fix(ebike): allow player input during mount/dismount camera transition

Add lockInput option (default true) to animateCameraTransformTransition
so ebike mount/dismount can keep player input active during the 1s
camera tween instead of locking via setCinematicPlaying.

Also drop the unused camPointPos/dropPointPos debug vars and the
matching debugRestingPosition state — the consuming JSX has been
commented out for a while.
This commit is contained in:
Tom Boullay
2026-06-03 00:03:29 +02:00
parent 918ee49d7c
commit 83194df14f
2 changed files with 28 additions and 28 deletions
+9 -2
View File
@@ -242,7 +242,10 @@ export function animateCameraTransformTransition(
targetRotation: Vector3Tuple,
duration: number = 1,
onComplete?: () => void,
options: { lockInput?: boolean } = {},
): void {
const { lockInput = true } = options;
if (!globalCamera) {
logger.warn("GameCinematics", "Camera not found for transition");
onComplete?.();
@@ -252,7 +255,9 @@ export function animateCameraTransformTransition(
const camera = globalCamera;
cameraTransitionTimeline?.kill();
useGameStore.getState().setCinematicPlaying(true);
if (lockInput) {
useGameStore.getState().setCinematicPlaying(true);
}
// Convert target rotation in degrees to quaternion
const targetEuler = new THREE.Euler(
@@ -274,7 +279,9 @@ export function animateCameraTransformTransition(
},
onComplete: () => {
cameraTransitionTimeline = null;
useGameStore.getState().setCinematicPlaying(false);
if (lockInput) {
useGameStore.getState().setCinematicPlaying(false);
}
onComplete?.();
},
});