﻿using UnityEngine;
using System.Collections;

public class FreeCameraFly : 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.
    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  
    wasd : basic movement
    shift : Makes camera accelerate
    space : Moves camera on X and Z axis only.  So camera doesn't gain any height*/


    float mainSpeed = 50.0f; //regular speed
    float shiftAdd = 50.0f; //multiplied by how long shift is held.  Basically running
    float maxShift = 500.0f; //Maximum speed when holdin gshift
    //float camSens = 0.25f; //How sensitive it with mouse
    //private Vector3 lastMouse = new Vector3(255, 255, 255); //kind of in the middle of the screen, rather than at the top (play)
    private float totalRun = 1.0f;
	Transform freePivot;

    void Update() 
    {
        if (Cursor.lockState == CursorLockMode.None)
            return;

		transform.eulerAngles += new Vector3 (AdjustedMouse ().x * 5f, AdjustedMouse ().y * 5f, 0f);
        //Mouse  camera angle done.  

        //Keyboard commands
        Vector3 p = GetBaseInput();
        if (Input.GetKey(KeyCode.LeftShift)) {
            totalRun += Time.deltaTime;
            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.deltaTime;
        Vector3 newPosition = transform.position;
        if (Input.GetKey(KeyCode.Space)) { //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);
        }

    }

	Vector2 AdjustedMouse () {
		float xAccess = 0f;
		float yAccess = 0f;

		xAccess -= Input.GetAxis ("Mouse Y");
		yAccess += Input.GetAxis ("Mouse X");

		return new Vector2 (xAccess, yAccess);
	}

    private Vector3 GetBaseInput() { //returns the basic values, if it's 0 than it's not active.
        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.Q)) {
			p_Velocity += new Vector3(0, -1, 0);
		}
		if (Input.GetKey(KeyCode.E)) {
			p_Velocity += new Vector3(0, 1, 0);
		}
        return p_Velocity;
    }
}
