Handling Custom Events
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using { /Fortnite.com/Devices } using { /Verse.org/Simulation/Tags } using { /UnrealEngine.com/Temporary/Diagnostics } using { /Verse.org/Simulation } event_tag := class(tag){} event_device := class(creative_device): Event<public>:event() = event(){} Emit<public>():void= Event.Signal() pub_sub_device := class(creative_device): #@editable # alternative to using event_tag: #Emits:event_device = event_device{} Subscribe(TaggedDevice:event_device)<suspends>:void= TaggedDevice.Event.Await() spawn{Subscribe(TaggedDevice)} #if retriggerable Print("Hello, event") OnBegin<override>()<suspends>:void= All := GetCreativeObjectsWithTag(event_tag{}) for (Tagged : All, TaggedDevice := event_device[Tagged]): spawn{Subscribe(TaggedDevice)} # subscribe example TaggedDevice.Emit() # publish example
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