Last active
January 6, 2020 15:33
-
-
Save BaptisteManusset/b194efeee237ae1e5b9f3bfd3d597dc2 to your computer and use it in GitHub Desktop.
FlyCam script
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| public class FlyCam : MonoBehaviour | |
| { | |
| /* | |
| based on the a script by Windexglow. | |
| wasd : basic movement | |
| shift : Makes camera accelerate | |
| space : Moves camera on X and Z axis only. So camera doesn't gain any height*/ | |
| public float mainSpeed = 100; //regular speed | |
| public float shiftAdd = 250; //multiplied by how long shift is held. Basically running | |
| public float maxShift = 1000; //Maximum speed when holdin gshift | |
| public 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 = 1f; | |
| 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; | |
| var 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, 1, 1000); | |
| p = p * mainSpeed; | |
| } | |
| p = p * Time.deltaTime; | |
| if (Input.GetKey(KeyCode.Space)) | |
| { //If player wants to move on X and Z axis only | |
| f = transform.position.y; | |
| transform.Translate(p); | |
| transform.Translate(0,f,0); | |
| } | |
| else | |
| { | |
| transform.Translate(p); | |
| } | |
| } | |
| private Vector3 GetBaseInput() { //returns the basic values, if it's 0 than it's not active. | |
| Vector3 p_Velocity = Vector3.zero; | |
| 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; | |
| } | |
| } |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment