# PartyGameManager.verse # This script acts as the "Referee" for our mini-game. # It handles starting the round, switching the camera, and ending the round. using { /Fortnite.com/Devices } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } # We define a "Game Manager" class. # Think of this as the blueprint for our Referee. # creative_device is the base class for all Verse devices placed in the UEFN editor. party_game_manager := class(creative_device): # These are "Editable Objects" - properties you can change in the editor # without touching the code. # lobby_trigger: Detects when players are in the voting area. # game_trigger: Detects when players are in the game area. # fixed_camera: The camera device we want to activate. # start_signal: The signal that says "Vote is done, start the game!" # end_signal: The signal that says "Time's up, game over!" @editable lobby_trigger : trigger_device = trigger_device{} @editable game_trigger : trigger_device = trigger_device{} @editable fixed_camera : gameplay_camera_fixed_point_device = gameplay_camera_fixed_point_device{} @editable start_signal : signal_remote_manager_device = signal_remote_manager_device{} @editable end_signal : signal_remote_manager_device = signal_remote_manager_device{} # OnBegin is the entry point for creative_device subclasses. # It runs automatically when the game session starts. OnBegin() : void = # Wait for the start signal (e.g., from a voting button). # PrimarySignalEvent fires whenever the signal_remote_manager_device is triggered. start_signal.PrimarySignalEvent.Await() # 1. Activate the Fixed Point Camera. # This overrides the player's default camera view. fixed_camera.AddToAll() # 2. Wait for 60 seconds to simulate game duration. # In a real game this would be replaced by a win-condition or timer device. Sleep(60.0) # 3. Game Over — fire the end signal so any connected devices react too. end_signal.Enable() # 4. Deactivate the Fixed Point Camera. # This returns control to the player's normal camera. fixed_camera.RemoveFromAll() # Here you would normally: # - Calculate scores # - Teleport players back to lobby # - Reset positions # For now, we just log it. Print("Round Over! Returning to Hub.")