92 lines
2.8 KiB
C#
92 lines
2.8 KiB
C#
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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* Added resetRotation, RF control, improved initial mouse position, 2015-03-11 - Roi Danton.
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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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* wasdrf : 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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*/
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float mainSpeed = 10f; // Regular speed.
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float shiftAdd = 25f; // Multiplied by how long shift is held. Basically running.
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float maxShift = 100f; // Maximum speed when holding shift.
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float camSens = .35f; // Camera sensitivity by mouse input.
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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).
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private float totalRun= 1.0f;
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void Start(){
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transform.localEulerAngles = Vector3.zero;
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}
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void Update () {
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// Mouse input.
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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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// Keyboard commands.
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Vector3 p = getDirection();
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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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}
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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.V)){ //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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transform.Translate(p);
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}
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}
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private Vector3 getDirection() {
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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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if (Input.GetKey (KeyCode.R)){
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p_Velocity += new Vector3(0, 1, 0);
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}
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if (Input.GetKey (KeyCode.F)){
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p_Velocity += new Vector3(0, -1, 0);
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}
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return p_Velocity;
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}
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public void resetRotation(Vector3 lookAt) {
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transform.LookAt(lookAt);
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}
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}
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