New Script FlyCamera add to any camera obj: instant unity editor style wasd rightclick debug cam

November 7, 2014 ยท View on GitHub

using UnityEngine; using System.Collections;

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*/


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;

void Awake() {
	Debug.Log ("FlyCamera Awake() - RESETTING CAMERA POSITION"); // nop?
	// nop:
	//transform.position.Set(0,8,-32);
	//transform.rotation.Set(15,0,0,1);
	transform.position = new Vector3(0,8,-32);
	transform.rotation = Quaternion.Euler(25,0,0);
}


void Update () {

	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.  
	}

	//Keyboard commands
	float f = 0.0f;
	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;
}

}