BITFALL/Assets/BITKit/Unity/Scripts/Entity/Components/Camera/EntityCamera.cs

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using BITKit.Entities.Player;
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using UnityEngine;
namespace BITKit.Entities
{
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public class EntityCamera : EntityPlayerBehavior
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{
[Header(Constant.Header.Components)]
public Behaviour aliveCamera;
public Behaviour deathCamera;
[Header(Constant.Header.Reference)]
[SerializeReference, SubclassSelector] public IReference _onSetAlive;
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public override void OnAwake()
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{
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var heal = UnityEntity.Get<IHealth>();
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heal.OnSetAlive += OnSetAlive;
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}
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private void OnSetAlive(bool alive)
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{
aliveCamera.enabled = alive;
deathCamera.enabled = alive is false;
}
}
}