feat(repair): introduce focus bubble shroud for repair mini-game
Adds a dark expanding sphere around the repair model when the player enters the immersive repair phases (fragmented / scanning / repairing / reassembling). The bubble grows from 0 to 10m using GSAP expo.out over 2.5s and reverses on focus end, visually isolating the player from the surrounding map. - New useRepairFocusStore tracks active state + world center. - New RepairFocusBubble renders a BackSide sphere shell + a soft cocoon decor pass (grid floor + directional light + ambient) inside. - RepairGame drives setFocus from its lifecycle effect. - Mounted in both GameStageContent and TestMap so behaviour matches in the production scene and the physics test scene. Also drops the now-unused EBIKE_CONFIG_KEY constant in GameStageContent.tsx (leftover from a previous remount-key strategy).
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@@ -0,0 +1,133 @@
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import { useEffect, useMemo, useRef } from "react";
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import gsap from "gsap";
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import * as THREE from "three";
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import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
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const BUBBLE_RADIUS_METERS = 10;
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const BUBBLE_GROW_DURATION_SECONDS = 2.5;
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const BUBBLE_SHRINK_DURATION_SECONDS = 1.2;
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const BUBBLE_COLOR = "#060814";
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const BUBBLE_OPACITY = 0.92;
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const BUBBLE_SHELL_RADIUS = 1; // sphere geometry baked at radius=1, scale = radius
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/**
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* Dark sphere shroud rendered around the active repair model when the
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* focus state is active. Grows from 0 -> BUBBLE_RADIUS_METERS using a
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* GSAP `expo.out` ease so the player visually transitions from the open
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* map to an isolated repair "cocoon". Reverses on focus end.
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*
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* The sphere uses BackSide rendering so the player remains inside the
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* shroud when they stand near the repair model. A subtle decor pass
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* (grid floor + soft directional light + light fog) is rendered as a
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* sibling group so it appears once the bubble has expanded.
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*/
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export function RepairFocusBubble(): React.JSX.Element | null {
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const active = useRepairFocusStore((state) => state.active);
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const center = useRepairFocusStore((state) => state.center);
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const groupRef = useRef<THREE.Group>(null);
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const meshRef = useRef<THREE.Mesh>(null);
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const decorRef = useRef<THREE.Group>(null);
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const scaleRef = useRef({ value: 0.0001 });
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const decorOpacityRef = useRef({ value: 0 });
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const sphereGeometry = useMemo(
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() => new THREE.SphereGeometry(BUBBLE_SHELL_RADIUS, 48, 32),
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[],
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);
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const sphereMaterial = useMemo(
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() =>
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new THREE.MeshBasicMaterial({
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color: BUBBLE_COLOR,
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side: THREE.BackSide,
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transparent: true,
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opacity: BUBBLE_OPACITY,
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depthWrite: false,
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fog: false,
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}),
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[],
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);
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useEffect(() => {
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return () => {
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sphereGeometry.dispose();
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sphereMaterial.dispose();
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};
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}, [sphereGeometry, sphereMaterial]);
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useEffect(() => {
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const targetScale = active ? BUBBLE_RADIUS_METERS : 0.0001;
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const targetDecor = active ? 1 : 0;
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const duration = active
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? BUBBLE_GROW_DURATION_SECONDS
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: BUBBLE_SHRINK_DURATION_SECONDS;
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const scaleTween = gsap.to(scaleRef.current, {
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value: targetScale,
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duration,
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ease: active ? "expo.out" : "expo.in",
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onUpdate: () => {
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const mesh = meshRef.current;
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if (mesh) mesh.scale.setScalar(scaleRef.current.value);
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},
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});
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const decorTween = gsap.to(decorOpacityRef.current, {
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value: targetDecor,
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duration: duration * 0.8,
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delay: active ? duration * 0.4 : 0,
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ease: "power2.inOut",
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onUpdate: () => {
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const decor = decorRef.current;
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if (!decor) return;
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decor.traverse((child) => {
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if (
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child instanceof THREE.Mesh &&
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child.material instanceof THREE.Material
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) {
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const material = child.material as THREE.Material & {
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opacity?: number;
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transparent?: boolean;
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};
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if (typeof material.opacity === "number") {
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material.opacity = decorOpacityRef.current.value;
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material.transparent = true;
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}
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}
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});
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},
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});
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return () => {
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scaleTween.kill();
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decorTween.kill();
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};
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}, [active]);
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// Render even when inactive so the shrink tween can play out; visibility
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// is implicit via near-zero scale.
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return (
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<group ref={groupRef} position={center}>
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<mesh
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ref={meshRef}
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geometry={sphereGeometry}
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material={sphereMaterial}
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renderOrder={-1}
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frustumCulled={false}
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/>
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<group ref={decorRef}>
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{/* Subtle grid floor visible only inside the bubble */}
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<gridHelper
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args={[BUBBLE_RADIUS_METERS * 1.6, 24, "#1f2937", "#111827"]}
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position={[0, -0.5, 0]}
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/>
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{/* Soft directional light for the repair model */}
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<directionalLight
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position={[2, 4, 3]}
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intensity={0.6}
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color="#cbd5f5"
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/>
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<ambientLight intensity={0.25} color="#1e293b" />
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</group>
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</group>
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);
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}
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@@ -25,6 +25,7 @@ import type {
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RepairScannedBrokenPart,
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} from "@/types/gameplay/repairMission";
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import { useGameStore } from "@/managers/stores/useGameStore";
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import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
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import type { ModelTransformProps, Vector3Tuple } from "@/types/three/three";
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import { toVector3Scale } from "@/utils/three/scale";
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@@ -110,6 +111,25 @@ export function RepairGame({
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};
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}, [mainState, mission, step]);
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// Drive the global focus bubble: active during the immersive repair
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// phases so the world dims/hides outside the dark sphere shroud.
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const focusCenterX = snappedPosition[0];
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const focusCenterY = snappedPosition[1];
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const focusCenterZ = snappedPosition[2];
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useEffect(() => {
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const inFocusPhase =
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mainState === mission && shouldFocusBubbleBeActive(step);
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if (inFocusPhase) {
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useRepairFocusStore
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.getState()
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.setFocus(true, [focusCenterX, focusCenterY, focusCenterZ]);
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return () => {
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useRepairFocusStore.getState().setFocus(false);
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};
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}
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return undefined;
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}, [mainState, mission, step, focusCenterX, focusCenterY, focusCenterZ]);
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useEffect(() => {
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if (mainState !== mission) return undefined;
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@@ -214,6 +234,15 @@ function shouldKeepRepairRuntimeState(step: MissionStep): boolean {
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return step === "repairing" || step === "reassembling" || step === "done";
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}
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function shouldFocusBubbleBeActive(step: MissionStep): boolean {
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return (
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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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);
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}
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function getRepairMissionModelPaths(config: RepairMissionConfig): string[] {
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return [
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...new Set([
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