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using Cinemachine;
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using FMODUnity;
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using System.Collections;
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using System.Collections.Generic;
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using System.Xml.Serialization;
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using UnityEngine;
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public class CameraManager : MonoBehaviour
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{
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public static CameraManager _instance { get; private set; }
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private GameObject m_Brain;
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private Camera m_Camera;
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private GameObject m_ActiveCamera;
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private List<GameObject> m_CameraObjects = new List<GameObject>();
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private List<CameraSettings> m_CameraSettings = new List<CameraSettings>();
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private float m_TotalWeight = 0;
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private int m_SameCameraTypeCount;
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[Header("Layer Masks")]
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public LayerMask m_Everything;
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public LayerMask m_Agent;
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public LayerMask m_Bodies;
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public LayerMask m_Environment;
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public LayerMask m_Actuations;
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[Header("Text Objects")]
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public GameObject m_Rewards;
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[Header("Camera Settings")]
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[Range(2, 20)]
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public int m_CameraBlendMin;
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[Range(2, 20)]
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public int m_CameraBlendMax;
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[Range(5, 180)]
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public int m_CameraSwapMin;
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[Range(5, 180)]
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public int m_CameraSwapMax;
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public bool m_CameraController;
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private int m_CameraIndex = 0;
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private void Awake()
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{
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if(_instance != null)
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Destroy(this);
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else
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_instance = this;
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}
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private void OnEnable()
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{
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CreateCameraList();
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InitialCameraSetup();
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SetCullingMask();
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}
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private void Start()
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{
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if(!m_CameraController)
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StartCoroutine(CameraSwitch());
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}
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private void Update(){
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if (m_CameraController)
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CameraControllerInput();
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}
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private void CameraControllerInput(){
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var count = 0;
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if(Input.GetKeyDown(KeyCode.LeftArrow)){
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if (m_CameraIndex != 0)
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m_CameraIndex--;
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}
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if(Input.GetKeyDown(KeyCode.RightArrow)){
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if (m_CameraIndex != 1)
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m_CameraIndex++;
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}
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for(int i = 0 + (m_CameraIndex * 10); i < m_CameraObjects.Count; i++){
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if(Input.GetKeyDown(KeyCode.Alpha0 + ( i - ( m_CameraIndex * 10 ) ))){
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foreach(GameObject obj in m_CameraObjects){
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if(count == i){
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Debug.Log($"Swapping to:{obj.name}, {m_CameraSettings[i].cameraWeight}");
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SetCamera(obj);
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break;
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}
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count++;
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}
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}
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}
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}
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IEnumerator CameraSwitch()
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{
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SetNewCamera();
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yield return new WaitForSecondsRealtime(Random.Range(m_CameraSwapMin, m_CameraSwapMax));
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StartCoroutine(CameraSwitch());
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}
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private void SetCullingMask()
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{
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m_Camera = m_Brain.GetComponent<Camera>();
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string currentTag = m_ActiveCamera.tag;
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switch (currentTag)
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{
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case "vc_Agent":
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m_Camera.cullingMask = m_Agent;
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m_Rewards.SetActive(true);
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break;
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case "vc_Body":
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m_Camera.cullingMask = m_Bodies;
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m_Rewards.SetActive(false);
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break;
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case "vc_Environment":
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m_Camera.cullingMask = m_Environment;
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m_Rewards.SetActive(false);
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break;
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case "vc_Actuations":
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m_Camera.cullingMask = m_Actuations;
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m_Rewards.SetActive(true);
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break;
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}
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}
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private void SetNewCamera()
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{
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// Get all objects with 0 priority
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List<int> deactiveCameras = new List<int>();
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// Count through camera objects, check if 0 priority (off), we add to
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// list of deactivated cameras.
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for(int i = 0; i < m_CameraObjects.Count; i++)
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{
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GameObject t = m_CameraObjects[i];
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CinemachineVirtualCamera virtualCamera = t.GetComponent<CinemachineVirtualCamera>();
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if (virtualCamera != null && virtualCamera.Priority == 0)
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deactiveCameras.Add(i);
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}
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List<int> shuffledList = ShuffleList(deactiveCameras);
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float totalWeight = CalculateNewTotalWeight(shuffledList);
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float randomIndex = Random.Range(0f, totalWeight);
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Debug.Log($"Random Number: {randomIndex}");
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GameObject selectedCamera = null;
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int selectedCameraIndex = 0;
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for (int i = 0; i < shuffledList.Count; i++){
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randomIndex -= m_CameraSettings[shuffledList[i]].cameraWeight;
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Debug.Log($"Adj Index: {randomIndex}, Weight: {totalWeight}, {m_CameraSettings[shuffledList[i]].cameraWeight}, Name: {m_CameraObjects[shuffledList[i]].name}");
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if(randomIndex <= 0){
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// Activate Selected Camera
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selectedCamera = m_CameraObjects[shuffledList[i]];
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selectedCameraIndex = shuffledList[i];
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break;
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}
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}
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Debug.Log($"Selected Camera: {selectedCamera.name}, {m_CameraSettings[selectedCameraIndex].cameraWeight}");
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SetCamera(selectedCamera);
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}
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private void SetCamera(GameObject camera)
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{
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SetCameraBlend(camera);
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// Set all camera to active, and set all priorities to 0, bar the first camera
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foreach (GameObject obj in m_CameraObjects)
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{
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CinemachineVirtualCamera vCam = obj.GetComponent<CinemachineVirtualCamera>();
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vCam.Priority = 0;
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}
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camera.GetComponent<CinemachineVirtualCamera>().Priority = 1;
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m_ActiveCamera = camera;
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SetCullingMask();
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}
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private void SetCameraBlend(GameObject pastCamera)
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{
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// Check activate camera tag, and apply the necessary blend-mode
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CinemachineBrain cmBrain = m_Brain.GetComponent<CinemachineBrain>();
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float blendtime = (float)Random.Range(m_CameraBlendMin, m_CameraBlendMax);
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if (AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Body", "vc_Agent") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Environment", "vc_Agent") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Environment", "vc_Body")
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|| AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Environment", "vc_Environment") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Body", "vc_Body") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Actuations", "vc_Body")
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|| AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Actuations", "vc_Environment") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Actuations", "vc_Agent") || AreDifferentPairs(pastCamera.tag, m_ActiveCamera.tag, "vc_Actuations", "vc_Actuations"))
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blendtime = 0;
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cmBrain.m_DefaultBlend.m_Time = blendtime;
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}
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private bool AreDifferentPairs(string a, string b, string pair1, string pair2)
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{
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return (a == pair1 && b == pair2) || (a == pair2 && b == pair1);
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}
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private void InitialCameraSetup()
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{
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// Set all camera to active, and set all priorities to 0, bar the first camera
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foreach(GameObject obj in m_CameraObjects)
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{
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CinemachineVirtualCamera vCam = obj.GetComponent<CinemachineVirtualCamera>();
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vCam.Priority = 0;
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}
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m_CameraObjects[0].GetComponent<CinemachineVirtualCamera>().Priority = 1;
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m_ActiveCamera = m_CameraObjects[0];
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}
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private void CreateCameraList()
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{
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GameObject parentObject = GameObject.Find("CM List");
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if(parentObject != null)
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{
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AddActiveChildrenRecursively(parentObject.transform);
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}
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else
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{
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Debug.LogError("CM List <GameObject> not found.");
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}
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try
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{
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m_Brain = GameObject.Find("CM Brain");
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}
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catch
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{
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Debug.LogError("CM Brain <GameObject> could not be found.");
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}
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Debug.Log($"Camera Count: {m_CameraObjects.Count}");
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CreateCameraSettingsList();
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}
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private void CreateCameraSettingsList(){
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VirtualCameraSettings camSettings = null;
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foreach(GameObject cam in m_CameraObjects){
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camSettings = null;
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try{
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camSettings = cam.GetComponent<VirtualCameraSettings>();
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} catch {
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Debug.LogError("No Camera Settings found.");
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}
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if(camSettings != null){
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m_CameraSettings.Add(camSettings.m_CameraSettings);
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m_TotalWeight += camSettings.m_CameraSettings.cameraWeight;
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}
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}
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Debug.Log($"Total Weight: {m_TotalWeight}");
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}
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private float CalculateNewTotalWeight(List<int> deactiveCameras){
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float totalWeight = 0;
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foreach(int index in deactiveCameras){
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totalWeight += m_CameraSettings[index].cameraWeight;
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}
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return totalWeight;
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}
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void AddActiveChildrenRecursively(Transform parentTransform)
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{
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foreach (Transform child in parentTransform)
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{
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if (child.gameObject.activeSelf && child.GetComponent<CinemachineVirtualCamera>() != null)
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{
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m_CameraObjects.Add(child.gameObject);
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}
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// Recursively call the function for each child
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AddActiveChildrenRecursively(child);
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}
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}
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private List<int> ShuffleList(List<int> list){
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for (int i = list.Count - 1; i > 0; i--){
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int j = Random.Range(0, i + 1);
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int temp = list[i];
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list[i] = list[j];
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list[j] = temp;
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}
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return list;
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}
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}
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