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