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:
Tom Boullay
2026-06-02 22:04:05 +02:00
parent a609314411
commit 2a6a028e1d
4 changed files with 1 additions and 75 deletions
+1 -24
View File
@@ -23,7 +23,6 @@ import {
PLAYER_MAX_DELTA,
PLAYER_XZ_DAMPING_FACTOR,
} from "@/data/player/playerConfig";
import { useRepairMovementLocked } from "@/hooks/gameplay/useRepairMovementLocked";
import { useTerrainHeightSampler } from "@/hooks/three/useTerrainHeight";
import { InteractionManager } from "@/managers/InteractionManager";
import { useGameStore } from "@/managers/stores/useGameStore";
@@ -154,9 +153,7 @@ export function PlayerController({
}: PlayerControllerProps): null {
const camera = useThree((state) => state.camera);
const sceneMode = useSceneMode();
const movementLocked = useRepairMovementLocked();
const terrainHeight = useTerrainHeightSampler();
const movementLockedRef = useRef(movementLocked);
const keys = useRef<Keys>({ ...DEFAULT_KEYS });
const velocity = useRef(new THREE.Vector3());
const fallDuration = useRef(0);
@@ -249,17 +246,6 @@ export function PlayerController({
initializedRef.current = true;
}, [camera, initialLookAt, spawnPosition]);
useEffect(() => {
movementLockedRef.current = movementLocked;
if (!movementLocked) return;
keys.current = { ...DEFAULT_KEYS };
wantsJump.current = false;
velocity.current.setX(0);
velocity.current.setZ(0);
}, [movementLocked]);
useEffect(() => {
const interaction = InteractionManager.getInstance();
@@ -267,20 +253,11 @@ export function PlayerController({
if (isPlayerInputLocked()) return;
if (setMovementKey(keys.current, event.key, true)) {
if (movementLockedRef.current) {
keys.current = { ...DEFAULT_KEYS };
}
event.preventDefault();
return;
}
if (event.key === JUMP_KEY) {
if (movementLockedRef.current) {
wantsJump.current = false;
event.preventDefault();
return;
}
wantsJump.current = true;
event.preventDefault();
return;
@@ -386,7 +363,7 @@ export function PlayerController({
}
_wishDir.set(0, 0, 0);
if (!movementLocked && !isEbikeBreakdown) {
if (!isEbikeBreakdown) {
if (keys.current.forward) _wishDir.add(_forward);
if (keys.current.backward) _wishDir.sub(_forward);
if (!isEbikeMounted) {