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117 lines
3.8 KiB
117 lines
3.8 KiB
10 months ago
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using UnityEngine;
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namespace Unity.MLAgentsExamples
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{
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public class FlyCamera : MonoBehaviour
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{
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/*
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wasd : basic movement
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shift : Makes camera accelerate
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space : Moves camera on X and Z axis only. So camera doesn't gain any height*/
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public float mainSpeed = 100.0f; // regular speed
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public float shiftAdd = 250.0f; // multiplied by how long shift is held. Basically running
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public float maxShift = 1000.0f; // Maximum speed when holdin gshift
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public float camSens = 0.25f; // How sensitive it with mouse
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public bool rotateOnlyIfMousedown = true;
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public bool movementStaysFlat = true;
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Vector3
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m_LastMouse =
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new Vector3(255, 255,
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255); // kind of in the middle of the screen, rather than at the top (play)
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float m_TotalRun = 1.0f;
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void Awake()
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{
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Debug.Log("FlyCamera Awake() - RESETTING CAMERA POSITION"); // nop?
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// nop:
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// transform.position.Set(0,8,-32);
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// transform.rotation.Set(15,0,0,1);
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transform.position = new Vector3(0, 8, -32);
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transform.rotation = Quaternion.Euler(25, 0, 0);
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}
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void Update()
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{
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if (Input.GetMouseButtonDown(1))
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{
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m_LastMouse = Input.mousePosition; // $CTK reset when we begin
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}
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if (!rotateOnlyIfMousedown ||
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(rotateOnlyIfMousedown && Input.GetMouseButton(1)))
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{
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m_LastMouse = Input.mousePosition - m_LastMouse;
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m_LastMouse = new Vector3(-m_LastMouse.y * camSens, m_LastMouse.x * camSens, 0);
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m_LastMouse = new Vector3(transform.eulerAngles.x + m_LastMouse.x,
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transform.eulerAngles.y + m_LastMouse.y, 0);
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transform.eulerAngles = m_LastMouse;
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m_LastMouse = Input.mousePosition;
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// Mouse camera angle done.
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}
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// Keyboard commands
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var p = GetBaseInput();
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if (Input.GetKey(KeyCode.LeftShift))
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{
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m_TotalRun += Time.deltaTime;
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p = shiftAdd * m_TotalRun * p;
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p.x = Mathf.Clamp(p.x, -maxShift, maxShift);
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p.y = Mathf.Clamp(p.y, -maxShift, maxShift);
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p.z = Mathf.Clamp(p.z, -maxShift, maxShift);
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}
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else
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{
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m_TotalRun = Mathf.Clamp(m_TotalRun * 0.5f, 1f, 1000f);
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p = p * mainSpeed;
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}
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p = p * Time.deltaTime;
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var newPosition = transform.position;
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if (Input.GetKey(KeyCode.Space)
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{
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// If player wants to move on X and Z axis only
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transform.Translate(p);
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newPosition.x = transform.position.x;
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newPosition.z = transform.position.z;
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transform.position = newPosition;
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}
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else
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{
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transform.Translate(p);
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}
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}
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Vector3 GetBaseInput()
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{
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// returns the basic values, if it's 0 than it's not active.
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var pVelocity = new Vector3();
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if (Input.GetKey(KeyCode.W))
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{
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pVelocity += new Vector3(0, 0, 1);
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}
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if (Input.GetKey(KeyCode.S))
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{
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pVelocity += new Vector3(0, 0, -1);
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}
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if (Input.GetKey(KeyCode.A))
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{
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pVelocity += new Vector3(-1, 0, 0);
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}
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if (Input.GetKey(KeyCode.D))
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{
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pVelocity += new Vector3(1, 0, 0);
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}
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return pVelocity;
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}
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}
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}
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