Hello everyone,
I’m working on a modular and efficient way to handle all tools in my game using a single LocalScript inside StarterPlayerScripts
. I want to avoid excessive LocalScripts, especially having individual LocalScripts for each tool, as that would be inefficient.
Here’s my current approach:
local Players = game:GetService("Players")
local UIS = game:GetService("UserInputService")
local player = Players.LocalPlayer
local function onCharacterAdded(character)
local backpack = player:WaitForChild("Backpack")
local function onToolAdded(tool)
if tool:IsA("Tool") then
tool.Activated:Connect(function()
-- Tool functions here
end)
end
end
local function onToolRemoved(tool)
if tool:IsA("Tool") then
end
end
-- Detect existing tools
for _, tool in ipairs(backpack:GetChildren()) do
onToolAdded(tool)
end
for _, tool in ipairs(character:GetChildren()) do
onToolAdded(tool)
end
-- Listen for future tools
backpack.ChildAdded:Connect(onToolAdded)
backpack.ChildRemoved:Connect(onToolRemoved)
character.ChildAdded:Connect(onToolAdded)
character.ChildRemoved:Connect(onToolRemoved)
end
player.CharacterAdded:Connect(onCharacterAdded)
if player.Character then
onCharacterAdded(player.Character)
end
-- Global Input Handling (Outside onToolAdded to prevent multiple connections)
UIS.InputBegan:Connect(function(input, gameProcessed)
if not gameProcessed then
-- Handle keycode-related tool functions here
end
end)
This script ensures that any added or removed tools are detected in both the Backpack and Character, and it remains functional even after a respawn. Input handling is done outside the onToolAdded
function to prevent redundant event connections.
My Questions:
-
Is this approach truly modular and efficient for handling all tools in the game?
-
Are there any potential issues or performance concerns with this method?
-
Would there be a better way to handle this globally without relying on multiple LocalScripts for each tool?
I appreciate any feedback or improvements! Thank you.