using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# Define our main script structure
tagged_lights_puzzle := class(creative_device):
# 1. References to Button Devices placed in the level.
# Wire these up in the UEFN editor Content Browser properties panel.
@editable
Button1 : button_device = button_device{}
@editable
Button2 : button_device = button_device{}
# 2. The "Remote Controls" for our subscriptions.
# We store these here so we can cancel them later.
# Think of these as the "mute buttons" for each input.
var ButtonSubscriptions : []cancelable = array{}
# 3. The "State" of our puzzle.
# False = Puzzle is active. True = Puzzle is solved.
var IsSolved : logic = false
# This function runs when the script starts.
OnBegin<override>()<suspends> : void =
# Subscribe to both buttons' interaction events.
SubscribeToButtons()
# Function to set up the listening.
Verse Library
verse
01 Device
Manages button interaction events to track puzzle progress and locks gameplay by canceling subscriptions.
verse-library/6-how-do-you-disable-player-interaction-after-the-puzzle-is-solved/01-device.verse
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