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using UnityEngine;
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namespace Cinemachine.Examples
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{
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public class ScriptingExample : MonoBehaviour
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{
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CinemachineVirtualCamera vcam;
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CinemachineFreeLook freelook;
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void Start()
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{
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// Create a Cinemachine brain on the main camera
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var brain = GameObject.Find("Main Camera").AddComponent<CinemachineBrain>();
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brain.m_ShowDebugText = true;
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brain.m_DefaultBlend.m_Time = 1;
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// Create a virtual camera that looks at object "Cube", and set some settings
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vcam = new GameObject("VirtualCamera").AddComponent<CinemachineVirtualCamera>();
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vcam.m_LookAt = GameObject.Find("Cube").transform;
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vcam.m_Priority = 10;
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vcam.gameObject.transform.position = new Vector3(0, 1, 0);
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// Install a composer. You can install whatever CinemachineComponents you need,
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// including your own custom-authored Cinemachine components.
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var composer = vcam.AddCinemachineComponent<CinemachineComposer>();
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composer.m_ScreenX = 0.30f;
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composer.m_ScreenY = 0.35f;
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// Create a FreeLook vcam on object "Cylinder"
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freelook = new GameObject("FreeLook").AddComponent<CinemachineFreeLook>();
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freelook.m_LookAt = GameObject.Find("Cylinder/Sphere").transform;
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freelook.m_Follow = GameObject.Find("Cylinder").transform;
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freelook.m_Priority = 11;
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// You can access the individual rigs in the freeLook if you want.
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// FreeLook rigs come with Composers pre-installed.
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// Note: Body MUST be Orbital Transposer. Don't change it.
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CinemachineVirtualCamera topRig = freelook.GetRig(0);
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CinemachineVirtualCamera middleRig = freelook.GetRig(1);
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CinemachineVirtualCamera bottomRig = freelook.GetRig(2);
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topRig.GetCinemachineComponent<CinemachineComposer>().m_ScreenY = 0.35f;
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middleRig.GetCinemachineComponent<CinemachineComposer>().m_ScreenY = 0.25f;
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bottomRig.GetCinemachineComponent<CinemachineComposer>().m_ScreenY = 0.15f;
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}
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float lastSwapTime = 0;
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void Update()
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{
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// Switch cameras from time to time to show blending
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if (Time.realtimeSinceStartup - lastSwapTime > 5)
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{
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freelook.enabled = !freelook.enabled;
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lastSwapTime = Time.realtimeSinceStartup;
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}
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}
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}
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}
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