# This script manages the lobby ready-up system. # It lives on a Verse Script device in your UEFN scene. using { /Fortnite.com/Devices } using { /Verse.org/Simulation } # 1. DEFINE THE COMPONENTS # We need to reference the Button device we placed in the editor. # Think of this as pointing your finger at the button. # 'MyButton' is the name we give it in our code. var MyButton := button_device # 2. DEFINE THE STATE (THE VARIABLE) # 'IsReady' is our variable. It starts as False. # It's like a flag that says "Not Ready Yet." var IsReady : bool = false # 3. DEFINE THE EVENT HANDLER # This function runs whenever someone clicks the button. # 'InteractedWithEvent' is the signal from the button. # 'Await()' pauses this code until the button is clicked. # It’s like waiting for the bus to arrive before you get on. OnButtonClicked := func() -> void: # Wait for the player to click the button MyButton.InteractedWithEvent.Await() # Once clicked, change the variable to True # This is like flipping the switch from OFF to ON IsReady = true # Tell the player what happened # Print is like the elimination feed, but for system messages Print("You are now Ready!") # Check if we should start the game CheckLobbyStatus() # 4. DEFINE THE LOGIC # This function checks the condition and acts on it. CheckLobbyStatus := func() -> void: # IF the flag is True... if IsReady == true: # ...then do something cool! Print("LOBBY READY! MATCH STARTING IN 3... 2... 1...") # In a real game, you might spawn the Battle Bus here. # For now, we just print a message. else: # If not ready, tell them to hurry up Print("Waiting for more players to Ready up...")