# Imports remain the same as the first script above. # This version drives panic state through two editable float variables # that the Widget Editor can bind to via View Bindings. using { /Fortnite.com/Devices } using { /Verse.org/Simulation } PanicTimerLogic := class(creative_device): @editable TimerDevice: timer_device = timer_device{} # --------------------------------------------------------------- # These two variables are the "signal wires" going to the Widget. # In the Widget Editor, bind TimerText's Color alpha/tint to IsPanic # and bind its render scale to PanicScale using View Bindings. # --------------------------------------------------------------- # True => widget should show Panic styling (red, big) # False => widget should show Calm styling (white, normal) var IsPanic: logic = false # 1.0 = normal size, 1.5 = panic size var PanicScale: float = 1.0 OnBegin(): void = TimerDevice.Start() TimerDevice.SuccessEvent.Subscribe(OnTimerEnd) spawn { RunUpdateLoop() } RunUpdateLoop(): void = loop: Sleep(1.0) UpdatePanicState() OnTimerEnd(Agent: agent): void = set IsPanic = false set PanicScale = 1.0 UpdatePanicState(): void = # note: GetCurrentTime() returns seconds elapsed since Start(). # Subtract from your configured duration (60 s) to get remaining. TimeRemaining: float = 60.0 - TimerDevice.GetCurrentTime() if (TimeRemaining <= 10.0): set IsPanic = true set PanicScale = 1.5 # Make it bigger to induce stress! else: set IsPanic = false set PanicScale = 1.0 # Normal size