revert(repair): remove player movement lock during repair
Drops the useRepairMovementLocked hook, the RepairMovementLockIndicator overlay, and all PlayerController gating tied to repair sub-states. The repair flow no longer freezes player movement or shows a lock banner; the player keeps full control while interacting with the case.
This commit is contained in:
@@ -4,7 +4,6 @@ import { GameSettingsMenu } from "@/components/ui/GameSettingsMenu";
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import { HandTrackingFallback } from "@/components/ui/HandTrackingFallback";
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import { HandTrackingVisualizer } from "@/components/ui/HandTrackingVisualizer";
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import { InteractPrompt } from "@/components/ui/InteractPrompt";
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import { RepairMovementLockIndicator } from "@/components/ui/RepairMovementLockIndicator";
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import { Subtitles } from "@/components/ui/Subtitles";
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import { TalkieDialogueOverlay } from "@/components/ui/TalkieDialogueOverlay";
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@@ -13,7 +12,6 @@ export function GameUI(): React.JSX.Element {
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<>
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<DebugOverlayLayout />
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<Crosshair />
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<RepairMovementLockIndicator />
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<InteractPrompt />
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<HandTrackingVisualizer />
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<HandTrackingFallback />
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@@ -1,20 +0,0 @@
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import { useCameraMode } from "@/hooks/debug/useCameraMode";
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import { useRepairMovementLocked } from "@/hooks/gameplay/useRepairMovementLocked";
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export function RepairMovementLockIndicator(): React.JSX.Element | null {
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const cameraMode = useCameraMode();
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const movementLocked = useRepairMovementLocked();
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if (cameraMode !== "player") return null;
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if (!movementLocked) return null;
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return (
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<div className="repair-movement-lock-indicator" aria-live="polite">
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<span
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className="repair-movement-lock-indicator__dot"
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aria-hidden="true"
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/>
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<span>Déplacement verrouillé pendant la réparation</span>
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</div>
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);
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}
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@@ -1,29 +0,0 @@
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import { useGameStore } from "@/managers/stores/useGameStore";
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import type { MissionStep } from "@/types/gameplay/repairMission";
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export function useRepairMovementLocked(): boolean {
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return useGameStore((state) => {
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switch (state.mainState) {
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case "ebike":
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return isRepairMovementLocked(state.ebike.currentStep);
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case "pylon":
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return isRepairMovementLocked(state.pylon.currentStep);
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case "farm":
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return isRepairMovementLocked(state.farm.currentStep);
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case "intro":
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case "outro":
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return false;
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}
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});
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}
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function isRepairMovementLocked(step: MissionStep): boolean {
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return (
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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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);
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}
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@@ -23,7 +23,6 @@ import {
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PLAYER_MAX_DELTA,
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PLAYER_XZ_DAMPING_FACTOR,
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} from "@/data/player/playerConfig";
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import { useRepairMovementLocked } from "@/hooks/gameplay/useRepairMovementLocked";
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import { useTerrainHeightSampler } from "@/hooks/three/useTerrainHeight";
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import { InteractionManager } from "@/managers/InteractionManager";
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import { useGameStore } from "@/managers/stores/useGameStore";
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@@ -154,9 +153,7 @@ export function PlayerController({
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}: PlayerControllerProps): null {
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const camera = useThree((state) => state.camera);
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const sceneMode = useSceneMode();
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const movementLocked = useRepairMovementLocked();
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const terrainHeight = useTerrainHeightSampler();
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const movementLockedRef = useRef(movementLocked);
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const keys = useRef<Keys>({ ...DEFAULT_KEYS });
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const velocity = useRef(new THREE.Vector3());
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const fallDuration = useRef(0);
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@@ -249,17 +246,6 @@ export function PlayerController({
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initializedRef.current = true;
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}, [camera, initialLookAt, spawnPosition]);
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useEffect(() => {
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movementLockedRef.current = movementLocked;
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if (!movementLocked) return;
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keys.current = { ...DEFAULT_KEYS };
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wantsJump.current = false;
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velocity.current.setX(0);
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velocity.current.setZ(0);
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}, [movementLocked]);
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useEffect(() => {
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const interaction = InteractionManager.getInstance();
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@@ -267,20 +253,11 @@ export function PlayerController({
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if (isPlayerInputLocked()) return;
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if (setMovementKey(keys.current, event.key, true)) {
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if (movementLockedRef.current) {
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keys.current = { ...DEFAULT_KEYS };
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}
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event.preventDefault();
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return;
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}
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if (event.key === JUMP_KEY) {
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if (movementLockedRef.current) {
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wantsJump.current = false;
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event.preventDefault();
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return;
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}
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wantsJump.current = true;
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event.preventDefault();
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return;
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@@ -386,7 +363,7 @@ export function PlayerController({
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}
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_wishDir.set(0, 0, 0);
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if (!movementLocked && !isEbikeBreakdown) {
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if (!isEbikeBreakdown) {
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if (keys.current.forward) _wishDir.add(_forward);
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if (keys.current.backward) _wishDir.sub(_forward);
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if (!isEbikeMounted) {
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