56 lines
1.3 KiB
Ucode
56 lines
1.3 KiB
Ucode
/**
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* "Fixed" camera mode. Views through a CameraActor in the level.
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class GameFixedCamera extends GameCameraBase
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config(Camera);
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/** FOV to fall back to if we can't get one from somewhere else. */
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var() const protected float DefaultFOV;
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simulated function UpdateCamera(Pawn P, GamePlayerCamera CameraActor, float DeltaTime, out TViewTarget OutVT)
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{
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local CameraActor CamActor;
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// are we looking at a camera actor?
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CamActor = CameraActor(OutVT.Target);
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if (CamActor != None)
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{
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// we're attached to a camactor, use it's FOV
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OutVT.POV.FOV = CamActor.FOVAngle;
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}
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else
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{
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OutVT.POV.FOV = DefaultFOV;
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}
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// copy loc/rot from actor we're attached to
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if (OutVT.Target != None)
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{
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OutVT.POV.Location = CamActor.Location;
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OutVT.POV.Rotation = CamActor.Rotation;
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}
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// cameraanims, etc
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PlayerCamera.ApplyCameraModifiers(DeltaTime, OutVT.POV);
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// if we had to reset camera interpolation, then turn off flag once it's been processed.
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bResetCameraInterpolation = FALSE;
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}
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/** Called when Camera mode becomes active */
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function OnBecomeActive( GameCameraBase OldCamera )
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{
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// this will cause us to always snap to fixed cameras
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bResetCameraInterpolation = TRUE;
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super.OnBecomeActive( OldCamera );
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}
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defaultproperties
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{
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DefaultFOV=80
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} |