edit electricienne + poto
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@@ -4,6 +4,8 @@ import { useGLTF } from "@react-three/drei";
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import * as THREE from "three";
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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 { useRepairMissionAnchorStore } from "@/managers/stores/useRepairMissionAnchorStore";
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import { useTerrainSnappedPosition } from "@/hooks/three/useTerrainHeight";
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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 {
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@@ -14,6 +16,7 @@ import {
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PYLON_UPRIGHT_ROTATION,
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PYLON_WORLD_POSITION,
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} from "@/data/gameplay/pylonConfig";
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import { isRepairGameStep } from "@/types/gameplay/repairMission";
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import { pylonStraighteningSignal } from "@/components/gameplay/pylon/pylonSignals";
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const PYLON_MODEL_PATH = "/models/pylone/model.glb";
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@@ -22,6 +25,15 @@ 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 setCanMove = useGameStore((state) => state.setCanMove);
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// Use the repair:pylon anchor from the store so the downed pylon is always
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// co-located with the instanced mesh it replaces. Falls back to the
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// hard-coded constant while the map is loading or unavailable.
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const pylonAnchor = useRepairMissionAnchorStore(
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(state) => state.anchors.pylon,
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);
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// Snap to terrain so the downed/upright model sits flush on the ground,
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// matching the Y adjustment that InstancedMapAsset applies to the same node.
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const position = useTerrainSnappedPosition(pylonAnchor ?? PYLON_WORLD_POSITION);
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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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@@ -30,6 +42,10 @@ export function PylonDownedPylon(): React.JSX.Element | null {
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const straightenStartRef = useRef<number | null>(null);
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const hasPlayedFirstAudioRef = useRef(false);
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// Hidden outside the pylon mission and once the pylon has been raised
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// (repair-game steps take over from there).
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const shouldRender = mainState === "pylon" && !isRepairGameStep(step);
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useEffect(() => {
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if (step === "arrived") {
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hasPlayedFirstAudioRef.current = false;
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@@ -44,7 +60,7 @@ export function PylonDownedPylon(): React.JSX.Element | null {
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if (!group) return;
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if (!isStraightening || straightenStartRef.current === null) {
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group.rotation.set(...(showUpright ? PYLON_UPRIGHT_ROTATION : PYLON_DOWNED_ROTATION));
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group.rotation.set(...(isRaised ? PYLON_UPRIGHT_ROTATION : PYLON_DOWNED_ROTATION));
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return;
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}
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@@ -60,18 +76,6 @@ export function PylonDownedPylon(): React.JSX.Element | null {
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);
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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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step === "fragmented" ||
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step === "scanning" ||
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step === "repairing" ||
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step === "reassembling" ||
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step === "done" ||
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step === "narrator-outro";
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const isPylonInteractive = step === "arrived" || step === "npc-return";
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const beginStraighten = (): void => {
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@@ -94,10 +98,12 @@ export function PylonDownedPylon(): React.JSX.Element | null {
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}, PYLON_STRAIGHTEN_ANIMATION_DURATION_MS);
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};
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if (!shouldRender) return null;
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return (
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<group
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ref={groupRef}
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position={PYLON_WORLD_POSITION}
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position={position}
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rotation={PYLON_DOWNED_ROTATION}
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>
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<primitive object={scene.clone(true)} />
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@@ -107,7 +113,7 @@ export function PylonDownedPylon(): React.JSX.Element | null {
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label={
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step === "arrived" ? "Inspecter le pylône" : "Redresser le pylône"
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}
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position={PYLON_WORLD_POSITION}
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position={position}
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radius={PYLON_NARRATIVE_INTERACT_RADIUS}
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onPress={() => {
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if (step === "arrived") {
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@@ -40,9 +40,32 @@ function faceToward(from: THREE.Vector3, to: readonly [number, number, number]):
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return Math.atan2(dx, dz);
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}
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/**
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* Outer shell — only checks visibility conditions.
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* Rendering is delegated to PylonFarmerNPCContent so that the heavy hooks
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* (useFrame, useAnimations) are only active while the NPC is actually shown.
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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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if (mainState !== "pylon") return null;
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// Visible during narrative + at repair completion (hides during repair steps)
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if (
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step !== "arrived" &&
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step !== "npc-return" &&
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step !== "inspected" &&
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step !== "done"
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) {
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return null;
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}
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return <PylonFarmerNPCContent />;
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}
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// ─── Inner component — heavy hooks only run when NPC is mounted ──────────────
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function PylonFarmerNPCContent(): React.JSX.Element {
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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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@@ -69,8 +92,6 @@ export function PylonFarmerNPC(): React.JSX.Element | null {
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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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@@ -94,7 +115,6 @@ export function PylonFarmerNPC(): React.JSX.Element | null {
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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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@@ -111,7 +131,6 @@ export function PylonFarmerNPC(): React.JSX.Element | null {
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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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@@ -124,6 +143,15 @@ export function PylonFarmerNPC(): React.JSX.Element | null {
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playAnim("walk");
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} else if (step === "inspected") {
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playAnim("idle");
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} else if (step === "done") {
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// NPC reappears at repair completion — position at the post-raise spot,
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// facing the pylon, playing idle.
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currentPosRef.current.set(...PYLON_FARMER_NPC_AFTER_POSITION_pylone_straight);
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savedRotationYRef.current = faceToward(
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currentPosRef.current,
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PYLON_WORLD_POSITION,
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);
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playAnim("idle");
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}
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}, [step, playAnim]);
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@@ -171,7 +199,7 @@ export function PylonFarmerNPC(): React.JSX.Element | null {
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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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} else if (step === "inspected") {
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} else if (step === "inspected" || step === "done") {
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group.position.set(...PYLON_FARMER_NPC_AFTER_POSITION_pylone_straight);
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} else if (isCompleted) {
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group.position.copy(currentPosRef.current);
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@@ -190,10 +218,6 @@ export function PylonFarmerNPC(): React.JSX.Element | null {
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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")
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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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<primitive object={model} />
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@@ -204,6 +228,13 @@ export function PylonFarmerNPC(): React.JSX.Element | null {
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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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// Turn to face the player the moment they engage the NPC
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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 (async () => {
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const manifest = await loadDialogueManifest();
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if (!manifest) {
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@@ -45,7 +45,12 @@ export function PylonNarrativeFlow(): React.JSX.Element | null {
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);
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}
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if (step === "arrived" || step === "npc-return" || step === "inspected") {
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if (
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step === "arrived" ||
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step === "npc-return" ||
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step === "inspected" ||
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step === "done"
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) {
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return <PylonFarmerNPC />;
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}
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