| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364 | using UnityEngine;namespace Unity.AI.Navigation.Samples{    /// <summary>    /// Manipulating the camera with standard inputs    /// </summary>    public class FreeCam : MonoBehaviour    {        public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }        public RotationAxes axes = RotationAxes.MouseXAndY;        public float sensitivityX = 15F;        public float sensitivityY = 15F;            public float minimumX = -360F;        public float maximumX = 360F;            public float minimumY = -60F;        public float maximumY = 60F;            public float moveSpeed = 1.0f;            public bool lockHeight = false;            float rotationY = 0F;            void Update()        {            if (axes == RotationAxes.MouseXAndY)            {                float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;                    rotationY += Input.GetAxis("Mouse Y") * sensitivityY;                rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);                    transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);            }            else if (axes == RotationAxes.MouseX)            {                transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);            }            else            {                rotationY += Input.GetAxis("Mouse Y") * sensitivityY;                rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);                    transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);            }                var xAxisValue = Input.GetAxis("Horizontal");            var zAxisValue = Input.GetAxis("Vertical");            if (lockHeight)            {                var dir = transform.TransformDirection(new Vector3(xAxisValue, 0.0f, zAxisValue) * moveSpeed);                dir.y = 0.0f;                transform.position += dir;            }            else            {                transform.Translate(new Vector3(xAxisValue, 0.0f, zAxisValue) * moveSpeed);            }        }    }}
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