Linked List Device
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using { /Fortnite.com/Devices } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } delay_trigger_link := class(linked): @editable DelaySeconds:float = 1.0 @editable Trigger:trigger_device = trigger_device{} Activate<override>():void= if(DelaySeconds=0.0): Print("Delay bypassed.") if(not Root?): Trigger.Trigger() (super:)Activate() else: spawn. DelayedActivation() DelayedActivation()<suspends>:void= Sleep(DelaySeconds) #do something if(not Root?): Trigger.Trigger() if(LinkedNext:=linked[Next]): LinkedNext.Activate() Triggered(A:?agent):void= Activate() OnBegin<override>()<suspends>:void= if(Root?): Trigger.TriggeredEvent.Subscribe(Triggered) delay_link := class(linked): @editable DelaySeconds:float = 1.0 Activate<override>():void= if(DelaySeconds=0.0): #do something (super:)Activate() else: spawn. DelayedActivation() DelayedActivation()<suspends>:void= Sleep(DelaySeconds) #do the thing again if(LinkedNext:=linked[Next]): LinkedNext.Activate() trigger_link := class(linked): @editable Trigger:trigger_device = trigger_device{} Activate<override>():void= if(not Root?): Trigger.Trigger() (super:)Activate() Triggered(A:?agent):void= Activate() OnBegin<override>()<suspends>:void= if(Root?): Trigger.TriggeredEvent.Subscribe(Triggered) linked := class(creative_device): @editable Root:logic = false @editable Next:creative_device = creative_device{} Activate<public>():void= #do something if(LinkedNext:=linked[Next]): LinkedNext.Activate() OnBegin<override>()<suspends>:void= if(Root?): Activate()
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