(intentional slang, I'm a USA southern boy)...
Anyway... I'm calling a function that is working just fine... until there are no items left to pick.
Essentially I have a "IsFilled" instance variable and when I put an object into it, I set IsFilled to true and when I remove it the object, I set it to false. That works fine.
Everytime I add or remove an item, I make a call to see if all the slots are full. If they are, I want to turn on a button for the user to press. So that function UpdateButton is working just fine.
GameFunctions On "Library_UpdateButton"
System Pick All Basket
Basket X Is IsFilled
To get all the baskets that are not filled...
System. Basket.PickedCount = 0 (Show button)
System. Basket.PickedCount NE 0 (Hide Button) (NE = not equal)
Works great SO LONG AS IT CAN PICK ONE ITEM.
Once there are no baskets remaining to be filled, the system bypasses the subevents.
How can I check to see if there are NO items that meet the condition?
I could maintain a counter (kludgy).
I could, I suppose check for IsFilled = true and compare .PickedCount to .Count and then do an else condition? But would that still get called on none picked?