Class++ [Beta v1.3] | Classes and OOP made easy and powerful with Access Specifiers, function overloading and more!

Can you send the script here so I can take a look?

Forgot to include, I’ve updated the API Reference a little bit to show the properties in a better style.

This is the script:

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local CollectionService = game:GetService("CollectionService")

local ClassPP = require(ReplicatedStorage["Class++"])
local class = ClassPP.class


local toolClass = class "Tool" {
	
	constructor = function(self, tool)
		
		if tool and tool:IsA("Tool") then
		
			self.Tool = tool
			self.Configuration = require(self.Tool.Config) 

			self.Tool.Equipped:Connect(function()
				
				self.equipped = true
			end)
			self.Tool.Unequipped:Connect(function()
				
				self.equipped = false
			end)
		end
	end,
	Public = {
		equipped = false,
		Tool = nil,
		Configuration = {},
	}
}

CollectionService:GetInstanceAddedSignal("Tool"):Connect(function(tool)
		
	if tool:IsA("Tool") then
		
		local newTool = toolClass.new(tool)
	end
end)

This is the Error : {Class++}: This class has no member named "Tool".

I see what you mean now, this is a common mistake that people encounter when creating classes using my module.

This is mostly related on how dictionaries work in Luau, when you set a key to nil, you’re actually removing that key from the table. In this case, the key Tool is being set to nil in the Public access specifier, and since you’re setting the key Tool to nil, Lua automatically removes it from the table, which in the final classData, the Tool member does not exist.

To solve this issue, instead of setting it to nil, you can set it to false.
Here’s your updated code:

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local CollectionService = game:GetService("CollectionService")

local ClassPP = require(ReplicatedStorage["Class++"])
local class = ClassPP.class


local toolClass = class "Tool" {
	
	constructor = function(self, tool)
		if tool and tool:IsA("Tool") then
			self.Tool = tool
			self.Configuration = require(tool.Config) 

			self.Tool.Equipped:Connect(function()
				self.equipped = true
			end)

			self.Tool.Unequipped:Connect(function()
				self.equipped = false
			end)
		end
	end,
	Public = {
		equipped = false,
		Tool = false,
		Configuration = {},
	}
}
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Oh man i didnt know this about dictionaries, thank you. :smiley:

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