using UnityEngine; public class ExtendedFlycam : MonoBehaviour { public float cameraSensitivity = 3f; 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; rotationY += Input.GetAxis("Mouse Y") * cameraSensitivity; rotationY = Mathf.Clamp(rotationY, -90f, 90f); if (Mathf.Abs(Input.GetAxis("Mouse X")) > 0f || Mathf.Abs(Input.GetAxis("Mouse Y")) > 0f) { base.transform.localRotation = Quaternion.AngleAxis(rotationX, Vector3.up); base.transform.localRotation *= Quaternion.AngleAxis(rotationY, Vector3.left); } 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 if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)) { base.transform.position += base.transform.forward * (normalMoveSpeed * slowMoveFactor) * Input.GetAxis("Vertical") * Time.deltaTime; base.transform.position += base.transform.right * (normalMoveSpeed * slowMoveFactor) * Input.GetAxis("Horizontal") * Time.deltaTime; } else if (Mathf.Abs(Input.GetAxis("Vertical")) > 0f || Mathf.Abs(Input.GetAxis("Horizontal")) > 0f) { 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.Q)) { base.transform.position += base.transform.up * climbSpeed * Time.deltaTime; } if (Input.GetKey(KeyCode.E)) { base.transform.position -= base.transform.up * climbSpeed * Time.deltaTime; } } }