75 lines
2.9 KiB
C#
75 lines
2.9 KiB
C#
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using UnityEngine;
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using System.Collections;
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public class FlyCamera : MonoBehaviour {
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/*
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Writen by Windexglow 11-13-10. Use it, edit it, steal it I don't care.
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Converted to C# 27-02-13 - no credit wanted.
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Simple flycam I made, since I couldn't find any others made public.
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Made simple to use (drag and drop, done) for regular keyboard layout
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wasd : basic movement
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shift : Makes camera accelerate
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space : Moves camera on X and Z axis only. So camera doesn't gain any height*/
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float mainSpeed = 100.0f; //regular speed
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float shiftAdd = 250.0f; //multiplied by how long shift is held. Basically running
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float maxShift = 1000.0f; //Maximum speed when holdin gshift
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float camSens = 0.25f; //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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lastMouse = Input.mousePosition - lastMouse ;
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lastMouse = new Vector3(-lastMouse.y * camSens, lastMouse.x * camSens, 0 );
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lastMouse = new Vector3(transform.eulerAngles.x + lastMouse.x , transform.eulerAngles.y + lastMouse.y, 0);
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transform.eulerAngles = lastMouse;
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lastMouse = Input.mousePosition;
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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){ // only move while a direction key is pressed
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if (Input.GetKey (KeyCode.LeftShift)){
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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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} else {
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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)){ //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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} else {
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transform.Translate(p);
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}
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}
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}
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private Vector3 GetBaseInput() { //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.W)){
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p_Velocity += new Vector3(0, 0 , 1);
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}
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if (Input.GetKey (KeyCode.S)){
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p_Velocity += new Vector3(0, 0, -1);
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}
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if (Input.GetKey (KeyCode.A)){
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p_Velocity += new Vector3(-1, 0, 0);
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}
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if (Input.GetKey (KeyCode.D)){
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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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}
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