void Update() { print("update"); // Exit Sample if (Input.GetKey(KeyCode.Escape)) { Application.Quit(); #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #endif } // Hide and lock cursor when right mouse button pressed if (Input.GetMouseButtonDown(1)) { Cursor.lockState = CursorLockMode.Locked; } // Unlock and show cursor when right mouse button released if (Input.GetMouseButtonUp(1)) { Cursor.visible = true; Cursor.lockState = CursorLockMode.None; } // Rotation if (Input.GetMouseButton(1)) { var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1)); var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude); m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor; m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor; } var translation = GetInputTranslationDirection() * Time.deltaTime; Vector3 camcur = m_TargetCameraState.GetCurrentCamera(); if (flag_w == false) { if (flag_update != false && array1[0] != 0) { prev_x = array1[0]; prev_y = array1[1]; prev_w = array1[2]; flag_w = true; } else { flag_update = true; } } // Translation if (flag_w == true) { diff_x = (array1[0] - prev_x); diff_y = (array1[1] - prev_y); diff_z = (array1[2] - prev_w); //save the current position prev_x = array1[0]; prev_y = array1[1]; prev_w = array1[2]; usemax_x = Math.Abs(diff_x) > Math.Abs(diff_y) ? (Math.Abs(diff_x) > Math.Abs(diff_z) ? true : false) : false; usemax_y = Math.Abs(diff_y) > Math.Abs(diff_x) ? (Math.Abs(diff_y) > Math.Abs(diff_z) ? true : false) : false; usemax_z = Math.Abs(diff_z) > Math.Abs(diff_x) ? (Math.Abs(diff_z) > Math.Abs(diff_y) ? true : false) : false; if (usemax_x) { print("x Max"); ratio_x = 100; ratio_y = 500; ratio_z = 500; } else if (usemax_y) { print("y Max"); ratio_x = 500; ratio_y = 100; ratio_z = 500; } else if (usemax_z) { print("z Max"); ratio_x = 500; ratio_y = 500; ratio_z = 100; } if (Math.Abs(diff_x) > 10 || Math.Abs(diff_y) > 10 || Math.Abs(diff_z) > 10) { m_TargetCameraState.SetCurrentCamera(diff_x / ratio_x, diff_y / ratio_y, diff_z / ratio_z /**/); } } // Speed up movement when shift key held if (Input.GetKey(KeyCode.LeftShift)) { translation *= 10.0f; } // Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel) boost += Input.mouseScrollDelta.y * 0.2f; //translation *= Mathf.Pow(2.0f, boost); translation = translation / 5000; m_TargetCameraState.Translate(translation); // Framerate-independent interpolation // Calculate the lerp amount, such that we get 99% of the way to our target in the specified time var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime); var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime); m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct); m_InterpolatingCameraState.UpdateTransform(transform); }