fix(repair-ebike): stop subtitle leak and fake cooling swap
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This commit is contained in:
Tom Boullay
2026-06-03 06:47:10 +02:00
parent 8d66391fa9
commit 08c10acd48
6 changed files with 114 additions and 23 deletions
+30 -3
View File
@@ -16,6 +16,7 @@ import { RepairReassemblyStep } from "@/components/three/gameplay/RepairReassemb
import { RepairScanSequence } from "@/components/three/gameplay/RepairScanSequence";
import { REPAIR_CASE_MODEL_PATH } from "@/data/gameplay/repairCaseConfig";
import {
REPAIR_FRAGMENT_SPLIT_DURATION_SECONDS,
REPAIR_DONE_DIALOGUE_FALLBACK_MS,
REPAIR_FRAGMENTATION_SEQUENCE_SECONDS,
REPAIR_FRAGMENT_SPLIT_SPEED,
@@ -27,7 +28,11 @@ import { useRepairFragmentationInput } from "@/hooks/gameplay/useRepairFragmenta
import { useRepairMissionStep } from "@/hooks/gameplay/useRepairMissionStep";
import { useTerrainSnappedPosition } from "@/hooks/three/useTerrainHeight";
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
import { playDialogueById } from "@/utils/dialogues/playDialogue";
import {
clearQueuedDialogues,
playDialogueById,
stopCurrentDialogue,
} from "@/utils/dialogues/playDialogue";
import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
import type {
MissionStep,
@@ -128,6 +133,17 @@ export function RepairGame({
);
const isSplitPhase = (SPLIT_PHASES as readonly MissionStep[]).includes(step);
const isRepairing = step === "repairing";
const ebikeBrokenNodeName = config.brokenParts[0]?.targetNodeName;
const ebikeBrokenWorldAnchor = ebikeBrokenNodeName
? brokenAnchors[ebikeBrokenNodeName]
: undefined;
const ebikeBrokenLocalAnchor = ebikeBrokenWorldAnchor
? ([
ebikeBrokenWorldAnchor[0] - snappedPosition[0],
ebikeBrokenWorldAnchor[1] - snappedPosition[1],
ebikeBrokenWorldAnchor[2] - snappedPosition[2],
] satisfies Vector3Tuple)
: ([0, 1, 0] satisfies Vector3Tuple);
useRepairFragmentationInput({
enabled: mainState === mission && readyForFragmentation,
@@ -150,6 +166,15 @@ export function RepairGame({
};
}, [mainState, mission, step]);
useEffect(() => {
if (mission !== "ebike") return;
if (mainState === "ebike") return;
clearQueuedDialogues();
stopCurrentDialogue();
useSubtitleStore.getState().clearActiveSubtitle();
}, [mainState, mission]);
// Drive the global focus bubble: active during the immersive repair
// phases so the world dims/hides outside the dark sphere shroud.
const focusCenterX = snappedPosition[0];
@@ -355,6 +380,7 @@ export function RepairGame({
scale={config.modelScale ?? 1}
split={isSplitPhase}
splitSpeed={REPAIR_FRAGMENT_SPLIT_SPEED}
splitDurationSeconds={REPAIR_FRAGMENT_SPLIT_DURATION_SECONDS}
onPartsReady={setExplodedParts}
onSplitSettled={handleSplitSettled}
{...(isRepairing
@@ -378,6 +404,7 @@ export function RepairGame({
) : null}
{step === "repairing" && mission === "ebike" ? (
<RepairEbikeRepairTrigger
anchor={ebikeBrokenLocalAnchor}
onRepair={() => setMissionStep(mission, "reassembling")}
/>
) : null}
@@ -409,8 +436,8 @@ export function RepairGame({
config={config}
onPlaceholdersChange={setCasePlaceholders}
onAnchorsChange={setCaseAnchors}
open={step === "repairing"}
zoomed={step === "repairing"}
open={mission !== "ebike" && step === "repairing"}
zoomed={mission !== "ebike" && step === "repairing"}
showFragmentationPrompt={
readyForFragmentation && mission !== "ebike"
}