ComputedPairs
function ComputedPairs(
inputTable: StateOrValue<{[any]: any}>,
processor: (key: any, value: any) -> any,
destructor: ((any) -> any)?
): Computed
Constructs and returns a new computed object, which generates a table by processing values from another table.
The input table may be passed in directly, or inside a state object or computed object.
The output table will have all the keys of the input table, but all the values
will be passed through the processor
function.
When values are removed from the output table, they may optionally be passed
through a destructor
function. This allows you to properly clean up some types
such as instances - more details can be found in the tutorial.
Parameters¶
inputTable: StateOrValue<{[any]: any}>
- a table, or state object containing a table, which will be read by this ComputedPairsprocessor: (key: any, value: any) -> any
- values from the input table will be passed through this function and placed in the table returned by this objectdestructor: ((any) -> any)?
- when a value is removed from the output table, it will be passed to this function for cleanup. If not provided, defaults to a Maid-like cleanup function.
Object Methods¶
get()
¶
function ComputedPairs:get(): any
If dependencies are currently being detected (e.g. inside a computed callback), then this computed object will be used as a dependency.
Example Usage¶
local playerList = State({
"AxisAngles",
"boatbomber",
"Elttob",
"grilme99",
"Phalanxia",
"Reselim",
"thisfall"
})
local textLabels = ComputedPairs(playerList, function(key, value)
return New "TextLabel" {
Text = value
}
end)