using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Runtime.InteropServices; public class CameraController : MonoBehaviour { [DllImport("__Internal")] public static extern void Hello(); public float mainSpeed = 1.0f; //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 invertY = true; public float scrollWheelSens = 1f; 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 Start() { Hello(); } void Update() { if (Input.GetMouseButton(1)) { var mouseMoveY = invertY ? -1 * Input.GetAxis("Mouse Y") : Input.GetAxis("Mouse Y"); var mouseMoveX = Input.GetAxis("Mouse X"); var mouseMove = new Vector3(mouseMoveY, mouseMoveX, 0) * camSens; transform.eulerAngles = transform.eulerAngles + mouseMove; } if (Input.GetMouseButtonDown(1)) { Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; } if (Input.GetMouseButtonUp(1)) { Cursor.visible = true; Cursor.lockState = CursorLockMode.None; } //Mouse camera angle done. //Keyboard commands Vector3 p = GetBaseInput(); if (p.sqrMagnitude > 0) { // only move while a direction key is pressed if (Input.GetKey(KeyCode.LeftShift)) { totalRun += Time.deltaTime; p = shiftAdd * totalRun * p; 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 *= mainSpeed; } p *= Time.deltaTime; Vector3 newPosition = transform.position; if (Input.GetKey(KeyCode.Space)) { //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); } } var scroll = Input.GetAxis("Mouse ScrollWheel"); mainSpeed += scroll * scrollWheelSens; } 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; } }