diff options
Diffstat (limited to 'Assets/FlyCamera.cs')
-rw-r--r-- | Assets/FlyCamera.cs | 87 |
1 files changed, 87 insertions, 0 deletions
diff --git a/Assets/FlyCamera.cs b/Assets/FlyCamera.cs new file mode 100644 index 0000000..44a0aed --- /dev/null +++ b/Assets/FlyCamera.cs @@ -0,0 +1,87 @@ +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 (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;
+ }
+}
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