using UnityEngine; public class CameraControl : MonoBehaviour { public float Speed = 10f; public int MouseSensitivity = 100; private void Start() { } private void Update() { if (Input.GetKey(KeyCode.KeypadMultiply)) { Vector3 vector = base.transform.position + base.transform.forward * 20f; base.transform.RotateAround(vector, Vector3.up, Time.deltaTime * Speed); base.transform.LookAt(vector); } if (Input.GetKey(KeyCode.KeypadDivide)) { Vector3 vector2 = base.transform.position + base.transform.forward * 20f; base.transform.RotateAround(vector2, Vector3.up, 0f - Time.deltaTime * Speed); base.transform.LookAt(vector2); } if (Input.GetKey(KeyCode.KeypadPlus)) { base.transform.position += base.transform.up * Speed * Time.deltaTime; } if (Input.GetKey(KeyCode.KeypadMinus)) { base.transform.position -= base.transform.up * Speed * Time.deltaTime; } if (Input.GetKey(KeyCode.Minus)) { GetComponent().fieldOfView += 1f; } if (Input.GetKey(KeyCode.Equals)) { GetComponent().fieldOfView -= 1f; } if (Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W) || Input.GetMouseButton(0)) { base.transform.position += base.transform.forward * Speed * Time.deltaTime; } if (Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.S) || Input.GetMouseButton(1)) { base.transform.position -= base.transform.forward * Speed * Time.deltaTime; } if (Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.D)) { base.transform.position += base.transform.right * Speed * Time.deltaTime; } if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.A)) { base.transform.position -= base.transform.right * Speed * Time.deltaTime; } base.transform.localEulerAngles += new Vector3(Input.GetAxis("Mouse Y") * (float)MouseSensitivity * Time.deltaTime, Input.GetAxis("Mouse X") * (float)MouseSensitivity * Time.deltaTime, 0f); Speed += Input.GetAxis("Mouse ScrollWheel") * 10f; } }