using UnityEngine; using System.Collections; public class LB_CameraMove : MonoBehaviour { /* EXTENDED FLYCAM Desi Quintans (CowfaceGames.com), 17 August 2012. Based on FlyThrough.js by Slin (http://wiki.unity3d.com/index.php/FlyThrough), 17 May 2011. LICENSE Free as in speech, and free as in beer. FEATURES WASD/Arrows: Movement Q: Climb E: Drop Shift: Move faster Control: Move slower End: Toggle cursor locking to screen (you can also press Ctrl+P to toggle play mode on and off). */ public float cameraSensitivity = 90; public float climbSpeed = 4; public float normalMoveSpeed = 10; public float slowMoveFactor = 0.25f; public float fastMoveFactor = 3; private float rotationX = 0.0f; private float rotationY = 0.0f; public bool showCursor = true; bool isActive = true; void Start () { if (!showCursor) Cursor.lockState = CursorLockMode.Locked; else Cursor.lockState = CursorLockMode.None; Cursor.visible = showCursor; } void Update () { if(Input.GetKeyDown(KeyCode.F)) isActive = !isActive; if(!isActive) return; rotationX += Input.GetAxis("Mouse X") * cameraSensitivity * Time.deltaTime; rotationY += Input.GetAxis("Mouse Y") * cameraSensitivity * Time.deltaTime; rotationY = Mathf.Clamp (rotationY, -90, 90); transform.localRotation = Quaternion.AngleAxis(rotationX, Vector3.up); transform.localRotation *= Quaternion.AngleAxis(rotationY, Vector3.left); if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey (KeyCode.RightShift)) { transform.position += transform.forward * (normalMoveSpeed * fastMoveFactor) * Input.GetAxis("Vertical") * Time.deltaTime; transform.position += transform.right * (normalMoveSpeed * fastMoveFactor) * Input.GetAxis("Horizontal") * Time.deltaTime; } else if (Input.GetKey (KeyCode.LeftControl) || Input.GetKey (KeyCode.RightControl)) { transform.position += transform.forward * (normalMoveSpeed * slowMoveFactor) * Input.GetAxis("Vertical") * Time.deltaTime; transform.position += transform.right * (normalMoveSpeed * slowMoveFactor) * Input.GetAxis("Horizontal") * Time.deltaTime; } else { transform.position += transform.forward * normalMoveSpeed * Input.GetAxis("Vertical") * Time.deltaTime; transform.position += transform.right * normalMoveSpeed * Input.GetAxis("Horizontal") * Time.deltaTime; } if (Input.GetKey (KeyCode.Q)) {transform.position += transform.up * climbSpeed * Time.deltaTime;} if (Input.GetKey (KeyCode.E)) {transform.position -= transform.up * climbSpeed * Time.deltaTime;} } }