# This is a comment. It's like leaving a sticky note for yourself. # The compiler (the game's code checker) ignores these. # 1. DEFINE THE STRUCTURE # Think of this as the "Blueprint" for our Timer System. # It holds all the parts we need. struct MySurvivalTimer: # This is our Variable. It's a "Container" for the time. # We start it at 60 seconds. TimeRemaining: int = 60 # This is a reference to the Storm Device. # We'll connect this in the editor later. StormDevice: StormDevice # This is a reference to the End Game Device. # We'll use this to trigger the win/loss state. EndGameDevice: EndGameDevice # 2. DEFINE THE FUNCTIONS (The Actions) # This function is like a "Stopwatch Tick." # It runs every second. func Tick() -> void: # Check if we still have time if TimeRemaining > 0: # Subtract 1 from our Variable (the Loot Box) TimeRemaining = TimeRemaining - 1 # Optional: Print to the debug console so we know it's working print("Time Left: ", TimeRemaining) # Schedule this function to run again in 1 second # This creates the loop! After(1.0, Tick) else: # Time is up! Trigger the End Game. EndGameDevice.End() # 3. DEFINE THE EVENT (The Trigger) # This runs when the game starts. event OnBegin() -> void: # Set the initial time TimeRemaining = 60 # Start the first tick # We call Tick() to start the chain reaction Tick()