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# Gameplay.PlayerControllerCamera

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    //
    // A camera that takes control of the players viewport
    //
    class PlayerControllerCamera extends BaseCamera
    	placeable;

    var PlayerCharacterController controlledPCC;
    var Pawn playerPawn;

    var() float FOV;
    var() float viewDuration;
    var() bool allowPlayerControlledReturn;

    function takeControl(PlayerCharacterController pcc)
    {
    	AssertWithDescription(!pcc.IsInState('CameraControlled'), label $ " tried to take control of the players view. The Players view is already controlled by " $ pcc.controllingCamera.label $ ". A camera must return control to the player before another camera can take control");

    	playerPawn = pcc.pawn;

    	pcc.unpossess();
    	pcc.controllingCamera = self;
    	pcc.GotoState('CameraControlled');
    	pcc.SetFOV(FOV);
    	pcc.myHud.bHideHud = true;

    	controlledPCC = pcc;

    	GotoState('Play');
    }

    // Allow the player to control when the camera is returned
    function playerControlledReturn()
    {
    	if (allowPlayerControlledReturn)
    		endControl();
    }

    // Allow a scripting action to return the camera to the player
    function actionControlledReturn()
    {
    	endControl();
    }

    function private endControl()
    {
    	if (IsInState('Play'))
    	{
    		controlledPCC.myHud.bHideHud = false;
    		controlledPCC.ResetFOV();

    		SetTimer(0.0, false);
    		GotoState('');

    		controlledPCC.possess(playerPawn);
    	}
    }

    state Play
    {
    	function BeginState()
    	{
    		controlledPCC.SetLocation(Location);
    		controlledPCC.SetRotation(Rotation);

    		SetTimer(viewDuration, false);
    	}

    	function Timer()
    	{
    		endControl();
    	}
    }

    defaultproperties
    {
    	FOV = 90.0
    	allowPlayerControlledReturn = true

    	bHidden = true
    	bDirectional = true
    	Texture = Texture'Engine_res.S_Camera'
    }

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Class file time: ne 5.9.2004 15:53:08.000 - Creation time: st 23.5.2018 00:10:46.483 - Created with UnCodeX