using System.Collections.Generic; using Unity.Cinemachine; using UnityEngine; using UnityEngine.Rendering; public class GeneralCameraRig : CameraRigBase { //CameraRigBase에 전달용 [SerializeField] private List _myCameras = new List(); protected override IReadOnlyList CameraCandidates => _myCameras; public override void GetInputAxes(List axes) { base.GetInputAxes(axes); } protected override CinemachineVirtualCameraBase ChooseCurrentCamera(Vector3 worldUp, float deltaTime) { CinemachineVirtualCameraBase Cam; if (LiveChild == null) Cam = GetHighestPriorityCamera(); else Cam = (CinemachineVirtualCameraBase)LiveChild; return Cam; } }