Basicly every time i use ExternalInterface.call("FunctionName",some parameter for my function here); My function doesnt get called
I tried changing the parameters,tried using exec functions but nothing seems to work at all
Here is the relevant code im using
Unreal Script
action script 2.0 i havent update my UDK Build yet
Also every time i click on the increase or decrease hours button the Hour text wich is supposed to get reemplased by the SleepTime value gets reemplased by an U instead of a number
I tried changing the parameters,tried using exec functions but nothing seems to work at all
Here is the relevant code im using
Unreal Script
Code:
class GFxWatch extends GFxMoviePlayer; var tfpplayercontroller PC; var float SleepTime; var float Hours; var GFxObject Daystxt,Hourstxt,Minutestxt,PMText; var GFxClikWidget InHoursBtn; var GFxClikWidget DeHoursBtn; var GFxClikWidget SleepBtn; function Init(optional LocalPlayer player) { super.Init(player); Start(); Advance(0); Daystxt = GetVariableObject("_root.daytext"); Hourstxt = GetVariableObject("_root.hourtext"); Minutestxt = GetVariableObject("_root.minutestext"); PMText = GetVariableObject("_root.PMText"); } event bool WidgetInitialized(name WidgetName, name WidgetPath, GFxObject Widget) { switch(WidgetName) { case ('InHoursBtn'): InHoursBtn = GFxClikWidget(Widget); InHoursBtn.AddEventListener('CLIK_press', inHours); break; case ('DeHoursBtn'): DeHoursBtn = GFxClikWidget(Widget); DeHoursBtn.AddEventListener('CLIK_press', deHours); break; case ('SleepBtn'): SleepBtn = GFxClikWidget(Widget); SleepBtn.AddEventListener('CLIK_press', callSleep); break; default: } return true; } function inHours(GFxClikWidget.EventData ev) { SleepTime = SleepTime + 1; } function deHours(GFxClikWidget.EventData ev) { SleepTime = SleepTime - 1; } function callSleep(GFxClikWidget.EventData ev) { PC = tfpplayercontroller(GetPC()); PC.SleepTime(SleepTime); } function PlayOpenAnimation() { // } exec function UpdateWatch() { PC = tfpplayercontroller(GetPC()); Daystxt.SetText(PC.Days); Hourstxt.SetText(PC.Hours); Minutestxt.SetText(PC.Minutes); PMText.SetText(PC.HourTime); } function GFxObject GetUnrealVariable(string VarName, string VarType) { local GFxObject TempObj; local ASValue asval; local array<ASValue> args; TempObj = CreateObject("Object"); switch(VarType) { case ("float"): asval.Type = AS_Number; break; case ("string"): asval.Type = AS_String; break; case ("bool"): asval.Type = AS_Boolean; break; default: break; } switch(VarName) { case ("SleepTime"): asval.n = SleepTime; break; default: break; } args[0] = asval; TempObj.Set(VarName, args[0]); return TempObj; }
action script 2.0 i havent update my UDK Build yet
Code:
var retVal:Object = {}; retVal = ExternalInterface.call("GetUnrealVariable", "SleepTime", "float"); // get the SleepTime value from UC? InHoursBtn.addEventListener("click", this, "increasehours"); DeHoursBtn.addEventListener("click", this, "decreasehours"); var MyNumber:Number = 0; startDrag("mouse_mc",true); function increasehours() { hourstosleeptext.text = retVal.SleepTime; } function decreasehours() { hourstosleeptext.text = retVal.SleepTime; }
Also every time i click on the increase or decrease hours button the Hour text wich is supposed to get reemplased by the SleepTime value gets reemplased by an U instead of a number
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