API: ClientEvent
Returned by NetRay:GetEvent
or NetRay:RegisterEvent
on the client. Handles client-side logic for unidirectional events.
Methods
:OnEvent(callback: function)
Registers a handler function to be called when this specific event is received from the server. The processing order depends on the priority
set during the event's server-side registration.
callback(data: any)
:data
: The payload sent by the server (automatically type-checked iftypeDefinition
was provided during registration).
Example:
local serverMessageEvent = NetRay:GetEvent("ServerMessage")
serverMessageEvent:OnEvent(function(data)
print("Message from server:", data.text)
-- Update UI.ShowNotification(data.text)
end)
:FireServer(data: any)
Sends the event and associated data
payload to the server.
data
: The data payload to send (will be type-checked against the server'stypeDefinition
upon arrival if defined).
Example:
local playerInputEvent = NetRay:GetEvent("PlayerInput")
local UserInputService = game:GetService("UserInputService")
UserInputService.InputBegan:Connect(function(input, processed)
if processed then return end
if input.KeyCode == Enum.KeyCode.Space then
playerInputEvent:FireServer({ action = "Jump", pressTime = input.TimePosition })
end
end)
Properties (Internal)
While not typically accessed directly, a ClientEvent
instance holds references to:
Name
: The event name string.Options
: The options table passed during registration (or defaults).ClientManager
: The parentClientManager
instance.RemoteEvent
: The underlying RobloxRemoteEvent
instance.