using UnityEngine; using System.Collections; namespace UIWidgetsSample.Utils { 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 = 10.0f; //regular speed float shiftAdd = 25.0f; //multiplied by how long shift is held. Basically running float maxShift = 100.0f; //Maximum speed when holdin gshift float camSens = 0.025f; //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 = UnityEngine.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 = UnityEngine.Input.mousePosition; //Mouse camera angle done. //Keyboard commands float f = 0.0f; Vector3 p = GetBaseInput(); if (p.sqrMagnitude > 0){ // only move while a direction key is pressed if (UnityEngine.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; transform.Translate(p); newPosition.x = transform.position.x; newPosition.z = transform.position.z; transform.position = newPosition; } } private Vector3 GetBaseInput() { //returns the basic values, if it's 0 than it's not active. Vector3 p_Velocity = new Vector3(); if (UnityEngine.Input.GetKey (KeyCode.W)){ p_Velocity += new Vector3(0, 0 , 1); } if (UnityEngine.Input.GetKey (KeyCode.S)){ p_Velocity += new Vector3(0, 0, -1); } if (UnityEngine.Input.GetKey (KeyCode.A)){ p_Velocity += new Vector3(-1, 0, 0); } if (UnityEngine.Input.GetKey (KeyCode.D)){ p_Velocity += new Vector3(1, 0, 0); } return p_Velocity; } } }