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Self-wires by name to every camera named "POV_*" (sorted), enables + /// exactly one at a time, and cycles on a keypress so the operator can judge the style-proof from the actual + /// game camera AND from hero/front/close-up angles. Play-mode only; no asset writes. Keys: V or ] = next, + /// [ = previous, 1-9 = jump to that POV. A small label shows the active view. + /// + [DisallowMultipleComponent] + public sealed class StagingCameraSwitcher : MonoBehaviour + { + readonly List _cams = new(); + int _idx; + + void Start() + { + foreach (var c in Object.FindObjectsByType(FindObjectsSortMode.None)) + if (c.gameObject.name.StartsWith("POV_")) _cams.Add(c); + _cams.Sort((a, b) => string.CompareOrdinal(a.gameObject.name, b.gameObject.name)); + // default to the game camera (POV_1_Game) if present + for (int i = 0; i < _cams.Count; i++) if (_cams[i].gameObject.name.Contains("Game")) { _idx = i; break; } + Activate(_idx); + } + + void Update() + { + var kb = Keyboard.current; + if (kb == null || _cams.Count == 0) return; + if (kb.vKey.wasPressedThisFrame || kb.rightBracketKey.wasPressedThisFrame) Activate((_idx + 1) % _cams.Count); + else if (kb.leftBracketKey.wasPressedThisFrame) Activate((_idx - 1 + _cams.Count) % _cams.Count); + else + { + for (int n = 0; n < _cams.Count && n < 9; n++) + if (kb[(Key)((int)Key.Digit1 + n)].wasPressedThisFrame) { Activate(n); break; } + } + } + + void Activate(int i) + { + _idx = Mathf.Clamp(i, 0, _cams.Count - 1); + for (int k = 0; k < _cams.Count; k++) + { + bool on = k == _idx; + _cams[k].enabled = on; + _cams[k].tag = on ? 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