Merge branch 'develop' into feat/polish-mission-2
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This commit is contained in:
math-pixel
2026-06-03 01:52:20 +02:00
31 changed files with 661 additions and 857 deletions
@@ -0,0 +1,133 @@
import { useEffect, useMemo, useRef } from "react";
import gsap from "gsap";
import * as THREE from "three";
import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
const BUBBLE_RADIUS_METERS = 10;
const BUBBLE_GROW_DURATION_SECONDS = 2.5;
const BUBBLE_SHRINK_DURATION_SECONDS = 1.2;
const BUBBLE_COLOR = "#060814";
const BUBBLE_OPACITY = 0.92;
const BUBBLE_SHELL_RADIUS = 1; // sphere geometry baked at radius=1, scale = radius
/**
* Dark sphere shroud rendered around the active repair model when the
* focus state is active. Grows from 0 -> BUBBLE_RADIUS_METERS using a
* GSAP `expo.out` ease so the player visually transitions from the open
* map to an isolated repair "cocoon". Reverses on focus end.
*
* The sphere uses BackSide rendering so the player remains inside the
* shroud when they stand near the repair model. A subtle decor pass
* (grid floor + soft directional light + light fog) is rendered as a
* sibling group so it appears once the bubble has expanded.
*/
export function RepairFocusBubble(): React.JSX.Element | null {
const active = useRepairFocusStore((state) => state.active);
const center = useRepairFocusStore((state) => state.center);
const groupRef = useRef<THREE.Group>(null);
const meshRef = useRef<THREE.Mesh>(null);
const decorRef = useRef<THREE.Group>(null);
const scaleRef = useRef({ value: 0.0001 });
const decorOpacityRef = useRef({ value: 0 });
const sphereGeometry = useMemo(
() => new THREE.SphereGeometry(BUBBLE_SHELL_RADIUS, 48, 32),
[],
);
const sphereMaterial = useMemo(
() =>
new THREE.MeshBasicMaterial({
color: BUBBLE_COLOR,
side: THREE.BackSide,
transparent: true,
opacity: BUBBLE_OPACITY,
depthWrite: false,
fog: false,
}),
[],
);
useEffect(() => {
return () => {
sphereGeometry.dispose();
sphereMaterial.dispose();
};
}, [sphereGeometry, sphereMaterial]);
useEffect(() => {
const targetScale = active ? BUBBLE_RADIUS_METERS : 0.0001;
const targetDecor = active ? 1 : 0;
const duration = active
? BUBBLE_GROW_DURATION_SECONDS
: BUBBLE_SHRINK_DURATION_SECONDS;
const scaleTween = gsap.to(scaleRef.current, {
value: targetScale,
duration,
ease: active ? "expo.out" : "expo.in",
onUpdate: () => {
const mesh = meshRef.current;
if (mesh) mesh.scale.setScalar(scaleRef.current.value);
},
});
const decorTween = gsap.to(decorOpacityRef.current, {
value: targetDecor,
duration: duration * 0.8,
delay: active ? duration * 0.4 : 0,
ease: "power2.inOut",
onUpdate: () => {
const decor = decorRef.current;
if (!decor) return;
decor.traverse((child) => {
if (
child instanceof THREE.Mesh &&
child.material instanceof THREE.Material
) {
const material = child.material as THREE.Material & {
opacity?: number;
transparent?: boolean;
};
if (typeof material.opacity === "number") {
material.opacity = decorOpacityRef.current.value;
material.transparent = true;
}
}
});
},
});
return () => {
scaleTween.kill();
decorTween.kill();
};
}, [active]);
// Render even when inactive so the shrink tween can play out; visibility
// is implicit via near-zero scale.
return (
<group ref={groupRef} position={center}>
<mesh
ref={meshRef}
geometry={sphereGeometry}
material={sphereMaterial}
renderOrder={-1}
frustumCulled={false}
/>
<group ref={decorRef}>
{/* Subtle grid floor visible only inside the bubble */}
<gridHelper
args={[BUBBLE_RADIUS_METERS * 1.6, 24, "#1f2937", "#111827"]}
position={[0, -0.5, 0]}
/>
{/* Soft directional light for the repair model */}
<directionalLight
position={[2, 4, 3]}
intensity={0.6}
color="#cbd5f5"
/>
<ambientLight intensity={0.25} color="#1e293b" />
</group>
</group>
);
}
+44 -1
View File
@@ -25,6 +25,7 @@ import type {
RepairScannedBrokenPart,
} from "@/types/gameplay/repairMission";
import { useGameStore } from "@/managers/stores/useGameStore";
import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
import type { ModelTransformProps, Vector3Tuple } from "@/types/three/three";
import { toVector3Scale } from "@/utils/three/scale";
@@ -72,8 +73,20 @@ export function RepairGame({
const [scannedBrokenParts, setScannedBrokenParts] = useState<
readonly RepairScannedBrokenPart[]
>([]);
// For the ebike mission, use the bike's live parked world position once
// the repair flow leaves the waiting/locked phase so the repair happens
// wherever the player parked the bike, not at the static zone anchor.
// window.ebikeParkedPosition is set by Ebike when the player drops the
// bike and stays stable through the rest of the repair flow.
const livePosition = useMemo<Vector3Tuple>(() => {
if (mission !== "ebike" || mainState !== mission) return position;
if (step === "locked" || step === "waiting") return position;
const parked = window.ebikeParkedPosition;
if (!parked) return position;
return [parked[0], parked[1], parked[2]];
}, [mainState, mission, position, step]);
const parsedScale = toVector3Scale(scale);
const snappedPosition = useTerrainSnappedPosition(position);
const snappedPosition = useTerrainSnappedPosition(livePosition);
const readyForFragmentation = step === "inspected";
const brokenNodeNames = useMemo(() => getBrokenNodeNames(config), [config]);
@@ -98,6 +111,25 @@ export function RepairGame({
};
}, [mainState, mission, step]);
// Drive the global focus bubble: active during the immersive repair
// phases so the world dims/hides outside the dark sphere shroud.
const focusCenterX = snappedPosition[0];
const focusCenterY = snappedPosition[1];
const focusCenterZ = snappedPosition[2];
useEffect(() => {
const inFocusPhase =
mainState === mission && shouldFocusBubbleBeActive(step);
if (inFocusPhase) {
useRepairFocusStore
.getState()
.setFocus(true, [focusCenterX, focusCenterY, focusCenterZ]);
return () => {
useRepairFocusStore.getState().setFocus(false);
};
}
return undefined;
}, [mainState, mission, step, focusCenterX, focusCenterY, focusCenterZ]);
useEffect(() => {
if (mainState !== mission) return undefined;
@@ -131,6 +163,7 @@ export function RepairGame({
{step === "fragmented" ? (
<ExplodableModel
modelPath={config.modelPath}
rotation={config.modelRotation ?? [0, 0, 0]}
scale={config.modelScale ?? 1}
split
/>
@@ -148,6 +181,7 @@ export function RepairGame({
<>
<ExplodableModel
modelPath={config.modelPath}
rotation={config.modelRotation ?? [0, 0, 0]}
scale={config.modelScale ?? 1}
split
hideNodeNames={brokenNodeNames}
@@ -200,6 +234,15 @@ function shouldKeepRepairRuntimeState(step: MissionStep): boolean {
return step === "repairing" || step === "reassembling" || step === "done";
}
function shouldFocusBubbleBeActive(step: MissionStep): boolean {
return (
step === "fragmented" ||
step === "scanning" ||
step === "repairing" ||
step === "reassembling"
);
}
function getRepairMissionModelPaths(config: RepairMissionConfig): string[] {
return [
...new Set([