Scripting Helpers is winding down operations and is now read-only. More info→
Ad
Log in to vote
0

MouseButton1Click fails to be detected?

Asked by 3 years ago
Edited 3 years ago

I am making a trading system. I will explain how it works

1) Player clicks another player is a list of tradeable players and that requested player gets the trade request

2) Once they click accept both of the traders will be shown the TradingGui.

3) The player has 3 different inventory types to select a trade from. Banner Icon, Emote & Victory Theme. There is a button in the Gui which will send a remote event to the server containing InventoryType button the player clicked on. For example, Emote Button.

4) The server will go to the Player's inventory and try to find a folder named the same as the emote button. When it finds the Emote Folder it will create a table called PlayerInventory. It will loop through the players emotes. It will also create another table called InventoryDataSpot, which will save all values parented by that emote. (EmoteName, Quantity, Image, Rarity).

An InventoryDataSpot table should look like this.

(This is not the problem)

local InventoryDataSpot = {}--Makes table


local IDS_Background = Templates.RarityBackgrounds[InventoryItemInInventoryType.Rarity.Value].Image --Saves Rarity Image
local IDS_Name = InventoryItem.Name --Saves Name
local IDS_Title = InventoryItem.Name --Saves Name again
local IDS_ItemPicture = InventoryItemInInventoryType.Image --saves image of the requested item
local IDS_Amount = InventoryItem.Quantity.Value--Saves the amount of the item the player owns

--inserts all of the saved variables into IDS
table.insert(InventoryDataSpot,IDS_Background)
table.insert(InventoryDataSpot,IDS_Name)
table.insert(InventoryDataSpot,IDS_Title)
table.insert(InventoryDataSpot,IDS_ItemPicture)
table.insert(InventoryDataSpot,IDS_Amount)

--IDS then is saved to the PlayerInventory
table.insert(PlayerInventory,InventoryDataSpot)
print("Added",InventoryItem.Name,"to PlayerInventory")

5)The server will return the PlayerInventory table back to the player in a remote event. This is where the problem starts. The client will receive the table and will clone a FrameGui saved in replicated storage to store all the information in.

Here is how it is coded, It should be fairly easy to read:

for i = 1,#PlayerInventory do
    print("creating the frames")


    local IDS_Background = PlayerInventory[i][1]
    local IDS_Name = PlayerInventory[i][2]
    local IDS_Title = PlayerInventory[i][3]
    local IDS_ItemPicture = PlayerInventory[i][4]
    local IDS_Amount = PlayerInventory[i][5]

    local NewInventoryFrame = Templates.InventoryItemFrameTemplate:Clone()

    NewInventoryFrame.Background.Image = IDS_Background
    NewInventoryFrame.Name = IDS_Name
    NewInventoryFrame.Title.Text = IDS_Title
    NewInventoryFrame.ItemPicture.Image = IDS_ItemPicture
    NewInventoryFrame.Amount.Text = IDS_Amount

    NewInventoryFrame.Parent = Frame.TradeFrame.InventoryShowcase.ScrollingFrame --will display the item inside the scrollingframe


    if IDS_Amount > 1 then--If it the player has more than one
        NewInventoryFrame.Amount.Visible = true --it will show how much of it the player owns
    end

end

Now, after that is ran, the client will then create a function for a TextButton called ClickBox. Yes. It's called ClickBox and not ClickButton. It is still a TextButton. I'm 100% sure. ClickBox is inside the frame that is being cloned. The player should be able to click it as it should appear inside the ScrollingFrame.

This script runs in the next line of the one above. The frames should have been added to the ScrollingFrame, so it will loop through it. The code continues to work. There are no errors printed.

for i,InventoryFrame in pairs(Frame.TradeFrame.InventoryShowcase.ScrollingFrame:GetChildren())do



    if InventoryFrame:IsA("Frame")then--If it is a frame. Yes. The cloned frame is a Frame class

        InventoryFrame.ClickBox.MouseButton1Click:Connect(function()--PROBLEM
            print("FOUND CLICK")

            for i,Slot in pairs(TradingGui.Values.TradingSlots:GetChildren())do--it will go through all trading slots

                print("IN SLOT FOR LOOP")

                if Slot.Value == "" then--if the slot isnt occupied
                    print("SLOT EQUALS NOTHING.")

                    Slot.Value = InventoryFrame.Name--changes slot value to the item name
                    print("VALUE IS NOW",InventoryFrame.Name)


                    ReplicatedStorage.RemoteEvents.C2S.ChangePartnerTradingSlot(Slot.Name,InventoryFrame.Name, TradingGui.Values.TradingPartner.Value, TradingGui.Values.InventoryType.Value)
                    print("SENT RE")

                    break
                else
                    print(Slot.Name,"is occupied")
                end
            end
        end)

    end

end

There is some extra code in the mouse button1click. And none of the prints show. Meaning the "FOUND CLICK" does not show which indicates that it is not reading the mousebutton1click.

I hope someone could lend a hand on how or why it's failing to detect the click.

1 answer

Log in to vote
0
Answered by 3 years ago

It turns out the reason why it was not working was because it was running the wrong function. The whole MouseButton1Click part was not in use. What was happening was that it was running the function for the Partner's trade instead. You cannot select the partner's items.

I am so sorry if I wasted anyone's time!

Ad

Answer this question