Can you send the script here so I can take a look?
Forgot to include, Iâve 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
, youâre 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 youâre 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
.
Hereâs 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 = {},
}
}
Oh man i didnt know this about dictionaries, thank you.
Release Beta 1.4.0
- Performance improvements.
- Fixed some bugs.
- Updated the final method to support functions with the syntax below:
local class, final = ClassPP.class, ClassPP.final
local Test = class "Test" {
Public = {
test = final(function(self, ...)
print(self, ...)
end),
}
}
A performance comparison picture between 1.3.1 and 1.4.0:
Release 1.0.0
Class++ is finally complete and out of beta! I canât really think of adding any new features, so this is going to be the last version for now.
Until I get a new idea or find an efficient method to implement certain ideas that I currently have, the only updates there will ever be are performance updates and bug fixes. (And maybe some internal changes)
Thanks for using my module!
- Updated the source code to be more efficient and clean, and removed unnecessary comments from the code.
- Updated certain internal functions to be more performant.
- Added a new documentation page describing how to use type checking with Class++. (Itâs very useful, check it out!)
- Fixed certain parts of the documentation.
- Removed final functions (using the final keyword with functions), unfortunately implementing final functions required some internal changes that werenât very worth it for this feature, so I decided to remove it altogether, you can use other methods or just use final classes instead.
(Thefinal
keyword now works as it was in 1.3.1)
If you have any new feature ideas, or found bugs, please donât hesitate to create a feature request or a bug form though!
Updated the documentation page to give a better explanation on the Type API!
Release 1.0.1
- Members of Friend Access Specifier no longer replicate to the objects as theyâre only used within the class object itself.
- Updated the documentation.
Release 1.1.0
- Class++ objects now support type checking! This was an update that I was planning to do for a very long time, and it would not have been possible without @HugeCoolboy2007.
- All of the created objects should now have type completion for the members stored in the Public access specifier.
- Creating custom types is no longer needed, however, if you still want to use the full features of type checking in Luau, itâs still recommended that you use custom types for your classes.
- For more info, check out this documentation page.
- Util and Type modules now fully support the
class
type. - Updated the documentation.
(@arbitiu turns out it was possible lol.)
unluckiest timing , having released this barely a week ago
Well itâs still in beta, so I think I have plenty of time to fix things up, but I didnât know it would be this broken