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// PCF Begin (Debug Camera) //----------------------------------------------------------- // Debug Camera Controller // // To turn it on, please press Alt+C or both (left and right) analogs on xbox pad // After turning: // WASD | Left Analog - moving // Mouse | Right Analog - rotating // Shift | XBOX_KeyB - move faster // Q/E | LT/RT - move Up/Down // Enter | XBOX_KeyA - to call "FreezeRendering" console command // Alt+C | LeftThumbstick - to toggle debug camera // // * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. //----------------------------------------------------------- class DebugCameraController extends PlayerController; var PlayerController OryginalControllerRef; var Player OryginalPlayer; var bool bIsFrozenRendering; var DrawFrustumComponent DrawFrustum; simulated event PostBeginPlay() { super.PostBeginPlay(); // if hud is existing, delete it and create new hud for debug camera if ( myHUD != None ) myHUD.Destroy(); myHUD = Spawn( class'DebugCameraHUD', self); } /* * Function called on activation debug camera controller */ function OnActivate( PlayerController PC ) { if(self.DrawFrustum==None) { self.DrawFrustum = new(PC.PlayerCamera) class'DrawFrustumComponent'; } self.DrawFrustum.SetHidden( false ); PC.SetHidden(false); PC.PlayerCamera.SetHidden(false); self.DrawFrustum.FrustumAngle = PC.PlayerCamera.CameraCache.POV.FOV; self.DrawFrustum.SetAbsolute(true, true, false); self.DrawFrustum.SetTranslation(PC.PlayerCamera.CameraCache.POV.Location); self.DrawFrustum.SetRotation(PC.PlayerCamera.CameraCache.POV.Rotation); PC.PlayerCamera.AttachComponent(self.DrawFrustum); ConsoleCommand("show camfrustums"); //called to render camera frustums from oryginal player camera } /* * Function called on deactivation debug camera controller */ function OnDeactivate( PlayerController PC ) { self.DrawFrustum.SetHidden( true ); ConsoleCommand("show camfrustums"); PC.PlayerCamera.DetachComponent(self.DrawFrustum); PC.SetHidden(true); PC.PlayerCamera.SetHidden(true); } //function called from key bindings command to save information about // turrning on/off FreezeRendering command. exec function SetFreezeRendering() { ConsoleCommand("FreezeRendering"); bIsFrozenRendering = !bIsFrozenRendering; } //function called from key bindings command exec function MoreSpeed() { self.bRun = 2; } //function called from key bindings command exec function NormalSpeed() { self.bRun = 0; } /* * Switch from debug camera controller to local player controller */ function DisableDebugCamera() { if( OryginalControllerRef != none ) { // restore FreezeRendering command state before quite if( bIsFrozenRendering==true ) { ConsoleCommand("FreezeRendering"); bIsFrozenRendering = false; } if( OryginalPlayer != none ) { self.OnDeactivate( OryginalControllerRef ); OryginalPlayer.SwitchController( OryginalControllerRef ); OryginalControllerRef = none; } } } // PCF End defaultproperties { InputClass=Class'Engine.DebugCameraInput' Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__PlayerController:CollisionCylinder' ObjectArchetype=CylinderComponent'Engine.Default__PlayerController:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__PlayerController:Sprite' ObjectArchetype=SpriteComponent'Engine.Default__PlayerController:Sprite' End Object Components(0)=Sprite Components(1)=CollisionCylinder bHidden=False bHiddenEd=False CollisionComponent=CollisionCylinder Name="Default__DebugCameraController" ObjectArchetype=PlayerController'Engine.Default__PlayerController' } |
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