Cinemachine state-driven camera vs enabling/disabling cameras manually

Hello everyone,
I have a turn-based battle scene where I need to switch between different virtual cameras based on the current phase of battle, e.g. player attack vs enemy attack.
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I’m currently assigning cameras to different phases and enabling/disabling them during the phase. However, it sounds like this might be a good candidate for a state-driven camera.

Is there a benefit to using a state-driven camera vs just enabling and disabling cameras manually in scripts? I’m having trouble figuring out where the actual difference is.

The StateDrivenCamera is just a convenient way to map vcams to state machine states, so that you don’t have to write code. If you already have the working code, no need to change it.