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 Just made a full enum system. :D

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PostSubject: Just made a full enum system. :D   May 29th 2011, 8:43 am

Might release it. It uses a few simple methods, like this:

MakeEnum("Modes",{"Play", "Build", "Edit"})

That creates an enum called "Modes" with three things inside it.

Here's some things you can do:

function GetGameMode()
if game.Players:findFirstChild("Player") then
--There's a possibility ACTUAL "Player" can be there, but this is just an example!
return Enums.Modes.Build
elseif game.Players.NumPlayers == 0 then
return Enums.Modes.Edit
else
return Enums.Modes.Play
end

print(StringFromEnum(Modes,GetGameMode())
>Outputs what mode you're in! :D
StringFromEnum requires first the enum's name, then something in the enum.

if GetGameMode() == Enum.Modes.Build then
print("Build mode helper tool initiated")
--Build tool thingy code here
elseif GetGameMode() == Enum.Modes.Edit then
GUI.Parent=game.CoreGui
--Not actually possible from a script, but as I said- Example.
print("Editmode GUI initiated")
end


Of course, it DOES have it's own errors that DO stop the script. Here's a list of possible errors:

>Attempt to use an Enum like a Table
>Attempt to add a key to an Enum
Note at above: Once an enum is created, you can't add or remove from it.
>Cannot index protected metatable (Or something like that)
>Attempt to add a key to an Enum entry
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Guest
Guest



PostSubject: Re: Just made a full enum system. :D   May 29th 2011, 8:45 am

You could, of course, use strings such as:

function GetGameMode()
if game.Players:findFirstChild("Player") then
--There's a possibility ACTUAL "Player" can be there, but this is just an example!
return "Build"
elseif game.Players.NumPlayers == 0 then
return "Edit"
else
return "Play"
end


But that just.. Doesn't look anywhere near as cool as using an enum :P
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blueymaddog
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PostSubject: Re: Just made a full enum system. :D   February 8th 2012, 4:41 am

I hate using Enums :O

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PostSubject: Re: Just made a full enum system. :D   

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Just made a full enum system. :D
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