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Warning: This is still a WiP and not complete yet

About the MMOController

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

  • Server Authoratative controller to reduce cheating
  • Adjustable 3rd-person camera
  • Customizable Key Bindings and multiple bindings per action
  • Text-to-binding and binding-to-text lookups
  • Extensible framework for adding new actions
  • Built-in Physics Monitor component for debugging in Unity

Server-Authoratative Controller

  1. Add the following behaviours to your Player prefab
    • MMOThirdPersonCamera
    • MovementControlDispatcher
    • PhysicsMonitorReceiver
    • RigidbodyCharacterController
  2. Add the following components to your player entity template
    • .AddComponent(new MovementControllerState.Data(), CommonRequirementSets.specificClient(clientId))
    • .AddComponent(new MovementState.Data(), CommonRequirementSets.PhysicsOnly)
    • .AddComponent(new PhysicsMonitor.Data(), CommonRequirementSets.PhysicsOnly)

Third Person Camera

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.

Using the Third Person 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);

Attributes

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

Key Bindings framework

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.

KeyMap

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.

Action Bindings

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);

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