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using UnityEngine;
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public class FreeCamera : MonoBehaviour {
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public bool enableInputCapture = true;
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public bool holdRightMouseCapture = false;
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public float lookSpeed = 5f;
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public float moveSpeed = 5f;
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public float sprintSpeed = 50f;
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bool m_inputCaptured;
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float m_yaw;
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float m_pitch;
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void Awake() {
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enabled = enableInputCapture;
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}
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void OnValidate() {
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if(Application.isPlaying)
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enabled = enableInputCapture;
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}
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void CaptureInput() {
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m_inputCaptured = true;
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m_yaw = transform.eulerAngles.y;
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m_pitch = transform.eulerAngles.x;
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}
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void ReleaseInput() {
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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m_inputCaptured = false;
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}
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void OnApplicationFocus(bool focus) {
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if(m_inputCaptured && !focus)
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ReleaseInput();
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}
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void Update() {
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if(!m_inputCaptured) {
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if(!holdRightMouseCapture && Input.GetMouseButtonDown(0))
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CaptureInput();
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else if(holdRightMouseCapture && Input.GetMouseButtonDown(1))
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CaptureInput();
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}
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if(!m_inputCaptured)
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return;
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if(m_inputCaptured) {
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if(!holdRightMouseCapture && Input.GetKeyDown(KeyCode.Escape))
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ReleaseInput();
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else if(holdRightMouseCapture && Input.GetMouseButtonUp(1))
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ReleaseInput();
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}
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var rotStrafe = Input.GetAxis("Mouse X");
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var rotFwd = Input.GetAxis("Mouse Y");
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m_yaw = (m_yaw + lookSpeed * rotStrafe) % 360f;
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m_pitch = (m_pitch - lookSpeed * rotFwd) % 360f;
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transform.rotation = Quaternion.AngleAxis(m_yaw, Vector3.up) * Quaternion.AngleAxis(m_pitch, Vector3.right);
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var speed = Time.deltaTime * (Input.GetKey(KeyCode.LeftShift) ? sprintSpeed : moveSpeed);
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var forward = speed * Input.GetAxis("Vertical");
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var right = speed * Input.GetAxis("Horizontal");
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var up = speed * ((Input.GetKey(KeyCode.E) ? 1f : 0f) - (Input.GetKey(KeyCode.Q) ? 1f : 0f));
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transform.position += transform.forward * forward + transform.right * right + Vector3.up * up;
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}
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}
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