Merge branch 'develop' into feat/repair-game
This commit is contained in:
@@ -25,6 +25,8 @@ import {
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} from "@/data/player/playerConfig";
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import { useRepairMovementLocked } from "@/hooks/gameplay/useRepairMovementLocked";
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import { InteractionManager } from "@/managers/InteractionManager";
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import { useGameStore } from "@/managers/stores/useGameStore";
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import { useSettingsStore } from "@/managers/stores/useSettingsStore";
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import type { Vector3Tuple } from "@/types/three/three";
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type Keys = {
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@@ -55,6 +57,13 @@ const _up = new THREE.Vector3(0, 1, 0);
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const _translateVec = new THREE.Vector3();
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const _collisionCorrection = new THREE.Vector3();
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function isPlayerInputLocked(): boolean {
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return (
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useSettingsStore.getState().isSettingsMenuOpen ||
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useGameStore.getState().isCinematicPlaying
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);
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}
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function setMovementKey(keys: Keys, key: string, pressed: boolean): boolean {
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switch (key.toLowerCase()) {
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case MOVE_FORWARD_KEY:
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@@ -122,6 +131,8 @@ export function PlayerController({
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const interaction = InteractionManager.getInstance();
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const handleKeyDown = (event: KeyboardEvent): void => {
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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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@@ -151,12 +162,15 @@ export function PlayerController({
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};
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const handleKeyUp = (event: KeyboardEvent): void => {
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if (isPlayerInputLocked()) return;
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if (setMovementKey(keys.current, event.key, false)) {
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event.preventDefault();
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}
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};
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const handleMouseDown = (event: MouseEvent): void => {
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if (isPlayerInputLocked()) return;
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if (event.button !== PRIMARY_INTERACT_MOUSE_BUTTON) return;
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if (interaction.getState().focused?.kind === "grab") {
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interaction.pressInteract();
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@@ -164,6 +178,7 @@ export function PlayerController({
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};
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const handleMouseUp = (event: MouseEvent): void => {
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if (isPlayerInputLocked()) return;
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if (event.button !== PRIMARY_INTERACT_MOUSE_BUTTON) return;
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if (interaction.getState().holding) {
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interaction.releaseInteract();
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@@ -185,6 +200,13 @@ export function PlayerController({
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}, []);
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useFrame((_, delta) => {
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if (isPlayerInputLocked()) {
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keys.current = { ...DEFAULT_KEYS };
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velocity.current.set(0, 0, 0);
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wantsJump.current = false;
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return;
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}
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const dt = Math.min(delta, PLAYER_MAX_DELTA);
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camera.getWorldDirection(_forward);
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