Warning: This is still a WiP and not complete yet
MMO Controller is a Server-Authoratative Keyboard & Mouse controller that provides similar capabilities to a MMORPG like World of Warcraft. Some features of the approach are
MMOThirdPersonCamera
MovementControlDispatcher
PhysicsMonitorReceiver
RigidbodyCharacterController
.AddComponent(new MovementControllerState.Data(), CommonRequirementSets.specificClient(clientId))
.AddComponent(new MovementState.Data(), CommonRequirementSets.PhysicsOnly)
.AddComponent(new PhysicsMonitor.Data(), CommonRequirementSets.PhysicsOnly)
In the MMOThirdPersonCamera script, you'll
notice there are several public variables that you can set. You'll want to play
with these to match your own gameplay mechanics. For instance, you may with to
set MinDistance
to 0.0f
which will allow you to zoom in to a "First Person"
mode with your camera.
Simply attach the script to your player prefab. The script uses the UnityClient's
main camera. You'll also need to ensure that the MovementState
component is added
to your PlayerEntityTemplate
.AddComponent(new MovementState.Data(new MovementStateData()), CommonRequirementSets.PhysicsOnly);
DefaultFollowYaw
- The angle on the Y-Axis to slerp back to when free-look mode is
disabled.
InitialFollowPitch
- The angle on the X-Axis to initialize the camera to.
InitialCameraDistance
- The initial distance for the camera
SnapBackToFollowSpeed
- How quickly to snap back to DefaultFollowYaw
when free-look
mode is disabled.
ScrollWheelSensitivity
- How quickly the scroll wheel should zoom the camera
MouseSensitivity
- How sensitive the mouse axis' are
MinPitch
and MaxPitch
- Constraints on camera look for pitch
MinDistance
and MaxDistance
- Constraints on camera distance
One of the things that makes games like World of Warcraft such a joy to players is the ability to completely customize the gameplay experience through setting up action bindings that accomodate your own style and the various gaming input devices that exist. For instance, when I play WoW I use my Razer MMO mouse that has 12 user-assignable thumb buttons on the side of the mouse as well as a gaming keyboard with programmable keys.
Within the game client, I can customize the Fireball
action to be
bound to the key combination Ctrl+Shift+F
, and then bind the same key combination to
one of the programmable keys on my gaming device. In robust game designs that allow
players to perform potentially hundreds of different actions depending on what's
happening at that precise moment, this level of customization is imperative to the
success of the game.
The primary purpose of the KeyMap
is to provide a lookup table from string
to an array
of KeyCode
and visa-versa. The aim of such a dictionary is to allow you to create a
simple customization (and storage) interface for custom key-bindings and handle some things
like equality between Left Shift and Right Shift. You can customize the static section
in this map however you'd like. Say for instance you wanted to differentiate between
the shift keys described above.
Presently in the KeyMap, the mapping
Keymap.Add("Shift", new KeyCode[] { KeyCode.LeftShift, KeyCode.RightShift });
Specifies that a binding for "Shift" would match on either KeyCode.LeftShift || KeyCode.RightShift
. You could simply replace this line with
Keymap.Add("Left Shift", new KeyCode[] { KeyCode.LeftShift });
Keymap.Add("Right Shift", new KeyCode[] { KeyCode.RightShift });
Then you could have bindings mapped to Ctrl+Left Shift+B
and Ctrl+Right Shift+B
that would do different things in your controller.
Now that we've got our "Mappable Keys" sorted out and supported, we'll need a way to actually build a binding between a combination of keys and an associated action. This is the purpose of the ActionBinding class.
Let's say, for example you'd like to create a binding for moving forward (which we'll be doing later in this recipe). You'd like to simply bind this to the "W" key on the keyboard. You'd also like to create a complex binding for casting a fireball. Finally, you'd like to bind two difference key combinations to the SelfHeal action. Furthermore the MoveForward action should bind as a key that needs to be held down, while you only want to detect the initial keypress for something like casting a spell.
var MoveForward = new ActionBinding("W", ActionBinding.KeyMode.HOLD);
var Fireball = new ActionBinding("Ctrl+Shift+4", ActionBinding.KeyMode.PUSH);
var SelfHeal = new ActionBinding("Ctrl+Shift+5,Ctrl+H", ActionBinding.KeyMode.PUSH);
Behind the scenes, this will create a mapping that looks like
MoveForward => Input.GetKey
(
KeyCode.W
)
Fireball => Input.GetKeyDown
(
( KeyCode.LeftCtrl || KeyCode.RightCtrl ) &&
( KeyCode.LeftAlt) || KeyCode.RightAlt) &&
( KeyCode.LeftShift || KeyCode.RightShift ) &&
( KeyCode.Numpad4 || KeyCode.Alpha4 )
)
SelfHeal => Input.GetKeyDown
(
( KeyCode.LeftControl || KeyCode.RightControl ) &&
( KeyCode.LeftShift || KeyCode.RightShift ) &&
( KeyCode.Numpad5 || KeyCode.Alpha5 )
)
||
(
( KeyCode.LeftControl || KeyCode.RightControl ) &&
( KeyCode.H )
)
Multiple keypresses in a single binding are joined with a +
while multiple bindings
for the same action are joined by ,
. Additionally, the difference between a key
that must be held down vs. a single keypress is expressed the the modes KeyMode.HOLD
or KeyMode.PUSH
.
In your controller, you'd simply execute the Check()
method on any actions to
determine whether the binding is active on the controller.
if (MoveForward.Check())
{
// Move the character forward
}
// ...
if (Fireball.Check())
{
// Cast a fireball
}
In some situations, you may want to make things more dynamic; so with this framework, you can set a delegate method to be invoked when matched.
var action1 = new ActionBinding("Ctrl+1", Action_1, ActionBinding.KeyMode.PUSH);
action1.Check();
// ...
private void Action_1() {
// do whatever is assigned to action 1
}
Or you can simply invoke the CheckAsync
method and provide a callback
action1.CheckAsync(Action_1);