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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:#50e3c2

Component 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
    end

Multi-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:#f5a623

System 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:#50e3c2

Behavior 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.