projection test for gallery space w/ chair using squeezed & gnomic projection.
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using Cinemachine;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using UnityEngine;
public class CameraManager : MonoBehaviour
{
public static CameraManager instance { get; private set; }
public CinemachineVirtualCamera[] m_VCamList;
private CinemachineVirtualCamera m_ActiveCamera;
public CinemachineBrain m_CMBrain;
private void Awake()
{
if (instance != null && instance != this)
{
Destroy(this);
}
else
{
instance = this;
}
}
private void Start()
{
// Get all virtual camera objects in Unity
CompleteVCList();
}
private void Update()
{
SetCullingMask();
}
private void CompleteVCList() => m_VCamList = FindObjectsByType<CinemachineVirtualCamera>(FindObjectsSortMode.None);
private void SetCullingMask()
{
CinemachineVirtualCamera cam = (CinemachineVirtualCamera) m_CMBrain.ActiveVirtualCamera;
GameObject obj = cam.gameObject;
string tag = obj.tag;
Camera mainCamera = m_CMBrain.OutputCamera;
if (tag.Contains("surviellance"))
{
mainCamera.cullingMask = LayerMask.GetMask("Default", "TransparentFX", "Ignore Raycast", "Water", "UI", "Rig");
}
else
{
mainCamera.cullingMask = LayerMask.GetMask("Default", "TransparentFX", "Ignore Raycast", "Water", "UI", "Rig");
}
}
}