Quote:
Originally Posted by Drumstix42
Make that element invisible, and make a new text element exactly like it. Don't use the dynamicdata for the next text however.
In the invisible element you would add a OnTextChanged property and do something like this:
Code:
sCurrentLevel=Text
bCheck=(Text == 'None')
sResult=(bCheck ? ' ' : sCurrentLevel)
Parent.NewLevelDisplay.text=sResult
where NewLevelDisplay is your new, visible text element. That should make it show the level as long as it's not equal to "None".
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This is my actual lvl item:
Code:
<Text Activated="true" DynamicData="/GameData.Target.Level" Font="/TextStyles.SuperLarge.SuperLargeStyle" Location="12,42" MaxLines="1" Name="Level" OnTextChanged="sCurrentLevel=Text bCheck=(Text == 'None') sResult=(bCheck ? ' ' : sCurrentLevel) Parent.LevelTextObject.text=sResult" ScrollExtent="32,40" Size="32,32" TextAlignment="Center" TruncateElipsis="false" Visible="false">60</Text>
This is my NewTextObject:
Code:
<Text Activated="true" Font="/TextStyles.SuperLarge.SuperLargeStyle" Location="12,42" MaxLines="1" Name="LevelTextObject" ScrollExtent="32,40" Size="32,32" TextAlignment="Center" TruncateElipsis="false" Visible="false">60</Text>
Its still showing the None as a level. None isnt a level lol.
Thanks,
Draven