Skip to content

Instantly share code, notes, and snippets.

@BaptisteManusset
Last active January 6, 2020 15:33
Show Gist options
  • Save BaptisteManusset/b194efeee237ae1e5b9f3bfd3d597dc2 to your computer and use it in GitHub Desktop.
Save BaptisteManusset/b194efeee237ae1e5b9f3bfd3d597dc2 to your computer and use it in GitHub Desktop.
FlyCam script
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