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Version: latest - a1.156.0 ⚖️

Paketkommunikation

Alles, was Sie wissen müssen, um zwischen verschiedenen Paketen zu kommunizieren

In nanos world there are 2 main ways which you can interact with other Packages. Auf dieser Seite werden wir Ihnen detailliert erklären, wie Sie dies tun können.

Eigene Ereignisse​

Kommunikation mit Paketen auf der gleichen Seite​

Custom Events are the easier way to send or receive generic data or information to other packages:

package-one/Server/Index.lua
local my_parameter1 = 123
local my_parameter2 = "hello there"
local my_parameter3 = { important_stuff = "omg!" }

Events.Call("MyAwesomeEvent", my_parameter1, my_parameter2, my_parameter3)
package-two/Server/Index.lua
Events.Subscribe("MyAwesomeEvent", function(parameter1, parameter2, parameter3)
Console.Log("Received " .. parameter1) -- Received 123
Console.Log("Received " .. parameter2) -- Received hello there
Console.Log("Received " .. parameter3.important_stuff) -- Received omg!
end)

Daten werden über das Netzwerk gesendet​

Sending information through the network is not different from sending in the same side:

Server/Index.lua
local my_parameter1 = "cool data from network"

-- Call this event to all Players
Events.BroadcastRemote("GetThisFromServer", Reliability.Reliable, my_parameter1)

local player_02 = GetPlayerSomehow()

-- Or call this event to a specific player
Events.CallRemote("GetThisFromServer", player_02, Reliability.Reliable, my_parameter1)
Client/Index.lua
Events.SubscribeRemote("GetThisFromServer", function(parameter1, parameter2, parameter3)
Console.Log("Received " .. parameter1) -- Received cool data from network
end)
tip

For more information and examples about using Custom Events, please refer to Events.

Exporting Variables Globally​

Another way of communicating is using Package.Export() method, it allows exposing variables (tables, functions, etc) globally so all other Packages can access it directly.

info

Unlike events, exported functions can return values to the caller. But exported functions are only available to the same side (Server or Client).

Exportieren einer Funktion​

With that, you can export functions for example, like that:

package-one/Server/Index.lua
-- Defines a function which you want to export
function SpawnCoolWeapon(location, rotation)
local cool_weapon = Weapon(location or Vector(), rotation or Rotator(), "nanos-world::SK_AK47")
return cool_weapon
end

-- Exports the function to be called by other Packages
Package.Export("SpawnCoolWeapon", SpawnCoolWeapon)

You can even export a whole table containing functions for example, to work as a library:

package-one/Server/Index.lua
-- Defines a table with functions which you want to export
MyAwesomeLibrary = {
CoolMethod = function(a, b)
return a + b
end,
AnotherAwesomeImportantMethod = function(c, d)
return c * d
end
}

-- Exports the table to be accessed by other Packages
Package.Export("MyAwesomeLibrary", MyAwesomeLibrary)

Eine Exportierte Funktion aus einem anderen Paket aufrufen​

Now you can access that directly from other packages:

caution

An exported variable only exists after the Package which exports it has loaded. If your Package depends on it, add the exporting Package to the packages_requirements of your Package.toml, so it's always loaded before yours. See Package Loading & Lua Environment.

package-two/Server/Index.lua
-- Calls the exported function
local cool_weapon = SpawnCoolWeapon(Vector(), Rotator())
package-two/Server/Index.lua
-- Calls the exported table
local awesome_result = MyAwesomeLibrary.CoolMethod(123, 456)