using UnityEngine; public class CameraMovement : MonoBehaviour { private float speed = 2f; private float zoomSpeed = 2f; public float minX = -360f; public float maxX = 360f; public float minY = -45f; public float maxY = 45f; public float sensX = 100f; public float sensY = 100f; private float rotationY; private float rotationX; private void Update() { float axis = Input.GetAxis("Mouse ScrollWheel"); base.transform.Translate(0f, axis * zoomSpeed, axis * zoomSpeed, Space.World); if (Input.GetKey(KeyCode.RightArrow)) { base.transform.position += base.transform.right * speed * Time.deltaTime; } if (Input.GetKey(KeyCode.LeftArrow)) { base.transform.position += -base.transform.right * speed * Time.deltaTime; } if (Input.GetKey(KeyCode.UpArrow)) { base.transform.position += base.transform.forward * speed * Time.deltaTime; } if (Input.GetKey(KeyCode.DownArrow)) { base.transform.position += -base.transform.forward * speed * Time.deltaTime; } if (Input.GetKey(KeyCode.PageUp)) { base.transform.position += base.transform.up * speed * Time.deltaTime; } if (Input.GetKey(KeyCode.PageDown)) { base.transform.position += -base.transform.up * speed * Time.deltaTime; } if (Input.GetMouseButton(0)) { rotationX += Input.GetAxis("Mouse X") * sensX * Time.deltaTime; rotationY += Input.GetAxis("Mouse Y") * sensY * Time.deltaTime; rotationY = Mathf.Clamp(rotationY, minY, maxY); base.transform.localEulerAngles = new Vector3(0f - rotationY, rotationX, 0f); } } }