title | description |
---|---|
Luau and C# Comparison |
Explains the similarities and differences between the C# and Luau programming languages. |
Roblox uses the Luau programming language. The following code samples and tables indicate some of the differences between syntaxes for C# and Luau.
You don't need semicolons in Luau, but they don't break the syntax.
The following table has Luau's reserved keywords mapped to their C# equivalent. Note it doesn't show all C# keywords.
Lua | C# |
---|---|
`and` | |
`break` | `break` |
`do` | `do` |
`if` | `if` |
`else` | `else` |
`elseif` | `else if` |
`then` | |
`end` | |
`true` | `true` |
`false` | `false` |
`for` | `for` or `foreach` |
`function` | |
`in` | `in` |
`local` | |
`nil` | `null` |
`not` | |
`or` | |
`repeat` | |
`return` | `return` |
`until` | |
`while` | `while` |
-- Single line comment
--[[ Resulting output:
Block comment
--]]
// Single line comment
/*
Block comment
*/
-- Multi-line string
local multiLineString = [[This is a string that,
when printed, appears
on multiple lines]]
-- Concatenation
local s1 = "This is a string "
local s2 = "made with two parts."
local endString = s1 .. s2
// Multi-line string
string multiLineString1 = "This is a string that,\nwhen printed, appears\n on multiple lines.";
string multiLineString2 = @"This is a string that,
when printed, appears
on multiple lines";
// Concatenation
string s1 = "This is a string ";
string s2 = "made with two parts.";
string endString = s1 + s2;
To learn more about tables in Luau, see Tables.
You can use tables in Luau as dictionaries just like in C#.
local dictionary = {
val1 = "this",
val2 = "is"
}
print(dictionary.val1) -- Outputs 'this'
print(dictionary["val1"]) -- Outputs 'this'
dictionary.val1 = nil -- Removes 'val1' from table
dictionary["val3"] = "a dictionary" -- Overwrites 'val3' or sets new key-value pair
Dictionary dictionary = new Dictionary()
{
{ "val1", "this" },
{ "val2", "is" }
};
Console.WriteLine(dictionary["val1"]); // Outputs 'this'
dictionary.Remove("val1"); // Removes 'val1' from dictionary
dictionary["val3"] = "a dictionary"; // Overwrites 'val3' or sets new key-value pair
dictionary.Add("val3", "a dictionary"); // Creates a new key-value pair
You can use tables in Luau as arrays just like in C#. Indices start at 1
in Luau and 0
in C#.
local npcAttributes = {"strong", "intelligent"}
print(npcAttributes[1]) -- Outputs 'strong'
print(#npcAttributes) -- Outputs the size of the list
-- Append to the list
table.insert(npcAttributes, "humble")
-- Another way...
npcAttributes[#npcAttributes+1] = "humble"
-- Insert at the beginning of the list
table.insert(npcAttributes, 1, "brave")
-- Remove item at a given index
table.remove(npcAttributes, 3)
List npcAttributes = new List{"strong", "intelligent"};
Console.WriteLine(npcAttributes[0]); // Outputs 'strong'
Console.WriteLine(npcAttributes.Count); // Outputs the size of the list
// Append to the list
npcAttributes.Add("humble");
// Another way...
npcAttributes.Insert(npcAttributes.Count, "humble");
// Insert at the beginning of the list
npcAttributes.Insert(0, "brave");
// Remove item at a given index
npcAttributes.Remove(2);
Operator | Lua | C# |
---|---|---|
Equal To | `==` | `==` |
Greater Than | `>` | `>` |
Less Than | `<` | `<` |
Greater Than or Equal To | `>=` | `>=` |
Less Than or Equal To | `<=` | `<=` |
Not Equal To | `~=` | `!=` |
And | `and` | `&&` |
Or | `or` | `||` |
Lua | C# | |
---|---|---|
Addition | `+` | `+` |
Subtraction | `-` | `-` |
Multiplication | `*` | `*` |
Division | `/` | `/` |
Modulus | `%` | `%` |
Exponentiation | `^` | `**` |
In Luau, variables don't specify their type when you declare them. Luau variables don't have access modifiers, although you may prefix "private" variables with an underscore for readability.
local stringVariable = "value"
-- "Public" declaration
local variableName
-- "Private" declaration - parsed the same way
local _variableName
string stringVariable = "value";
// Public declaration
public string variableName
// Private declaration
string variableName;
In Luau, you can write variables and logic in a tighter scope than their function or class by nesting the logic within do
and end
keywords, similar to curly brackets {}
in C#. For more details, see Scope.
local outerVar = 'Outer scope text'
do
-- Modify 'outerVar'
outerVar = 'Inner scope modified text'
-- Introduce a local variable
local innerVar = 'Inner scope text'
print('1: ' .. outerVar) -- prints "1: Inner scope modified text"
print('2: ' .. innerVar) -- prints "2: Inner scope text"
end
print('3: ' .. outerVar) -- prints "3: "Inner scope modified text"
-- Attempting to print 'innerVar' here would fail
var outerVar = "Outer scope text";
{
// Modify 'outerVar'
outerVar = "Inner scope modified text";
// Introduce a local variable
var innerVar = "Inner scope text";
Console.WriteLine("1: " + outerVar); // prints "1: Inner scope modified text"
Console.WriteLine("2: " + innerVar); // prints "2: Inner scope text"
}
Console.WriteLine("3: " + outerVar); // prints "3: "Inner scope modified text"
// Attempting to print 'innerVar' here would fail
-- One condition
if boolExpression then
doSomething()
end
-- Multiple conditions
if not boolExpression then
doSomething()
elseif otherBoolExpression then
doSomething()
else
doSomething()
end
// One condition
if (boolExpression) {
doSomething();
}
// Multiple conditions
if (!boolExpression) {
doSomething();
}
else if (otherBoolExpression) {
doSomething();
}
else {
doSomething();
}
local max = if x > y then x else y
int max = (x > y) ? x : y;
To learn more about loops in Luau, see Control Structures.
while boolExpression do
doSomething()
end
repeat
doSomething()
until not boolExpression
while (boolExpression) {
doSomething();
}
do {
doSomething();
} while (boolExpression)
-- Forward loop
for i = 1, 10 do
doSomething()
end
-- Reverse loop
for i = 10, 1, -1 do
doSomething()
end
// Forward loop
for (int i = 1; i <= 10; i++) {
doSomething();
}
// Reverse loop
for (int i = 10; i >= 1; i--) {
doSomething();
}
local abcList = {"a", "b", "c"}
for i, v in ipairs(abcList) do
print(v)
end
local abcDictionary = { a=1, b=2, c=3 }
for k, v in pairs(abcDictionary) do
print(k, v)
end
List<string> abcList = new List<string>{"a", "b", "c"};
foreach (string v in abcList) {
Console.WriteLine(v);
}
Dictionary<string, int> abcDictionary = new Dictionary<string, int>
{ {"a", 1}, {"b", 2}, {"c", 3} };
foreach (KeyValuePair<string, int> entry in abcDictionary) {
Console.WriteLine(entry.Key + " " + entry.Value);
}
Luau also supports generalized iteration, which further simplifies working with tables.
To learn more about functions in Luau, see Functions.
-- Generic function
local function increment(number)
return number + 1
end
// Generic function
int increment(int number) {
return number + 1;
}
-- Variable argument number
local function variableArguments(...)
print(...)
end
// Variable argument number
void variableArguments(params string[] inventoryItems) {
for (item in inventoryItems) {
Console.WriteLine(item);
}
}
-- Named arguments
local function namedArguments(args)
return args.name .. "'s birthday: " .. args.dob
end
namedArguments{name="Bob", dob="4/1/2000"}
// Named arguments
string namedArguments(string name, string dob) {
return name + "'s birthday: " + dob;
}
namedArguments(name: "Bob", dob: "4/1/2000");
local function fireWeapon()
if not weaponEquipped then
error("No weapon equipped!")
end
-- Proceed...
end
local success, errorMessage = pcall(fireWeapon)
if not success then
print(errorMessage)
end
void fireWeapon() {
if (!weaponEquipped) {
// Use a user-defined exception
throw new InvalidWeaponException("No weapon equipped!");
}
// Proceed...
}
try {
fireWeapon();
} catch (InvalidWeaponException ex) {
// An error was raised
}