Example #1
0
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Alpha1))
        {
            MovementSpeedMode = eMovementSpeedMode.SLOW;
        }

        if (Input.GetKeyDown(KeyCode.Alpha2))
        {
            MovementSpeedMode = eMovementSpeedMode.NORMAL;
        }

        if (Input.GetKeyDown(KeyCode.Alpha3))
        {
            MovementSpeedMode = eMovementSpeedMode.FAST;
        }

        switch (MovementMode)
        {
        case eMovementMode.FREECAM:
            MoveFreely();
            break;

        case eMovementMode.VERTICAL:
            MoveVertically();
            break;

        case eMovementMode.YROTATING:
            MoveYRotating();
            break;
        }
    }
Example #2
0
        void Update()
        {
            // Speed Normal <-> Slow ( left shift hold )
            if (Input.GetKey(KeyCode.LeftShift))
            {
                m_movementSpeedMode = eMovementSpeedMode.slow;
            }

            if (Input.GetKeyUp(KeyCode.LeftShift))
            {
                m_movementSpeedMode = eMovementSpeedMode.normal;
            }

            if (Input.GetKeyDown(KeyCode.Alpha1))
            {
                m_movementMode = eMovementMode.freecam;
            }

            if (Input.GetKeyDown(KeyCode.Alpha2))
            {
                m_movementMode = eMovementMode.orbit;
            }

            // Select the object (mouse left button click)
            if (Input.GetMouseButtonDown(0))
            {
                Ray ray = m_sceneViewCam.ScreenPointToRay(Input.mousePosition);
                if (Physics.Raycast(ray, out RaycastHit hit, 1000.0f)) // click
                {
                    // if something hit by the ray
                    m_selected = hit.collider.gameObject;

                    // TODO:
                    // enable the outline shader on the selected object
                    // update the UI of the selected object (Transform)
                }
                else // unclick
                {
                    // nothing collided
                    m_selected = null;

                    // TODO:
                    // disable all the outline shader on the selected object
                    // update the UI with 0 of the selected object (Transform)
                }
            } // if (Input.GetMouseButtonDown(0))