# Source URL: https://dev.epicgames.com/documentation/en-us/fortnite/verse-parkour-template-in-unreal-editor-for-fortnite
# Local doc: epic-docs/documentation/en-us/fortnite/verse-parkour-template-in-unreal-editor-for-fortnite.md
# Section: Reset the Timer Device to ensure respawning players get the full amount of time
# Function that is called when a battery item is picked up from the Item Spawners
HandleBatteryPickedUp(Agent:agent):void=
# Increment the number of batteries collected
set BatteriesCollected = BatteriesCollected + 1
# This is how you can output the number of batteries to the log. Useful for debugging
Logger.Print("Number of batteries picked up: {BatteriesCollected}")
# Check to see if there are enough batteries collected to the end the game
if:
BatteriesCollected >= BatteryItemSpawners.Length
then:
# Check to see if we've collected 4 (or more) batteries. If so, we have won, call the EndGame function
spawn { EndGame(Agent) }
else:
# This code runs if the number of batteries is less than 4. Show a Hud Message to spur the player on
# HUD message is "battery" if only 1 battery is collect. Becomes "batteries" if more than 1 is collected
if:
BatteriesCollected = 1
then:
HUDMessageBattery.SetText(BatteryCollectedMessage(BatteriesCollected))
HUDMessageBattery.Show(Agent)
else:
HUDMessageBattery.SetText(BatteriesCollectedMessage(BatteriesCollected))
HUDMessageBattery.Show(Agent)
# Then we get the next Item Spawner in our array we set up
# We do this by "indexing" into the array. It is inside the "if" statement to ensure that NextBatterySpawner is referenced correctly
if:
NextBatterySpawner := BatteryItemSpawners[BatteriesCollected]
Verse Library
verse
04 Reset The Timer Device To Ensure Respawning Player
Processes battery pickups, updates HUD, tracks progress, and advances to the next collectible.
extracted-snippets/documentation/en-us/fortnite/verse-parkour-template-in-unreal-editor-for-fortnite/04-reset-the-timer-device-to-ensure-respawning-player.verse
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