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Door & Lock System โ€‹

Overview โ€‹

A comprehensive door and lock system supporting multiple door types, various locking mechanisms, access control, and smooth animations. Implements keycard systems, combination locks, biometric access, and magical barriers while providing visual and audio feedback for all interactions.

System Architecture โ€‹

mermaid
graph TB
    A[Door Manager] --> B[Animation Controller]
    A --> C[Lock Controller]
    A --> D[Access Controller]
    A --> E[Audio Controller]
    
    B --> F[Door Animations]
    B --> G[Transition States]
    B --> H[Physics Integration]
    
    C --> I[Key Locks]
    C --> J[Combination Locks]
    C --> K[Electronic Locks]
    C --> L[Biometric Locks]
    C --> M[Magical Locks]
    
    D --> N[Permission System]
    D --> O[Inventory Integration]
    D --> P[Quest Integration]
    D --> Q[Security Levels]
    
    E --> R[Door Sounds]
    E --> S[Lock Sounds]
    E --> T[Ambient Audio]
    
    style A fill:#4a90e2
    style C fill:#7ed321
    style D fill:#f5a623
    style B fill:#bd10e0
    style E fill:#50e3c2

Component Breakdown โ€‹

Door Manager Component โ€‹

  • Purpose: Orchestrates door behavior, states, and interaction handling
  • Key Features: State machine management, collision handling, network replication
  • Performance: Efficient state transitions with animation blending

Lock Controller Component โ€‹

  • Purpose: Manages various locking mechanisms and access validation
  • Key Features: Multi-type lock support, attempt tracking, security protocols
  • Performance: Optimized validation with cached access permissions

Animation Controller Component โ€‹

  • Purpose: Handles smooth door animations and physics interactions
  • Key Features: Blend animations, physics simulation, collision avoidance
  • Performance: LOD animations with distance-based quality scaling

Blueprint Patterns โ€‹

Door Interaction Flow โ€‹

mermaid
sequenceDiagram
    participant P as Player
    participant DM as Door Manager
    participant AC as Access Controller
    participant LC as Lock Controller
    participant AN as Animation Controller
    participant AU as Audio Controller
    
    P->>DM: Attempt Door Interaction
    DM->>AC: Check Access Permissions
    
    alt Access Granted
        AC->>DM: Permission Approved
        DM->>AN: Start Open Animation
        DM->>AU: Play Open Sound
        AN->>DM: Animation Complete
    else Access Denied - Locked
        AC->>LC: Check Lock Status
        LC->>AC: Return Lock Type
        AC->>DM: Display Lock UI
        DM->>AU: Play Lock Rattle Sound
    else Access Denied - Security
        AC->>DM: Access Forbidden
        DM->>AU: Play Access Denied Sound
    end

Lock Type Pattern โ€‹

  • Hierarchical Locks: Different lock types with specific requirements
  • Progressive Access: Locks that become easier with player progression
  • Failure Consequences: Lock attempt failures trigger security responses

State Machine Pattern โ€‹

  • Door States: Closed, Opening, Open, Closing, Locked, Jammed, Destroyed
  • Transition Rules: Valid state transitions with animation blending
  • State Persistence: Maintain door states across game sessions

Performance Optimization โ€‹

Animation Optimization โ€‹

  • Distance LOD: Reduce animation quality for distant doors
  • Occlusion Culling: Skip animations for non-visible doors
  • Animation Pooling: Reuse animation components efficiently

Audio Optimization โ€‹

  • Spatial Audio: 3D positioned door sounds with realistic falloff
  • Priority System: Important doors get full audio treatment
  • Audio Culling: Disable audio for very distant door interactions

State Management โ€‹

  • Lazy Updates: Only update door states when player is nearby
  • Batch Processing: Process multiple door states efficiently
  • Memory Optimization: Compact state representation for many doors

Integration Points โ€‹

Security System Integration โ€‹

mermaid
graph LR
    A[Door System] --> B[Security Controller]
    B --> C[Alert System]
    B --> D[Camera Network]
    B --> E[Guard AI]
    
    A --> F[Inventory System]
    F --> G[Key Management]
    F --> H[Keycard System]
    F --> I[Tool Requirements]
    
    A --> J[Quest System]
    J --> K[Story Gates]
    J --> L[Progress Tracking]
    J --> M[Objective Updates]
    
    style A fill:#4a90e2
    style B fill:#7ed321
    style F fill:#bd10e0
    style J fill:#f5a623

System Integrations โ€‹

  • Combat System: Destructible doors with damage states and breach mechanics
  • Stealth System: Lock picking mini-games with noise generation
  • Magic System: Magical locks requiring spells or enchanted items
  • Crafting System: Create keys, lockpicks, and door modification items

World Systems โ€‹

  • Time System: Time-locked doors that open at specific hours
  • Weather System: Weather effects on outdoor doors and electronic locks
  • Power System: Electronic doors affected by power failures

Configuration System โ€‹

Door Types Data Asset โ€‹

  • Standard Doors: Basic hinged doors with simple open/close mechanics
  • Sliding Doors: Horizontal and vertical sliding mechanisms
  • Rotating Doors: Revolving doors and rotating barrier systems
  • Iris Doors: Sci-fi style expanding/contracting portals
  • Magical Portals: Fantasy doors with magical opening requirements

Lock Types Data Asset โ€‹

  • Physical Locks: Traditional keys, combination locks, padlocks
  • Electronic Locks: Keycards, keypads, biometric scanners
  • Magical Locks: Spell requirements, magical keys, ritual unlocking
  • Puzzle Locks: Mini-game based locks with varying difficulty
  • Time Locks: Locks that open automatically after time conditions

Access Control Data Asset โ€‹

  • Permission Levels: Clearance levels for different door access
  • Group Access: Team-based access control for multiplayer
  • Conditional Access: Quest progress, story flags, item requirements
  • Emergency Protocols: Emergency access during specific game states

Advanced Features โ€‹

Smart Lock System โ€‹

  • Learning Locks: Locks that adapt to player behavior and attempts
  • Dynamic Security: Security level increases with repeated failed attempts
  • Backup Systems: Alternative access methods when primary fails
  • Remote Control: Doors controllable from security terminals

Interactive Lock Mechanisms โ€‹

  • Lock Picking Mini-Game: Skill-based lock manipulation with tension feedback
  • Combination Solving: Number/symbol sequence puzzles with hint systems
  • Biometric Challenges: Fingerprint, retinal, or voice recognition games
  • Magical Rituals: Gesture-based or incantation-based magical unlocking

Environmental Integration โ€‹

  • Weather Effects: Rain affects electronic locks, frost jams mechanical ones
  • Power Dependencies: Electronic doors fail during power outages
  • Structural Damage: Damaged buildings affect door functionality
  • Age and Wear: Older doors become harder to operate over time

Door Categories โ€‹

Door Type System โ€‹

mermaid
graph TD
    A[Door Types] --> B[Mechanical Doors]
    A --> C[Electronic Doors] 
    A --> D[Magical Doors]
    A --> E[Security Doors]
    
    B --> F[Hinged Doors]
    B --> G[Sliding Doors]
    B --> H[Revolving Doors]
    
    C --> I[Automatic Doors]
    C --> J[Keycard Doors]
    C --> K[Biometric Doors]
    
    D --> L[Portal Doors]
    D --> M[Barrier Doors]
    D --> N[Ritual Doors]
    
    E --> O[Blast Doors]
    E --> P[Vault Doors]
    E --> Q[Emergency Doors]
    
    style A fill:#4a90e2
    style B fill:#7ed321
    style C fill:#bd10e0
    style D fill:#f5a623
    style E fill:#50e3c2

Lock Mechanisms โ€‹

  • Traditional Keys: Physical keys with unique profiles and wear states
  • Master Key Systems: Hierarchical key systems with override capabilities
  • Combination Locks: Number sequences with various input methods
  • Electronic Access: Cards, codes, biometrics, and mobile device integration

Visual Feedback โ€‹

  • Lock Indicators: Clear visual cues showing lock status and type
  • Access Feedback: Green/red indicators for access granted/denied
  • Interaction Prompts: Context-sensitive UI showing available actions
  • Security Warnings: Visual alerts for security violations or failures

Implementation Notes โ€‹

Blueprint Excellence โ€‹

  • Component Architecture: Modular door and lock components for flexibility
  • State-Driven Design: Robust state machines handling all door conditions
  • Data-Driven Configuration: External configuration for easy level design

Network Considerations โ€‹

  • Authority Model: Server-authoritative door states with client prediction
  • Bandwidth Optimization: Efficient replication of door state changes
  • Synchronization: Consistent door states across all connected players

Accessibility Features โ€‹

  • Visual Indicators: Clear visual feedback for all door states and interactions
  • Audio Cues: Comprehensive audio feedback for visually impaired players
  • Alternative Inputs: Support for various input methods and accessibility devices
  • Timing Options: Adjustable timing for players with motor difficulties

This door and lock system provides a comprehensive solution for access control and environmental storytelling while maintaining smooth gameplay and supporting diverse accessibility needs across all platforms.