Have you heard of dnSpy? You can mess with the code without putting it into Unity! If you are feeling really fun, you can get a game into unity using dnSpy, but you need some other programs to do it. I made a short set of code that lets me press JKL to Duplicate, Delete, and Add physics to objects. For horror games with fog and stuff, I can press / to get light. If you wanted to see the code, I can show you, its pretty short.
Here it is! (All the tokens are added by dnSpy for some reason.):
using System;
using UnityEngine;
// Token: 0x02000011 RID: 17
[RequireComponent(typeof(CharacterController))]
public class SC_FPSController : MonoBehaviour
{
// Token: 0x0600002F RID: 47 RVA: 0x00002223 File Offset: 0x00000423
private void Start()
{
this.characterController = base.GetComponent<CharacterController>();
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
// Token: 0x06000030 RID: 48 RVA: 0x00002AF8 File Offset: 0x00000CF8
private void Update()
{
if (Input.GetKeyDown(KeyCode.Slash))
{
GameObject gameObject = UnityEngine.Object.Instantiate<GameObject>(new GameObject(), base.transform.position, new Quaternion(45f, 45f, 45f, 0f));
gameObject.AddComponent<Light>();
gameObject.GetComponent<Light>().range = 9999f;
gameObject.transform.SetParent(base.transform);
}
Vector3 a = base.transform.TransformDirection(Vector3.forward);
Vector3 a2 = base.transform.TransformDirection(Vector3.right);
bool key = Input.GetKey(KeyCode.LeftShift);
float d = this.canMove ? ((key ? (this.runningSpeed * 3f) : (this.walkingSpeed * 3f)) * Input.GetAxis("Vertical")) : 0f;
float d2 = this.canMove ? ((key ? (this.runningSpeed * 3f) : (this.walkingSpeed * 3f)) * Input.GetAxis("Horizontal")) : 0f;
float y = this.moveDirection.y;
this.moveDirection = a * d + a2 * d2;
if (Input.GetButton("Jump") && this.canMove && this.characterController.isGrounded)
{
this.moveDirection.y = 15f;
}
else
{
this.moveDirection.y = y;
}
if (!this.characterController.isGrounded)
{
this.moveDirection.y = this.moveDirection.y - this.gravity * Time.deltaTime;
}
this.characterController.Move(this.moveDirection * Time.deltaTime);
if (this.canMove)
{
this.rotationX += -Input.GetAxis("Mouse Y") * this.lookSpeed;
this.rotationX = Mathf.Clamp(this.rotationX, -this.lookXLimit, this.lookXLimit);
this.playerCamera.transform.localRotation = Quaternion.Euler(this.rotationX, 0f, 0f);
base.transform.rotation *= Quaternion.Euler(0f, Input.GetAxis("Mouse X") * this.lookSpeed, 0f);
}
if (Input.GetKeyDown("k"))
{
Vector3 forward = this.playerCamera.transform.forward;
RaycastHit raycastHit;
if (Physics.Raycast(this.playerCamera.transform.position + forward, forward, out raycastHit, 9999f))
{
raycastHit.transform.gameObject.SetActive(false);
}
}
if (Input.GetKeyDown("j"))
{
Vector3 forward2 = this.playerCamera.transform.forward;
RaycastHit raycastHit2;
if (Physics.Raycast(this.playerCamera.transform.position + forward2, forward2, out raycastHit2, 9999f))
{
UnityEngine.Object.Instantiate<GameObject>(raycastHit2.transform.gameObject, raycastHit2.transform.position, raycastHit2.transform.rotation);
}
}
if (Input.GetKeyDown("l"))
{
Vector3 forward3 = this.playerCamera.transform.forward;
RaycastHit raycastHit3;
if (Physics.Raycast(this.playerCamera.transform.position + forward3, forward3, out raycastHit3, 9999f))
{
if (raycastHit3.transform.gameObject.GetComponent<Rigidbody>() != null)
{
UnityEngine.Object.Destroy(raycastHit3.transform.gameObject.GetComponent<Rigidbody>());
}
raycastHit3.transform.gameObject.AddComponent<Rigidbody>();
return;
}
}
}
// Token: 0x04000041 RID: 65
public float walkingSpeed = 7.5f;
// Token: 0x04000042 RID: 66
public float runningSpeed = 11.5f;
// Token: 0x04000043 RID: 67
public float jumpSpeed = 8f;
// Token: 0x04000044 RID: 68
public float gravity = 20f;
// Token: 0x04000045 RID: 69
public Camera playerCamera;
// Token: 0x04000046 RID: 70
public float lookSpeed = 2f;
// Token: 0x04000047 RID: 71
public float lookXLimit = 45f;
// Token: 0x04000048 RID: 72
private CharacterController characterController;
// Token: 0x04000049 RID: 73
private Vector3 moveDirection = Vector3.zero;
// Token: 0x0400004A RID: 74
private float rotationX;
// Token: 0x0400004B RID: 75
[HideInInspector]
public bool canMove = true;
}