Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- 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 (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;
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement