using UnityEngine; namespace CTS { public class CTSFly : MonoBehaviour { public float cameraSensitivity = 90f; public float climbSpeed = 4f; public float normalMoveSpeed = 10f; public float fastMoveFactor = 3f; private void Start() { } private void Update() { if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) { base.transform.position += base.transform.forward * (normalMoveSpeed * fastMoveFactor) * Input.GetAxis("Vertical") * Time.deltaTime; base.transform.position += base.transform.right * (normalMoveSpeed * fastMoveFactor) * Input.GetAxis("Horizontal") * Time.deltaTime; } else { base.transform.position += base.transform.forward * normalMoveSpeed * Input.GetAxis("Vertical") * Time.deltaTime; base.transform.position += base.transform.right * normalMoveSpeed * Input.GetAxis("Horizontal") * Time.deltaTime; } if (Input.GetKey(KeyCode.E)) { if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) { base.transform.position += base.transform.up * climbSpeed * fastMoveFactor * Time.deltaTime; } else { base.transform.position += base.transform.up * climbSpeed * Time.deltaTime; } } if (Input.GetKey(KeyCode.Q)) { if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) { base.transform.position -= base.transform.up * climbSpeed * fastMoveFactor * Time.deltaTime; } else { base.transform.position -= base.transform.up * climbSpeed * Time.deltaTime; } } } } }