animate and fix electricienne
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This commit is contained in:
@@ -21,15 +21,20 @@ const PYLON_MODEL_PATH = "/models/pylone/model.glb";
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export function PylonDownedPylon(): React.JSX.Element | null {
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const mainState = useGameStore((state) => state.mainState);
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const step = useGameStore((state) => state.pylon.currentStep);
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const setMissionStep = useGameStore((state) => state.setMissionStep);
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const setCanMove = useGameStore((state) => state.setCanMove);
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const [isStraightening, setIsStraightening] = useState(false);
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// Keeps the pylon upright after the animation completes while
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// PylonFarmerNPC plays the post-raise audio sequence.
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const [isRaised, setIsRaised] = useState(false);
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const groupRef = useRef<THREE.Group>(null);
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const straightenStartRef = useRef<number | null>(null);
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const hasPlayedFirstAudioRef = useRef(false);
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useEffect(() => {
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if (step === "arrived") hasPlayedFirstAudioRef.current = false;
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if (step === "arrived") {
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hasPlayedFirstAudioRef.current = false;
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setIsRaised(false);
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}
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}, [step]);
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const { scene } = useGLTF(PYLON_MODEL_PATH);
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@@ -56,6 +61,7 @@ export function PylonDownedPylon(): React.JSX.Element | null {
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});
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const showUpright =
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isRaised ||
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mainState !== "pylon" ||
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step === "waiting" ||
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step === "inspected" ||
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@@ -71,6 +77,7 @@ export function PylonDownedPylon(): React.JSX.Element | null {
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const beginStraighten = (): void => {
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setIsStraightening(true);
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pylonStraighteningSignal.started = true;
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pylonStraighteningSignal.completed = false;
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straightenStartRef.current = performance.now();
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setCanMove(false);
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if (groupRef.current) {
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@@ -79,8 +86,11 @@ export function PylonDownedPylon(): React.JSX.Element | null {
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window.setTimeout(() => {
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setIsStraightening(false);
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pylonStraighteningSignal.started = false;
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// Keep pylon upright while PylonFarmerNPC plays the audio sequence.
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// PylonFarmerNPC will call setMissionStep("pylon", "inspected") once done.
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setIsRaised(true);
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setCanMove(true);
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setMissionStep("pylon", "inspected");
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pylonStraighteningSignal.completed = true;
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}, PYLON_STRAIGHTEN_ANIMATION_DURATION_MS);
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};
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@@ -1,80 +1,206 @@
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import { useEffect, useRef } from "react";
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import { useCallback, useEffect, useMemo, useRef } from "react";
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import * as THREE from "three";
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import { useFrame } from "@react-three/fiber";
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import { useFrame, useThree } from "@react-three/fiber";
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import { useAnimations } from "@react-three/drei";
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import { useGLTF } from "@react-three/drei";
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import { SkeletonUtils } from "three-stdlib";
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import { InteractableObject } from "@/components/three/interaction/InteractableObject";
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import { useGameStore } from "@/managers/stores/useGameStore";
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import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
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import { playDialogueById } from "@/utils/dialogues/playDialogue";
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import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
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import {
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PYLON_FARMER_NPC_AFTER_POSITION,
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PYLON_FARMER_NPC_AFTER_POSITION_pylone_straight,
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PYLON_FARMER_NPC_AFTER_ROTATION,
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PYLON_FARMER_NPC_AFTER_SCALE,
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PYLON_FARMER_NPC_POSITION,
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PYLON_FARMER_NPC_WALK_LOOK_AT,
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PYLON_FARMER_NPC_WALK_SPEED,
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PYLON_NARRATIVE_DIALOGUES,
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PYLON_NARRATIVE_INTERACT_RADIUS,
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PYLON_WORLD_POSITION,
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} from "@/data/gameplay/pylonConfig";
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import { pylonStraighteningSignal } from "@/components/gameplay/pylon/pylonSignals";
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const ELECTRICIENNE_MODEL_PATH = "/models/electricienne-animated/model.gltf";
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const ANIM_FADE = 0.3;
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const ARRIVE_THRESHOLD = 0.12;
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type NPCAnimation = "idle" | "walk" | "push";
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const _target = new THREE.Vector3();
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/**
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* Compute the Y rotation (radians) for a model whose default forward
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* direction is +Z, so that it faces from `from` toward `to`.
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*/
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function faceToward(from: THREE.Vector3, to: readonly [number, number, number]): number {
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const dx = to[0] - from.x;
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const dz = to[2] - from.z;
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return Math.atan2(dx, dz);
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}
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export function PylonFarmerNPC(): React.JSX.Element | null {
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const mainState = useGameStore((state) => state.mainState);
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const step = useGameStore((state) => state.pylon.currentStep);
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const setMissionStep = useGameStore((state) => state.setMissionStep);
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const camera = useThree((state) => state.camera);
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const groupRef = useRef<THREE.Group>(null);
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const currentPosRef = useRef(
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new THREE.Vector3(...PYLON_FARMER_NPC_POSITION),
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const currentPosRef = useRef(new THREE.Vector3(...PYLON_FARMER_NPC_POSITION));
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// Animation state guard — null forces playAnim to always trigger
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const currentAnimRef = useRef<NPCAnimation | null>(null);
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// Signal edge tracking
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const wasStraighteningRef = useRef(false);
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const wasCompletedRef = useRef(false);
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// Saved Y rotation used whenever the NPC is stationary
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const savedRotationYRef = useRef<number>(0);
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const { scene, animations } = useLoggedGLTF(ELECTRICIENNE_MODEL_PATH, {
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scope: "PylonFarmerNPC",
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});
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const model = useMemo(() => SkeletonUtils.clone(scene), [scene]);
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// actions is in deps of playAnim: when useAnimations populates it (async useState
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// inside drei), playAnim recreates → useEffect([step, playAnim]) re-fires → animation plays.
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const { actions } = useAnimations(animations, model);
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// ─── playAnim ─────────────────────────────────────────────────────────────
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// NOTE: actions is intentionally in the dep array so this callback is
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// recreated when drei's internal state populates the actions map.
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const playAnim = useCallback(
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(name: NPCAnimation, fade = ANIM_FADE): void => {
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if (currentAnimRef.current === name) return;
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currentAnimRef.current = name;
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Object.values(actions).forEach((a) => a?.fadeOut(fade));
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const action = actions[name];
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if (!action) return;
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if (name === "push") {
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action.setLoop(THREE.LoopOnce, 1);
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action.clampWhenFinished = true;
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}
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action.reset().fadeIn(fade).play();
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},
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[actions],
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);
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// Reset position when entering arrived, set target when entering npc-return
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// ─── Async audio after pylon is raised ────────────────────────────────────
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const playPostRaiseAudioAndAdvance = useCallback(async () => {
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const manifest = await loadDialogueManifest();
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if (manifest) {
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// "N'hésite pas, si tu as besoin d'autre chose !"
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const audio = await playDialogueById(
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manifest,
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PYLON_NARRATIVE_DIALOGUES.electricienneApresMontage,
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);
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if (audio) {
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await new Promise<void>((resolve) => {
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audio.addEventListener("ended", () => resolve(), { once: true });
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audio.addEventListener("error", () => resolve(), { once: true });
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});
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}
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}
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pylonStraighteningSignal.completed = false;
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setMissionStep("pylon", "inspected");
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}, [setMissionStep]);
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// ─── Step-driven animation ────────────────────────────────────────────────
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// Fires when step changes OR when playAnim changes (i.e. when actions load).
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useEffect(() => {
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currentAnimRef.current = null;
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if (step === "arrived") {
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currentPosRef.current.set(...PYLON_FARMER_NPC_POSITION);
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wasStraighteningRef.current = false;
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wasCompletedRef.current = false;
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savedRotationYRef.current = 0;
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playAnim("idle");
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} else if (step === "npc-return") {
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playAnim("walk");
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} else if (step === "inspected") {
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playAnim("idle");
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}
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}, [step]);
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}, [step, playAnim]);
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// ─── Per-frame: movement + rotation + signal detection ───────────────────
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useFrame((_, delta) => {
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const group = groupRef.current;
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if (!group) return;
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if (step === "npc-return") {
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const targetPos = pylonStraighteningSignal.started
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const isStraightening = pylonStraighteningSignal.started;
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const isCompleted = pylonStraighteningSignal.completed;
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// Rising edge: pylon straightening starts → push
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if (isStraightening && !wasStraighteningRef.current) {
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wasStraighteningRef.current = true;
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currentAnimRef.current = null;
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playAnim("push");
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}
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// Rising edge: straightening completed → idle + face player + audio
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if (isCompleted && !wasCompletedRef.current) {
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wasCompletedRef.current = true;
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currentAnimRef.current = null;
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playAnim("idle");
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savedRotationYRef.current = faceToward(currentPosRef.current, [
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camera.position.x,
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camera.position.y,
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camera.position.z,
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]);
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void playPostRaiseAudioAndAdvance();
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}
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// ── Position ──────────────────────────────────────────────────────────
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if (step === "npc-return" && !isCompleted) {
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const targetPos = isStraightening
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? PYLON_FARMER_NPC_AFTER_POSITION_pylone_straight
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: PYLON_FARMER_NPC_AFTER_POSITION;
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_target.set(...targetPos);
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currentPosRef.current.lerp(_target, Math.min(PYLON_FARMER_NPC_WALK_SPEED * delta, 1));
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const dist = currentPosRef.current.distanceTo(_target);
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if (dist > ARRIVE_THRESHOLD) {
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const t = Math.min((PYLON_FARMER_NPC_WALK_SPEED * delta) / dist, 1);
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currentPosRef.current.lerp(_target, t);
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} else if (!isStraightening && currentAnimRef.current === "walk") {
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playAnim("idle");
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savedRotationYRef.current = faceToward(currentPosRef.current, PYLON_WORLD_POSITION);
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}
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group.position.copy(currentPosRef.current);
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group.rotation.set(...PYLON_FARMER_NPC_AFTER_ROTATION);
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group.scale.setScalar(PYLON_FARMER_NPC_AFTER_SCALE);
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} else if (step === "inspected") {
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group.position.set(...PYLON_FARMER_NPC_AFTER_POSITION_pylone_straight);
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group.rotation.set(...PYLON_FARMER_NPC_AFTER_ROTATION);
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group.scale.setScalar(PYLON_FARMER_NPC_AFTER_SCALE);
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} else if (isCompleted) {
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group.position.copy(currentPosRef.current);
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} else {
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group.position.set(...PYLON_FARMER_NPC_POSITION);
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}
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// ── Rotation ──────────────────────────────────────────────────────────
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if (step === "npc-return" && !isCompleted && currentAnimRef.current === "walk") {
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const walkRotY = faceToward(currentPosRef.current, PYLON_FARMER_NPC_WALK_LOOK_AT);
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group.rotation.set(0, walkRotY, 0);
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} else {
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group.rotation.set(0, savedRotationYRef.current, 0);
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}
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group.scale.setScalar(PYLON_FARMER_NPC_AFTER_SCALE);
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});
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if (mainState !== "pylon") return null;
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if (step !== "arrived" && step !== "npc-return" && step !== "inspected") return null;
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if (step !== "arrived" && step !== "npc-return" && step !== "inspected")
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return null;
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return (
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<group ref={groupRef} position={PYLON_FARMER_NPC_POSITION}>
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<mesh position={[0, 1, 0]}>
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<capsuleGeometry args={[0.4, 1.2, 6, 12]} />
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<meshStandardMaterial color="#a16207" />
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</mesh>
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<mesh position={[0, 1.95, 0]}>
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<sphereGeometry args={[0.28, 12, 12]} />
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<meshStandardMaterial color="#fde68a" />
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</mesh>
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<primitive object={model} />
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{step === "arrived" ? (
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<InteractableObject
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kind="trigger"
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label="Parler au fermier"
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label="Parler à l'électricienne"
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position={PYLON_FARMER_NPC_POSITION}
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radius={PYLON_NARRATIVE_INTERACT_RADIUS}
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onPress={() => {
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@@ -86,7 +212,7 @@ export function PylonFarmerNPC(): React.JSX.Element | null {
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}
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const audio = await playDialogueById(
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manifest,
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PYLON_NARRATIVE_DIALOGUES.farmerHelp,
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PYLON_NARRATIVE_DIALOGUES.electricienneWelcome,
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);
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if (!audio) {
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setMissionStep("pylon", "npc-return");
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@@ -109,3 +235,5 @@ export function PylonFarmerNPC(): React.JSX.Element | null {
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</group>
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);
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}
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useGLTF.preload(ELECTRICIENNE_MODEL_PATH);
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@@ -0,0 +1,54 @@
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import { useEffect, useRef } from "react";
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import * as THREE from "three";
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import { useFrame } from "@react-three/fiber";
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import { useGameStore } from "@/managers/stores/useGameStore";
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import { LIGHTING_STATE } from "@/world/lightingState";
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import { LIGHTING_DEFAULTS } from "@/data/world/lightingConfig";
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// ─── Pylon atmosphere colours ─────────────────────────────────────────────────
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// Applied from "approaching" until the pylon mission ends.
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const PYLON_AMBIENT_COLOR = "#7b87c8"; // blue-violet
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const PYLON_SUN_COLOR = "#a882d4"; // lavender-purple
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// Lerp speed (1 = full transition in ~1 s at 60 fps)
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const TRANSITION_SPEED = 0.8;
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// ─────────────────────────────────────────────────────────────────────────────
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export function PylonLightingEffect(): null {
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const mainState = useGameStore((state) => state.mainState);
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const step = useGameStore((state) => state.pylon.currentStep);
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// True from "approaching" until narrator-outro (lighting resets before the outro audio)
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const isActive = mainState === "pylon" && step !== "locked" && step !== "narrator-outro";
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// Working THREE.Color instances — lerped every frame
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const ambientRef = useRef(new THREE.Color(LIGHTING_STATE.ambientColor));
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const sunRef = useRef(new THREE.Color(LIGHTING_STATE.sunColor));
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// Target colours — updated reactively when isActive changes
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const targetAmbientRef = useRef(new THREE.Color(LIGHTING_DEFAULTS.ambientColor));
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const targetSunRef = useRef(new THREE.Color(LIGHTING_DEFAULTS.sunColor));
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useEffect(() => {
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if (isActive) {
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targetAmbientRef.current.set(PYLON_AMBIENT_COLOR);
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targetSunRef.current.set(PYLON_SUN_COLOR);
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} else {
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targetAmbientRef.current.set(LIGHTING_DEFAULTS.ambientColor);
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targetSunRef.current.set(LIGHTING_DEFAULTS.sunColor);
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}
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}, [isActive]);
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useFrame((_, delta) => {
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const t = Math.min(TRANSITION_SPEED * delta, 1);
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ambientRef.current.lerp(targetAmbientRef.current, t);
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sunRef.current.lerp(targetSunRef.current, t);
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LIGHTING_STATE.ambientColor = `#${ambientRef.current.getHexString()}`;
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LIGHTING_STATE.sunColor = `#${sunRef.current.getHexString()}`;
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});
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return null;
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}
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@@ -10,7 +10,6 @@ export function PylonNarrativeFlow(): React.JSX.Element | null {
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const mainState = useGameStore((state) => state.mainState);
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const step = useGameStore((state) => state.pylon.currentStep);
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const setMissionStep = useGameStore((state) => state.setMissionStep);
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const completeMission = useGameStore((state) => state.completeMission);
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useDialoguePlayback({
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enabled: mainState === "pylon" && step === "approaching",
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@@ -22,11 +21,7 @@ export function PylonNarrativeFlow(): React.JSX.Element | null {
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dialogueId: PYLON_NARRATIVE_DIALOGUES.searchCentral,
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});
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useDialoguePlayback({
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enabled: mainState === "pylon" && step === "narrator-outro",
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dialogueId: PYLON_NARRATIVE_DIALOGUES.powerRestored,
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onComplete: () => completeMission("pylon"),
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});
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// narrator-outro audio sequence + completeMission are handled in PylonNarratorOutro
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if (mainState !== "pylon") return null;
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@@ -1,11 +1,72 @@
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import { useEffect } from "react";
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import { useGameStore } from "@/managers/stores/useGameStore";
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import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
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import { playDialogueById } from "@/utils/dialogues/playDialogue";
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import { PYLON_NARRATIVE_DIALOGUES } from "@/data/gameplay/pylonConfig";
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export function PylonNarratorOutro(): React.JSX.Element | null {
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const mainState = useGameStore((state) => state.mainState);
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const step = useGameStore((state) => state.pylon.currentStep);
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/**
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* Plays the narrator-outro audio sequence:
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* 1. electricienne_aurevoir ("À la prochaine !")
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* 2. narrateur_courantrepare ("powerRestored")
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* then completes the pylon mission.
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*/
|
||||
export function PylonNarratorOutro(): null {
|
||||
const completeMission = useGameStore((state) => state.completeMission);
|
||||
const setCanMove = useGameStore((state) => state.setCanMove);
|
||||
|
||||
if (mainState !== "pylon") return null;
|
||||
if (step !== "narrator-outro") return null;
|
||||
useEffect(() => {
|
||||
let cancelled = false;
|
||||
setCanMove(false);
|
||||
|
||||
void (async () => {
|
||||
const manifest = await loadDialogueManifest();
|
||||
if (cancelled || !manifest) {
|
||||
setCanMove(true);
|
||||
return;
|
||||
}
|
||||
|
||||
// 1. Électricienne : "À la prochaine !"
|
||||
const audio1 = await playDialogueById(
|
||||
manifest,
|
||||
PYLON_NARRATIVE_DIALOGUES.electricienneAurevoir,
|
||||
);
|
||||
if (audio1 && !cancelled) {
|
||||
await new Promise<void>((resolve) => {
|
||||
audio1.addEventListener("ended", () => resolve(), { once: true });
|
||||
audio1.addEventListener("error", () => resolve(), { once: true });
|
||||
});
|
||||
}
|
||||
|
||||
if (cancelled) {
|
||||
setCanMove(true);
|
||||
return;
|
||||
}
|
||||
|
||||
// 2. Narrateur : "Le courant est réparé"
|
||||
const audio2 = await playDialogueById(
|
||||
manifest,
|
||||
PYLON_NARRATIVE_DIALOGUES.powerRestored,
|
||||
);
|
||||
if (audio2 && !cancelled) {
|
||||
audio2.addEventListener(
|
||||
"ended",
|
||||
() => {
|
||||
setCanMove(true);
|
||||
completeMission("pylon");
|
||||
},
|
||||
{ once: true },
|
||||
);
|
||||
} else {
|
||||
setCanMove(true);
|
||||
completeMission("pylon");
|
||||
}
|
||||
})();
|
||||
|
||||
return () => {
|
||||
cancelled = true;
|
||||
setCanMove(true);
|
||||
};
|
||||
}, [completeMission, setCanMove]);
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -1,5 +1,9 @@
|
||||
/**
|
||||
* Shared runtime signal set by PylonDownedPylon when the straighten
|
||||
* animation starts, so PylonFarmerNPC can switch its lerp target.
|
||||
*
|
||||
* `completed` is set after the straighten animation finishes so
|
||||
* PylonFarmerNPC can play the post-raise audio sequence before
|
||||
* transitioning to the repair game.
|
||||
*/
|
||||
export const pylonStraighteningSignal = { started: false };
|
||||
export const pylonStraighteningSignal = { started: false, completed: false };
|
||||
|
||||
Reference in New Issue
Block a user