112 lines
3.3 KiB
C#
112 lines
3.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Runtime.InteropServices;
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public class CameraController : MonoBehaviour
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{
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[DllImport("__Internal")]
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public static extern void Hello();
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public float mainSpeed = 1.0f; //regular speed
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public float shiftAdd = 250.0f; //multiplied by how long shift is held. Basically running
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public float maxShift = 1000.0f; //Maximum speed when holdin gshift
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public float camSens = 0.25f; //How sensitive it with mouse
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public bool invertY = true;
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public float scrollWheelSens = 1f;
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private Vector3 lastMouse = new Vector3(255, 255, 255); //kind of in the middle of the screen, rather than at the top (play)
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private float totalRun = 1.0f;
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void Start()
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{
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Hello();
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}
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void Update()
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{
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if (Input.GetMouseButton(1))
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{
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var mouseMoveY = invertY ? -1 * Input.GetAxis("Mouse Y") : Input.GetAxis("Mouse Y");
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var mouseMoveX = Input.GetAxis("Mouse X");
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var mouseMove = new Vector3(mouseMoveY, mouseMoveX, 0) * camSens;
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transform.eulerAngles = transform.eulerAngles + mouseMove;
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}
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if (Input.GetMouseButtonDown(1))
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{
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Cursor.visible = false;
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Cursor.lockState = CursorLockMode.Locked;
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}
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if (Input.GetMouseButtonUp(1))
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{
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Cursor.visible = true;
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Cursor.lockState = CursorLockMode.None;
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}
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//Mouse camera angle done.
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//Keyboard commands
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Vector3 p = GetBaseInput();
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if (p.sqrMagnitude > 0)
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{ // only move while a direction key is pressed
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if (Input.GetKey(KeyCode.LeftShift))
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{
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totalRun += Time.deltaTime;
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p = shiftAdd * totalRun * p;
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p.x = Mathf.Clamp(p.x, -maxShift, maxShift);
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p.y = Mathf.Clamp(p.y, -maxShift, maxShift);
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p.z = Mathf.Clamp(p.z, -maxShift, maxShift);
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}
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else
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{
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totalRun = Mathf.Clamp(totalRun * 0.5f, 1f, 1000f);
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p *= mainSpeed;
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}
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p *= Time.deltaTime;
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Vector3 newPosition = transform.position;
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if (Input.GetKey(KeyCode.Space))
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{ //If player wants to move on X and Z axis only
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transform.Translate(p);
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newPosition.x = transform.position.x;
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newPosition.z = transform.position.z;
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transform.position = newPosition;
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}
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else
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{
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transform.Translate(p);
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}
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}
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var scroll = Input.GetAxis("Mouse ScrollWheel");
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mainSpeed += scroll * scrollWheelSens;
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}
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private Vector3 GetBaseInput()
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{ //returns the basic values, if it's 0 than it's not active.
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Vector3 p_Velocity = new Vector3();
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if (Input.GetKey(KeyCode.W))
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{
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p_Velocity += new Vector3(0, 0, 1);
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}
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if (Input.GetKey(KeyCode.S))
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{
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p_Velocity += new Vector3(0, 0, -1);
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}
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if (Input.GetKey(KeyCode.A))
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{
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p_Velocity += new Vector3(-1, 0, 0);
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}
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if (Input.GetKey(KeyCode.D))
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{
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p_Velocity += new Vector3(1, 0, 0);
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}
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return p_Velocity;
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}
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}
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