using UnityEngine;
using UnityEngine.Serialization;
namespace Unity.Cinemachine
{
///
/// A class to get around the limitation in timeline that array members can't be animated.
/// A fixed number of slots are made available, rather than a dynamic array.
/// If you want to add more slots, just modify this code.
///
[RequireComponent(typeof(CinemachineTargetGroup))]
[ExecuteAlways]
[AddComponentMenu("Cinemachine/Helpers/Cinemachine Group Weight Manipulator")]
[HelpURL(Documentation.BaseURL + "manual/GroupWeightManipulator.html")]
public class GroupWeightManipulator : MonoBehaviour
{
/// The weight of the group member at index 0
[Tooltip("The weight of the group member at index 0")]
[FormerlySerializedAs("m_Weight0")]
public float Weight0 = 1;
/// The weight of the group member at index 1
[Tooltip("The weight of the group member at index 1")]
[FormerlySerializedAs("m_Weight1")]
public float Weight1 = 1;
/// The weight of the group member at index 2
[Tooltip("The weight of the group member at index 2")]
[FormerlySerializedAs("m_Weight2")]
public float Weight2 = 1;
/// The weight of the group member at index 3
[Tooltip("The weight of the group member at index 3")]
[FormerlySerializedAs("m_Weight3")]
public float Weight3 = 1;
/// The weight of the group member at index 4
[Tooltip("The weight of the group member at index 4")]
[FormerlySerializedAs("m_Weight4")]
public float Weight4 = 1;
/// The weight of the group member at index 5
[Tooltip("The weight of the group member at index 5")]
[FormerlySerializedAs("m_Weight5")]
public float Weight5 = 1;
/// The weight of the group member at index 6
[Tooltip("The weight of the group member at index 6")]
[FormerlySerializedAs("m_Weight6")]
public float Weight6 = 1;
/// The weight of the group member at index 7
[Tooltip("The weight of the group member at index 7")]
[FormerlySerializedAs("m_Weight7")]
public float Weight7 = 1;
CinemachineTargetGroup m_Group;
void Start()
{
TryGetComponent(out m_Group);
}
void OnValidate()
{
Weight0 = Mathf.Max(0, Weight0);
Weight1 = Mathf.Max(0, Weight1);
Weight2 = Mathf.Max(0, Weight2);
Weight3 = Mathf.Max(0, Weight3);
Weight4 = Mathf.Max(0, Weight4);
Weight5 = Mathf.Max(0, Weight5);
Weight6 = Mathf.Max(0, Weight6);
Weight7 = Mathf.Max(0, Weight7);
}
void Update()
{
if (m_Group != null)
UpdateWeights();
}
void UpdateWeights()
{
var targets = m_Group.Targets;
int last = targets.Count - 1;
if (last < 0) return; targets[0].Weight = Weight0;
if (last < 1) return; targets[1].Weight = Weight1;
if (last < 2) return; targets[2].Weight = Weight2;
if (last < 3) return; targets[3].Weight = Weight3;
if (last < 4) return; targets[4].Weight = Weight4;
if (last < 5) return; targets[5].Weight = Weight5;
if (last < 6) return; targets[6].Weight = Weight6;
if (last < 7) return; targets[7].Weight = Weight7;
}
}
}