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- using UnityEngine;
- using System.Collections;
- using UnityEngine.InputSystem;
- 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.
- Extended by Mahelita 08-01-18.
- Added up and down movement using e and q, respectively.
- Adjusted parameters to fit my needs.
- Updated to the new Unity input sytem by @bison_42 / bison-- 2022-01-02
- 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
- qe : Move camera down or up, respectively
- shift : Makes camera accelerate
- space : Moves camera on X and Z axis only. So camera doesn't gain any height
- */
- public float mainSpeed = 5.0f; //regular speed
- public float shiftAdd = 25f; //multiplied by how long shift is held. Basically running
- public float maxShift = 100.0f; //Maximum speed when holdin gshift
- public float camSens = 0.25f; //How sensitive it with mouse
- public bool rotateOnlyIfMousedown = true;
- public bool movementStaysFlat = false;
- 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()
- {
- if (Mouse.current.rightButton.wasPressedThisFrame)
- {
- lastMouse = new Vector3(Mouse.current.position.ReadValue().x, Mouse.current.position.ReadValue().y, 0); // $CTK reset when we begin
- }
- if (!rotateOnlyIfMousedown ||
- (rotateOnlyIfMousedown && Mouse.current.rightButton.IsPressed()))
- {
- lastMouse = new Vector3(Mouse.current.position.ReadValue().x, Mouse.current.position.ReadValue().y, 0) - 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 = Mouse.current.position.ReadValue();
- //Mouse camera angle done.
- }
- //Keyboard commands
- float f = 0.0f;
- Vector3 p = GetBaseInput();
- if (Keyboard.current.leftShiftKey.IsPressed())
- {
- 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 (Keyboard.current.spaceKey.IsPressed()
- || (movementStaysFlat && !(rotateOnlyIfMousedown && Mouse.current.rightButton.IsPressed())))
- { //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 (Keyboard.current.wKey.IsPressed())
- {
- p_Velocity += new Vector3(0, 0, 1);
- }
- if (Keyboard.current.sKey.IsPressed())
- {
- p_Velocity += new Vector3(0, 0, -1);
- }
- if (Keyboard.current.aKey.IsPressed())
- {
- p_Velocity += new Vector3(-1, 0, 0);
- }
- if (Keyboard.current.dKey.IsPressed())
- {
- p_Velocity += new Vector3(1, 0, 0);
- }
- if (Keyboard.current.qKey.IsPressed())
- {
- p_Velocity += new Vector3(0, -1, 0);
- }
- if (Keyboard.current.eKey.IsPressed())
- {
- p_Velocity += new Vector3(0, 1, 0);
- }
- return p_Velocity;
- }
- }
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