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3 years ago
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using UnityEngine;

public class FlyScript : MonoBehaviour
{
   
    public float mainSpeed = 10.0f; 
    float shiftAdd = 250.0f; 
    float maxShift = 1000.0f; 
    public float lookSpeed = 0.25f; 
    private Vector3 lastMouse = new Vector3(255, 255, 255);
    private float totalRun= 1.0f;

    void Update()
    {
        lastMouse = Input.mousePosition - lastMouse;
        lastMouse = new Vector3(-lastMouse.y * lookSpeed, lastMouse.x * lookSpeed, 0);
        lastMouse = new Vector3(transform.eulerAngles.x + lastMouse.x, transform.eulerAngles.y + lastMouse.y, 0);
        transform.eulerAngles = lastMouse;
        lastMouse = Input.mousePosition;
        //Mouse  camera angle done.  

        //Keyboard commands
        Vector3 p = GetBaseInput();
        totalRun = Mathf.Clamp(totalRun * 0.5f, 1f, 1000f);
        p = p * mainSpeed;
        p *= Time.deltaTime;
        
        Vector3 newPosition = transform.position;
        if (Input.GetKey(KeyCode.Space))
        {
            //If player wants to move on X and Z axis only
            transform.Translate(p);
            newPosition.x = transform.position.x;
            newPosition.z = transform.position.z;
            transform.position = newPosition;
        }
        else
        {
            transform.Translate(p);
        }
    }

    private Vector3 GetBaseInput()
    {
        //returns the basic values, if it's 0 than it's not active.
        Vector3 p_Velocity = new Vector3();
        if (Input.GetKey(KeyCode.W))
        {
            p_Velocity += new Vector3(0, 0, 1);
        }

        if (Input.GetKey(KeyCode.S))
        {
            p_Velocity += new Vector3(0, 0, -1);
        }

        if (Input.GetKey(KeyCode.A))
        {
            p_Velocity += new Vector3(-1, 0, 0);
        }

        if (Input.GetKey(KeyCode.D))
        {
            p_Velocity += new Vector3(1, 0, 0);
        }

        return p_Velocity;
    }
}