add: repair fragmentation and scan flow

This commit is contained in:
Tom Boullay
2026-05-08 01:39:23 +01:00
parent 719f799515
commit 1096f39fbb
11 changed files with 228 additions and 17 deletions
+44 -1
View File
@@ -1,6 +1,14 @@
import { useEffect } from "react";
import { ExplodableModel } from "@/components/three/models/ExplodableModel";
import { RepairInspectionObject } from "@/components/three/gameplay/RepairInspectionObject";
import { RepairMissionCase } from "@/components/three/gameplay/RepairMissionCase";
import { RepairScanVisual } from "@/components/three/gameplay/RepairScanVisual";
import {
REPAIR_FRAGMENTATION_SEQUENCE_SECONDS,
REPAIR_SCAN_SEQUENCE_SECONDS,
} from "@/data/gameplay/repairGameConfig";
import { REPAIR_MISSIONS } from "@/data/gameplay/repairMissions";
import { useRepairFragmentationInput } from "@/hooks/gameplay/useRepairFragmentationInput";
import { useRepairMissionStep } from "@/hooks/gameplay/useRepairMissionStep";
import type { RepairMissionId } from "@/managers/stores/useGameStore";
import { useGameStore } from "@/managers/stores/useGameStore";
@@ -26,6 +34,32 @@ export function RepairGame({
const setMissionStep = useGameStore((state) => state.setMissionStep);
const step = useRepairMissionStep(mission);
const parsedScale = toVector3Scale(scale);
const readyForFragmentation = step === "inspected";
useRepairFragmentationInput({
enabled: mainState === mission && readyForFragmentation,
onFragment: () => setMissionStep(mission, "fragmented"),
});
useEffect(() => {
if (mainState !== mission) return undefined;
if (step !== "fragmented" && step !== "scanning") return undefined;
const nextStep = step === "fragmented" ? "scanning" : "repairing";
const sequenceSeconds =
step === "fragmented"
? REPAIR_FRAGMENTATION_SEQUENCE_SECONDS
: REPAIR_SCAN_SEQUENCE_SECONDS;
const timeoutId = window.setTimeout(() => {
setMissionStep(mission, nextStep);
}, sequenceSeconds * 1000);
return () => {
window.clearTimeout(timeoutId);
};
}, [mainState, mission, setMissionStep, step]);
if (mainState !== mission) return null;
if (step === "locked") return null;
@@ -39,7 +73,16 @@ export function RepairGame({
onInspect={() => setMissionStep(mission, "inspected")}
/>
) : null}
{step !== "waiting" ? <RepairMissionCase config={config} /> : null}
{step === "fragmented" ? (
<ExplodableModel modelPath={config.modelPath} split />
) : null}
{step === "scanning" ? <RepairScanVisual config={config} /> : null}
{step !== "waiting" ? (
<RepairMissionCase
config={config}
showFragmentationPrompt={readyForFragmentation}
/>
) : null}
</group>
);
}
@@ -1,21 +1,33 @@
import { RepairCaseModel } from "@/components/three/gameplay/RepairCaseModel";
import { RepairPromptVideo } from "@/components/three/gameplay/RepairPromptVideo";
import { REPAIR_CASE_MODEL_PATH } from "@/data/gameplay/repairCaseConfig";
import type { RepairMissionConfig } from "@/data/gameplay/repairMissions";
interface RepairMissionCaseProps {
config: RepairMissionConfig;
showFragmentationPrompt?: boolean;
}
export function RepairMissionCase({
config,
showFragmentationPrompt = false,
}: RepairMissionCaseProps): React.JSX.Element {
return (
<RepairCaseModel
modelPath={REPAIR_CASE_MODEL_PATH}
open={false}
position={config.case.position}
rotation={config.case.rotation}
scale={config.case.scale}
/>
<group>
<RepairCaseModel
modelPath={REPAIR_CASE_MODEL_PATH}
open={false}
position={config.case.position}
rotation={config.case.rotation}
scale={config.case.scale}
/>
{showFragmentationPrompt ? (
<RepairPromptVideo
src={config.interactUiPath}
position={[config.case.position[0], 2.4, config.case.position[2]]}
size={80}
/>
) : null}
</group>
);
}
@@ -0,0 +1,45 @@
import { useRef } from "react";
import { useFrame } from "@react-three/fiber";
import * as THREE from "three";
import { RepairPromptVideo } from "@/components/three/gameplay/RepairPromptVideo";
import type { RepairMissionConfig } from "@/data/gameplay/repairMissions";
interface RepairScanVisualProps {
config: RepairMissionConfig;
}
export function RepairScanVisual({
config,
}: RepairScanVisualProps): React.JSX.Element {
const scanLineRef = useRef<THREE.Mesh>(null);
useFrame(({ clock }) => {
const scanLine = scanLineRef.current;
if (!scanLine) return;
scanLine.position.y = 0.35 + Math.sin(clock.elapsedTime * 4) * 0.7;
});
return (
<group>
<mesh rotation={[Math.PI / 2, 0, 0]}>
<torusGeometry args={[1.35, 0.035, 12, 96]} />
<meshBasicMaterial color="#38bdf8" transparent opacity={0.75} />
</mesh>
<mesh ref={scanLineRef} rotation={[Math.PI / 2, 0, 0]}>
<ringGeometry args={[0.15, 1.25, 96]} />
<meshBasicMaterial
color="#7dd3fc"
side={THREE.DoubleSide}
transparent
opacity={0.45}
/>
</mesh>
<mesh position={[0, 0.85, 0]}>
<sphereGeometry args={[1.25, 32, 16]} />
<meshBasicMaterial color="#0ea5e9" transparent opacity={0.12} />
</mesh>
<RepairPromptVideo src={config.brokenUiPath} position={[0, 2.3, 0]} />
</group>
);
}
+3 -3
View File
@@ -361,7 +361,7 @@ Pour les missions de réparation, il monte le composant réutilisable \`RepairGa
<RepairGame mission="bike" position={[8, 0, -6]} />
\`\`\`
\`RepairGame\` lit l'étape de mission active depuis le store et écrit les transitions via des actions génériques comme \`setMissionStep\`. Cela garde le composant de scène petit et évite les branches spécifiques à chaque mission dans le flow de réparation.
\`RepairGame\` lit l'étape de mission active depuis le store et écrit les transitions via des actions génériques comme \`setMissionStep\`. Cela garde le composant de scène petit et évite les branches spécifiques à chaque mission dans le flow de réparation. Le flow de réparation de production supporte actuellement les transitions \`waiting -> inspected -> fragmented -> scanning -> repairing\`.
La scène peut donc évoluer progressivement vers ce pattern :
@@ -406,7 +406,7 @@ Overlays actuels :
## Prochaines étapes
La prochaine étape naturelle est d'étendre \`RepairGame\` au-delà de \`waiting -> inspected\` avec la fragmentation, le scan, la réparation et la complétion.
La prochaine étape naturelle est d'ajouter les interactions de réparation après l'état \`repairing\`, puis de continuer avec la complétion.
`;
export const featuresFr = `# Fonctionnalités implémentées
@@ -442,7 +442,7 @@ Ce document liste les fonctionnalités présentes dans le code actuel.
- \`RepairGame\` de production réutilisable monté pour les états de mission \`bike\`, \`pylone\` et \`ferme\`
- Configuration de mission partagée via \`src/data/gameplay/repairMissions.ts\`
- Première slice repair-game avec \`waiting -> inspected\`, prompts d'interaction \`.webm\` et apparition de la mallette
- Flow repair-game avec \`waiting -> inspected -> fragmented -> scanning -> repairing\`, prompts \`.webm\`, apparition de la mallette, touche \`E\`, hold deux poings, transition de modèle explosé et visuels de scan
## Audio
+3
View File
@@ -3,6 +3,9 @@ import type { Vector3Tuple } from "@/types/three/three";
export const REPAIR_GAME_ZONE_ORIGIN: Vector3Tuple = [10, 0.4, -8];
export const REPAIR_GAME_ZONE_RADIUS = 4.2;
export const REPAIR_GAME_ZONE_LABEL = "Pack de Relance Feature";
export const REPAIR_FRAGMENTATION_FIST_HOLD_SECONDS = 1;
export const REPAIR_FRAGMENTATION_SEQUENCE_SECONDS = 4;
export const REPAIR_SCAN_SEQUENCE_SECONDS = 4;
export const REPAIR_GAME_MODULE_SLOTS = [
{ label: "Module A", offset: [-2.2, 0, 2.2] },
@@ -0,0 +1,53 @@
import { useCallback, useEffect, useRef } from "react";
import { REPAIR_FRAGMENTATION_FIST_HOLD_SECONDS } from "@/data/gameplay/repairGameConfig";
import { INTERACT_KEY } from "@/data/input/keybindings";
import { useBothFistsHold } from "@/hooks/handTracking/useBothFistsHold";
interface UseRepairFragmentationInputOptions {
enabled: boolean;
onFragment: () => void;
}
export function useRepairFragmentationInput({
enabled,
onFragment,
}: UseRepairFragmentationInputOptions): void {
const completedRef = useRef(false);
useEffect(() => {
if (enabled) return;
completedRef.current = false;
}, [enabled]);
const fragment = useCallback(() => {
if (!enabled) return;
if (completedRef.current) return;
completedRef.current = true;
onFragment();
}, [enabled, onFragment]);
useEffect(() => {
if (!enabled) return undefined;
const handleKeyDown = (event: KeyboardEvent): void => {
if (event.key.toLowerCase() !== INTERACT_KEY) return;
event.preventDefault();
fragment();
};
window.addEventListener("keydown", handleKeyDown);
return () => {
window.removeEventListener("keydown", handleKeyDown);
};
}, [enabled, fragment]);
useBothFistsHold({
enabled,
holdSeconds: REPAIR_FRAGMENTATION_FIST_HOLD_SECONDS,
onComplete: fragment,
});
}
@@ -0,0 +1,48 @@
import { useEffect, useRef } from "react";
import { useFrame } from "@react-three/fiber";
import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
interface UseBothFistsHoldOptions {
enabled: boolean;
holdSeconds: number;
onComplete: () => void;
}
export function useBothFistsHold({
enabled,
holdSeconds,
onComplete,
}: UseBothFistsHoldOptions): void {
const { hands } = useHandTrackingSnapshot();
const elapsedRef = useRef(0);
const completedRef = useRef(false);
const onCompleteRef = useRef(onComplete);
useEffect(() => {
onCompleteRef.current = onComplete;
}, [onComplete]);
useEffect(() => {
if (enabled) return;
elapsedRef.current = 0;
completedRef.current = false;
}, [enabled]);
useFrame((_, delta) => {
if (!enabled) return;
if (completedRef.current) return;
const fistCount = hands.filter((hand) => hand.isFist).length;
if (fistCount < 2) {
elapsedRef.current = 0;
return;
}
elapsedRef.current += delta;
if (elapsedRef.current < holdSeconds) return;
completedRef.current = true;
onCompleteRef.current();
});
}