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. * Added resetRotation, RF control, improved initial mouse position, 2015-03-11 - Roi Danton. * 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 * wasdrf : basic movement * shift : Makes camera accelerate * space : Moves camera on X and Z axis only. So camera doesn't gain any height */ float mainSpeed = 10f; // Regular speed. float shiftAdd = 25f; // Multiplied by how long shift is held. Basically running. float maxShift = 100f; // Maximum speed when holding shift. float camSens = .35f; // Camera sensitivity by mouse input. private Vector3 lastMouse = new Vector3(Screen.width/2, Screen.height/2, 0); // Kind of in the middle of the screen, rather than at the top (play). private float totalRun= 1.0f; void Start(){ transform.localEulerAngles = Vector3.zero; } void Update () { // Mouse input. 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; // Keyboard commands. Vector3 p = getDirection(); 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.V)){ //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 getDirection() { 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); } if (Input.GetKey (KeyCode.R)){ p_Velocity += new Vector3(0, 1, 0); } if (Input.GetKey (KeyCode.F)){ p_Velocity += new Vector3(0, -1, 0); } return p_Velocity; } public void resetRotation(Vector3 lookAt) { transform.LookAt(lookAt); } }