Announcement

Collapse
No announcement yet.

ScrollBar problem

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    ScrollBar problem

    Hi, i have problem with my ScrollingList. If I tested this in Flash Pro it scrolled just fine, but when I imported Scene to UDK my scrollbar stop to work.


    Array which was populated to ScrollingList actually consist of 71 elements, but only 24 are showing. How I can activate this ScrollBar in UDK?

    This is my MoviePlayer class:
    Code:
    class InventoryScene extends GFxMoviePlayer;
    var PlayerController PlayerOwner;
    var KingdomsPawn MyPawn;
    var GFxClikWidget ScrollingList;
    
    function TriggerRemoteKismetEvent( name EventName )
    {
    	local array<SequenceObject> AllSeqEvents;
    	local Sequence GameSeq;
    	local int i;
    	local WorldInfo WorldInfo;
    	WorldInfo = class'WorldInfo'.static.GetWorldInfo();
    	GameSeq = WorldInfo.GetGameSequence();
    	if (GameSeq != None)
    	{
    		// reset the game sequence
    		GameSeq.Reset();
    
    		// find any Level Reset events that exist
    		GameSeq.FindSeqObjectsByClass(class'SeqEvent_RemoteEvent', true, AllSeqEvents);
    
    		// activate them
    		for (i = 0; i < AllSeqEvents.Length; i++)
    		{
    			if(SeqEvent_RemoteEvent(AllSeqEvents[i]).EventName == EventName)
    				SeqEvent_RemoteEvent(AllSeqEvents[i]).CheckActivate(WorldInfo, None);
    		}
    	}
    }
    function TickHUD()
    {
    }
    event bool WidgetInitialized(name WidgetName, name WidgetPath, GFxObject Widget)
    {    
      `log("aaaaaaaaaaaaasdfgh"@WidgetName@WidgetPath);
      switch(WidgetName)
      {                 
        case ('sl'): // this assumes your Scrolling List has an instance name of 'sl' in Flash.
          ScrollingList = GFxClikWidget(Widget);
          SetUpDataProvider(ScrollingList);
          break;
       default:
          break;
      }
    
      return true;
    }
    function SetUpDataProvider(GFxClikWidget Widget)
    {
      
      local int i;
      local GFxObject DataProvider;
      local GFxObject TempObj;
      PlayerOwner = GetPC();
      MyPawn = KingdomsPawn(PlayerOwner.Pawn); 
      `log("inv length is"@MyPawn.Inventory.Length);
      DataProvider = CreateArray();
      switch(Widget)
      {
      case (ScrollingList):
        for (i = 0; i < MyPawn.Inventory.Length; i++)
        {        
          TempObj = CreateObject("Object");
          TempObj.SetString("name", MyPawn.Inventory[i].InventoryName);
    	  TempObj.SetString("label", MyPawn.Inventory[i].InventoryName);
    	  TempObj.SetString("description", MyPawn.Inventory[i].InventoryName);
    	  TempObj.SetFloat("health", MyPawn.Inventory[i].itemhealth_present);
          DataProvider.SetElementObject(i, TempObj);
        }
    
        Widget.SetFloat("rowCount", MyPawn.Inventory.Length);   // you must specify the row count of scrolling lists manually 
        break;
    
      default:
        break;
      }  
    
      Widget.SetObject("dataProvider", DataProvider);     
    }
    function ItemUsed(int selectedindex)
    {
    MyPawn.Inventory.Remove(selectedindex, 1);
    Close();
    TriggerRemoteKismetEvent('OpenInventory');
    }
    DefaultProperties
    {
    	//this is the HUD. If the HUD is off, then this should be off
    	bDisplayWithHudOff=true
    	//The path to the swf asset we will create later
    	MovieInfo=SwfMovie'GUI.InventoryScene'
    	WidgetBindings.Add((WidgetName="sl",WidgetClass=class'GFxClikWidget'))  // this assumes your Scrolling List has an instance name of 'sl' in Flash.
    }
Working...
X