update: validate correct repair replacement part

This commit is contained in:
Tom Boullay
2026-05-08 01:47:07 +01:00
parent d4f215a948
commit 7ee842c535
6 changed files with 166 additions and 51 deletions
+6 -6
View File
@@ -16,9 +16,9 @@ The current user flow is:
6. Press `E` or hold both fists closed for one second to move from `inspected` to `fragmented`.
7. The mission object uses an exploded-model transition, then moves to `scanning`.
8. The scan visual highlights the broken area and shows the `cassé.webm` prompt.
9. In `repairing`, the case opens and a grabbable replacement part appears near the case.
10. Move the replacement part close to the install target.
11. Press `E` on the green install target to move to `done` and show the reassembled object.
9. In `repairing`, the case opens and several grabbable replacement parts appear near the case.
10. Move the correct replacement part close to the install target.
11. Press `E` on the green install target to move to `done` and show the reassembled object. Wrong parts turn the target red and cannot finish the repair.
The older debug repair sandbox still exists in the physics test scene, but the production path now starts from the reusable `RepairGame` component.
@@ -34,7 +34,7 @@ When the player inspects the object, `RepairGame` writes `inspected` through the
In `inspected`, `RepairGame` can also move to `fragmented`. The player can use the interaction key or hold both fists closed for one second. The hand-tracking path is state-based, so it does not depend on being inside a local object interaction radius.
In `fragmented`, the repair object is rendered with `ExplodableModel`, then automatically advances to `scanning`. In `scanning`, a blue scan visual and the `cassé.webm` prompt are shown before the flow advances to `repairing`. In `repairing`, the case opens, a grabbable replacement part appears, and the install target only validates once that part is close enough.
In `fragmented`, the repair object is rendered with `ExplodableModel`, then automatically advances to `scanning`. In `scanning`, a blue scan visual and the `cassé.webm` prompt are shown before the flow advances to `repairing`. In `repairing`, the case opens, several grabbable replacement parts appear, and the install target only validates the configured correct part for the active mission.
Repair module slots and model-selection behavior still exist in the debug prototype. They can be migrated into the reusable repair flow in later steps if the repair interaction needs more depth.
@@ -45,7 +45,7 @@ Repair module slots and model-selection behavior still exist in the debug protot
- `src/components/three/gameplay/RepairGame.tsx` composes the reusable production repair flow.
- `src/components/three/gameplay/RepairInspectionObject.tsx` handles the `waiting` inspection interaction.
- `src/components/three/gameplay/RepairMissionCase.tsx` renders the mission repair case after inspection.
- `src/components/three/gameplay/RepairRepairingStep.tsx` renders the grabbable replacement part, placement validation, and install trigger in `repairing`.
- `src/components/three/gameplay/RepairRepairingStep.tsx` renders grabbable replacement choices, correct-part placement validation, and the install trigger in `repairing`.
- `src/components/three/gameplay/RepairPromptVideo.tsx` renders `.webm` prompts inside the 3D scene.
- `src/components/three/gameplay/RepairScanVisual.tsx` renders the scan halo, scan line, and broken prompt.
- `src/hooks/gameplay/useRepairFragmentationInput.ts` handles the `inspected -> fragmented` keyboard and hand-tracking input.
@@ -99,5 +99,5 @@ python -m backend.main
- The reusable production `RepairGame` currently covers `waiting -> inspected -> fragmented -> scanning -> repairing -> done`.
- Mission progression exists in Zustand, but the full repair mission flow is still being integrated.
- There is no central `GameManager` in this branch.
- Hand tracking is available for the two-fists input and the grabbable replacement part; final installation still uses the shared `E` trigger path.
- Hand tracking is available for the two-fists input and grabbable replacement parts; final installation still uses the shared `E` trigger path.
- The repair-game content is configured statically in `src/data/gameplay/`.