Button & Switch System โ
Overview โ
A versatile button and switch interaction system supporting various activation methods, timing mechanisms, and complex trigger sequences. Implements pressure plates, toggle switches, timed buttons, multi-stage activation sequences, and networked synchronization for multiplayer puzzle solving.
System Architecture โ
mermaid
graph TB
A[Switch Manager] --> B[Input Controller]
A --> C[State Controller]
A --> D[Timer Controller]
A --> E[Sequence Controller]
A --> F[Network Controller]
B --> G[Pressure Detection]
B --> H[Touch Activation]
B --> I[Proximity Triggers]
B --> J[Voice Commands]
C --> K[Toggle States]
C --> L[Momentary States]
C --> M[Multi-Position]
C --> N[Conditional States]
D --> O[Activation Timers]
D --> P[Cooldown Timers]
D --> Q[Sequence Timers]
E --> R[Multi-Switch Logic]
E --> S[Pattern Recognition]
E --> T[Combination Locks]
F --> U[State Replication]
F --> V[Authority Management]
F --> W[Sync Validation]
style A fill:#4a90e2
style E fill:#7ed321
style D fill:#f5a623
style C fill:#bd10e0
style B fill:#50e3c2Component Breakdown โ
Switch Manager Component โ
- Purpose: Central orchestration of switch behaviors and state management
- Key Features: Multi-type switch support, event coordination, network synchronization
- Performance: Efficient state tracking with minimal memory overhead
Input Controller Component โ
- Purpose: Handles various activation methods and input validation
- Key Features: Multi-modal input support, gesture recognition, voice commands
- Performance: Smart input filtering with debouncing and noise reduction
Sequence Controller Component โ
- Purpose: Manages complex multi-switch sequences and pattern matching
- Key Features: Temporal sequences, spatial patterns, conditional logic chains
- Performance: Optimized pattern matching with early termination
Blueprint Patterns โ
Switch Activation Flow โ
mermaid
sequenceDiagram
participant P as Player/Object
participant SC as Switch Controller
participant IC as Input Controller
participant ST as State Controller
participant TC as Timer Controller
participant ED as Event Dispatcher
P->>SC: Activation Attempt
SC->>IC: Validate Input Method
alt Input Valid
IC->>SC: Input Confirmed
SC->>ST: Check Current State
alt State Change Allowed
ST->>TC: Start Activation Timer
TC->>ST: Timer Complete
ST->>SC: State Changed
SC->>ED: Broadcast State Change
else State Change Blocked
ST->>SC: Change Denied
SC->>ED: Broadcast Activation Failed
end
else Input Invalid
IC->>SC: Input Rejected
SC->>ED: Broadcast Invalid Input
endMulti-Switch Sequence Pattern โ
- Pattern Recognition: Detect specific activation sequences across multiple switches
- Timing Windows: Time-sensitive sequences with configurable tolerance
- Reset Conditions: Automatic sequence reset on failure or timeout
State Machine Pattern โ
- Switch States: Off, On, Transitioning, Disabled, Locked, Broken
- Transition Rules: Valid state changes with conditions and requirements
- Persistent States: Maintain switch states across game sessions
Performance Optimization โ
Input Processing โ
- Debouncing: Prevent rapid state changes from noisy inputs
- Input Pooling: Batch process multiple switch inputs efficiently
- Priority System: Critical switches get immediate processing
State Management โ
- Delta Updates: Only process switches that have changed state
- Spatial Optimization: Only check switches within player proximity
- Batch Notifications: Group state change events for efficiency
Sequence Processing โ
- Early Termination: Stop processing invalid sequences immediately
- Pattern Caching: Cache frequently used sequence patterns
- Smart Validation: Validate sequence steps incrementally
Integration Points โ
Puzzle System Integration โ
mermaid
graph LR
A[Switch System] --> B[Puzzle Controller]
B --> C[Logic Gates]
B --> D[Sequence Validator]
B --> E[Progress Tracker]
A --> F[Environmental Systems]
F --> G[Lighting Control]
F --> H[Door Mechanisms]
F --> I[Platform Movement]
A --> J[Security Systems]
J --> K[Access Control]
J --> L[Alarm Systems]
J --> M[Lock Mechanisms]
style A fill:#4a90e2
style B fill:#7ed321
style F fill:#bd10e0
style J fill:#f5a623System Integrations โ
- Lighting System: Switch-controlled ambient and task lighting
- Audio System: Switch activation sounds and environmental audio changes
- Mechanical Systems: Control moving platforms, elevators, and machinery
- Security Systems: Integrate with alarms, locks, and surveillance
Gameplay Mechanics โ
- Quest Integration: Story-critical switches with narrative significance
- Crafting Integration: Switches that control manufacturing equipment
- Combat Integration: Environmental hazards and tactical advantages
- Exploration Rewards: Hidden switches revealing secret areas
Configuration System โ
Switch Types Data Asset โ
- Push Buttons: Momentary activation with spring-back mechanism
- Toggle Switches: Binary on/off states with position memory
- Pressure Plates: Weight-activated switches with threshold settings
- Proximity Switches: Motion-activated with configurable detection ranges
- Combination Switches: Multi-input switches requiring specific sequences
Activation Methods Data Asset โ
- Physical Contact: Direct touch or pressure activation
- Proximity Detection: Motion or presence-based triggering
- Voice Commands: Speech recognition with customizable keywords
- Gesture Recognition: Hand gesture or body movement activation
- Tool Requirements: Switches requiring specific items or abilities
Timing Parameters Data Asset โ
- Activation Duration: How long switch remains active after triggering
- Cooldown Period: Minimum time between activations
- Sequence Timeout: Maximum time allowed for multi-switch sequences
- Debounce Time: Minimum time between state changes
Advanced Features โ
Smart Switch Networks โ
- Mesh Communication: Switches communicate state changes to network
- Dependency Chains: Switches that enable or disable other switches
- Load Balancing: Distribute processing across multiple switch controllers
- Redundant Systems: Backup switches for critical systems
Contextual Behavior โ
- Environmental Adaptation: Switch behavior changes based on environment
- Player State Awareness: Different responses based on player condition
- Time-Based Behavior: Switch availability based on time of day or game progress
- Dynamic Difficulty: Switch complexity adapts to player skill level
Multi-Modal Interaction โ
- Accessibility Support: Multiple activation methods for different abilities
- Cultural Adaptation: Region-appropriate interaction metaphors
- VR Optimization: Natural gesture-based interactions for VR platforms
- Mobile Integration: Touch and tilt controls for mobile platforms
Switch Categories โ
Input Type System โ
mermaid
graph TD
A[Switch Types] --> B[Mechanical Switches]
A --> C[Electronic Switches]
A --> D[Magical Switches]
A --> E[Environmental Switches]
B --> F[Push Buttons]
B --> G[Toggle Switches]
B --> H[Pressure Plates]
C --> I[Proximity Sensors]
C --> J[Touch Screens]
C --> K[Biometric Readers]
D --> L[Crystal Activators]
D --> M[Rune Switches]
D --> N[Spell Triggers]
E --> O[Wind Vanes]
E --> P[Water Level Triggers]
E --> Q[Temperature Switches]
style A fill:#4a90e2
style B fill:#7ed321
style C fill:#bd10e0
style D fill:#f5a623
style E fill:#50e3c2Behavior Types โ
- Momentary: Active only while being pressed or triggered
- Latching: Remain in activated state until explicitly reset
- Timed: Automatically return to default state after set duration
- Conditional: Activation depends on specific game conditions
Visual Feedback โ
- State Indicators: Clear visual representation of switch state
- Activation Feedback: Immediate visual response to user interaction
- Progress Indicators: Show progress through multi-step sequences
- Error Feedback: Visual indication of invalid activation attempts
Implementation Notes โ
Blueprint Architecture โ
- Component-Based Design: Modular switch components for maximum flexibility
- Event-Driven System: Responsive switch system with efficient event handling
- Data-Driven Configuration: External switch definitions for easy level design
Network Architecture โ
- Client-Server Model: Server-authoritative switch states with client prediction
- Bandwidth Optimization: Efficient state synchronization across network
- Conflict Resolution: Handle simultaneous activation attempts gracefully
Performance Patterns โ
- Spatial Partitioning: Only process switches in active game areas
- State Caching: Cache frequently accessed switch states
- Batch Processing: Group switch operations for optimal performance
User Experience โ
- Clear Affordances: Switches clearly communicate their interaction method
- Consistent Behavior: Similar switches behave predictably across the game
- Accessible Design: Support for players with various physical abilities
- Satisfying Feedback: Rewarding audio and visual responses to activation
This button and switch system provides a robust foundation for interactive environmental elements while supporting complex puzzle mechanics and ensuring smooth multiplayer functionality across all platforms.