using Cinemachine.Utility;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;

namespace Cinemachine
{
    /// <summary>
    /// CinemachineBrain is the link between the Unity Camera and the Cinemachine Virtual
    /// Cameras in the scene.  It monitors the priority stack to choose the current
    /// Virtual Camera, and blend with another if necessary.  Finally and most importantly,
    /// it applies the Virtual Camera state to the attached Unity Camera.
    ///
    /// The CinemachineBrain is also the place where rules for blending between virtual cameras
    /// are defined.  Camera blending is an interpolation over time of one virtual camera
    /// position and state to another. If you think of virtual cameras as cameramen, then
    /// blending is a little like one cameraman smoothly passing the camera to another cameraman.
    /// You can specify the time over which to blend, as well as the blend curve shape.
    /// Note that a camera cut is just a zero-time blend.
    /// </summary>
    [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
//    [RequireComponent(typeof(Camera))] // strange but true: we can live without it
    [DisallowMultipleComponent]
#if UNITY_2018_3_OR_NEWER
    [ExecuteAlways]
#else
    [ExecuteInEditMode]
#endif
    [AddComponentMenu("Cinemachine/CinemachineBrain")]
    [SaveDuringPlay]
    public class CinemachineBrain : MonoBehaviour
    {
        /// <summary>
        /// When enabled, the current camera and blend will be indicated in the game window, for debugging.
        /// </summary>
        [Tooltip("When enabled, the current camera and blend will be indicated in the game window, for debugging")]
        public bool m_ShowDebugText = false;

        /// <summary>
        /// When enabled, shows the camera's frustum in the scene view.
        /// </summary>
        [Tooltip("When enabled, the camera's frustum will be shown at all times in the scene view")]
        public bool m_ShowCameraFrustum = true;

        /// <summary>
        /// When enabled, the cameras will always respond in real-time to user input and damping,
        /// even if the game is running in slow motion
        /// </summary>
        [Tooltip("When enabled, the cameras will always respond in real-time to user input and damping, even if the game is running in slow motion")]
        public bool m_IgnoreTimeScale = false;

        /// <summary>
        /// If set, this object's Y axis will define the worldspace Up vector for all the
        /// virtual cameras.  This is useful in top-down game environments.  If not set, Up is worldspace Y.
        /// </summary>
        [Tooltip("If set, this object's Y axis will define the worldspace Up vector for all the virtual cameras.  This is useful for instance in top-down game environments.  If not set, Up is worldspace Y.  Setting this appropriately is important, because Virtual Cameras don't like looking straight up or straight down.")]
        public Transform m_WorldUpOverride;

        /// <summary>This enum defines the options available for the update method.</summary>
        [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
        public enum UpdateMethod
        {
            /// <summary>Virtual cameras are updated in sync with the Physics module, in FixedUpdate</summary>
            FixedUpdate,
            /// <summary>Virtual cameras are updated in MonoBehaviour LateUpdate.</summary>
            LateUpdate,
            /// <summary>Virtual cameras are updated according to how the target is updated.</summary>
            SmartUpdate
        };

        /// <summary>Depending on how the target objects are animated, adjust the update method to
        /// minimize the potential jitter.  Use FixedUpdate if all your targets are animated with for RigidBody animation.
        /// SmartUpdate will choose the best method for each virtual camera, depending
        /// on how the target is animated.</summary>
        [Tooltip("Use FixedUpdate if all your targets are animated during FixedUpdate (e.g. RigidBodies), LateUpdate if all your targets are animated during the normal Update loop, and SmartUpdate if you want Cinemachine to do the appropriate thing on a per-target basis.  SmartUpdate is the recommended setting")]
        public UpdateMethod m_UpdateMethod = UpdateMethod.SmartUpdate;

        /// <summary>
        /// The blend which is used if you don't explicitly define a blend between two Virtual Cameras.
        /// </summary>
        [CinemachineBlendDefinitionProperty]
        [Tooltip("The blend that is used in cases where you haven't explicitly defined a blend between two Virtual Cameras")]
        public CinemachineBlendDefinition m_DefaultBlend
            = new CinemachineBlendDefinition(CinemachineBlendDefinition.Style.EaseInOut, 2f);

        /// <summary>
        /// This is the asset which contains custom settings for specific blends.
        /// </summary>
        [Tooltip("This is the asset that contains custom settings for blends between specific virtual cameras in your scene")]
        public CinemachineBlenderSettings m_CustomBlends = null;

        /// <summary>
        /// Get the Unity Camera that is attached to this GameObject.  This is the camera
        /// that will be controlled by the brain.
        /// </summary>
        public Camera OutputCamera
        {
            get
            {
                if (m_OutputCamera == null && !Application.isPlaying)
                    m_OutputCamera = GetComponent<Camera>();
                return m_OutputCamera;
            }
        }
        private Camera m_OutputCamera = null; // never use directly - use accessor

        /// <summary>Event with a CinemachineBrain parameter</summary>
        [Serializable] public class BrainEvent : UnityEvent<CinemachineBrain> {}

        /// <summary>Event with a ICinemachineCamera parameter</summary>
        [Serializable] public class VcamActivatedEvent : UnityEvent<ICinemachineCamera, ICinemachineCamera> {}

        /// <summary>This event will fire whenever a virtual camera goes live and there is no blend</summary>
        [Tooltip("This event will fire whenever a virtual camera goes live and there is no blend")]
        public BrainEvent m_CameraCutEvent = new BrainEvent();

        /// <summary>This event will fire whenever a virtual camera goes live.  If a blend is involved,
        /// then the event will fire on the first frame of the blend</summary>
        [Tooltip("This event will fire whenever a virtual camera goes live.  If a blend is involved, then the event will fire on the first frame of the blend.")]
        public VcamActivatedEvent m_CameraActivatedEvent = new VcamActivatedEvent();

        /// <summary>
        /// API for the Unity Editor.
        /// Show this camera no matter what.  This is static, and so affects all Cinemachine brains.
        /// </summary>
        public static ICinemachineCamera SoloCamera
        {
            get { return mSoloCamera; }
            set
            {
                if (value != null && !CinemachineCore.Instance.IsLive(value))
                    value.OnTransitionFromCamera(null, Vector3.up, Time.deltaTime);
                mSoloCamera = value;
            }
        }

        /// <summary>API for the Unity Editor.</summary>
        /// <returns>Color used to indicate that a camera is in Solo mode.</returns>
        public static Color GetSoloGUIColor() { return Color.Lerp(Color.red, Color.yellow, 0.8f); }

        /// <summary>Get the default world up for the virtual cameras.</summary>
        public Vector3 DefaultWorldUp
            { get { return (m_WorldUpOverride != null) ? m_WorldUpOverride.transform.up : Vector3.up; } }

        private static ICinemachineCamera mSoloCamera;
        private Coroutine mPhysicsCoroutine;

        private void OnEnable()
        {
            // Make sure there is a first stack frame
            if (mFrameStack.Count == 0)
                mFrameStack.Add(new BrainFrame());

            m_OutputCamera = GetComponent<Camera>();
            CinemachineCore.Instance.AddActiveBrain(this);
            CinemachineDebug.OnGUIHandlers -= OnGuiHandler;
            CinemachineDebug.OnGUIHandlers += OnGuiHandler;

            // We check in after the physics system has had a chance to move things
            mPhysicsCoroutine = StartCoroutine(AfterPhysics());
        }

        private void OnDisable()
        {
            CinemachineDebug.OnGUIHandlers -= OnGuiHandler;
            CinemachineCore.Instance.RemoveActiveBrain(this);
            mFrameStack.Clear();
            StopCoroutine(mPhysicsCoroutine);
        }

        private void Start()
        {
            UpdateVirtualCameras(CinemachineCore.UpdateFilter.Late, -1f);
        }

        private void OnGuiHandler()
        {
            if (!m_ShowDebugText)
                CinemachineDebug.ReleaseScreenPos(this);
            else
            {
                // Show the active camera and blend
                var sb = CinemachineDebug.SBFromPool();
                Color color = GUI.color;
                sb.Length = 0;
                sb.Append("CM ");
                sb.Append(gameObject.name);
                sb.Append(": ");
                if (SoloCamera != null)
                {
                    sb.Append("SOLO ");
                    GUI.color = GetSoloGUIColor();
                }

                if (IsBlending)
                    sb.Append(ActiveBlend.Description);
                else
                {
                    ICinemachineCamera vcam = ActiveVirtualCamera;
                    if (vcam == null)
                        sb.Append("(none)");
                    else
                    {
                        sb.Append("[");
                        sb.Append(vcam.Name);
                        sb.Append("]");
                    }
                }
                string text = sb.ToString();
                Rect r = CinemachineDebug.GetScreenPos(this, text, GUI.skin.box);
                GUI.Label(r, text, GUI.skin.box);
                GUI.color = color;
                CinemachineDebug.ReturnToPool(sb);
            }
        }

#if UNITY_EDITOR
        private void OnGUI()
        {
            if (CinemachineDebug.OnGUIHandlers != null)
                CinemachineDebug.OnGUIHandlers();
        }
#endif

        WaitForFixedUpdate mWaitForFixedUpdate = new WaitForFixedUpdate();
        private IEnumerator AfterPhysics()
        {
            while (true)
            {
                // FixedUpdate can be called multiple times per frame
                yield return mWaitForFixedUpdate;
                if (m_UpdateMethod != UpdateMethod.LateUpdate)
                {
                    CinemachineCore.UpdateFilter filter = CinemachineCore.UpdateFilter.Fixed;
                    if (m_UpdateMethod == UpdateMethod.SmartUpdate)
                    {
                        // Track the targets
                        UpdateTracker.OnUpdate(UpdateTracker.UpdateClock.Fixed);
                        filter = CinemachineCore.UpdateFilter.SmartFixed;
                    }
                    UpdateVirtualCameras(filter, GetEffectiveDeltaTime(true));
                }
            }
        }

        private void LateUpdate()
        {
            float deltaTime = GetEffectiveDeltaTime(false);
            UpdateFrame0(deltaTime);
            UpdateCurrentLiveCameras();

            if (m_UpdateMethod == UpdateMethod.FixedUpdate)
            {
                // Special handling for fixed update: cameras that have been enabled
                // since the last physics frame must be updated now
                CinemachineCore.Instance.CurrentUpdateFilter = CinemachineCore.UpdateFilter.Fixed;
                if (SoloCamera != null)
                    SoloCamera.UpdateCameraState(DefaultWorldUp, deltaTime);
                mCurrentLiveCameras.UpdateCameraState(DefaultWorldUp, deltaTime);
            }
            else
            {
                CinemachineCore.UpdateFilter filter = CinemachineCore.UpdateFilter.Late;
                if (m_UpdateMethod == UpdateMethod.SmartUpdate)
                {
                    // Track the targets
                    UpdateTracker.OnUpdate(UpdateTracker.UpdateClock.Late);
                    filter = CinemachineCore.UpdateFilter.SmartLate;
                }
                UpdateVirtualCameras(filter, deltaTime);
            }
            // Choose the active vcam and apply it to the Unity camera
            ProcessActiveCamera(deltaTime);
        }

#if UNITY_EDITOR
        /// This is only needed in editor mode to force timeline to call OnGUI while
        /// timeline is up and the game is not running, in order to allow dragging
        /// the composer guide in the game view.
        private void OnPreCull()
        {
            if (!Application.isPlaying)
            {
                // Note: this call will cause any screen canvas attached to the camera
                // to be painted one frame out of sync.  It will only happen in the editor when not playing.
                ProcessActiveCamera(GetEffectiveDeltaTime(false));
            }
        }
#endif

        private float GetEffectiveDeltaTime(bool fixedDelta)
        {
            if (SoloCamera != null)
                return Time.unscaledDeltaTime;

            if (!Application.isPlaying)
            {
                for (int i = mFrameStack.Count - 1; i > 0; --i)
                {
                    var frame = mFrameStack[i];
                    if (frame.Active)
                        return frame.TimeOverrideExpired ? -1 : frame.deltaTimeOverride;
                }
                return -1;
            }
            if (m_IgnoreTimeScale)
                return fixedDelta ? Time.fixedDeltaTime : Time.unscaledDeltaTime;
            return fixedDelta ? Time.fixedDeltaTime : Time.deltaTime;
        }

        private void UpdateVirtualCameras(CinemachineCore.UpdateFilter updateFilter, float deltaTime)
        {
            // We always update all active virtual cameras
            CinemachineCore.Instance.CurrentUpdateFilter = updateFilter;
            Camera camera = OutputCamera;
            CinemachineCore.Instance.UpdateAllActiveVirtualCameras(
                camera == null ? -1 : camera.cullingMask, DefaultWorldUp, deltaTime);

            // Make sure all live cameras get updated, in case some of them are deactivated
            if (SoloCamera != null)
                SoloCamera.UpdateCameraState(DefaultWorldUp, deltaTime);
            mCurrentLiveCameras.UpdateCameraState(DefaultWorldUp, deltaTime);

            // Restore the filter for general use
            updateFilter = CinemachineCore.UpdateFilter.Late;
            if (Application.isPlaying)
            {
                if (m_UpdateMethod == UpdateMethod.SmartUpdate)
                    updateFilter |= CinemachineCore.UpdateFilter.Smart;
                else if (m_UpdateMethod == UpdateMethod.FixedUpdate)
                    updateFilter = CinemachineCore.UpdateFilter.Fixed;
            }
            CinemachineCore.Instance.CurrentUpdateFilter = updateFilter;
        }

        /// <summary>
        /// Get the current active virtual camera.
        /// </summary>
        public ICinemachineCamera ActiveVirtualCamera
        {
            get
            {
                if (SoloCamera != null)
                    return SoloCamera;
                return DeepCamBFromBlend(mCurrentLiveCameras);
            }
        }

        static ICinemachineCamera DeepCamBFromBlend(CinemachineBlend blend)
        {
            ICinemachineCamera vcam = blend.CamB;
            while (vcam != null)
            {
                if (!vcam.IsValid)
                    return null;    // deleted!
                BlendSourceVirtualCamera bs = vcam as BlendSourceVirtualCamera;
                if (bs == null)
                    break;
                vcam = bs.Blend.CamB;
            }
            return vcam;
        }

        /// <summary>
        /// Is there a blend in progress?
        /// </summary>
        public bool IsBlending { get { return ActiveBlend != null; } }

        /// <summary>
        /// Get the current blend in progress.  Returns null if none.
        /// </summary>
        public CinemachineBlend ActiveBlend
        {
            get
            {
                if (SoloCamera != null)
                    return null;
                if (mCurrentLiveCameras.CamA == null || mCurrentLiveCameras.IsComplete)
                    return null;
                return mCurrentLiveCameras;
            }
        }

        private class BrainFrame
        {
            public int id;
            public CinemachineBlend blend = new CinemachineBlend(null, null, null, 0, 0);
            public bool Active { get { return blend.IsValid; } }

            // Working data - updated every frame
            public CinemachineBlend workingBlend = new CinemachineBlend(null, null, null, 0, 0);
            public BlendSourceVirtualCamera workingBlendSource = new BlendSourceVirtualCamera(null);

            // Used by Timeline Preview for overriding the current value of deltaTime
            public float deltaTimeOverride;
            public float timeOfOverride;
            public bool TimeOverrideExpired
            {
                get { return Time.realtimeSinceStartup - timeOfOverride > Time.maximumDeltaTime; }
            }
        }

        // Current game state is always frame 0, overrides are subsequent frames
        private List<BrainFrame> mFrameStack = new List<BrainFrame>();
        private int mNextFrameId = 1;

        /// Get the frame index corresponding to the ID
        private int GetBrainFrame(int withId)
        {
            int count = mFrameStack.Count;
            for (int i = mFrameStack.Count - 1; i > 0; --i)
                if (mFrameStack[i].id == withId)
                    return i;
            // Not found - add it
            mFrameStack.Add(new BrainFrame() { id = withId });
            return mFrameStack.Count - 1;
        }

        // Current Brain State - result of all frames.  Blend camB is "current" camera always
        CinemachineBlend mCurrentLiveCameras = new CinemachineBlend(null, null, null, 0, 0);

        /// <summary>
        /// This API is specifically for Timeline.  Do not use it.
        /// Override the current camera and current blend.  This setting will trump
        /// any in-game logic that sets virtual camera priorities and Enabled states.
        /// This is the main API for the timeline.
        /// </summary>
        /// <param name="overrideId">Id to represent a specific client.  An internal
        /// stack is maintained, with the most recent non-empty override taking precenence.
        /// This id must be > 0.  If you pass -1, a new id will be created, and returned.
        /// Use that id for subsequent calls.  Don't forget to
        /// call ReleaseCameraOverride after all overriding is finished, to
        /// free the OverideStack resources.</param>
        /// <param name="camA"> The camera to set, corresponding to weight=0</param>
        /// <param name="camB"> The camera to set, corresponding to weight=1</param>
        /// <param name="weightB">The blend weight.  0=camA, 1=camB</param>
        /// <param name="deltaTime">override for deltaTime.  Should be Time.FixedDelta for
        /// time-based calculations to be included, -1 otherwise</param>
        /// <returns>The oiverride ID.  Don't forget to call ReleaseCameraOverride
        /// after all overriding is finished, to free the OverideStack resources.</returns>
        internal int SetCameraOverride(
            int overrideId,
            ICinemachineCamera camA, ICinemachineCamera camB,
            float weightB, float deltaTime)
        {
            if (overrideId < 0)
                overrideId = mNextFrameId++;

            BrainFrame frame = mFrameStack[GetBrainFrame(overrideId)];
            frame.deltaTimeOverride = deltaTime;
            frame.timeOfOverride = Time.realtimeSinceStartup;
            frame.blend.CamA = camA;
            frame.blend.CamB = camB;
            frame.blend.BlendCurve = AnimationCurve.Linear(0, 0, 1, 1);
            frame.blend.Duration = 1;
            frame.blend.TimeInBlend = weightB;

            return overrideId;
        }

        /// <summary>
        /// This API is specifically for Timeline.  Do not use it.
        /// Release the resources used for a camera override client.
        /// See SetCameraOverride.
        /// </summary>
        /// <param name="overrideId">The ID to released.  This is the value that
        /// was returned by SetCameraOverride</param>
        internal void ReleaseCameraOverride(int overrideId)
        {
            for (int i = mFrameStack.Count - 1; i > 0; --i)
            {
                if (mFrameStack[i].id == overrideId)
                {
                    mFrameStack.RemoveAt(i);
                    return;
                }
            }
        }

        ICinemachineCamera mActiveCameraPreviousFrame;
        private void ProcessActiveCamera(float deltaTime)
        {
            var activeCamera = ActiveVirtualCamera;
            if (activeCamera != null)
            {
                // Has the current camera changed this frame?
                if (activeCamera != mActiveCameraPreviousFrame)
                {
                    // Notify incoming camera of transition
                    activeCamera.OnTransitionFromCamera(
                        mActiveCameraPreviousFrame, DefaultWorldUp, deltaTime);
                    if (m_CameraActivatedEvent != null)
                        m_CameraActivatedEvent.Invoke(activeCamera, mActiveCameraPreviousFrame);

                    // If we're cutting without a blend, send an event
                    if (m_CameraCutEvent != null
                            && (!IsBlending || (mActiveCameraPreviousFrame != null
                                && !ActiveBlend.Uses(mActiveCameraPreviousFrame))))
                        m_CameraCutEvent.Invoke(this);
                }
                // Apply the vcam state to the Unity camera
                PushStateToUnityCamera(
                    SoloCamera != null ? SoloCamera.State : mCurrentLiveCameras.State);
            }
            mActiveCameraPreviousFrame = activeCamera;
        }

        private void UpdateFrame0(float deltaTime)
        {
            // Update the in-game frame (frame 0)
            BrainFrame frame = mFrameStack[0];

            // Are we transitioning cameras?
            var activeCamera = TopCameraFromPriorityQueue();
            var outGoingCamera = frame.blend.CamB;
            if (activeCamera != outGoingCamera)
            {
                // Do we need to create a game-play blend?
                if ((UnityEngine.Object)activeCamera != null
                    && (UnityEngine.Object)outGoingCamera != null && deltaTime >= 0)
                {
                    // Create a blend (curve will be null if a cut)
                    var blendDef = LookupBlend(outGoingCamera, activeCamera);
                    if (blendDef.BlendCurve != null && blendDef.m_Time > 0)
                    {
                        if (frame.blend.IsComplete)
                            frame.blend.CamA = outGoingCamera;  // new blend
                        else
                        {
                            // Special case: if backing out of a blend-in-progress
                            // with the same blend in reverse, adjust the belnd time
                            if (frame.blend.CamA == activeCamera
                                && frame.blend.CamB == outGoingCamera
                                && frame.blend.Duration <= blendDef.m_Time)
                            {
                                blendDef.m_Time = frame.blend.TimeInBlend;
                            }

                            // Chain to existing blend
                            frame.blend.CamA = new BlendSourceVirtualCamera(
                                new CinemachineBlend(
                                    frame.blend.CamA, frame.blend.CamB,
                                    frame.blend.BlendCurve, frame.blend.Duration,
                                    frame.blend.TimeInBlend));
                        }
                    }
                    frame.blend.BlendCurve = blendDef.BlendCurve;
                    frame.blend.Duration = blendDef.m_Time;
                    frame.blend.TimeInBlend = 0;
                }
                // Set the current active camera
                frame.blend.CamB = activeCamera;
            }

            // Advance the current blend (if any)
            if (frame.blend.CamA != null)
            {
                frame.blend.TimeInBlend += (deltaTime >= 0) ? deltaTime : frame.blend.Duration;
                if (frame.blend.IsComplete)
                {
                    // No more blend
                    frame.blend.CamA = null;
                    frame.blend.BlendCurve = null;
                    frame.blend.Duration = 0;
                    frame.blend.TimeInBlend = 0;
                }
            }
        }

        private void UpdateCurrentLiveCameras()
        {
            // Resolve the current working frame states in the stack
            int lastActive = 0;
            for (int i = 0; i < mFrameStack.Count; ++i)
            {
                BrainFrame frame = mFrameStack[i];
                if (i == 0 || frame.Active)
                {
                    frame.workingBlend.CamA = frame.blend.CamA;
                    frame.workingBlend.CamB = frame.blend.CamB;
                    frame.workingBlend.BlendCurve = frame.blend.BlendCurve;
                    frame.workingBlend.Duration = frame.blend.Duration;
                    frame.workingBlend.TimeInBlend = frame.blend.TimeInBlend;
                    if (i > 0 && !frame.blend.IsComplete)
                    {
                        if (frame.workingBlend.CamA == null)
                        {
                            if (mFrameStack[lastActive].blend.IsComplete)
                                frame.workingBlend.CamA = mFrameStack[lastActive].blend.CamB;
                            else
                            {
                                frame.workingBlendSource.Blend = mFrameStack[lastActive].workingBlend;
                                frame.workingBlend.CamA = frame.workingBlendSource;
                            }
                        }
                        else if (frame.workingBlend.CamB == null)
                        {
                            if (mFrameStack[lastActive].blend.IsComplete)
                                frame.workingBlend.CamB = mFrameStack[lastActive].blend.CamB;
                            else
                            {
                                frame.workingBlendSource.Blend = mFrameStack[lastActive].workingBlend;
                                frame.workingBlend.CamB = frame.workingBlendSource;
                            }
                        }
                    }
                    lastActive = i;
                }
            }
            var workingBlend = mFrameStack[lastActive].workingBlend;
            mCurrentLiveCameras.CamA = workingBlend.CamA;
            mCurrentLiveCameras.CamB = workingBlend.CamB;
            mCurrentLiveCameras.BlendCurve = workingBlend.BlendCurve;
            mCurrentLiveCameras.Duration = workingBlend.Duration;
            mCurrentLiveCameras.TimeInBlend = workingBlend.TimeInBlend;
        }

        /// <summary>
        /// True if the ICinemachineCamera the current active camera,
        /// or part of a current blend, either directly or indirectly because its parents are live.
        /// </summary>
        /// <param name="vcam">The camera to test whether it is live</param>
        /// <param name="dominantChildOnly">If truw, will only return true if this vcam is the dominat live child</param>
        /// <returns>True if the camera is live (directly or indirectly)
        /// or part of a blend in progress.</returns>
        public bool IsLive(ICinemachineCamera vcam, bool dominantChildOnly = false)
        {
            if (SoloCamera == vcam)
                return true;
            if (mCurrentLiveCameras.Uses(vcam))
                return true;

            ICinemachineCamera parent = vcam.ParentCamera;
            while (parent != null && parent.IsLiveChild(vcam, dominantChildOnly))
            {
                if (SoloCamera == parent || mCurrentLiveCameras.Uses(parent))
                    return true;
                vcam = parent;
                parent = vcam.ParentCamera;
            }
            return false;
        }

        /// <summary>
        /// The current state applied to the unity camera (may be the result of a blend)
        /// </summary>
        public CameraState CurrentCameraState { get; private set; }

        /// <summary>
        /// Get the highest-priority Enabled ICinemachineCamera
        /// that is visible to my camera.  Culling Mask is used to test visibility.
        /// </summary>
        private ICinemachineCamera TopCameraFromPriorityQueue()
        {
            CinemachineCore core = CinemachineCore.Instance;
            Camera outputCamera = OutputCamera;
            int mask = outputCamera == null ? ~0 : outputCamera.cullingMask;
            int numCameras = core.VirtualCameraCount;
            for (int i = 0; i < numCameras; ++i)
            {
                var cam = core.GetVirtualCamera(i);
                GameObject go = cam != null ? cam.gameObject : null;
                if (go != null && (mask & (1 << go.layer)) != 0)
                    return cam;
            }
            return null;
        }

        /// <summary>
        /// Create a blend curve for blending from one ICinemachineCamera to another.
        /// If there is a specific blend defined for these cameras it will be used, otherwise
        /// a default blend will be created, which could be a cut.
        /// </summary>
        private CinemachineBlendDefinition LookupBlend(
            ICinemachineCamera fromKey, ICinemachineCamera toKey)
        {
            // Get the blend curve that's most appropriate for these cameras
            CinemachineBlendDefinition blend = m_DefaultBlend;
            if (m_CustomBlends != null)
            {
                string fromCameraName = (fromKey != null) ? fromKey.Name : string.Empty;
                string toCameraName = (toKey != null) ? toKey.Name : string.Empty;
                blend = m_CustomBlends.GetBlendForVirtualCameras(
                        fromCameraName, toCameraName, blend);
            }
            if (CinemachineCore.GetBlendOverride != null)
                blend = CinemachineCore.GetBlendOverride(fromKey, toKey, blend, this);
            return blend;
        }

        /// <summary> Apply a cref="CameraState"/> to the game object</summary>
        private void PushStateToUnityCamera(CameraState state)
        {
            CurrentCameraState = state;
            if ((state.BlendHint & CameraState.BlendHintValue.NoPosition) == 0)
                transform.position = state.FinalPosition;
            if ((state.BlendHint & CameraState.BlendHintValue.NoOrientation) == 0)
                transform.rotation = state.FinalOrientation;
            if ((state.BlendHint & CameraState.BlendHintValue.NoLens) == 0)
            {
                Camera cam = OutputCamera;
                if (cam != null)
                {
                    cam.nearClipPlane = state.Lens.NearClipPlane;
                    cam.farClipPlane = state.Lens.FarClipPlane;
                    cam.fieldOfView = state.Lens.FieldOfView;
                    if (cam.orthographic)
                        cam.orthographicSize = state.Lens.OrthographicSize;
#if UNITY_2018_2_OR_NEWER
                    else
                    {
                        cam.usePhysicalProperties = state.Lens.IsPhysicalCamera;
                        cam.lensShift = state.Lens.LensShift;
                    }
#endif
                }
            }
            if (CinemachineCore.CameraUpdatedEvent != null)
                CinemachineCore.CameraUpdatedEvent.Invoke(this);
        }
    }
}
