using UnityEngine; public class CameraMovement : MonoBehaviour { [SerializeField] float cameraMovementSpeed; [SerializeField] float cameraRotationSpeed; // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { } // Update is called once per frame void Update() { //avancer reculer if (Input.GetKey(KeyCode.UpArrow)) { Debug.Log("avancer"); transform.Translate(Vector3.forward * Time.deltaTime * cameraMovementSpeed); } if (Input.GetKey(KeyCode.DownArrow)) { Debug.Log("reculer"); transform.Translate(-Vector3.forward * Time.deltaTime * cameraMovementSpeed); } if (Input.GetKey("w")) { Debug.Log("lever la tête"); transform.Rotate(-cameraRotationSpeed * Time.deltaTime, 0.0f, 0.0f, Space.Self); } else if (Input.GetKey("s")) { Debug.Log("baisser la tête"); transform.Rotate(cameraRotationSpeed * Time.deltaTime, 0.0f, 0.0f, Space.Self); } else if (Input.GetKey("a")) { Debug.Log("tourner la tête à gauche"); transform.Rotate(0.0f, -cameraRotationSpeed * Time.deltaTime, 0.0f, Space.Self); } else if (Input.GetKey("d")) { Debug.Log("tourner la tête à droite"); transform.Rotate(0.0f, cameraRotationSpeed * Time.deltaTime, 0.0f, Space.Self); } Debug.Log(transform.rotation); /* if (Input.GetKey("a") || Input.GetKey(KeyCode.LeftArrow)) { Debug.Log("Moving Left"); transform.localPosition += new Vector3(-lateralSpeed, 0.0f, 0.0f); } if (Input.GetKey("d") || Input.GetKey(KeyCode.RightArrow)) { Debug.Log("Moving Right"); transform.localPosition += new Vector3(lateralSpeed, 0.0f, 0.0f); } if (Input.GetKey("w") || Input.GetKey(KeyCode.LeftArrow)) { Debug.Log("Moving Up"); transform.localPosition += new Vector3(-lateralSpeed, 0.0f, 0.0f); } if (Input.GetKey("s") || Input.GetKey(KeyCode.RightArrow)) { Debug.Log("Moving Down"); transform.localPosition += new Vector3(lateralSpeed, 0.0f, 0.0f); } */ } }