artcl0ud_rc-racer-prototype/Assets/MidiPlayer/Demo/FreeDemos/Script/FlyCamera.cs
using UnityEngine;
using System.Collections;

public class FlyCamera : MonoBehaviour
{

    /**
     * Writen by Windexglow 11-13-10.  Use it, edit it, steal it I don't care.
     * Converted to C# 27-02-13 - no credit wanted.
     * Added resetRotation, RF control, improved initial mouse position, 2015-03-11 - Roi Danton.
     * Simple flycam I made, since I couldn't find any others made public.
     * Made simple to use (drag and drop, done) for regular keyboard layout
     * wasdrf : basic movement
     * shift : Makes camera accelerate
     * space : Moves camera on X and Z axis only.  So camera doesn't gain any height
     */

    public float mainSpeed = 3f; // Regular speed.
    public float shiftAdd = 25f;  // Multiplied by how long shift is held.  Basically running.
    public float maxShift = 100f; // Maximum speed when holding shift.
    public float camSens = .15f;  // Camera sensitivity by mouse input.
    private Vector3 lastMouse = new Vector3(Screen.width / 2, Screen.height / 2, 0); // Kind of in the middle of the screen, rather than at the top (play).
    private float totalRun = 1.0f;

    void Update()
    {

        // Mouse input.
        lastMouse = Input.mousePosition - lastMouse;
        lastMouse = new Vector3(-lastMouse.y * camSens, lastMouse.x * camSens, 0);
        lastMouse = new Vector3(transform.eulerAngles.x + lastMouse.x, transform.eulerAngles.y + lastMouse.y, 0);
        transform.eulerAngles = lastMouse;
        lastMouse = Input.mousePosition;

        // Keyboard commands.
        Vector3 p = getDirection();
        if (Input.GetKey(KeyCode.LeftShift))
        {
            totalRun += Time.unscaledDeltaTime;
            p = p * totalRun * shiftAdd;
            p.x = Mathf.Clamp(p.x, -maxShift, maxShift);
            p.y = Mathf.Clamp(p.y, -maxShift, maxShift);
            p.z = Mathf.Clamp(p.z, -maxShift, maxShift);
        }
        else
        {
            totalRun = Mathf.Clamp(totalRun * 0.5f, 1f, 1000f);
            p = p * mainSpeed;
        }

        p = p * Time.unscaledDeltaTime;
        Vector3 newPosition = transform.position;
        if (Input.GetKey(KeyCode.V))
        { //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 getDirection()
    {
        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);
        }
        if (Input.GetKey(KeyCode.R))
        {
            p_Velocity += new Vector3(0, 1, 0);
        }
        if (Input.GetKey(KeyCode.F))
        {
            p_Velocity += new Vector3(0, -1, 0);
        }
        return p_Velocity;
    }

    public void resetRotation(Vector3 lookAt)
    {
        transform.LookAt(lookAt);
    }
}