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