its functionning

This commit is contained in:
math-pixel
2026-06-02 00:23:43 +02:00
parent d975aac018
commit a3e8e732f1
9 changed files with 407 additions and 68 deletions
+31 -8
View File
@@ -2,7 +2,6 @@ import { Suspense, useEffect, useMemo, useState } from "react";
import { useGLTF } from "@react-three/drei";
import { ExplodableModel } from "@/components/three/models/ExplodableModel";
import type { RepairCasePlaceholder } from "@/components/three/gameplay/RepairCaseModel";
import { RepairCompletionStep } from "@/components/three/gameplay/RepairCompletionStep";
import { RepairInspectionObject } from "@/components/three/gameplay/RepairInspectionObject";
import { RepairMissionCase } from "@/components/three/gameplay/RepairMissionCase";
import { RepairRepairingStep } from "@/components/three/gameplay/RepairRepairingStep";
@@ -10,7 +9,9 @@ import { RepairReassemblyStep } from "@/components/three/gameplay/RepairReassemb
import { RepairScanSequence } from "@/components/three/gameplay/RepairScanSequence";
import { REPAIR_CASE_MODEL_PATH } from "@/data/gameplay/repairCaseConfig";
import { REPAIR_FRAGMENTATION_SEQUENCE_SECONDS } from "@/data/gameplay/repairGameConfig";
import { getNextMissionStep } from "@/data/gameplay/repairMissionState";
import { REPAIR_MISSIONS } from "@/data/gameplay/repairMissions";
import { useRepairTransitionStore } from "@/managers/stores/useRepairTransitionStore";
import { useRepairFragmentationInput } from "@/hooks/gameplay/useRepairFragmentationInput";
import { useRepairMissionStep } from "@/hooks/gameplay/useRepairMissionStep";
import { useTerrainSnappedPosition } from "@/hooks/three/useTerrainHeight";
@@ -30,6 +31,8 @@ interface RepairGameProps extends Required<
mission: RepairMissionId;
rotation?: Vector3Tuple;
scale?: ModelTransformProps["scale"];
/** Set to false in isolated scenes with no terrain (e.g. RepairGameScene). */
snapToTerrain?: boolean;
}
interface RepairMissionAssetPreloaderProps {
@@ -54,6 +57,7 @@ export function RepairGame({
position,
rotation = [0, 0, 0],
scale = 1,
snapToTerrain = true,
}: RepairGameProps): React.JSX.Element | null {
const config = REPAIR_MISSIONS[mission];
const mainState = useGameStore((state) => state.mainState);
@@ -67,7 +71,11 @@ export function RepairGame({
readonly RepairScannedBrokenPart[]
>([]);
const parsedScale = toVector3Scale(scale);
const snappedPosition = useTerrainSnappedPosition(position);
// useTerrainSnappedPosition must always be called (rules of hooks) but we
// only use its result when snapToTerrain is true — in the isolated repair
// scene there is no terrain, so we use the raw position directly.
const snappedByTerrain = useTerrainSnappedPosition(position);
const snappedPosition = snapToTerrain ? snappedByTerrain : position;
const readyForFragmentation = step === "inspected";
useRepairFragmentationInput({
@@ -103,6 +111,24 @@ export function RepairGame({
};
}, [mainState, mission, setMissionStep, step]);
// When "done" is reached: set pendingCompletion in the transition store.
// useRepairGameStatus detects this and triggers the fade back to world.
// page.tsx waits for the world to fully load, THEN executes the completion.
// This ensures the player sees a loading screen rather than a black flash.
useEffect(() => {
if (mainState !== mission || step !== "done") return undefined;
const timeoutId = window.setTimeout(() => {
const nextStep = getNextMissionStep("done", mission);
useRepairTransitionStore.getState().setPendingCompletion({
mission,
nextStep,
});
}, 200);
return () => window.clearTimeout(timeoutId);
}, [mainState, mission, step]);
if (mainState !== mission) return null;
if (step === "locked") return null;
@@ -149,12 +175,9 @@ export function RepairGame({
onComplete={() => setMissionStep(mission, "done")}
/>
) : null}
{step === "done" ? (
<RepairCompletionStep
config={config}
onComplete={() => completeMission(mission)}
/>
) : null}
{/* done step: auto-advance is handled by useEffect above — no manual
case-closing interaction needed. Scene is intentionally empty
for the 200ms before completeMission/setMissionStep fires. */}
{step !== "waiting" && step !== "done" && step !== "reassembling" ? (
<RepairMissionCase
config={config}
@@ -41,16 +41,16 @@ export function RepairScanSequence({
useEffect(() => {
if (parts.length === 0) return undefined;
// Do NOT call onComplete inside a setState updater — updaters run during
// React's render phase, which would trigger a setState on RepairGame and
// cause a "setState during render" error. Call it directly in the timeout.
const timeoutId = window.setTimeout(() => {
setActivePartIndex((currentIndex) => {
const nextIndex = currentIndex + 1;
if (nextIndex >= parts.length) {
onComplete(getScannedBrokenParts(parts, config));
return currentIndex;
}
return nextIndex;
});
const nextIndex = activePartIndex + 1;
if (nextIndex >= parts.length) {
onComplete(getScannedBrokenParts(parts, config));
} else {
setActivePartIndex(nextIndex);
}
}, scanPartSeconds * 1000);
return () => {