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using System;
using UnityEngine;
namespace Cinemachine.Examples
{
[RequireComponent(typeof(CinemachineTargetGroup))]
public class LoseSightWhenTargetsFallsOffThePlatform : MonoBehaviour
{
[Tooltip("The platform from which LoseSightAtRange is calculated")]
public Transform LowerPlatform;
[Tooltip("The weight of a transform in the target group is 1 when above the Lower Platform. When a transform is " +
"below the Lower Platform, then its weight decreases based on the distance between the transform and the " +
"Lower Platform and it reaches 0 at LoseSightAtRange. If you set this value to 0, then the transform is removed " +
"instantly when below the Lower Platform.")]
[Range(0, 30)]
public float LoseSightAtRange = 20;
CinemachineTargetGroup m_TargetGroup;
void Awake()
{
m_TargetGroup = GetComponent<CinemachineTargetGroup>();
}
void Update()
{
// iterate through each target in the targetGroup
for (var index = 0; index < m_TargetGroup.m_Targets.Length; index++)
{
// skip null targets
if (m_TargetGroup.m_Targets[index].target != null)
{
// calculate the distance between target and the LowerPlatform along the Y axis
var distanceBelow = LowerPlatform.position.y - m_TargetGroup.m_Targets[index].target.position.y;
// weight goes to 0 if it's farther below than LoseSightAtRange
var weight = Mathf.Clamp(1 - distanceBelow / Mathf.Max(0.001f, LoseSightAtRange), 0, 1);
m_TargetGroup.m_Targets[index].weight = weight;
}
}
}
}
}

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using System;
using UnityEngine;
namespace Cinemachine.Examples
{
[RequireComponent(typeof(CinemachineVirtualCamera))]
[SaveDuringPlay] // Enable SaveDuringPlay for this class
public class MouseScrollZoom2D : MonoBehaviour
{
[Range(0, 10)]
public float ZoomMultiplier = 1f;
[Range(0, 100)]
public float MinZoom = 1f;
[Range(0, 100)]
public float MaxZoom = 50f;
CinemachineVirtualCamera m_VirtualCamera;
float m_OriginalOrthoSize;
void Awake()
{
m_VirtualCamera = GetComponent<CinemachineVirtualCamera>();
m_OriginalOrthoSize = m_VirtualCamera.m_Lens.OrthographicSize;
#if UNITY_EDITOR
// This code shows how to play nicely with the VirtualCamera's SaveDuringPlay functionality
SaveDuringPlay.SaveDuringPlay.OnHotSave -= RestoreOriginalOrthographicSize;
SaveDuringPlay.SaveDuringPlay.OnHotSave += RestoreOriginalOrthographicSize;
#endif
}
#if UNITY_EDITOR
void OnDestroy()
{
SaveDuringPlay.SaveDuringPlay.OnHotSave -= RestoreOriginalOrthographicSize;
}
void RestoreOriginalOrthographicSize()
{
m_VirtualCamera.m_Lens.OrthographicSize = m_OriginalOrthoSize;
}
#endif
void OnValidate()
{
MaxZoom = Mathf.Max(MinZoom, MaxZoom);
}
void Update()
{
#if ENABLE_LEGACY_INPUT_MANAGER
float zoom = m_VirtualCamera.m_Lens.OrthographicSize + Input.mouseScrollDelta.y * ZoomMultiplier;
m_VirtualCamera.m_Lens.OrthographicSize = Mathf.Clamp(zoom, MinZoom, MaxZoom);
#else
InputSystemHelper.EnableBackendsWarningMessage();
#endif
}
}
}

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