using UnityEngine; public class CameraFly : MonoBehaviour { [SerializeField] float mainSpeed; //regular speed [SerializeField] float shiftAdd; //multiplied by how long shift is held. Basically running [SerializeField] float maxShift; //Maximum speed when holdin gshift [SerializeField] float camVelocity; //How sensitive it with mouse private Vector3 lastMouse = new Vector3(255, 255, 255); //kind of in the middle of the screen, rather than at the top (play) private float totalRun = 1.0f; void Update() { Vector3 r = GetRotInput(); lastMouse = new Vector3(transform.eulerAngles.x + r.x, transform.eulerAngles.y + r.y, 0); //transform.eulerAngles = lastMouse; transform.rotation = Quaternion.Euler(lastMouse); //Mouse camera angle done. //Keyboard commands //float f = 0.0f; Vector3 p = GetBaseInput(); if (p.sqrMagnitude > 0) { // only move while a direction key is pressed if (Input.GetKey(KeyCode.LeftShift)) { totalRun += Time.deltaTime; p = p * totalRun * shiftAdd; p.x = Mathf.Clamp(p.x, -maxShift, maxShift); p.y = Mathf.Clamp(p.y, -maxShift, maxShift); p.z = Mathf.Clamp(p.z, -maxShift, maxShift); } else { totalRun = Mathf.Clamp(totalRun * 0.5f, 1f, 1000f); p = p * mainSpeed; } p = p * Time.deltaTime; Vector3 newPosition = transform.position; if (Input.GetKey(KeyCode.Space)) { //If player wants to move on X and Z axis only transform.Translate(p); newPosition.x = transform.position.x; newPosition.z = transform.position.z; transform.position = newPosition; } else { transform.Translate(p); } } Debug.Log(r); Debug.Log(p); } private Vector3 GetBaseInput() { //returns the basic values, if it's 0 than it's not active. Vector3 p_Velocity = new Vector3(); if (Input.GetKey(KeyCode.UpArrow)) { p_Velocity += new Vector3(0, 0, 1); } if (Input.GetKey(KeyCode.DownArrow)) { p_Velocity += new Vector3(0, 0, -1); } if (Input.GetKey(KeyCode.LeftArrow)) { p_Velocity += new Vector3(-1, 0, 0); } if (Input.GetKey(KeyCode.RightArrow)) { p_Velocity += new Vector3(1, 0, 0); } return p_Velocity; } private Vector3 GetRotInput() { //returns the basic values, if it's 0 than it's not active. Vector3 r_Velocity = new Vector3(); if (Input.GetKey(KeyCode.Z)) { r_Velocity += new Vector3(0, 1,0); } if (Input.GetKey(KeyCode.S)) { r_Velocity += new Vector3(0, -1, 0); } if (Input.GetKey(KeyCode.Q)) { r_Velocity += new Vector3(-1, 0, 0); } if (Input.GetKey(KeyCode.D)) { r_Velocity += new Vector3(1, 0, 0); } return camVelocity*r_Velocity; } }