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Input Manager 1
All of the Controls were referenced from InputManager
1. Create an Empty GameObject, Name it InputManager, and add InputManager script to it
2. Mouse Sensitivity are mainly use for how fast Camera Control move.
• Higher number will cause the Camera to move Faster
Last Updated in 1.0
Input Manager 2
InputManager contain optional Setup for CInput
If you want to replace with Cinput instead,
Replace Scripts in InputManager with Scripts from InputManager_Cinput
Last Updated in 2.3
Input Module
Unit Control
AI Input
Unit Input
Module
Player Input
Unit Control is controlled by InputModule
On Awake()
If isAI is true,
The unit will add AI Input to itself and will be
control via AI module
AIModule is empty and will do nothing at the
moment
If isAI is false,
The Unit will be control by Player’s Input
If CanSwitchAIAtRuntime is true,
AI and Player Input will both be included and can
be switch during Runtime
Last Updated in 2.0
Unit Switcher
Last Updated in 2.5
If you want to be able to Switched Control Characters on the fly, do the following
Add UnitSwitcher Component to any GameObject of your choice.
Drag Camera GameObject with CameraControl to Camera Control
Add Characters with Unit_InputModule to Character Slots
CanSwitchAIOnTheFly for each Characters must be manually turned on
You can Switch Character by Pressing F5 to F8
Input can be adjust in Input Manager, SelectUnit()
AI Scripting Guideline
Last Updated in 3.0
**NOTE** Because Core feature continued being developed,
AI is not available right out of the box. This is simply a sample Guideline.
Inside folder, Script/Controls/Input
please look at the following files,
InputModule_AI_Base
InputModule_Player
InputModule_Interface
InputModule_AI_Base and InputModule_Player share the same Interface from
InputModule_Interface.
Public functions in InputModule_Player, can be reference and apply to InputModule_AI_Base.
AI Scripting Guideline
Last Updated in 2.301
Let say that there are 2 States in which the Character either stand still or move forward,
public MovementSpeedVector CalcMoveSpeed( float rotSpeed )
{
if( STATE.STANDSTILL )
{
return new MovementSpeedVector( 0.0f, unitTransform.forward );
}
//Moving Forward
Vector3 movingDirection = //Some Scripts that determine where the Character is heading//
return new MovementSpeedVector( 1.0f, movingDirection );
}
////Note that the current version of MovementSpeedVector script is not yet optimized
AI Scripting Guideline
Last Updated in 2.301
To make Character Attack
public bool Attack1()
{
if( STATE.STANDSTILL ) return false;
return true;
}
AI Scripting Guideline
Last Updated in 2.301
It would also be more convenient to do something like the following,
public MovementSpeedVector speedVector = new MovementSpeedVector();
public bool attack1Bool = false;
public void Update()
{
if( STATE.STANDSTILL )
{
speedVector = new MovementSpeedVector( 0.0f, unitTransform.forward );
attack1Bool = false;
return;
}
//Attack+MovingForward
Vector3 movingDirection = //Some Scripts that determine where the Character is heading//
speedVector = new MovementSpeedVector( 1.0f, movingDirection );
attack1Bool = true;
}
public MovementSpeedVector CalcMoveSpeed( float rotSpeed ) { return speedVector; }
public bool Attack1() { return attack1Bool ;}
//For the thing inside Update(), these could be Refactor to inherited Class for different AI
types, while retaining the rest in AI_Base
AI Scripting Guideline
Last Updated in 2.5
For demonstration Purpose,
ControlExplain.cs AIUpdate() control boolean that are referenced by AIModule

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Read mepdf v3_0_03input

  • 1. Input Manager 1 All of the Controls were referenced from InputManager 1. Create an Empty GameObject, Name it InputManager, and add InputManager script to it 2. Mouse Sensitivity are mainly use for how fast Camera Control move. • Higher number will cause the Camera to move Faster Last Updated in 1.0
  • 2. Input Manager 2 InputManager contain optional Setup for CInput If you want to replace with Cinput instead, Replace Scripts in InputManager with Scripts from InputManager_Cinput Last Updated in 2.3
  • 3. Input Module Unit Control AI Input Unit Input Module Player Input Unit Control is controlled by InputModule On Awake() If isAI is true, The unit will add AI Input to itself and will be control via AI module AIModule is empty and will do nothing at the moment If isAI is false, The Unit will be control by Player’s Input If CanSwitchAIAtRuntime is true, AI and Player Input will both be included and can be switch during Runtime Last Updated in 2.0
  • 4. Unit Switcher Last Updated in 2.5 If you want to be able to Switched Control Characters on the fly, do the following Add UnitSwitcher Component to any GameObject of your choice. Drag Camera GameObject with CameraControl to Camera Control Add Characters with Unit_InputModule to Character Slots CanSwitchAIOnTheFly for each Characters must be manually turned on You can Switch Character by Pressing F5 to F8 Input can be adjust in Input Manager, SelectUnit()
  • 5. AI Scripting Guideline Last Updated in 3.0 **NOTE** Because Core feature continued being developed, AI is not available right out of the box. This is simply a sample Guideline. Inside folder, Script/Controls/Input please look at the following files, InputModule_AI_Base InputModule_Player InputModule_Interface InputModule_AI_Base and InputModule_Player share the same Interface from InputModule_Interface. Public functions in InputModule_Player, can be reference and apply to InputModule_AI_Base.
  • 6. AI Scripting Guideline Last Updated in 2.301 Let say that there are 2 States in which the Character either stand still or move forward, public MovementSpeedVector CalcMoveSpeed( float rotSpeed ) { if( STATE.STANDSTILL ) { return new MovementSpeedVector( 0.0f, unitTransform.forward ); } //Moving Forward Vector3 movingDirection = //Some Scripts that determine where the Character is heading// return new MovementSpeedVector( 1.0f, movingDirection ); } ////Note that the current version of MovementSpeedVector script is not yet optimized
  • 7. AI Scripting Guideline Last Updated in 2.301 To make Character Attack public bool Attack1() { if( STATE.STANDSTILL ) return false; return true; }
  • 8. AI Scripting Guideline Last Updated in 2.301 It would also be more convenient to do something like the following, public MovementSpeedVector speedVector = new MovementSpeedVector(); public bool attack1Bool = false; public void Update() { if( STATE.STANDSTILL ) { speedVector = new MovementSpeedVector( 0.0f, unitTransform.forward ); attack1Bool = false; return; } //Attack+MovingForward Vector3 movingDirection = //Some Scripts that determine where the Character is heading// speedVector = new MovementSpeedVector( 1.0f, movingDirection ); attack1Bool = true; } public MovementSpeedVector CalcMoveSpeed( float rotSpeed ) { return speedVector; } public bool Attack1() { return attack1Bool ;} //For the thing inside Update(), these could be Refactor to inherited Class for different AI types, while retaining the rest in AI_Base
  • 9. AI Scripting Guideline Last Updated in 2.5 For demonstration Purpose, ControlExplain.cs AIUpdate() control boolean that are referenced by AIModule