49 lines
1.3 KiB
C#
49 lines
1.3 KiB
C#
using System.Collections.Generic;
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using Unity.Cinemachine;
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using UnityEngine;
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public abstract class CameraRigBase : CinemachineCameraManagerBase, IInputAxisOwner
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{
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protected PlayerCharacterController _controller;
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protected abstract IReadOnlyList<CinemachineVirtualCameraBase> CameraCandidates { get; }
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protected virtual void Awake()
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{
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}
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protected override void Start()
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{
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base.Start();
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}
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protected abstract override CinemachineVirtualCameraBase ChooseCurrentCamera(Vector3 worldUp, float deltaTime);
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public virtual void GetInputAxes(List<IInputAxisOwner.AxisDescriptor> axes)
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{
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}
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//우선순위 제일 높은 카메라를 가져옴
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protected CinemachineVirtualCameraBase GetHighestPriorityCamera()
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{
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// 자식에서 할당한 카메라들
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IReadOnlyList<CinemachineVirtualCameraBase> candidates = CameraCandidates;
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if (candidates == null) return null;
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CinemachineVirtualCameraBase highest = null;
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float maxPrio = float.MinValue;
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foreach (CinemachineVirtualCameraBase cam in candidates)
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{
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if (cam != null && cam.Priority.Value > maxPrio)
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{
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maxPrio = cam.Priority.Value;
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highest = cam;
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}
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}
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return highest;
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}
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}
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