MVP of the plane throwing game (#77)
Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #77
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Assets/Scripts/Common/Camera/CameraStateManager.cs
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299
Assets/Scripts/Common/Camera/CameraStateManager.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Core;
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using Core.Lifecycle;
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using Unity.Cinemachine;
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using UnityEngine;
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namespace Common.Camera
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{
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/// <summary>
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/// Serializable mapping between a camera state and its Cinemachine camera.
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/// Used to assign cameras in the Inspector for each enum state.
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/// </summary>
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[Serializable]
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public class CameraStateMapping<TState> where TState : Enum
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{
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[Tooltip("The state this camera represents")]
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public TState state;
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[Tooltip("The Cinemachine camera for this state")]
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public CinemachineCamera camera;
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public CameraStateMapping(TState state)
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{
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this.state = state;
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this.camera = null;
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}
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}
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/// <summary>
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/// Generic state-based camera controller using Cinemachine.
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/// Manages camera transitions by setting priorities on virtual cameras.
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/// Type parameter TState must be an enum representing camera states.
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/// </summary>
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///
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public abstract class CameraStateManager<TState> : ManagedBehaviour where TState : Enum
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{
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#region Configuration
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[Header("Camera Mappings")]
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[Tooltip("Assign cameras for each state - list auto-populates from enum")]
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[SerializeField] protected List<CameraStateMapping<TState>> cameraMappings = new List<CameraStateMapping<TState>>();
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[Header("Camera Priority Settings")]
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[Tooltip("Priority for inactive cameras")]
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[SerializeField] protected int inactivePriority = 10;
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[Tooltip("Priority for the active camera")]
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[SerializeField] protected int activePriority = 20;
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[Header("Debug")]
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[SerializeField] protected bool showDebugLogs = false;
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#endregion
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#region State
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private Dictionary<TState, CinemachineCamera> _cameraMap = new Dictionary<TState, CinemachineCamera>();
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private TState _currentState;
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private bool _isInitialized = false;
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public TState CurrentState => _currentState;
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#endregion
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#region Events
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/// <summary>
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/// Fired when camera state changes. Parameters: (TState oldState, TState newState)
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/// </summary>
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public event Action<TState, TState> OnStateChanged;
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#endregion
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#region Lifecycle
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/// <summary>
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/// Initialize camera mappings and validate them.
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/// Subclasses should call base.OnManagedAwake() to get automatic initialization.
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/// If custom initialization is needed, override without calling base.
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/// </summary>
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internal override void OnManagedAwake()
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{
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base.OnManagedAwake();
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// Initialize cameras from Inspector mappings
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InitializeCameraMap();
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// Validate all cameras are assigned
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ValidateCameras();
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}
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#endregion
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#region Initialization
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/// <summary>
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/// Initialize camera mappings from Inspector-assigned list.
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/// Call this in OnManagedAwake - no need to manually register cameras!
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/// This is the preferred method for new implementations.
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/// </summary>
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protected void InitializeCameraMap()
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{
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_cameraMap.Clear();
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// Build dictionary from serialized mappings
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foreach (var mapping in cameraMappings)
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{
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if (mapping.camera == null)
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{
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Logging.Warning($"[{GetType().Name}] No camera assigned for state {mapping.state}");
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continue;
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}
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_cameraMap[mapping.state] = mapping.camera;
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mapping.camera.Priority.Value = inactivePriority;
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if (showDebugLogs)
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Logging.Debug($"[{GetType().Name}] Registered camera '{mapping.camera.gameObject.name}' for state {mapping.state}");
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}
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_isInitialized = true;
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if (_cameraMap.Count == 0)
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{
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Logging.Warning($"[{GetType().Name}] No cameras registered!");
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}
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if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Initialized with {_cameraMap.Count} cameras");
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}
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/// <summary>
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/// DEPRECATED: Use InitializeCameraMap() instead for cleaner code.
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/// Kept for backward compatibility with existing implementations.
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/// </summary>
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protected void RegisterCamera(TState state, CinemachineCamera pCamera)
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{
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if (pCamera == null)
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{
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Logging.Warning($"[{GetType().Name}] Attempted to register null camera for state {state}");
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return;
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}
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if (_cameraMap.ContainsKey(state))
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{
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Logging.Warning($"[{GetType().Name}] Camera for state {state} already registered, overwriting");
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}
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_cameraMap[state] = pCamera;
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pCamera.Priority.Value = inactivePriority;
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if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Registered camera '{pCamera.gameObject.name}' for state {state}");
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}
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/// <summary>
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/// DEPRECATED: Use InitializeCameraMap() instead.
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/// Kept for backward compatibility with existing implementations.
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/// </summary>
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protected void FinalizeInitialization()
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{
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_isInitialized = true;
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if (_cameraMap.Count == 0)
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{
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Logging.Warning($"[{GetType().Name}] No cameras registered!");
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}
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if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Initialized with {_cameraMap.Count} cameras");
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}
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#endregion
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#region State Management
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/// <summary>
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/// Switch to a specific camera state
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/// </summary>
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public virtual void SwitchToState(TState newState)
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{
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if (!_isInitialized)
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{
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Logging.Error($"[{GetType().Name}] Cannot switch state - not initialized!");
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return;
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}
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if (!_cameraMap.ContainsKey(newState))
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{
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Logging.Error($"[{GetType().Name}] No camera registered for state {newState}!");
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return;
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}
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TState oldState = _currentState;
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_currentState = newState;
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// Set all cameras to inactive priority
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foreach (var kvp in _cameraMap)
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{
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kvp.Value.Priority.Value = inactivePriority;
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}
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// Set target camera to active priority
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_cameraMap[newState].Priority.Value = activePriority;
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if (showDebugLogs) Logging.Debug($"[{GetType().Name}] Switched from {oldState} to {newState} (camera: {_cameraMap[newState].gameObject.name})");
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OnStateChanged?.Invoke(oldState, newState);
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}
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/// <summary>
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/// Get the camera for a specific state
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/// </summary>
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public CinemachineCamera GetCamera(TState state)
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{
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if (_cameraMap.TryGetValue(state, out CinemachineCamera pCamera))
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{
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return pCamera;
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}
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Logging.Warning($"[{GetType().Name}] No camera found for state {state}");
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return null;
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}
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/// <summary>
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/// Check if a camera is registered for a state
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/// </summary>
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public bool HasCamera(TState state)
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{
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return _cameraMap.ContainsKey(state);
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}
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#endregion
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#region Validation
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/// <summary>
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/// Validate that all enum states have cameras registered.
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/// Override to add custom validation (e.g., check for specific components).
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/// </summary>
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protected virtual void ValidateCameras()
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{
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// Check that all enum values have cameras assigned
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foreach (TState state in Enum.GetValues(typeof(TState)))
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{
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if (!_cameraMap.ContainsKey(state))
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{
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Logging.Warning($"[{GetType().Name}] No camera assigned for state {state}");
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}
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else if (_cameraMap[state] == null)
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{
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Logging.Error($"[{GetType().Name}] Camera for state {state} is null!");
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}
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}
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}
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#endregion
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#region Editor Support
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#if UNITY_EDITOR
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/// <summary>
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/// Auto-populate camera mappings list with all enum values.
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/// Called automatically in the Editor when the component is added or values change.
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/// </summary>
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protected virtual void OnValidate()
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{
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// Get all enum values
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TState[] allStates = (TState[])Enum.GetValues(typeof(TState));
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// Add missing states to the list
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foreach (TState state in allStates)
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{
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bool exists = cameraMappings.Any(m => EqualityComparer<TState>.Default.Equals(m.state, state));
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if (!exists)
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{
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cameraMappings.Add(new CameraStateMapping<TState>(state));
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}
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}
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// Remove mappings for states that no longer exist in the enum
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cameraMappings.RemoveAll(m => !System.Array.Exists(allStates, s => EqualityComparer<TState>.Default.Equals(s, m.state)));
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// Sort by enum order for cleaner Inspector display
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cameraMappings = cameraMappings.OrderBy(m => (int)(object)m.state).ToList();
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}
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/// <summary>
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/// Initialize list when component is first added
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/// </summary>
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protected virtual void Reset()
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{
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OnValidate();
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}
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#endif
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#endregion
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}
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}
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