fix(repair-ebike): freeze repair transform and case-driven cooling swap
This commit is contained in:
@@ -1,43 +1,32 @@
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import { useState } from "react";
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import { GrabbableObject } from "@/components/three/interaction/GrabbableObject";
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import { TriggerObject } from "@/components/three/interaction/TriggerObject";
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import { RepairObjectModel } from "@/components/three/gameplay/RepairObjectModel";
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import { REPAIR_INTERACTION_RADIUS } from "@/data/gameplay/repairGameConfig";
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import type { Vector3Tuple } from "@/types/three/three";
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interface RepairEbikeRepairTriggerProps {
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anchor: Vector3Tuple;
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onRepair: () => void;
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installed: boolean;
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}
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const REPLACEMENT_MODEL_PATH = "/models/refroidisseur/model.gltf";
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const TRIGGER_OFFSET: Vector3Tuple = [0, 0.9, 0];
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/**
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* Ebike-specific fake replacement flow: the broken radiator node is
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* hidden in the shared ExplodableModel, a grabbable copy appears at the
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* same anchor, then pressing E respawns a fresh part with a halo before
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* the reassembly step starts.
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* same anchor, then RepairGame/RepairMissionCase controls the install
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* interaction and this component swaps the copy for a fresh glowing part.
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*/
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export function RepairEbikeRepairTrigger({
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anchor,
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onRepair,
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installed,
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}: RepairEbikeRepairTriggerProps): React.JSX.Element {
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const [isInstalled, setIsInstalled] = useState(false);
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function handleRepair(): void {
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if (isInstalled) return;
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setIsInstalled(true);
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window.setTimeout(onRepair, 450);
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}
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return (
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<group>
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{!isInstalled ? (
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{!installed ? (
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<GrabbableObject
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position={anchor}
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colliders="ball"
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handControlled
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lockUntilGrab
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label="Retirer le refroidisseur"
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>
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<RepairObjectModel
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@@ -63,23 +52,6 @@ export function RepairEbikeRepairTrigger({
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</mesh>
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</group>
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)}
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<TriggerObject
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position={[
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anchor[0] + TRIGGER_OFFSET[0],
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anchor[1] + TRIGGER_OFFSET[1],
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anchor[2] + TRIGGER_OFFSET[2],
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]}
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colliders="ball"
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label="Changez le refroidisseur"
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radius={REPAIR_INTERACTION_RADIUS}
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onTrigger={handleRepair}
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>
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<mesh>
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<sphereGeometry args={[0.55, 16, 16]} />
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<meshBasicMaterial colorWrite={false} depthWrite={false} />
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</mesh>
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</TriggerObject>
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</group>
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);
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}
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@@ -58,6 +58,11 @@ interface RepairMissionAssetPreloaderProps {
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config: RepairMissionConfig;
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}
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interface EbikeRepairTransform {
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position: Vector3Tuple;
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rotationY: number;
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}
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function RepairMissionAssetPreloader({
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config,
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}: RepairMissionAssetPreloaderProps): null {
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@@ -107,6 +112,9 @@ export function RepairGame({
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const [explodedParts, setExplodedParts] = useState<readonly ExplodedPart[]>(
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[],
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);
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const [ebikeRepairTransform, setEbikeRepairTransform] =
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useState<EbikeRepairTransform | null>(null);
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const [ebikeCoolingInstalled, setEbikeCoolingInstalled] = useState(false);
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const reassemblyDoneTimeoutRef = useRef<number | null>(null);
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// Ebike-specific: once the repair starts, keep the entire repair flow
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// exactly where the bike currently is. `Ebike` owns the live parked
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@@ -115,11 +123,13 @@ export function RepairGame({
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const livePosition = useMemo<Vector3Tuple>(() => {
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if (mission !== "ebike" || step === "waiting") return position;
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if (ebikeRepairTransform) return ebikeRepairTransform.position;
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const parked = window.ebikeParkedPosition;
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if (!parked) return position;
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return [parked[0], parked[1], parked[2]];
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}, [mission, position, step]);
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}, [ebikeRepairTransform, mission, position, step]);
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const usesLiveEbikePosition = mission === "ebike" && step !== "waiting";
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const parsedScale = toVector3Scale(scale);
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const terrainSnappedPosition = useTerrainSnappedPosition(livePosition);
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@@ -133,6 +143,10 @@ export function RepairGame({
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);
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const isSplitPhase = (SPLIT_PHASES as readonly MissionStep[]).includes(step);
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const isRepairing = step === "repairing";
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const repairModelRotation: Vector3Tuple =
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mission === "ebike" && ebikeRepairTransform
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? [0, ebikeRepairTransform.rotationY, 0]
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: (config.modelRotation ?? [0, 0, 0]);
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const ebikeBrokenNodeName = config.brokenParts[0]?.targetNodeName;
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const ebikeBrokenWorldAnchor = ebikeBrokenNodeName
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? brokenAnchors[ebikeBrokenNodeName]
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@@ -159,6 +173,7 @@ export function RepairGame({
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setCaseAnchors({});
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setBrokenAnchors({});
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setScannedBrokenParts([]);
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setEbikeCoolingInstalled(false);
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}, 0);
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return () => {
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@@ -166,6 +181,45 @@ export function RepairGame({
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};
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}, [mainState, mission, step]);
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useEffect(() => {
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if (mission !== "ebike") return undefined;
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if (mainState !== "ebike" || step === "waiting") {
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const timeoutId = window.setTimeout(() => {
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setEbikeRepairTransform(null);
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setEbikeCoolingInstalled(false);
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}, 0);
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return () => {
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window.clearTimeout(timeoutId);
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};
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}
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if (ebikeRepairTransform) return undefined;
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const parked = window.ebikeParkedPosition;
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const rotationY =
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window.ebikeParkedRotation ?? config.modelRotation?.[1] ?? 0;
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const snapshot: EbikeRepairTransform = {
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position: parked ? [parked[0], parked[1], parked[2]] : position,
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rotationY,
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};
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const timeoutId = window.setTimeout(() => {
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setEbikeRepairTransform(snapshot);
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}, 0);
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return () => {
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window.clearTimeout(timeoutId);
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};
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}, [
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config.modelRotation,
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ebikeRepairTransform,
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mainState,
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mission,
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position,
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step,
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]);
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useEffect(() => {
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if (mission !== "ebike") return;
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if (mainState === "ebike") return;
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@@ -350,6 +404,14 @@ export function RepairGame({
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};
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}, []);
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function handleEbikeCoolingInstall(): void {
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if (ebikeCoolingInstalled) return;
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setEbikeCoolingInstalled(true);
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window.setTimeout(() => {
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setMissionStep(mission, "reassembling");
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}, 450);
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}
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if (mainState !== mission) return null;
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if (step === "locked") return null;
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@@ -376,7 +438,7 @@ export function RepairGame({
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{isRepairPhase ? (
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<ExplodableModel
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modelPath={config.modelPath}
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rotation={config.modelRotation ?? [0, 0, 0]}
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rotation={repairModelRotation}
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scale={config.modelScale ?? 1}
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split={isSplitPhase}
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splitSpeed={REPAIR_FRAGMENT_SPLIT_SPEED}
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@@ -405,7 +467,7 @@ export function RepairGame({
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{step === "repairing" && mission === "ebike" ? (
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<RepairEbikeRepairTrigger
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anchor={ebikeBrokenLocalAnchor}
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onRepair={() => setMissionStep(mission, "reassembling")}
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installed={ebikeCoolingInstalled}
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/>
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) : null}
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{step === "repairing" && mission !== "ebike" ? (
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@@ -441,8 +503,13 @@ export function RepairGame({
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showFragmentationPrompt={
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readyForFragmentation && mission !== "ebike"
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}
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{...(mission === "ebike" && step === "repairing"
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? { interactLabel: "Changez le refroidisseur" }
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: {})}
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onInteract={
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readyForFragmentation && mission !== "ebike"
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mission === "ebike" && step === "repairing"
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? handleEbikeCoolingInstall
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: readyForFragmentation && mission !== "ebike"
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? () => setMissionStep(mission, "fragmented")
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: undefined
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}
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@@ -25,6 +25,7 @@ interface RepairMissionCaseProps {
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open?: boolean;
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zoomed?: boolean;
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showFragmentationPrompt?: boolean;
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interactLabel?: string;
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onInteract?: (() => void) | undefined;
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}
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@@ -37,6 +38,7 @@ export function RepairMissionCase({
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open = false,
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zoomed = false,
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showFragmentationPrompt = false,
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interactLabel,
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onInteract,
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}: RepairMissionCaseProps): React.JSX.Element {
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const casePosition = zoomed
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@@ -51,7 +53,7 @@ export function RepairMissionCase({
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<TriggerObject
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position={casePosition}
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colliders="ball"
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label={`Ouvrir ${config.label}`}
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label={interactLabel ?? `Ouvrir ${config.label}`}
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radius={REPAIR_INTERACTION_RADIUS}
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onTrigger={onInteract}
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>
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@@ -1,4 +1,4 @@
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import { useEffect, useRef } from "react";
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import { useEffect, useRef, useState } from "react";
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import { useFrame, useThree } from "@react-three/fiber";
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import { RigidBody } from "@react-three/rapier";
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import type { RapierRigidBody } from "@react-three/rapier";
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@@ -35,6 +35,7 @@ interface GrabbableObjectProps {
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label?: string;
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handControlled?: boolean;
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disabled?: boolean;
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lockUntilGrab?: boolean;
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onGrabChange?: (held: boolean) => void;
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onPositionChange?: (position: THREE.Vector3) => void;
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onSnap?: (position: THREE.Vector3) => void;
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@@ -134,6 +135,7 @@ export function GrabbableObject({
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label = GRAB_DEFAULT_LABEL,
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handControlled = false,
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disabled = false,
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lockUntilGrab = false,
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onGrabChange,
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onPositionChange,
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onSnap,
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@@ -148,6 +150,7 @@ export function GrabbableObject({
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const rbRef = useRef<RapierRigidBody>(null);
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const isHolding = useRef(false);
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const isHandHolding = useRef(false);
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const [hasBeenGrabbed, setHasBeenGrabbed] = useState(false);
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const snapTween = useRef<gsap.core.Tween | null>(null);
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useEffect(() => {
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@@ -288,6 +291,7 @@ export function GrabbableObject({
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const hadHit = Boolean(hit);
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if (hadHit) {
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setHasBeenGrabbed(true);
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isHandHolding.current = true;
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InteractionManager.getInstance().setHandHolding(true);
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onGrabChange?.(true);
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@@ -330,7 +334,7 @@ export function GrabbableObject({
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<group ref={spaceRef}>
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<RigidBody
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ref={rbRef}
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type="dynamic"
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type={lockUntilGrab && !hasBeenGrabbed ? "fixed" : "dynamic"}
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colliders={colliders}
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position={position}
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>
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@@ -344,6 +348,7 @@ export function GrabbableObject({
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position={position}
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bodyRef={rbRef}
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onPress={() => {
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setHasBeenGrabbed(true);
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isHolding.current = true;
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onGrabChange?.(true);
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}}
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