-- [[ Admin Panel: Client Side ]] --
-- Variables
-- Interface
local adminPanel = script.Parent
-- Frames
local lightsFrame = adminPanel.Lights
local doorsFrame = adminPanel.Doors
local serverFrame = adminPanel.Server
-- Buttons
local lightButtons = lightsFrame.Buttons:GetChildren()
local doorButtons = doorsFrame.Buttons:GetChildren()
local serverButtons = serverFrame.Buttons:GetChildren()
-- Remotes
local actionRemote = game.ReplicatedStorage.actionRemote
-- Properties
local defaultProperties = {
BackgroundTransparency = 1,
}
local selectionProperties = {
BackgroundTransparency = 0.5,
}
-- Settings
local originalLights = .8
local dimLights = .25
local offLights = 1
-- Functions
-- Selection Highlighting
local highlightButton(group, highlight)
-- Grab all buttons
for i = 1, #group, 1 do
local selectBtn = group[i]
-- Determine whether the button is suppose to be higlighted or not
if selectBtn == highlight then -- If is, set highlight properties
selectBtn = selectionProperties
else -- If not, return to default properties
selectBtn = defaultProperties
end
end
end
-- Events
-- Doors
for i = 1, #doorButtons, 1 do
local selectButton = doorButtons[i]
if selectButton:IsA("TextButton") then -- Ensure the button is a text button; avoid errors
selectButton.MouseButton1Click:Connect(function() -- If clicked, begin event
highlightButton(doorButtons, selectButton) -- Highlight button
local doorsLocked = true
-- Determine if the doors will be locked or unlocked
if selectButton.Text == "Unlocked" then
doorsLocked = false
end
-- Excute command
actionRemote:FireServer("Doors", doorsLocked)
end)
end
end
-- Light Functions
for i = 1, #lightButtons, 1 do
local selectButton = lightButtons[i] -- Grab specific button
if selectButton:IsA("TextButton") then -- Check to see if it is a button
selectButton.MouseButton1Click:Connect(function() -- Click event listener
highlightButton(lightButtons, selectButton) -- Highlight button
local outcome
-- Determine Outcome
if selectButton.Text == "Dim" then
outcome = dimLights
elseif selectButton.Text == "Off" then
outcome = offLights
elseif selectButton.Text == "Original"
outcome = originalLights
elseif selectButton.Text == "Flicker" then
outcome = "Flicker"
end
-- Execute command
actionRemote:FireServer("Lights", outcome)
end)
end
end
-- Server Functions
for i = 1, #serverButtons, 1 do
local selectButton = serverButtons[i] -- Grab specific button
if selectButton:IsA("TextLabel") then -- Ensure it is a TextButton
selectButton.MouseButton1Click:Connect(function() -- Event listener: Clicker
highlightButton(serverButtons, selectButton) -- Highlight button
local serverLocked = true
-- Determine outcome
if selectButton.Text == "Unlocked" then
serverLocked = false
end
-- Execute command
actionRemote:FireServer("Server", serverLocked)
end)
end
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Lua is a light weight embeddable scripting language which is built on top of C. It is used in almost all kind of applications like games, web applications, mobile applications, image processing etc. It's a very powerful, fast, easy to learn, open-source scripting language.
-- global variables
a = 10
-- local variables
local x = 30
| Value Type | Description |
|---|---|
| number | Represents numbers |
| string | Represents text |
| nil | Differentiates values whether it has data or not |
| boolean | Value can be either true or false |
| function | Represents a sub-routine |
| userdata | Represents arbitary C data |
| thread | Represents independent threads of execution. |
| table | Can hold any value except nil |
While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.
while(condition)
do
--code
end
Repeat-Until is also used to iterate a set of statements based on a condition. It is very similar to Do-While, it is mostly used when you need to execute the statements atleast once.
repeat
--code
until( condition )
For loop is used to iterate a set of statements based on a condition.
for init,max/min value, increment
do
--code
end
Function is a sub-routine which contains set of statements. Usually functions are written when multiple calls are required to same set of statements which increase re-usuability and modularity.
optional_function_scope function function_name( argument1, argument2, argument3........, argumentn)
--code
return params with comma seperated
end