ProjetAMJV_CR/Assets/Scripts/CameraFly.cs
Crizomb 521a62973a integration
bad other team code on another branch
2025-01-28 23:58:50 +01:00

101 lines
3.2 KiB
C#
Executable file

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;
}
}