using UnityEngine; namespace Artngame.TEM { public class FlyCam : MonoBehaviour { public float cameraSensitivity = 90f; public float climbSpeed = 4f; public float normalMoveSpeed = 10f; public float slowMoveFactor = 0.25f; public float fastMoveFactor = 3f; private float rotationX; private float rotationY; private void Start() { Cursor.lockState = CursorLockMode.Locked; } private void Update() { rotationX += Input.GetAxis("Mouse X") * cameraSensitivity * Time.deltaTime; rotationY += Input.GetAxis("Mouse Y") * cameraSensitivity * Time.deltaTime; rotationY = Mathf.Clamp(rotationY, -90f, 90f); base.transform.localRotation = Quaternion.AngleAxis(rotationX, Vector3.up); base.transform.localRotation *= Quaternion.AngleAxis(rotationY, Vector3.left); Vector3 vector = base.transform.right * normalMoveSpeed * Input.GetAxis("Horizontal") * Time.deltaTime; Vector3 vector2 = base.transform.forward * normalMoveSpeed * Input.GetAxis("Vertical") * Time.deltaTime; if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) { vector *= fastMoveFactor; vector2 *= fastMoveFactor; } else if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)) { vector *= slowMoveFactor; vector2 *= slowMoveFactor; } base.transform.position += vector; base.transform.position += vector2; if (Input.GetKey(KeyCode.Space)) { base.transform.position += base.transform.up * climbSpeed * Time.deltaTime; } if (Input.GetKey(KeyCode.C)) { base.transform.position -= base.transform.up * climbSpeed * Time.deltaTime; } if (Input.GetKeyDown(KeyCode.End)) { if (Cursor.lockState == CursorLockMode.Locked) { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; } else { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; } } } } }