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; } }
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))