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Assets/NavMesh/Examples/Scripts/FreeCam.cs
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58
Assets/NavMesh/Examples/Scripts/FreeCam.cs
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using UnityEngine;
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public class FreeCam : MonoBehaviour
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{
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public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
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public RotationAxes axes = RotationAxes.MouseXAndY;
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public float sensitivityX = 15F;
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public float sensitivityY = 15F;
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public float minimumX = -360F;
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public float maximumX = 360F;
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public float minimumY = -60F;
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public float maximumY = 60F;
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public float moveSpeed = 1.0f;
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public bool lockHeight = false;
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float rotationY = 0F;
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void Update()
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{
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if (axes == RotationAxes.MouseXAndY)
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{
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float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
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rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
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rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
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transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
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}
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else if (axes == RotationAxes.MouseX)
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{
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transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
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}
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else
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{
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rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
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rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
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transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
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}
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var xAxisValue = Input.GetAxis("Horizontal");
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var zAxisValue = Input.GetAxis("Vertical");
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if (lockHeight)
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{
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var dir = transform.TransformDirection(new Vector3(xAxisValue, 0.0f, zAxisValue) * moveSpeed);
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dir.y = 0.0f;
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transform.position += dir;
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}
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else
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{
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transform.Translate(new Vector3(xAxisValue, 0.0f, zAxisValue) * moveSpeed);
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}
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}
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}
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