Im making a component for the first time and im curious on how I should handle the client functions for each component.
what would be the best way to store client specific functions for the crate component?
Im making a component for the first time and im curious on how I should handle the client functions for each component.
what would be the best way to store client specific functions for the crate component?
I don’t take this exact approach but since im fairly new to this structure keep that in mind,
before I continue how does the crate work is it a player owned thing or something that could spawn…?
You know the eggs in simulators? Basically just that. I plan on having the crate opening animation and any other visual effects in a client script while the server one handles the purchase and stuff
Oh ok in that case what I’d do is:
1.) Create a Serverside module called EggsService
2.) Create a Clientside module called EggsController
Controller names modules in a folder under StarterPlayerScriptsThat’s how I’d do it, by the way what does Component Loader do?
basically a module loader that loads every component in the game.
function Handler.Init()
for _, mod in ComponentsFolder:GetChildren() do
if not mod:IsA("ModuleScript") then continue end
local comp = require(mod)
Loaded[mod.Name] = comp
end
for _, tag in Tags do
local module = Loaded[tag]
if module.Init then
for _, object in CollectionService:GetTagged(tag) do
task.spawn(module.Init, object)
end
end
end
end
But I think imma restructure the game into a series of services to make everything cleaner and less bloated