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CameraManager.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
public class CameraManager : MonoBehaviour
{
[SerializeField] private CinemachineVirtualCamera actionCamera;
private void OnEnable()
{
ShootAction.OnAnyShootActionStart += ShootAction_OnAnyShootActionStart;
ShootAction.OnAnyShootActionEnd += ShootAction_OnAnyShootActionEnd;
}
private void OnDisable()
{
ShootAction.OnAnyShootActionStart -= ShootAction_OnAnyShootActionStart;
ShootAction.OnAnyShootActionEnd -= ShootAction_OnAnyShootActionEnd;
}
private void Start()
{
DisableActionCamera();
}
private void EnabeActionCamera()
{
actionCamera.gameObject.SetActive(true);
}
private void DisableActionCamera()
{
actionCamera.gameObject.SetActive(false);
}
private void ShootAction_OnAnyShootActionStart(object sender, ShootAction.OnShootEventArgs e)
{
Vector3 actionCameraPosition = e.shootingUnit.GetRandomActionCameraPosition();
actionCamera.transform.position = actionCameraPosition;
actionCamera.transform.LookAt(e.targetUnit.GetTargetPoint());
EnabeActionCamera();
}
private void ShootAction_OnAnyShootActionEnd(object sender, System.EventArgs e)
{
DisableActionCamera();
}
}