parent.CarPlay.Music.Library.Visible = true script.Parent.CarPlay.Music.Playlists.Visible = false for i, app in pairs(script.Parent.CarPlay:GetChildren()) do if app:IsA("Frame") and app.Visible == true then app.Visible = false end end script.Parent.CarPlay:FindFirstChild(v.Name).Visible = false home.Parent.Visible = true v:TweenSizeAndPosition(UDim2.new(0.23,0,1,0), UDim2.new(X,0,Y,0), "Out", "Quint", 0.5, true) home.Visible = true v.ImageTransparency = 0 v.ZIndex = 2 v.IconName.Visible = true v.Parent = home wait(.4) for i, app in pairs(home:GetChildren()) do if app:FindFirstChild("AppEnabled") then app.AppEnabled.Value = true -- no jerks that can mess carplay end end end end end local function LoadPlaylist(PlaylistName) local Y = 0 local NextY = 0.039 music.Playlists.MusicPlaylist:ClearAllChildren() local Data = script.Parent.CarPlay_Data.Playlists[PlaylistName] music.Playlists.PlaylistName.Text = PlaylistName for i, musics in ipairs(Data:GetChildren()) do if musics:IsA("IntValue") then handler:FireServer("LoadPlaylist",PlaylistName, musics.Name, musics.Value, Y) local Template = music.Playlists.Template:Clone() Template.Name = musics.Value Template.MusicTitle.Text = musics.Name Template.MusicID.Text = musics.Value Template.Position = UDim2.new(0.037,0,Y,0) Template.Parent = music.Playlists.MusicPlaylist Template.Pitch.Value = musics.Pitch.Value Template.Visible = true Y = Y + NextY end end for i, playlists in ipairs(script.Parent.CarPlay.Music.Playlists.MusicPlaylist:GetChildren()) do if playlists:IsA("TextButton") then playlists.MouseButton1Down:connect(function() TransitionTo("Playlists", "NowPlaying") AddRecentApp("NowPlaying") script.Parent.CarPlay_Data.NowPlayingData.CurrentPlaylist.Value = PlaylistName script.Parent.CarPlay_Data.NowPlayingData.SongNumber.Value = i PlayMusic(playlists.MusicTitle.Text, playlists.MusicID.Text, playlists.Pitch.Value) end) end end end local function CreatePlaylists() local Y = 0.002 local NextY = 0.092 music.Library.LibraryButtons:ClearAllChildren() local Data = script.Parent.CarPlay_Data.Playlists for i, playlists in ipairs(Data:GetChildren()) do if playlists:IsA("Folder") then local Template = music.Library:WaitForChild('Template'):Clone() Template.Parent = music.Library.LibraryButtons Template.Name = playlists.Name Template.Visible = true handler:FireServer("CreatePlaylist", playlists.Name, Y) Template.PlaylistName.Text = playlists.Name Template.Position = UDim2.new(0.025, 0, Y, 0) Y = Y + NextY end end for i, playlists in ipairs(script.Parent.CarPlay.Music.Library.LibraryButtons:GetChildren()) do if playlists:IsA("TextButton") then playlists.MouseButton1Down:connect(function() TransitionTo("Library", "Playlists") LoadPlaylist(playlists.Name) end) end end end function TransitionTo(Prev, Next) if debounce == false then debounce = true for i, frame in ipairs(script.Parent.CarPlay:GetDescendants()) do if frame:IsA("Frame") and frame.Name == Prev then frame:TweenPosition(UDim2.new(-1,0,0,0), "Out", "Quint", 0.5, true) local framediss = coroutine.wrap(function() wait(.5) frame.Position = UDim2.new(0,0,0,0) frame.Visible = false end) framediss() end if frame:IsA("Frame") and frame.Name == Next then frame.Visible = true frame.Position = UDim2.new(1,0,0,0) frame:TweenPosition(UDim2.new(0,0,0,0), "Out", "Quint", 0.5, true) end handler:FireServer("Transition", Prev, Next) debounce = false end end end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
ScrollingFrame = NewGui('ScrollingFrame', 'ScrollingFrame') ScrollingFrame.Selectable = false ScrollingFrame.CanvasSize = UDim2.new(0, 0, 0, 0) ScrollingFrame.Parent = InventoryFrame UIGridFrame = NewGui('Frame', 'UIGridFrame') UIGridFrame.Selectable = false UIGridFrame.Size = UDim2.new(1, -(ICON_BUFFER*2), 1, 0) UIGridFrame.Position = UDim2.new(0, ICON_BUFFER, 0, 0) UIGridFrame.Parent = ScrollingFrame UIGridLayout = Instance.new("UIGridLayout") UIGridLayout.SortOrder = Enum.SortOrder.LayoutOrder UIGridLayout.CellSize = UDim2.new(0, ICON_SIZE, 0, ICON_SIZE) UIGridLayout.CellPadding = UDim2.new(0, ICON_BUFFER, 0, ICON_BUFFER) UIGridLayout.Parent = UIGridFrame ScrollUpInventoryButton = MakeVRRoundButton('ScrollUpButton', 'rbxasset://textures/ui/Backpack/ScrollUpArrow.png') ScrollUpInventoryButton.Size = UDim2.new(0, 34, 0, 34) ScrollUpInventoryButton.Position = UDim2.new(0.5, -ScrollUpInventoryButton.Size.X.Offset/2, 0, INVENTORY_HEADER_SIZE + 3) ScrollUpInventoryButton.Icon.Position = ScrollUpInventoryButton.Icon.Position - UDim2.new(0,0,0,2) ScrollUpInventoryButton.MouseButton1Click:Connect(function() ScrollingFrame.CanvasPosition = Vector2.new( ScrollingFrame.CanvasPosition.X, Clamp(0, ScrollingFrame.CanvasSize.Y.Offset - ScrollingFrame.AbsoluteWindowSize.Y, ScrollingFrame.CanvasPosition.Y - (ICON_BUFFER + ICON_SIZE))) end) ScrollDownInventoryButton = MakeVRRoundButton('ScrollDownButton', 'rbxasset://textures/ui/Backpack/ScrollUpArrow.png') ScrollDownInventoryButton.Rotation = 180 ScrollDownInventoryButton.Icon.Position = ScrollDownInventoryButton.Icon.Position - UDim2.new(0,0,0,2) ScrollDownInventoryButton.Size = UDim2.new(0, 34, 0, 34) ScrollDownInventoryButton.Position = UDim2.new(0.5, -ScrollDownInventoryButton.Size.X.Offset/2, 1, -ScrollDownInventoryButton.Size.Y.Offset - 3) ScrollDownInventoryButton.MouseButton1Click:Connect(function() ScrollingFrame.CanvasPosition = Vector2.new( ScrollingFrame.CanvasPosition.X, Clamp(0, ScrollingFrame.CanvasSize.Y.Offset - ScrollingFrame.AbsoluteWindowSize.Y, ScrollingFrame.CanvasPosition.Y + (ICON_BUFFER + ICON_SIZE))) end) ScrollingFrame.Changed:Connect(function(prop) if prop == 'AbsoluteWindowSize' or prop == 'CanvasPosition' or prop == 'CanvasSize' then local canScrollUp = ScrollingFrame.CanvasPosition.Y ~= 0 local canScrollDown = ScrollingFrame.CanvasPosition.Y < ScrollingFrame.CanvasSize.Y.Offset - ScrollingFrame.AbsoluteWindowSize.Y ScrollUpInventoryButton.Visible = canScrollUp ScrollDownInventoryButton.Visible = canScrollDown end end)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
if not shellyGood then bp.Parent,bg.Parent= nil,nil return end bp.Parent = nil wait(math.random(3,8)) end local soundBank = game.ServerStorage.Sounds.NPC.Shelly:GetChildren() shelly.Health.Changed:connect(function() if shellyGood then bp.Parent,bg.Parent= nil,nil shelly.PrimaryPart.Transparency =1 shelly.PrimaryPart.CanCollide = false shelly.Shell.Transparency = 1 shelly.HitShell.Transparency = 0 shelly.HitShell.CanCollide = true shellyGood = false ostrich = tick() shelly:SetPrimaryPartCFrame(shelly.PrimaryPart.CFrame*CFrame.new(0,2,0)) local hitSound = soundBank[math.random(1,#soundBank)]:Clone() hitSound.PlayOnRemove = true hitSound.Parent = shelly.PrimaryPart wait() hitSound:Destroy() repeat task.wait() until tick()-ostrich > 10 shelly.PrimaryPart.Transparency = 0 shelly.PrimaryPart.CanCollide = true shelly.Shell.Transparency = 0 shelly.HitShell.Transparency = 1 shelly.HitShell.CanCollide = false bp.Parent,bg.Parent = shelly.PrimaryPart,shelly.PrimaryPart shellyGood = true end end) while true do if shellyGood then MoveShelly() else task.wait(1) end end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local KEY_BASE_FRAME = "BaseFrame" local KEY_BASE_MESSAGE = "BaseMessage" local KEY_UPDATE_TEXT_FUNC = "UpdateTextFunction" local KEY_GET_HEIGHT = "GetHeightFunction" local KEY_FADE_IN = "FadeInFunction" local KEY_FADE_OUT = "FadeOutFunction" local KEY_UPDATE_ANIMATION = "UpdateAnimFunction" local TextService = game:GetService("TextService") local Players = game:GetService("Players") local LocalPlayer = Players.LocalPlayer while not LocalPlayer do Players.ChildAdded:wait() LocalPlayer = Players.LocalPlayer end local clientChatModules = script.Parent.Parent local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings")) local ChatConstants = require(clientChatModules:WaitForChild("ChatConstants")) local module = {} local methods = {} methods.__index = methods function methods:GetStringTextBounds(text, font, textSize, sizeBounds) sizeBounds = sizeBounds or Vector2.new(10000, 10000) return TextService:GetTextSize(text, textSize, font, sizeBounds) end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function RemoteSignal:Connect(fn) if self._directConnect then return self._re.OnServerEvent:Connect(fn) else return self._signal:Connect(fn) end end function RemoteSignal:_processOutboundMiddleware(player: Player?, ...: any) if not self._hasOutbound then return ... end local args = table.pack(...) for _,middlewareFunc in ipairs(self._outbound) do local middlewareResult = table.pack(middlewareFunc(player, args)) if not middlewareResult[1] then return table.unpack(middlewareResult, 2, middlewareResult.n) end end return table.unpack(args, 1, args.n) end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
["Walk"] = "http://www.roblox.com/asset/?id=507767714", ["Idle"] = "http://www.roblox.com/asset/?id=507766666", ["SwingTool"] = "rbxassetid://1262318281" } local anims = {} for animName,animId in next,preAnims do local anim = Instance.new("Animation") anim.AnimationId = animId game:GetService("ContentProvider"):PreloadAsync({anim}) anims[animName] = animController:LoadAnimation(anim) end local fallConstant = -2 run.Heartbeat:connect(function() local part,pos,norm,mat = workspace:FindPartOnRay(Ray.new(root.Position,Vector3.new(0,-2.8,0)),char) if target.Value then local facingCFrame = CFrame.new(Vector3.new(root.CFrame.X,pos.Y+3,root.CFrame.Z),CFrame.new(target.Value.CFrame.X,pos.Y+3,target.Value.CFrame.Z).p) bg.CFrame = facingCFrame else --bg.CFrame = CFrame.new(root.CFrame.X,pos.Y+3,root.CFrame.Z) end if target.Value then bv.P = 100000 bv.Velocity = root.CFrame.lookVector*10 if not part then bv.Velocity = bv.Velocity+Vector3.new(0,fallConstant,0) fallConstant = fallConstant-1 else fallConstant = -2 end if not anims["Walk"].IsPlaying then anims["Walk"]:Play() end else bv.P = 0 bv.Velocity = Vector3.new(0,0,0) anims["Walk"]:Stop() anims["Idle"]:Play() end end) while true do local thresh,nearest = 60,nil for _,player in next,game.Players:GetPlayers() do if player.Character and player.Character.PrimaryPart then local dist = (player.Character.PrimaryPart.Position-root.Position).magnitude if dist < thresh then thresh = dist nearest = player.Character.PrimaryPart end end end if nearest then if thresh < 5 then anims["SwingTool"]:Play() nearest.Parent.Humanoid:TakeDamage(8) target.Value = nil wait(1) end target.Value = nearest else target.Value = nil end wait(1) end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
return function(data, env) if env then setfenv(1, env) end local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local scr = client.UI.Prepare(script.Parent.Parent) local window = scr.Window local msg = data.Message local color = data.Color local found = client.UI.Get("Output") if found then for i,v in pairs(found) do local p = v.Object if p and p.Parent then p.Window.Position = UDim2.new(0.5, 0, 0.5, p.Window.Position.Y.Offset+160) end end end window.Main.ScrollingFrame.ErrorText.Text = msg window.Main.ScrollingFrame.ErrorText.TextColor3 = color window.Close.MouseButton1Down:Connect(function() gTable.Destroy() end) spawn(function() local sound = Instance.new("Sound",service.LocalContainer()) sound.SoundId = "rbxassetid://160715357" sound.Volume = 2 sound:Play() wait(0.8) sound:Destroy() end) gTable.Ready() wait(5) gTable.Destroy() end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
bike.DriveSeat.ChildRemoved:connect(function(child) --[[if child.Name=="SeatWeld" and child:IsA("Weld") then script.Parent:Destroy() end]] bike.Body.bal.LeanGyro.D = 0 bike.Body.bal.LeanGyro.MaxTorque = Vector3.new(0,0,0) bike.Body.bal.LeanGyro.P = 0 bike.RearSection.Axle.HingeConstraint.MotorMaxTorque = 0 end)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
ha=false hd=false hs=false hw=false imgassets ={ hazardoff="http://www.roblox.com/asset/?id=216957891", hazardon = "http://www.roblox.com/asset/?id=216957887", leftyoff = "http://www.roblox.com/asset/?id=216957962", leftyon = "http://www.roblox.com/asset/?id=216957949", rightyoff = "http://www.roblox.com/asset/?id=216957912", rightyon = "http://www.roblox.com/asset/?id=216957903", outoff="http://www.roblox.com/asset/?id=216957880", outon = "http://www.roblox.com/asset/?id=216957874", sirensoff = "http://www.roblox.com/asset/?id=216958870", sirenson = "http://www.roblox.com/asset/?id=216958870", wailoff = "http://www.roblox.com/asset/?id=216930335", wailon = "http://www.roblox.com/asset/?id=216930318", x4off = "http://www.roblox.com/asset/?id=216954211", x4on = "http://www.roblox.com/asset/?id=216954202", x2off = "http://www.roblox.com/asset/?id=216958009", x2on = "http://www.roblox.com/asset/?id=216958007", fastoff = "http://www.roblox.com/asset/?id=216957982", faston = "http://www.roblox.com/asset/?id=216957977", slowoff = "http://www.roblox.com/asset/?id=216957998", slowon = "http://www.roblox.com/asset/?id=216957989", lightsoff = "http://www.roblox.com/asset/?id=115931775", lightson = "http://www.roblox.com/asset/?id=115931779", lockoff = "http://www.roblox.com/asset/?id=116532096", lockon = "http://www.roblox.com/asset/?id=116532114", leftturn = "http://www.roblox.com/asset/?id=115931542", rightturn = "http://www.roblox.com/asset/?id=115931529", fltd = "http://www.roblox.com/asset/?id=116531501", yelpon = "http://www.roblox.com/asset/?id=216930350", yelpoff = "http://www.roblox.com/asset/?id=216930359", phaseron = "http://www.roblox.com/asset/?id=216930382", phaseroff = "http://www.roblox.com/asset/?id=216930390", hiloon = "http://www.roblox.com/asset/?id=216930459", hilooff = "http://www.roblox.com/asset/?id=216930471", hornon = "http://www.roblox.com/asset/?id=216930428", hornoff = "http://www.roblox.com/asset/?id=216930438", wailrumbleron = "http://www.roblox.com/asset/?id=216930512", wailrumbleroff = "http://www.roblox.com/asset/?id=216930520", yelprumbleron = "http://www.roblox.com/asset/?id=216930566", yelprumbleroff = "http://www.roblox.com/asset/?id=216930573", phaserrumbleron = "http://www.roblox.com/asset/?id=216930585", phaserrumbleroff = "http://www.roblox.com/asset/?id=216930595", hyperhiloon = "http://www.roblox.com/asset/?id=216963140", hyperhilooff = "http://www.roblox.com/asset/?id=216963128", } for _,i in pairs (imgassets) do Game:GetService("ContentProvider"):Preload(i) end if gear == 1 then script.Parent.dn.TextColor3 = Color3.new(.3,.3,.3) script.Parent.dn.Style = "RobloxRoundButton" end if gear == maxgear then script.Parent.up.TextColor3 = Color3.new(.3,.3,.3) script.Parent.up.Style = "RobloxRoundButton" end function gearup()--activated by GUI or pressing E if lock then return end if gear < maxgear then gear = gear+1 watdo() script.Parent.Gear.Text = (gear.."/"..maxgear) end if gear == maxgear then script.Parent.up.TextColor3 = Color3.new(.3,.3,.3) script.Parent.up.Style = "RobloxRoundButton" script.Parent.dn.TextColor3 = Color3.new(1,1,1) script.Parent.dn.Style = "RobloxRoundButton" elseif gear == 1 then script.Parent.dn.TextColor3 = Color3.new(.3,.3,.3) script.Parent.dn.Style = "RobloxRoundButton" script.Parent.up.TextColor3 = Color3.new(1,1,1) script.Parent.up.Style = "RobloxRoundButton" else script.Parent.dn.TextColor3 = Color3.new(1,1,1) script.Parent.dn.Style = "RobloxRoundButton" script.Parent.up.TextColor3 = Color3.new(1,1,1) script.Parent.up.Style = "RobloxRoundButton" end end function geardown()--activated by GUI or pressing Q if lock then return end if gear > 1 then gear = gear-1 watdo() script.Parent.Gear.Text = (gear.."/"..maxgear) end if gear == 1 then script.Parent.dn.TextColor3 = Color3.new(.3,.3,.3) script.Parent.dn.Style = "RobloxRoundButton" script.Parent.up.TextColor3 = Color3.new(1,1,1) script.Parent.up.Style = "RobloxRoundButton" elseif gear == maxgear then script.Parent.up.TextColor3 = Color3.new(.3,.3,.3) script.Parent.up.Style = "RobloxRoundButton" script.Parent.dn.TextColor3 = Color3.new(1,1,1) script.Parent.dn.Style = "RobloxRoundButton" else script.Parent.dn.TextColor3 = Color3.new(1,1,1) script.Parent.dn.Style = "RobloxRoundButton" script.Parent.up.TextColor3 = Color3.new(1,1,1) script.Parent.up.Style = "RobloxRoundButton" end end script.Parent.up.MouseButton1Click:connect(gearup) script.Parent.dn.MouseButton1Click:connect(geardown) script.Parent.up.MouseButton1Click:connect(gearup) script.Parent.dn.MouseButton1Click:connect(geardown) script.Parent.flipbutton.MouseButton1Click:connect(function() if not flipping then flipping = true local a = Instance.new("BodyPosition",seat) a.maxForce = Vector3.new(100000,10000000,100000) a.position = seat.Position + Vector3.new(0,10,0) local b = Instance.new("BodyGyro",seat) wait(3) a:Destroy() b:Destroy() flipping = false end end) function turn() if turndebounce == false then turndebounce = true wait(0.05) repeat templeft = turningleft tempright = turningright script.Parent.onsound:Play() if turningleft == true then script.Parent.leftturn.Visible = true for _,i in pairs (leftturn) do i.BrickColor = BrickColor.new("Deep orange") end for _,a in pairs (leftlight) do a.BrickColor = BrickColor.new("Really red") end for _,b in pairs (leftflash) do if lightson then b.Enabled = true end end for _,b in pairs (leftbrake) do b.Brightness = 2 end end if turningright == true then script.Parent.rightturn.Visible = true for _,i in pairs (rightturn) do i.BrickColor = BrickColor.new("Deep orange") end for _,a in pairs (rightlight) do a.BrickColor = BrickColor.new("Really red") end for _,b in pairs (rightflash) do if lightson then b.Enabled = true end end for _,b in pairs (rightbrake) do b.Brightness = 2 end end wait(0.4) script.Parent.offsound:Play() script.Parent.leftturn.Visible = false script.Parent.rightturn.Visible = false if templeft == true then for _,i in pairs (leftturn) do i.BrickColor = BrickColor.new("Neon orange") end for _,b in pairs (leftflash) do b.Enabled = false end for _,a in pairs (leftlight) do a.BrickColor = BrickColor.new("Bright red") end for _,b in pairs (leftbrake) do b.Brightness = 1 end else if throttle > 0 then for _,a in pairs (leftlight) do a.BrickColor = BrickColor.new("Bright red") end for _,b in pairs (leftbrake) do b.Brightness = 1 end else for _,a in pairs (leftlight) do a.BrickColor = BrickColor.new("Really red") end for _,b in pairs (leftbrake) do b.Brightness = 2 end end end if tempright == true then for _,i in pairs (rightturn) do i.BrickColor = BrickColor.new("Neon orange") end for _,b in pairs (rightflash) do b.Enabled = false end for _,a in pairs (rightlight) do a.BrickColor = BrickColor.new("Bright red") end for _,b in pairs (rightbrake) do b.Brightness = 1 end else if throttle > 0 then for _,a in pairs (rightlight) do a.BrickColor = BrickColor.new("Bright red") end for _,b in pairs (rightbrake) do b.Brightness = 1 end else for _,a in pairs (rightlight) do a.BrickColor = BrickColor.new("Really red") end for _,b in pairs (rightbrake) do b.Brightness = 2 end end end wait(0.35) until turningleft == false and turningright == false turndebounce = false end end seat.ChildRemoved:connect(function(it) if it:IsA("Weld") then if it.Part1.Parent == Player.Character then lock = true ha=false hd=false hs=false hw=false throttle = 0 steer = 0 watdo() script.Parent.close.Active = true script.Parent.close.Visible = true script.Parent.xlabel.Visible = true end end end) seat.ChildAdded:connect(function(it) if it:IsA("Weld") then if it.Part1.Parent == Player.Character then lock = false script.Parent.close.Active = false script.Parent.close.Visible = false script.Parent.xlabel.Visible = false end end end) function exiting() lock = true--when we close the gui stop everything steer = 0 throttle = 0 watdo() turningleft = false turningright = false script.Parent.flasher.Value = false script.Parent.siren.Value = false lightson = false Instance.new("IntValue",seat) for _,i in pairs (leftturn) do i.BrickColor = BrickColor.new("Neon orange") end for _,a in pairs (leftlight) do a.BrickColor = BrickColor.new("Really red") end for _,b in pairs (leftflash) do b.Enabled = false end for _,b in pairs (leftbrake) do b.Brightness = 2 end for _,i in pairs (rightturn) do i.BrickColor = BrickColor.new("Neon orange") end for _,a in pairs (rightlight) do a.BrickColor = BrickColor.new("Really red") end for _,b in pairs (rightflash) do b.Enabled = false end for _,b in pairs (rightbrake) do b.Brightness = 2 end script.Parent.Parent:Destroy()--destroy the 'Car' ScreenGui end function updatelights() for _,i in pairs (leftbrake) do i.Enabled = lightson end for _,i in pairs (rightbrake) do i.Enabled = lightson end for _,i in pairs (brakelight) do i.Enabled = lightson end for _,i in pairs (headlight) do i.Enabled = lightson end if lightson then script.Parent.lightimage.Image = imgassets.lightson else script.Parent.lightimage.Image = imgassets.lightsoff end end script.Parent.lights.MouseButton1Click:connect(function() if lock then return end lightson = not lightson updatelights() end) function destroycar() seat.Parent:Destroy()--destroy the car end script.Parent.close.MouseButton1Up:connect(exiting) Player.Character.Humanoid.Died:connect(destroycar) game.Players.PlayerRemoving:connect(function(Playeras) if Playeras.Name == Player.Name then destroycar() end end) for _, i in pairs (seat.Parent:GetChildren()) do--populate the tables for ease of modularity. You could have 100 left wheels if you wanted. if i.Name == "LeftWheel" then table.insert(left,i) elseif i.Name == "RightWheel" then table.insert(right,i) elseif i.Name == "Rearlight" then table.insert(rearlight,i) elseif i.Name == "Brakelight" then table.insert(brakelight,i.SpotLight) elseif i.Name == "rightturn" then table.insert(rightturn,i) elseif i.Name == "leftturn" then table.insert(leftturn,i) elseif i.Name == "leftflash" then table.insert(leftflash,i.SpotLight) elseif i.Name == "rightflash" then table.insert(rightflash,i.SpotLight) elseif i.Name == "leftlight" then table.insert(leftlight,i) elseif i.Name == "rightlight" then table.insert(rightlight,i) elseif i.Name == "Headlight" then table.insert(headlight,i.SpotLight) elseif i.Name == "leftbrake" then table.insert(leftbrake,i.SpotLight) elseif i.Name == "rightbrake" then table.insert(rightbrake,i.SpotLight) elseif i.Name == "revlight" then table.insert(revlight,i.SpotLight) end end for _,l in pairs (left) do l.BottomParamA = 0 l.BottomParamB = 0 end for _,r in pairs (right) do r.BottomParamA = 0 r.BottomParamB = 0 end function watdo() seat.Parent.LeftMotor.DesiredAngle = math.rad(throttle < 0 and 40* steer or 40*steer/gear^0.5) seat.Parent.RightMotor.DesiredAngle = math.rad(throttle < 0 and 40* steer or 40*steer/gear^0.5) for _,l in pairs (left) do--I do it this way so that it's not searching the model every time an input happens if throttle ~= -1 then l.BottomParamA = (.1/gear) l.BottomParamB = (.5*gear+steer*gear/30)*throttle else l.BottomParamA = -.01 l.BottomParamB = -.5-steer/20 end end for _,r in pairs (right) do if throttle ~= -1 then r.BottomParamA = -(.1/gear) r.BottomParamB = -(.5*gear-steer*gear/30)*throttle else r.BottomParamA = .01 r.BottomParamB = .5-steer/20 end end if throttle < 1 then for _,g in pairs (rearlight) do g.BrickColor = BrickColor.new("Really red") end for _,b in pairs (brakelight) do b.Brightness = 2 end if turningleft == false then for _,a in pairs (leftlight) do a.BrickColor = BrickColor.new("Really red") end for _,b in pairs (leftbrake) do b.Brightness = 2 end end if turningright == false then for _,a in pairs (rightlight) do a.BrickColor = BrickColor.new("Really red") end for _,b in pairs (rightbrake) do b.Brightness = 2 end end else for _,g in pairs (rearlight) do g.BrickColor = BrickColor.new("Bright red") end for _,b in pairs (brakelight) do b.Brightness = 1 end if turningleft == false then for _,a in pairs (leftlight) do a.BrickColor = BrickColor.new("Bright red") end for _,b in pairs (leftbrake) do b.Brightness = 1 end end if turningright == false then for _,a in pairs (rightlight) do a.BrickColor = BrickColor.new("Bright red") end for _,b in pairs (rightbrake) do b.Brightness = 1 end end end if throttle < 0 then for _,b in pairs (revlight) do if lightson then b.Enabled = true end end else for _,b in pairs (revlight) do b.Enabled = false end end end Player:GetMouse().KeyDown:connect(function(key)--warning ugly button code if lock then return end key = string.upper(key) if not ha and key == "A" or key == string.char(20) and not ha then ha = true steer = steer-1 end if not hd and key == "D" or key == string.char(19) and not hd then hd = true steer = steer+1 end if not hw and key == "W" or key == string.char(17) and not hw then hw = true throttle = throttle+1 end if not hs and key == "S" or key == string.char(18) and not hs then hs = true throttle = throttle-1 end if key == "Z" then geardown() end if key == "X" then gearup() end if key == "Q" then turningleft = not turningleft turn() end if key == "E" then turningright = not turningright turn() end watdo() end) Player:GetMouse().KeyUp:connect(function(key) if lock then return end key = string.upper(key) if ha and key == "A" or key == string.char(20)and ha then steer = steer+1 ha = false end if hd and key == "D" or key == string.char(19) and hd then steer = steer-1 hd = false end if hw and key == "W" or key == string.char(17) and hw then throttle = throttle-1 hw = false end if hs and key == "S" or key == string.char(18) and hs then throttle = throttle+1 hs = false end if key == "" then --more keys if I need them end watdo() end)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local function Flip() --Detect Orientation if (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then FlipWait=tick() --Apply Flip else if tick()-FlipWait>=3 then FlipDB=true local gyro = car.DriveSeat.Flip gyro.maxTorque = Vector3.new(10000,0,10000) gyro.P=3000 gyro.D=500 wait(1) gyro.maxTorque = Vector3.new(0,0,0) gyro.P=0 gyro.D=0 FlipDB=false end end end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local function onProductPurchased(player, id) local product, class = getAsset(id) if product then local data = Datastore:GetData(player) if product.onPurchased then product.onPurchased(player) end if class == "Passes" and data then local gamepasses = data.Gamepasses or {} table.insert(gamepasses, product.Id) data.Gamepasses = gamepasses end end end MarketplaceService.PromptGamePassPurchaseFinished:Connect(function(player, id, success) if (success and player.Parent) then onProductPurchased(player, id) game.ReplicatedStorage.RE.gamepassUpdate:FireClient(player, getNameFromID(id)) end end) MarketplaceService.PromptProductPurchaseFinished:Connect(function(userid, id, success) local player = game.Players:GetPlayerByUserId(userid) if (success and player and player.Parent) then onProductPurchased(player, id) end end)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
amplitude = 0.1 frequency = 1 setAngles = true end if (setAngles) then local desiredAngle = amplitude * math.sin(time * frequency) RightShoulder:SetDesiredAngle(desiredAngle + climbFudge) LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge) RightHip:SetDesiredAngle(-desiredAngle) LeftHip:SetDesiredAngle(-desiredAngle) end -- Tool Animation handling local tool = getTool() if tool then local animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else stopToolAnimations() toolAnim = "None" toolAnimTime = 0 end end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local function toggleDoor(player, door) -- Check distance to the character's Torso. If too far, don't do anything if player.Character and player.Character:FindFirstChild("Torso") then local torso = player.Character:FindFirstChild("Torso") local toTorso = torso.Position - stove.Door.Position if toTorso.magnitude < clickDistance then if open then ovenMotor.DesiredAngle = 0 open = false else ovenMotor.DesiredAngle = math.pi/2 open = true end end end end stove.DoorPadding.ROBLOXInteractionEvent.OnServerEvent:connect(function(player, arguments) toggleDoor(player) end) stove.Door.ROBLOXInteractionEvent.OnServerEvent:connect(function(player, arguments) toggleDoor(player) end)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
_diff_cleanupSemanticLossless = function(diffs: Array<Diff>) local pointer = 2 -- Intentionally ignore the first and last element (don't need checking). while diffs[pointer + 1] do local prevDiff, nextDiff = diffs[pointer - 1], diffs[pointer + 1] if prevDiff[1] == DIFF_EQUAL and nextDiff[1] == DIFF_EQUAL then -- This is a single edit surrounded by equalities. local diff = diffs[pointer] local equality1 = prevDiff[2] local edit = diff[2] local equality2 = nextDiff[2] -- First, shift the edit as far left as possible. local commonOffset = _diff_commonSuffix(equality1, edit) if commonOffset > 0 then local commonString = strsub(edit, -commonOffset) equality1 = strsub(equality1, 1, -commonOffset - 1) edit = commonString .. strsub(edit, 1, -commonOffset - 1) equality2 = commonString .. equality2 end -- Second, step character by character right, looking for the best fit. local bestEquality1 = equality1 local bestEdit = edit local bestEquality2 = equality2 local bestScore = _diff_cleanupSemanticScore(equality1, edit) + _diff_cleanupSemanticScore(edit, equality2) while strbyte(edit, 1) == strbyte(equality2, 1) do equality1 = equality1 .. strsub(edit, 1, 1) edit = strsub(edit, 2) .. strsub(equality2, 1, 1) equality2 = strsub(equality2, 2) local score = _diff_cleanupSemanticScore(equality1, edit) + _diff_cleanupSemanticScore(edit, equality2) -- The >= encourages trailing rather than leading whitespace on edits. if score >= bestScore then bestScore = score bestEquality1 = equality1 bestEdit = edit bestEquality2 = equality2 end end if prevDiff[2] ~= bestEquality1 then -- We have an improvement, save it back to the diff. if #bestEquality1 > 0 then diffs[pointer - 1][2] = bestEquality1 else tremove(diffs, pointer - 1) pointer = pointer - 1 end diffs[pointer][2] = bestEdit if #bestEquality2 > 0 then diffs[pointer + 1][2] = bestEquality2 else tremove(diffs, pointer + 1) pointer -= 1 end end end pointer += 1 end end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function ActionManager:BindGameActions(players) for i, player in pairs(players) do bind:FireClient(player, "Action1", Enum.UserInputType.MouseButton1, Enum.KeyCode.ButtonR2) end end function ActionManager:UnbindGameActions(players) for i, player in pairs(players) do unbind:FireClient(player, "Action1") end end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local function makeProperty(valueObjectClass, defaultValue, setter) local valueObject = Instance.new(valueObjectClass) if defaultValue then valueObject.Value = defaultValue end valueObject.Changed:connect(setter) setter(valueObject.Value) return valueObject end local Color = makeProperty("Color3Value", RAIN_DEFAULT_COLOR, function(value) local value = ColorSequence.new(value) Emitter.RainStraight.Color = value Emitter.RainTopDown.Color = value for _,v in pairs(splashAttachments) do v.RainSplash.Color = value end for _,v in pairs(rainAttachments) do v.RainStraight.Color = value v.RainTopDown.Color = value end end) local function updateTransparency(value) local opacity = (1 - value) * (1 - GlobalModifier.Value) local transparency = 1 - opacity straightLowAlpha = RAIN_STRAIGHT_ALPHA_LOW * opacity + transparency topdownLowAlpha = RAIN_TOPDOWN_ALPHA_LOW * opacity + transparency local splashSequence = NumberSequence.new { NSK010; NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T1, opacity*RAIN_SPLASH_ALPHA_LOW + transparency, 0); NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T2, opacity*RAIN_SPLASH_ALPHA_LOW + transparency, 0); NSK110; } for _,v in pairs(splashAttachments) do v.RainSplash.Transparency = splashSequence end end local Transparency = makeProperty("NumberValue", RAIN_DEFAULT_TRANSPARENCY, updateTransparency) GlobalModifier.Changed:connect(updateTransparency) local SpeedRatio = makeProperty("NumberValue", RAIN_DEFAULT_SPEEDRATIO, function(value) Emitter.RainStraight.Speed = NumberRange.new(value * RAIN_STRAIGHT_MAX_SPEED) Emitter.RainTopDown.Speed = NumberRange.new(value * RAIN_TOPDOWN_MAX_SPEED) end) local IntensityRatio = makeProperty("NumberValue", RAIN_DEFAULT_INTENSITYRATIO, function(value) Emitter.RainStraight.Rate = RAIN_STRAIGHT_MAX_RATE * value Emitter.RainTopDown.Rate = RAIN_TOPDOWN_MAX_RATE * value intensityOccludedRain = math.ceil(RAIN_OCCLUDED_MAXINTENSITY * value) numSplashes = RAIN_SPLASH_NUM * value end) local LightEmission = makeProperty("NumberValue", RAIN_DEFAULT_LIGHTEMISSION, function(value) Emitter.RainStraight.LightEmission = value Emitter.RainTopDown.LightEmission = value for _,v in pairs(rainAttachments) do v.RainStraight.LightEmission = value v.RainTopDown.LightEmission = value end for _,v in pairs(splashAttachments) do v.RainSplash.LightEmission = value end end) local LightInfluence = makeProperty("NumberValue", RAIN_DEFAULT_LIGHTINFLUENCE, function(value) Emitter.RainStraight.LightInfluence = value Emitter.RainTopDown.LightInfluence = value for _,v in pairs(rainAttachments) do v.RainStraight.LightInfluence = value v.RainTopDown.LightInfluence = value end for _,v in pairs(splashAttachments) do v.RainSplash.LightInfluence = value end end) local RainDirection = makeProperty("Vector3Value", RAIN_DEFAULT_DIRECTION, function(value) if value.magnitude > 0.001 then rainDirection = value.unit end end)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
-- local function validateAndSendSoundRequest(requestingPly, parent, soundObj, vol, pit, timePos) if not soundObj then return end for _, v in pairs(serverWorkerModule.getAllOtherPlayers(requestingPly)) do playSoundEffectEvent:FireClient(v, parent, soundObj, vol, pit, timePos) end end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local triggerEnabled = true local function touched(otherPart) if( not triggerEnabled ) then return end if(otherPart.Name == "HumanoidRootPart" ) then local player = game.Players:FindFirstChild(otherPart.Parent.Name) if(player) then triggerEnabled = false staticCorrupt.Transparency = 0 imageLableCorrupt.ImageTransparency = 0 -- PlaySound("") wait( 4 ) --How long the Corrupt screen is visable staticCorrupt.Transparency = 1 imageLableCorrupt.ImageTransparency = 1 trigger.CanTouch = false wait(10) ---How long before the trigger can be touched agian trigger.CanTouch = true triggerEnabled = true end end end trigger.Touched:Connect(touched)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function onRunning(speed) if isSeated then return end if speed>0 then pose = "Running" else pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() isSeated = false pose = "Jumping" end function onClimbing() pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() isSeated = true pose = "Seated" print("Seated") end function moveJump() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 3.14 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveFreeFall() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 1 LeftShoulder.DesiredAngle = -1 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveClimb() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -3.14 LeftShoulder.DesiredAngle = 3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveSit() print("Move Sit") RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder.DesiredAngle = 3.14 /2 LeftShoulder.DesiredAngle = -3.14 /2 RightHip.DesiredAngle = 3.14 /2 LeftHip.DesiredAngle = -3.14 /2 end function getTool() kidTable = Figure:children() if (kidTable ~= nil) then numKids = #kidTable for i=1,numKids do if (kidTable[i].className == "Tool") then return kidTable[i] end end end return nil end function getToolAnim(tool) c = tool:children() for i=1,#c do if (c[i].Name == "toolanim" and c[i].className == "StringValue") then return c[i] end end return nil end function animateTool() if (toolAnim == "None") then RightShoulder.DesiredAngle = 1.57 return end if (toolAnim == "Slash") then RightShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 return end if (toolAnim == "Lunge") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightHip.MaxVelocity = 0.5 LeftHip.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 1.57 LeftShoulder.DesiredAngle = 1.0 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 1.0 return end end function move(time) local amplitude local frequency if (pose == "Jumping") then moveJump() return end if (pose == "FreeFall") then moveFreeFall() return end if (pose == "Climbing") then moveClimb() return end if (pose == "Seated") then moveSit() return end RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 if (pose == "Running") then amplitude = 1 frequency = 9 else amplitude = 0.1 frequency = 1 end desiredAngle = amplitude * math.sin(time*frequency) RightShoulder.DesiredAngle = desiredAngle LeftShoulder.DesiredAngle = desiredAngle RightHip.DesiredAngle = -desiredAngle LeftHip.DesiredAngle = -desiredAngle local tool = getTool() if tool ~= nil then animStringValueObject = getToolAnim(tool) if animStringValueObject ~= nil then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else toolAnim = "None" toolAnimTime = 0 end end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
-- function DPad:Enable() DPadFrame.Visible = true end function DPad:Disable() DPadFrame.Visible = false OnInputEnded() end function DPad:Create(parentFrame) if DPadFrame then DPadFrame:Destroy() DPadFrame = nil end local position = UDim2.new(0, 10, 1, -230) DPadFrame = Instance.new('Frame') DPadFrame.Name = "DPadFrame" DPadFrame.Active = true DPadFrame.Visible = false DPadFrame.Size = UDim2.new(0, 192, 0, 192) DPadFrame.Position = position DPadFrame.BackgroundTransparency = 1 local smArrowSize = UDim2.new(0, 23, 0, 23) local lgArrowSize = UDim2.new(0, 64, 0, 64) local smImgOffset = Vector2.new(46, 46) local lgImgOffset = Vector2.new(128, 128) local bBtn = createArrowLabel("BackButton", UDim2.new(0.5, -32, 1, -64), lgArrowSize, Vector2.new(0, 0), lgImgOffset) local fBtn = createArrowLabel("ForwardButton", UDim2.new(0.5, -32, 0, 0), lgArrowSize, Vector2.new(0, 258), lgImgOffset) local lBtn = createArrowLabel("LeftButton", UDim2.new(0, 0, 0.5, -32), lgArrowSize, Vector2.new(129, 129), lgImgOffset) local rBtn = createArrowLabel("RightButton", UDim2.new(1, -64, 0.5, -32), lgArrowSize, Vector2.new(0, 129), lgImgOffset) local jumpBtn = createArrowLabel("JumpButton", UDim2.new(0.5, -32, 0.5, -32), lgArrowSize, Vector2.new(129, 0), lgImgOffset) local flBtn = createArrowLabel("ForwardLeftButton", UDim2.new(0, 35, 0, 35), smArrowSize, Vector2.new(129, 258), smImgOffset) local frBtn = createArrowLabel("ForwardRightButton", UDim2.new(1, -55, 0, 35), smArrowSize, Vector2.new(176, 258), smImgOffset) flBtn.Visible = false frBtn.Visible = false -- input connections jumpBtn.InputBegan:connect(function(inputObject) MasterControl:DoJump() end) local movementVector = Vector3.new(0,0,0) local function normalizeDirection(inputPosition) local jumpRadius = jumpBtn.AbsoluteSize.x/2 local centerPosition = getCenterPosition() local direction = Vector2.new(inputPosition.x - centerPosition.x, inputPosition.y - centerPosition.y) if direction.magnitude > jumpRadius then local angle = ATAN2(direction.y, direction.x) local octant = (FLOOR(8 * angle / (2 * PI) + 8.5)%8) + 1 movementVector = COMPASS_DIR[octant] end if not flBtn.Visible and movementVector == COMPASS_DIR[7] then flBtn.Visible = true frBtn.Visible = true end end DPadFrame.InputBegan:connect(function(inputObject) if TouchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch then return end MasterControl:AddToPlayerMovement(-movementVector) TouchObject = inputObject normalizeDirection(TouchObject.Position) MasterControl:AddToPlayerMovement(movementVector) end) DPadFrame.InputChanged:connect(function(inputObject) if inputObject == TouchObject then MasterControl:AddToPlayerMovement(-movementVector) normalizeDirection(TouchObject.Position) MasterControl:AddToPlayerMovement(movementVector) end end) OnInputEnded = function() TouchObject = nil flBtn.Visible = false frBtn.Visible = false MasterControl:AddToPlayerMovement(-movementVector) movementVector = Vector3.new(0, 0, 0) end DPadFrame.InputEnded:connect(function(inputObject) if inputObject == TouchObject then OnInputEnded() end end) DPadFrame.Parent = parentFrame end return DPad
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
script.Parent:WaitForChild("A-Chassis Interface") script.Parent:WaitForChild("Plugins") script.Parent:WaitForChild("README") local car=script.Parent.Parent local _Tune=require(script.Parent) wait(_Tune.LoadDelay) --Weight Scaling local weightScaling = _Tune.WeightScaling if not workspace:PGSIsEnabled() then weightScaling = _Tune.LegacyScaling end local Drive=car.Wheels:GetChildren() --Remove Existing Mass function DReduce(p) for i,v in pairs(p:GetChildren())do if v:IsA("BasePart") then if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end v.CustomPhysicalProperties = PhysicalProperties.new( 0, v.CustomPhysicalProperties.Friction, v.CustomPhysicalProperties.Elasticity, v.CustomPhysicalProperties.FrictionWeight, v.CustomPhysicalProperties.ElasticityWeight ) end DReduce(v) end end DReduce(car)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg) local emote = "" if (string.sub(msg, 1, 3) == "/e ") then emote = string.sub(msg, 4) elseif (string.sub(msg, 1, 7) == "/emote ") then emote = string.sub(msg, 8) end if (pose == "Standing" and emoteNames[emote] ~= nil) then playAnimation(emote, 0.1, Humanoid) end end)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function Receive(player, action, ...) local args = {...} if player == User and action == "play" then Connector:FireAllClients("play", User, args[1], Settings.SoundSource.Position, Settings.PianoSoundRange, Settings.PianoSounds, args[2], Settings.IsCustom) HighlightPianoKey((args[1] > 61 and 61) or (args[1] < 1 and 1) or args[1],args[3]) elseif player == User and action == "abort" then Deactivate() if SeatWeld then SeatWeld:remove() end end end function Activate(player) Connector:FireClient(player, "activate", Settings.CameraCFrame, Settings.PianoSounds, true) User = player end function Deactivate() if User and User.Parent then Connector:FireClient(User, "deactivate") User.Character:SetPrimaryPartCFrame(Box.CFrame + Vector3.new(0, 5, 0)) end User = nil end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local function GetTeamFromColor(teamColor) for _, team in ipairs(Teams:GetTeams()) do if team.TeamColor == teamColor then return team end end return nil end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
WindShake:SetDefaultSettings(WindShakeSettings) WindShake:Init() for _, ShakeObject in pairs(game.Workspace:GetDescendants()) do if ShakeObject:IsA("BasePart") then if table.find(ShakableObjects, ShakeObject.Name) then WindShake:AddObjectShake(ShakeObject, WindShakeSettings) end end end game.Workspace.DescendantAdded:Connect(function(Object) if table.find(ShakableObjects, Object.Name) then WindShake:AddObjectShake(Object, WindShakeSettings) end end)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function GoTo(Target) Path:ComputeAsync(NPC.HumanoidRootPart.Position, Target) if Path.Status == Enum.PathStatus.NoPath then else local WayPoints = Path:GetWaypoints() for _, WayPoint in ipairs(WayPoints) do NPC.Humanoid:MoveTo(WayPoint.Position) if WayPoint.Action == Enum.PathWaypointAction.Jump then NPC.Humanoid.Jump = true end end end end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
camera.Changed:connect(function() local dis = (game.Lighting:GetSunDirection()-camera.CoordinateFrame.lookVector).magnitude local parts = camera:GetPartsObscuringTarget({camera.CoordinateFrame,game.Lighting:GetSunDirection()*10000},{((camera.CoordinateFrame.p-player.Character.Head.Position).magnitude < 1 and player.Character or nil)}) if dis > 1 then dis = 1 end for i = 1,#parts do if parts[i] then dis = 1 break end end ts:Create(blind,TweenInfo.new(0.5,Enum.EasingStyle.Sine,Enum.EasingDirection.Out,0,false,0),{ Brightness = (1-dis)*0.35 }):Play() ts:Create(blur,TweenInfo.new(0.5,Enum.EasingStyle.Sine,Enum.EasingDirection.Out,0,false,0),{ Size = 15*(1-dis) }):Play() end)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local k = 0.5 local lowerK = 0.9 local function SCurveTransform(t) t = math.clamp(t, -1,1) if t >= 0 then return (k*t) / (k - t + 1) end return -((lowerK*-t) / (lowerK + t + 1)) end local DEADZONE = 0.25 local function toSCurveSpace(t) return (1 + DEADZONE) * (2*math.abs(t) - 1) - DEADZONE end local function fromSCurveSpace(t) return t/2 + 0.5 end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local methods = {} methods.__index = methods local function CreateGuiObjects() local BaseFrame = Instance.new("Frame") BaseFrame.Selectable = false BaseFrame.Size = UDim2.new(1, 0, 1, 0) BaseFrame.BackgroundTransparency = 1 local Scroller = Instance.new("ScrollingFrame") Scroller.Selectable = ChatSettings.GamepadNavigationEnabled Scroller.Name = "Scroller" Scroller.BackgroundTransparency = 1 Scroller.BorderSizePixel = 0 Scroller.Position = UDim2.new(0, 0, 0, 3) Scroller.Size = UDim2.new(1, -4, 1, -6) Scroller.CanvasSize = UDim2.new(0, 0, 0, 0) Scroller.ScrollBarThickness = module.ScrollBarThickness Scroller.Active = false Scroller.Parent = BaseFrame local Layout = Instance.new("UIListLayout") Layout.SortOrder = Enum.SortOrder.LayoutOrder Layout.Parent = Scroller return BaseFrame, Scroller, Layout end function methods:Destroy() self.GuiObject:Destroy() self.Destroyed = true end function methods:SetActive(active) self.GuiObject.Visible = active end function methods:UpdateMessageFiltered(messageData) local messageObject = nil local searchIndex = 1 local searchTable = self.MessageObjectLog while (#searchTable >= searchIndex) do local obj = searchTable[searchIndex] if obj.ID == messageData.ID then messageObject = obj break end searchIndex = searchIndex + 1 end if messageObject then messageObject.UpdateTextFunction(messageData) self:PositionMessageLabelInWindow(messageObject, searchIndex) end end function methods:AddMessage(messageData) self:WaitUntilParentedCorrectly() local messageObject = MessageLabelCreator:CreateMessageLabel(messageData, self.CurrentChannelName) if messageObject == nil then return end table.insert(self.MessageObjectLog, messageObject) self:PositionMessageLabelInWindow(messageObject, #self.MessageObjectLog) end function methods:AddMessageAtIndex(messageData, index) local messageObject = MessageLabelCreator:CreateMessageLabel(messageData, self.CurrentChannelName) if messageObject == nil then return end table.insert(self.MessageObjectLog, index, messageObject) self:PositionMessageLabelInWindow(messageObject, index) end function methods:RemoveLastMessage() self:WaitUntilParentedCorrectly() local lastMessage = self.MessageObjectLog[1] lastMessage:Destroy() table.remove(self.MessageObjectLog, 1) end function methods:IsScrolledDown() local yCanvasSize = self.Scroller.CanvasSize.Y.Offset local yContainerSize = self.Scroller.AbsoluteWindowSize.Y local yScrolledPosition = self.Scroller.CanvasPosition.Y return (yCanvasSize < yContainerSize or yCanvasSize - yScrolledPosition <= yContainerSize + 5) end function methods:UpdateMessageTextHeight(messageObject) local baseFrame = messageObject.BaseFrame for i = 1, 10 do if messageObject.BaseMessage.TextFits then break end local trySize = self.Scroller.AbsoluteSize.X - i baseFrame.Size = UDim2.new(1, 0, 0, messageObject.GetHeightFunction(trySize)) end end function methods:PositionMessageLabelInWindow(messageObject, index) self:WaitUntilParentedCorrectly() local wasScrolledDown = self:IsScrolledDown() local baseFrame = messageObject.BaseFrame local layoutOrder = 1 if self.MessageObjectLog[index - 1] then if index == #self.MessageObjectLog then layoutOrder = self.MessageObjectLog[index - 1].BaseFrame.LayoutOrder + 1 else layoutOrder = self.MessageObjectLog[index - 1].BaseFrame.LayoutOrder end end baseFrame.LayoutOrder = layoutOrder baseFrame.Size = UDim2.new(1, 0, 0, messageObject.GetHeightFunction(self.Scroller.AbsoluteSize.X)) baseFrame.Parent = self.Scroller if messageObject.BaseMessage then self:UpdateMessageTextHeight(messageObject) end if wasScrolledDown then self.Scroller.CanvasPosition = Vector2.new( 0, math.max(0, self.Scroller.CanvasSize.Y.Offset - self.Scroller.AbsoluteSize.Y)) end end function methods:ReorderAllMessages() self:WaitUntilParentedCorrectly() --// Reordering / reparenting with a size less than 1 causes weird glitches to happen -- with scrolling as repositioning happens. if self.GuiObject.AbsoluteSize.Y < 1 then return end local oldCanvasPositon = self.Scroller.CanvasPosition local wasScrolledDown = self:IsScrolledDown() for _, messageObject in pairs(self.MessageObjectLog) do self:UpdateMessageTextHeight(messageObject) end if not wasScrolledDown then self.Scroller.CanvasPosition = oldCanvasPositon else self.Scroller.CanvasPosition = Vector2.new( 0, math.max(0, self.Scroller.CanvasSize.Y.Offset - self.Scroller.AbsoluteSize.Y)) end end function methods:Clear() for _, v in pairs(self.MessageObjectLog) do v:Destroy() end self.MessageObjectLog = {} end function methods:SetCurrentChannelName(name) self.CurrentChannelName = name end function methods:FadeOutBackground(duration) --// Do nothing end function methods:FadeInBackground(duration) --// Do nothing end function methods:FadeOutText(duration) for i = 1, #self.MessageObjectLog do if self.MessageObjectLog[i].FadeOutFunction then self.MessageObjectLog[i].FadeOutFunction(duration, CurveUtil) end end end function methods:FadeInText(duration) for i = 1, #self.MessageObjectLog do if self.MessageObjectLog[i].FadeInFunction then self.MessageObjectLog[i].FadeInFunction(duration, CurveUtil) end end end function methods:Update(dtScale) for i = 1, #self.MessageObjectLog do if self.MessageObjectLog[i].UpdateAnimFunction then self.MessageObjectLog[i].UpdateAnimFunction(dtScale, CurveUtil) end end end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
if year == 2007 then script.Parent.ClickToChat.TextColor3 = Color3.new(0, 0, 0) script.Parent.ChatBar.BackgroundColor3 = Color3.new(255/255, 255/255, 255/255) end local Chat = { ChatColors = { BrickColor.new("Bright red"), BrickColor.new("Bright blue"), BrickColor.new("Earth green"), BrickColor.new("Bright violet"), BrickColor.new("Bright orange"), BrickColor.new("Bright yellow"), BrickColor.new("Light reddish violet"), BrickColor.new("Brick yellow"), }; Gui = nil, Frame = nil, RenderFrame = nil, TapToChatLabel = nil, ClickToChatButton = nil, Templates = nil, EventListener = nil, MessageQueue = {}, Configuration = { FontSize = Enum.FontSize.Size12, NumFontSize = 12, HistoryLength = 20, Size = UDim2.new(0.38, 0, 0.20, 0), MessageColor = Color3.new(1, 1, 1), AdminMessageColor = Color3.new(1, 215/255, 0), XScale = 0.025, LifeTime = 45, Position = UDim2.new(0, 2, 0.05, 0), DefaultTweenSpeed = 0.15, }; CachedSpaceStrings_List = {}, Messages_List = {}, MessageThread = nil, TempSpaceLabel = nil, } function GetNameValue(pName) local value = 0 for index = 1, #pName do local cValue = string.byte(string.sub(pName, index, index)) local reverseIndex = #pName - index + 1 if #pName%2 == 1 then reverseIndex = reverseIndex - 1 end if reverseIndex%4 >= 2 then cValue = -cValue end value = value + cValue end return value%8 end function Chat:ComputeChatColor(pName) return self.ChatColors[GetNameValue(pName) + 1].Color end function Chat:UpdateQueue(field, diff) for i = #self.MessageQueue, 1, -1 do if self.MessageQueue[i] then for _, label in pairs(self.MessageQueue[i]) do if label and type(label) ~= "table" and type(label) ~= "number" then if label:IsA("TextLabel") or label:IsA("TextButton") then if diff then label.Position = label.Position - UDim2.new(0, 0, diff, 0) else if field == self.MessageQueue[i] then label.Position = UDim2.new(self.Configuration.XScale, 0, label.Position.Y.Scale - field["Message"].Size.Y.Scale , 0) else label.Position = UDim2.new(self.Configuration.XScale, 0, label.Position.Y.Scale - field["Message"].Size.Y.Scale, 0) end if label.Position.Y.Scale < -0.01 then label.Visible = false label:Destroy() end end end end end end end end function Chat:ComputeSpaceString(pLabel) local nString = " " if not self.TempSpaceLabel then self.TempSpaceLabel = self.Templates.SpaceButton self.TempSpaceLabel.Size = UDim2.new(0, pLabel.AbsoluteSize.X, 0, pLabel.AbsoluteSize.Y); end self.TempSpaceLabel.Text = nString while self.TempSpaceLabel.TextBounds.X < pLabel.TextBounds.X do nString = nString .. " " self.TempSpaceLabel.Text = nString end nString = nString .. " " self.CachedSpaceStrings_List[pLabel.Text] = nString self.TempSpaceLabel.Text = "" return nString end function Chat:UpdateChat(cPlayer, message) local messageField = {["Player"] = cPlayer,["Message"] = message} if coroutine.status(Chat.MessageThread) == "dead" then table.insert(Chat.Messages_List, messageField) Chat.MessageThread = coroutine.create(function () for i = 1, #Chat.Messages_List do local field = Chat.Messages_List[i] Chat:CreateMessage(field["Player"], field["Message"]) end Chat.Messages_List = {} end) coroutine.resume(Chat.MessageThread) else table.insert(Chat.Messages_List, messageField) end end function Chat:CreateMessage(cPlayer, message) local pName = cPlayer ~= nil and cPlayer.Name or "GAME" message = message:gsub("^%s*(.-)%s*$", "%1") self.MessageQueue[#self.MessageQueue] = (#self.MessageQueue > self.Configuration.HistoryLength) and nil or self.MessageQueue[#self.MessageQueue] local pLabel = self.Templates.pLabel:clone() pLabel.Name = pName; pLabel.Text = pName .. ";"; pLabel.Parent = self.RenderFrame; pLabel.TextColor3 = (cPlayer.Neutral) and Chat:ComputeChatColor(pName) or cPlayer.TeamColor.Color local nString = self.CachedSpaceStrings_List[pName] or Chat:ComputeSpaceString(pLabel) local mLabel = self.Templates.mLabel:clone() mLabel.Name = pName .. " - message"; mLabel.TextColor3 = Chat.Configuration.MessageColor; mLabel.Text = nString .. message; mLabel.Parent = self.RenderFrame; local heightField = mLabel.TextBounds.Y mLabel.Size = UDim2.new(1, 0, heightField/self.RenderFrame.AbsoluteSize.Y, 0) pLabel.Size = mLabel.Size local yPixels = self.RenderFrame.AbsoluteSize.Y local yFieldSize = mLabel.TextBounds.Y local queueField = {} queueField["Player"] = pLabel queueField["Message"] = mLabel queueField["SpawnTime"] = tick() table.insert(self.MessageQueue, 1, queueField) Chat:UpdateQueue(queueField) end function Chat:CreateChatBar() self.ClickToChatButton = self.Gui:WaitForChild("ClickToChat") self.ChatBar = self.Gui:WaitForChild("ChatBar") local mouse = game.Players.LocalPlayer:GetMouse() mouse.KeyDown:connect(function (key) if key:byte() == 47 or key == "/" then self.ClickToChatButton.Visible = false if year > 2007 then self.ChatBar.BackgroundColor3 = Color3.new(255/255, 255/255, 255/255) end self.ChatBar:CaptureFocus() end end) self.ClickToChatButton.MouseButton1Click:connect(function () self.ClickToChatButton.Visible = false if year > 2007 then self.ChatBar.BackgroundColor3 = Color3.new(255/255, 255/255, 255/255) end self.ChatBar:CaptureFocus() end) end function Chat:PlayerChat(message) local m = Instance.new("StringValue") m.Name = "NewMessage" m.Value = message m.Parent = game.Players.LocalPlayer game:GetService("Debris"):AddItem(m, 2) end function Chat:CreateGui() self.Gui = script.Parent self.Frame = self.Gui:WaitForChild("ChatFrame") self.RenderFrame = self.Frame:WaitForChild("ChatRenderFrame") self.Templates = self.Gui:WaitForChild("Templates") Chat:CreateChatBar() self.ChatBar.FocusLost:connect(function(enterPressed) if year > 2007 then self.ChatBar.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255) end if enterPressed and self.ChatBar.Text ~= "" then local cText = self.ChatBar.Text if string.sub(self.ChatBar.Text, 1, 1) == "%" then cText = "(TEAM) " .. string.sub(cText, 2, #cText) end Chat:PlayerChat(cText) if self.ClickToChatButton then self.ClickToChatButton.Visible = true end self.ChatBar.Text = "" self.ClickToChatButton.Visible = true end end) end function Chat:TrackPlayerChats() local function chatRegister(p) p.ChildAdded:connect(function (obj) if obj:IsA("StringValue") and obj.Name == "NewMessage" then if game.Players.LocalPlayer.Neutral or p.TeamColor == game.Players.LocalPlayer.TeamColor then Chat:UpdateChat(p, obj.Value) end end end) end for _,v in pairs(game.Players:GetPlayers()) do chatRegister(v) end game.Players.PlayerAdded:connect(chatRegister) end function Chat:CullThread() Spawn(function () while true do if #self.MessageQueue > 0 then for _, field in pairs(self.MessageQueue) do if field["SpawnTime"] and field["Player"] and field["Message"] and tick() - field["SpawnTime"] > self.Configuration.LifeTime then field["Player"].Visible = false field["Message"].Visible = false end end end wait(5) end end) end function Chat:Initialize() Chat:CreateGui() Chat:TrackPlayerChats() self.MessageThread = coroutine.create(function () end) coroutine.resume(self.MessageThread) Chat:CullThread() end Chat:Initialize()
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
if backfire == true then mouse.KeyDown:connect(function(key) if key == camkey and enabled == false then local children = car.Body.Exhaust:GetChildren() for index, child in pairs(children) do if child.Name == "Backfire1" or child.Name == "Backfire2" then local effect = script.soundeffect:Clone() local effect2 = script.soundeffect:Clone() effect.Name = "soundeffectCop" effect2.Name = "soundeffectCop" effect.Parent = child.Backfire1 effect2.Parent = child.Backfire2 end end elseif key == camkey and enabled == true then local children = car.Body.Exhaust2:GetChildren() for index, child in pairs(children) do if child.Name == "Backfire1" or child.Name == "Backfire2" then child.Backfire1.soundeffectCop:Destroy() child.Backfire2.soundeffectCop:Destroy() end end end car.DriveSeat.ChildRemoved:Connect(function(child) if child.Name == "SeatWeld" then local descendants = car.Body.Exhaust2:GetDescendants() for index, descendant in pairs(descendants) do if descendant.Name == "soundeffectCop" then descendant:Destroy() end end end end) end) end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local MovementMap = { [Enum.KeyCode.W] = Vector3.new(0, 0, -1); [Enum.KeyCode.A] = Vector3.new(-1, 0, 0); [Enum.KeyCode.S] = Vector3.new(0, 0, 1); [Enum.KeyCode.D] = Vector3.new(1, 0, 0) } local Maid local MovementController = {} function MovementController:GetInput() local totalVector = Vector3.new() local isJump local allKeys = UserInputService:GetKeysPressed() for _, key in pairs(allKeys) do if (MovementMap[key.KeyCode]) then totalVector += MovementMap[key.KeyCode] elseif (key.KeyCode == Enum.KeyCode.Space) then isJump = true end end local CameraCF = Camera.CFrame local X, Y, Z = CameraCF:ToOrientation() local newCF = CFrame.Angles(0, Y, Z) local FinalVector = newCF:VectorToWorldSpace(totalVector) RobloxianController:TellControl(FinalVector, isJump, newCF.LookVector) end function MovementController:Deactivate() Maid:Destroy() end function MovementController:Activate() Maid._InputCon = RunService.RenderStepped:Connect(function() self:GetInput() end) end function MovementController:Start() RobloxianController = self.Controllers.RobloxianController Maid = self.Shared.Maid.new() end function MovementController:Init() end return MovementController
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function Promise:Yield() if self._fulfilled then return true, unpack(self._fulfilled, 1, self._valuesLength) elseif self._rejected then return false, unpack(self._rejected, 1, self._valuesLength) else local bindable = Instance.new("BindableEvent") self:Then(function() bindable:Fire() end, function() bindable:Fire() end) bindable.Event:Wait() bindable:Destroy() if self._fulfilled then return true, unpack(self._fulfilled, 1, self._valuesLength) elseif self._rejected then return false, unpack(self._rejected, 1, self._valuesLength) end end end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function onClicked() Option() end script.Parent.MouseButton1Down:connect (onClicked)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function Janitor.__index:Add(Object, MethodName, Index) if Index then self:Remove(Index) local This = self[IndicesReference] if not This then This = {} self[IndicesReference] = This end This[Index] = Object end MethodName = MethodName or TypeDefaults[typeof(Object)] or "Destroy" if type(Object) ~= "function" and not Object[MethodName] then warn(string.format(METHOD_NOT_FOUND_ERROR, tostring(Object), tostring(MethodName), debug.traceback(nil :: any, 2))) end self[Object] = MethodName return Object end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local function GetAnimationFromChord(chord: number, hold: boolean): Animation if hold then return AnimationsDB.Sustain end if chord == 1 then return AnimationsDB.SpecialA elseif chord == 2 then return AnimationsDB.SpecialB elseif chord == 3 then return AnimationsDB.SpecialC end return AnimationsDB.SpecialD end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
if BlockPosition == 1 then Block.CFrame = Pos1 end if BlockPosition == 2 then Block.CFrame = Pos2 end if BlockPosition == 3 then Block.CFrame = Pos3 end if BlockPosition == 4 then Block.CFrame = Pos4 end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
Zombie.Humanoid.Died:Connect(function() script.Parent:Destroy() end) Zombie.Humanoid.HealthChanged:Connect(function() Zombie.Damage = math.ceil((script.Parent.Humanoid.Health * 1.2) / 2) end)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
mouse.KeyDown:connect(function(key) if key=="m" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.Remotes.AllyEvent:FireServer(true) end end)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local plr = script.Parent.Parent.Parent local autoclick = false local autoclickDD = false function GetAuto() game.Workspace.Tree.Size = game.Workspace.Tree.Size + Vector3.new(1,1,1) game.Workspace.Base.Size = game.Workspace.Base.Size + Vector3.new(1,0,1) game.Workspace.Pop:Play() end script.Parent.AutoClick.MouseButton1Click:Connect(function() if autoclick == false then autoclick = true script.Parent.AutoClick.Text = "ON" else autoclick = false script.Parent.AutoClick.Text = "OFF" end end) while wait()do if autoclick == true then if autoclickDD == false then autoclickDD = true GetAuto(1)-- Cambia El Tiempo De Espera Al Recargar wait(0)-- Tambien Cambia Para El Tiempo De Espera Al Recargar autoclickDD = false end end end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
while game:GetService("RunService").Heartbeat:wait() and car:FindFirstChild("DriveSeat") and character.Humanoid.SeatPart == car.DriveSeat do --game:GetService("RunService").RenderStepped:wait() if IsGrounded() then if movement.Y ~= 0 then local velocity = humanoidRootPart.CFrame.lookVector * movement.Y * stats.Speed.Value humanoidRootPart.Velocity = humanoidRootPart.Velocity:Lerp(velocity, 0.1) bodyVelocity.maxForce = Vector3.new(0, 0, 0) else bodyVelocity.maxForce = Vector3.new(mass / 2, mass / 4, mass / 2) end local rotVelocity = humanoidRootPart.CFrame:vectorToWorldSpace(Vector3.new(movement.Y * stats.Speed.Value / 50, 0, -humanoidRootPart.RotVelocity.Y * 5 * movement.Y)) local speed = -humanoidRootPart.CFrame:vectorToObjectSpace(humanoidRootPart.Velocity).unit.Z rotation = rotation + math.rad((-stats.Speed.Value / 5) * movement.Y) if math.abs(speed) > 0.1 then rotVelocity = rotVelocity + humanoidRootPart.CFrame:vectorToWorldSpace((Vector3.new(0, -movement.X * speed * stats.TurnSpeed.Value, 0))) bodyAngularVelocity.maxTorque = Vector3.new(0, 0, 0) else bodyAngularVelocity.maxTorque = Vector3.new(mass / 4, mass / 2, mass / 4) end humanoidRootPart.RotVelocity = humanoidRootPart.RotVelocity:Lerp(rotVelocity, 0.1) --bodyVelocity.maxForce = Vector3.new(mass / 3, mass / 6, mass / 3) --bodyAngularVelocity.maxTorque = Vector3.new(mass / 6, mass / 3, mass / 6) else bodyVelocity.maxForce = Vector3.new(0, 0, 0) bodyAngularVelocity.maxTorque = Vector3.new(0, 0, 0) end for i, part in pairs(car:GetChildren()) do if part.Name == "Thruster" then UpdateThruster(part) end end end for i, v in pairs(car:GetChildren()) do if v:FindFirstChild("BodyThrust") then v.BodyThrust:Destroy() end end bodyVelocity:Destroy() bodyAngularVelocity:Destroy() --camera.CameraType = oldCameraType script:Destroy()
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
while true do while Humanoid.Health < Humanoid.MaxHealth do local dt = wait(REGEN_STEP) local dh = dt*REGEN_RATE*Humanoid.MaxHealth Humanoid.Health = math.min(Humanoid.Health + dh, Humanoid.MaxHealth) end Humanoid.HealthChanged:Wait() end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local function toggleWindow(button) local windowName = button.Name -- Find the corresponding frame in the AppManager using the window name local window = gui:FindFirstChild(windowName) if window then if window.Visible == false then -- Close other windows for _, child in ipairs(gui:GetChildren()) do if child:IsA("Frame") and child.Visible then end end local startPos = UDim2.new(0.0, 0, 0.978, 0) window.Position = startPos -- Set the initial size of the window to be zero window.Size = UDim2.new(1, 0, 0.022, 0) -- Show the window and tween its position and size from the button position and size to its original position and size window.Visible = true window:TweenSizeAndPosition( UDim2.new(1, 0, 0.806, 0), UDim2.new(0, 0, 0.194, 0), 'Out', 'Quad', 0.2 ) end end end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local maxChunkSize = 100 * 1000 local ApiJson if script:FindFirstChild("RawApiJson") then ApiJson = script.RawApiJson else ApiJson = "" end local jsonToParse = require(ApiJson) function getRbxApi()
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
elseif sv.Value==5 then while s.Pitch<1 do s.Pitch=s.Pitch+0.010 s:Play() if s.Pitch>1 then s.Pitch=1 end wait(-9) end while true do for x = 1, 500 do s:play() wait(-9) end wait() end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function Table.swapKeyValue(orig) local tab = {} for key, val in pairs(orig) do tab[val] = key end return tab end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function JsonToLocalizationTable.getOrCreateLocalizationTable() local localizationTable = LocalizationService:FindFirstChild(LOCALIZATION_TABLE_NAME) if not localizationTable then localizationTable = Instance.new("LocalizationTable") localizationTable.Name = LOCALIZATION_TABLE_NAME if RunService:IsRunning() then localizationTable.Parent = LocalizationService end end return localizationTable end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function ExternalEventConnection:render() return Roact.oneChild(self.props[Roact.Children]) end function ExternalEventConnection:didMount() local event = self.props.event local callback = self.props.callback self.connection = event:Connect(callback) end function ExternalEventConnection:didUpdate(oldProps) if self.props.event ~= oldProps.event or self.props.callback ~= oldProps.callback then self.connection:Disconnect() self.connection = self.props.event:Connect(self.props.callback) end end function ExternalEventConnection:willUnmount() self.connection:Disconnect() self.connection = nil end return ExternalEventConnection
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function ClientRemoteSignal:Connect(fn) if self._directConnect then return self._re.OnClientEvent:Connect(fn) else return self._signal:Connect(fn) end end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end)) local idx = 1 for _, childPart in pairs(config:GetChildren()) do if (childPart:IsA("Animation")) then table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end)) animTable[name][idx] = {} animTable[name][idx].anim = childPart local weightObject = childPart:FindFirstChild("Weight") if (weightObject == nil) then animTable[name][idx].weight = 1 else animTable[name][idx].weight = weightObject.Value end animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight -- print(name .. " [" .. idx .. "] " .. animTable[name][idx].anim.AnimationId .. " (" .. animTable[name][idx].weight .. ")") idx = idx + 1 end end end -- fallback to defaults if (animTable[name].count <= 0) then for idx, anim in pairs(fileList) do animTable[name][idx] = {} animTable[name][idx].anim = Instance.new("Animation") animTable[name][idx].anim.Name = name animTable[name][idx].anim.AnimationId = anim.id animTable[name][idx].weight = anim.weight animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function TestPlan:addRoot(path, method) local curNode = self for i = #path, 1, -1 do local nextNode = nil for _, child in ipairs(curNode.children) do if child.phrase == path[i] then nextNode = child break end end if nextNode == nil then nextNode = curNode:addChild(path[i], TestEnum.NodeType.Describe) end curNode = nextNode end curNode.callback = method curNode:expand() end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local anim = animTable[animName][idx].anim -- load it to the humanoid; get AnimationTrack toolOldAnimTrack = toolAnimTrack toolAnimTrack = humanoid:LoadAnimation(anim) -- play the animation toolAnimTrack:Play(transitionTime) toolAnimName = animName currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc) end end function stopToolAnimations() local oldAnim = toolAnimName if (currentToolAnimKeyframeHandler ~= nil) then currentToolAnimKeyframeHandler:disconnect() end toolAnimName = "" if (toolAnimTrack ~= nil) then toolAnimTrack:Stop() toolAnimTrack:Destroy() toolAnimTrack = nil end return oldAnim end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function Gamepad:GetHighestPriorityGamepad() local connectedGamepads = UserInputService:GetConnectedGamepads() local bestGamepad = NONE -- Note that this value is higher than all valid gamepad values for _, gamepad in pairs(connectedGamepads) do if gamepad.Value < bestGamepad.Value then bestGamepad = gamepad end end return bestGamepad end function Gamepad:BindContextActions() if self.activeGamepad == NONE then -- There must be an active gamepad to set up bindings return false end local handleJumpAction = function(actionName, inputState, inputObject) self.isJumping = (inputState == Enum.UserInputState.Begin) return Enum.ContextActionResult.Sink end local handleThumbstickInput = function(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Cancel then self.moveVector = ZERO_VECTOR3 return Enum.ContextActionResult.Sink end if self.activeGamepad ~= inputObject.UserInputType then return Enum.ContextActionResult.Pass end if inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end if inputObject.Position.magnitude > thumbstickDeadzone then self.moveVector = Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y) else self.moveVector = ZERO_VECTOR3 end return Enum.ContextActionResult.Sink end ContextActionService:BindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2) ContextActionService:BindActionAtPriority("jumpAction", handleJumpAction, false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonA) ContextActionService:BindActionAtPriority("moveThumbstick", handleThumbstickInput, false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Thumbstick1) return true end function Gamepad:UnbindContextActions() if self.activeGamepad ~= NONE then ContextActionService:UnbindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2) end ContextActionService:UnbindAction("moveThumbstick") ContextActionService:UnbindAction("jumpAction") end function Gamepad:OnNewGamepadConnected() -- A new gamepad has been connected. local bestGamepad: Enum.UserInputType = self:GetHighestPriorityGamepad() if bestGamepad == self.activeGamepad then -- A new gamepad was connected, but our active gamepad is not changing return end if bestGamepad == NONE then -- There should be an active gamepad when GamepadConnected fires, so this should not -- normally be hit. If there is no active gamepad, unbind actions but leave -- the module enabled and continue to listen for a new gamepad connection. warn("Gamepad:OnNewGamepadConnected found no connected gamepads") self:UnbindContextActions() return end if self.activeGamepad ~= NONE then -- Switching from one active gamepad to another self:UnbindContextActions() end self.activeGamepad = bestGamepad self:BindContextActions() end function Gamepad:OnCurrentGamepadDisconnected() if self.activeGamepad ~= NONE then ContextActionService:UnbindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2) end local bestGamepad = self:GetHighestPriorityGamepad() if self.activeGamepad ~= NONE and bestGamepad == self.activeGamepad then warn("Gamepad:OnCurrentGamepadDisconnected found the supposedly disconnected gamepad in connectedGamepads.") self:UnbindContextActions() self.activeGamepad = NONE return end if bestGamepad == NONE then -- No active gamepad, unbinding actions but leaving gamepad connection listener active self:UnbindContextActions() self.activeGamepad = NONE else -- Set new gamepad as active and bind to tool activation self.activeGamepad = bestGamepad ContextActionService:BindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2) end end function Gamepad:ConnectGamepadConnectionListeners() self.gamepadConnectedConn = UserInputService.GamepadConnected:Connect(function(gamepadEnum) self:OnNewGamepadConnected() end) self.gamepadDisconnectedConn = UserInputService.GamepadDisconnected:Connect(function(gamepadEnum) if self.activeGamepad == gamepadEnum then self:OnCurrentGamepadDisconnected() end end) end function Gamepad:DisconnectGamepadConnectionListeners() if self.gamepadConnectedConn then self.gamepadConnectedConn:Disconnect() self.gamepadConnectedConn = nil end if self.gamepadDisconnectedConn then self.gamepadDisconnectedConn:Disconnect() self.gamepadDisconnectedConn = nil end end return Gamepad
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local function Truncate(tbl: Table, len: number): Table local n = #tbl len = math.clamp(len, 1, n) if len == n then return table.clone(tbl) end return table.move(tbl, 1, len, 1, table.create(len)) end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function Handler:add(hitboxObject) assert(typeof(hitboxObject) ~= "Instance", "Make sure you are initializing from the Raycast module, not from this handler.") table.insert(ActiveHitboxes, hitboxObject) end function Handler:remove(object) for i in ipairs(ActiveHitboxes) do if ActiveHitboxes[i].object == object then ActiveHitboxes[i]:Destroy() setmetatable(ActiveHitboxes[i], nil) table.remove(ActiveHitboxes, i) end end end function Handler:check(object) for _, hitbox in ipairs(ActiveHitboxes) do if hitbox.object == object then return hitbox end end end function OnTagRemoved(object) Handler:remove(object) end CollectionService:GetInstanceRemovedSignal("RaycastModuleManaged"):Connect(OnTagRemoved)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.Floral -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function Immutable.Append(list, ...) local new = {} local len = #list for key = 1, len do new[key] = list[key] end for i = 1, select("#", ...) do new[len + i] = select(i, ...) end return new end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
local player=game.Players.LocalPlayer local mouse=player:GetMouse() local car = script.Parent.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local gauges = script.Parent local values = script.Parent.Parent.Values local isOn = script.Parent.Parent.IsOn gauges:WaitForChild("Speedo") gauges:WaitForChild("Tach") gauges:WaitForChild("Boost") gauges:WaitForChild("ln") gauges:WaitForChild("bln") gauges:WaitForChild("Gear") gauges:WaitForChild("Speed") car.DriveSeat.HeadsUpDisplay = false local _pRPM = _Tune.PeakRPM local _lRPM = _Tune.Redline if not _Tune.Engine and _Tune.Electric then _lRPM = _Tune.ElecRedline _pRPM = _Tune.ElecTransition2 end local currentUnits = 1 local revEnd = math.ceil(_lRPM/1000)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "2006 Visor" p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(1, 1, 1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0, 0.09, 0.18) wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
for i, channelData in pairs(initData.Channels) do if channelData[1] == ChatSettings.GeneralChannelName then HandleChannelJoined(channelData[1], channelData[2], channelData[3], channelData[4], true, false) end end for i, channelData in pairs(initData.Channels) do if channelData[1] ~= ChatSettings.GeneralChannelName then HandleChannelJoined(channelData[1], channelData[2], channelData[3], channelData[4], true, false) end end return moduleApiTable
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
-- function Path.new(agent, agentParameters, override) if not (agent and agent:IsA("Model") and agent.PrimaryPart) then output(error, "Pathfinding agent must be a valid Model Instance with a set PrimaryPart.") end local self = setmetatable({ _settings = override or DEFAULT_SETTINGS; _events = { Reached = Instance.new("BindableEvent"); WaypointReached = Instance.new("BindableEvent"); Blocked = Instance.new("BindableEvent"); Error = Instance.new("BindableEvent"); Stopped = Instance.new("BindableEvent"); }; _agent = agent; _humanoid = agent:FindFirstChildOfClass("Humanoid"); _path = PathfindingService:CreatePath(agentParameters); _status = "Idle"; _t = 0; _position = { _last = Vector3.new(); _count = 0; }; }, Path) --Configure settings for setting, value in pairs(DEFAULT_SETTINGS) do self._settings[setting] = self._settings[setting] == nil and value or self._settings[setting] end --Path blocked connection self._path.Blocked:Connect(function(...) if (self._currentWaypoint <= ... and self._currentWaypoint + 1 >= ...) and self._humanoid then setJumpState(self) self._events.Blocked:Fire(self._agent, self._waypoints[...]) end end) return self end
Explain this Roblox Luau script.
Source: Roblox/luau_corpus
function ObservableSubscriptionTable:Observe(key) assert(key ~= nil, "Bad key") return Observable.new(function(sub) if not self._subMap[key] then self._subMap[key] = { sub } else table.insert(self._subMap[key], sub) end return function() if not self._subMap[key] then return end local current = self._subMap[key] local index = table.find(current, sub) if not index then return end table.remove(current, index) if #current == 0 then self._subMap[key] = nil end -- Complete the subscription if sub:IsPending() then task.spawn(function() sub:Complete() end) end end end) end
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Roblox Luau Instruct Dataset

This dataset contains 565,760 lines of Roblox Luau code, cleaned of duplicates and malicious code. It was used to refine the language model to improve coding skills in Roblox.

Statistik

  • Line: 565,760
  • Format: JSONL (Instruction, Input, Output)
  • File Size: 1.6 GB
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