using JetBrains.Annotations; using UnityEngine; namespace InGameUI { /// /// 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*/ /// /// /// Edited slightly By Adam Bebko /// public class FlyCamera : MonoBehaviour { public Vector3 startingPosition; public float mainSpeed = 100.0f; //regular speed public float shiftAdd = 250.0f; //multiplied by how long shift is held. Basically running public float maxShift = 1000.0f; //Maximum speed when holdin gshift public float camSens = 0.25f; //How sensitive it with mouse public bool rotateOnlyIfMousedown = true; public bool movementStaysFlat = true; 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; public float forwardSpeed; public float panSpeed; public bool Frozen; void Awake() { //Debug.Log ("FlyCamera Awake() - RESETTING CAMERA POSITION"); // nop? // nop: //transform.position.Set(0,8,-32); //transform.rotation.Set(15,0,0,1); Recenter(); } public void Recenter() { transform.position = startingPosition; transform.LookAt(new Vector3(0, 0, 0)); } [PublicAPI] public void ToggleFrozen() { Frozen = !Frozen; } void Update () { if (Frozen) return; if (Input.GetMouseButtonDown(1)) { lastMouse = Input.mousePosition; // $CTK reset when we begin } if (!rotateOnlyIfMousedown || (rotateOnlyIfMousedown && Input.GetMouseButton(1))) { 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. } transform.Translate(Vector3.forward * forwardSpeed * Input.mouseScrollDelta.y); if (Input.GetKey(KeyCode.Mouse2)) { transform.Translate(Input.GetAxis("Mouse X") * Vector3.left * panSpeed); transform.Translate(Input.GetAxis("Mouse Y") * Vector3.down * panSpeed); } //Keyboard commands 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) || (movementStaysFlat && !(rotateOnlyIfMousedown && Input.GetMouseButton(1)))){ //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; } } }