add: configure mission-specific repair variants
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@@ -139,6 +139,8 @@ For repair missions, it mounts the reusable `RepairGame` component with a missio
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`RepairGame` reads the active mission step from the store and writes transitions through generic actions such as `setMissionStep` and `completeMission`. This keeps the scene component small and avoids mission-specific branching inside the repair flow. The production repair flow currently supports `waiting -> inspected -> fragmented -> scanning -> repairing -> reassembling -> done -> next mission` state transitions.
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Mission-specific behavior stays in `src/data/gameplay/repairMissions.ts`: each mission can define its broken nodes, placeholder targets, scan duration, and reassembly duration without adding mission branches to `RepairGame`.
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That means the scene can progressively move toward this pattern:
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```tsx
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