Changing TPP view to a FPP view after picking up object

I have found a script that allows to change the camera view (e.g. after pressing “f”). I would like to modify it so the camera changes only once in the entire game - in the instance of picking up only one pickable object in a whole game.

The idea is to start the game with TPP, then after picking up object, the camera changes to FPP and stays that way.

It probably is as simple as adding a line for changing the view when the item is destroyed (picked up) but I am a total beginner and I want to ask you for your help. Many thanks.

Here is a code I wish to modify:

using UnityEngine;
  using System.Collections;
  
  public class VDCameraToggler : MonoBehaviour
  {
      [SerializeField]
      Camera[] CameraArray;
  
      [SerializeField]
      int CurrentCamera = 0;
  
      [SerializeField]
      float KeyDelay = 0.4f;
      [SerializeField]
      float LastKeyInput = 0.0f;
  
      // Use this for initialization
      void Start()
      {
          if (CameraArray.Length < 1)
          {
              Debug.Log("CameraToggler only has one camera and is not needed. The toggler has been disabled.");
              this.gameObject.active = false;
  
              // Ensure if there is 1 camera attached that it is enabled
              if (CameraArray.Length == 1)
                  CameraArray[0].gameObject.active = true;
          }
          else
          {
              // Disable all cameras except for the startup camera
              for (int i = 0; i < CameraArray.Length; i++)
              {
                  if (CurrentCamera == i)
                      CameraArray*.gameObject.active = true;*

else
CameraArray*.gameObject.active = false;*
}
}
}

// Update is called once per frame
void Update()
{
// Check for user input only if the last input was more than x seconds ago
// (0.4 seconds is generally enough time to ensure the key capture doesn’t happen more than once
// on a single key press

//if (Input.GetKey(KeyCode.F) && LastKeyInput + KeyDelay <= Time.realtimeSinceStartup) // Can be used instead of the below
if (Input.GetButton(“Switch Camera”) && LastKeyInput + KeyDelay <= Time.realtimeSinceStartup) // Can be used instead of the above
{
if (CurrentCamera + 1 < CameraArray.Length)
{
// Disable current camera and enable next camera
CameraArray[CurrentCamera].gameObject.active = false;
CurrentCamera++;
CameraArray[CurrentCamera].gameObject.active = true;
}
else
{
// Disable current camera and enable first camera
CameraArray[CurrentCamera].gameObject.active = false;
CurrentCamera = 0;
CameraArray[CurrentCamera].gameObject.active = true;
}

LastKeyInput = Time.realtimeSinceStartup;
}
}
}

You’ll want to take a look at this if statement.
It seems to handle the switching of cameras.

           if (Input.GetButton("Switch Camera") && LastKeyInput + KeyDelay <= Time.realtimeSinceStartup) // Can be used instead of the above
           {

CausticLasagne