add: scan fragmented repair parts sequentially
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@@ -31,7 +31,7 @@ This document lists features that are implemented in the current codebase.
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- Reusable production `RepairGame` mounted for `bike`, `pylone`, and `ferme` mission states
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- Repair mission config shared through `src/data/gameplay/repairMissions.ts`
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- Repair-game flow supports `waiting -> inspected -> fragmented -> scanning -> repairing -> done -> next mission` with `.webm` prompts, repair case spawn/opening/exit, `E`, two-fists hold input, exploded model transition, scan visuals, multiple grabbable replacement choices, correct-part install validation, and mission completion
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- Repair-game flow supports `waiting -> inspected -> fragmented -> scanning -> repairing -> done -> next mission` with `.webm` prompts, repair case spawn/opening/exit, `E`, two-fists hold input, exploded model transition, per-part scan visuals, multiple grabbable replacement choices, correct-part install validation, and mission completion
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## Audio
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@@ -15,7 +15,7 @@ The current user flow is:
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5. The repair case appears near the mission object and can float when the player approaches it.
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6. Press `E` or hold both fists closed for one second to move from `inspected` to `fragmented`.
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7. The mission object uses an exploded-model transition, then moves to `scanning`.
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8. The scan visual highlights the broken area and shows the `cassé.webm` prompt.
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8. The scan visual moves across the fragmented model one part at a time.
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9. In `repairing`, the case opens and several grabbable replacement parts appear near the case.
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10. Move the correct replacement part close to the install target.
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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.
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@@ -33,7 +33,7 @@ When the player inspects the object, `RepairGame` writes `inspected` through the
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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.
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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. In `done`, the repaired object remains visible with a completion target that plays the case exit animation before advancing the global mission progression.
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In `fragmented`, the repair object is rendered with `ExplodableModel`, then automatically advances to `scanning`. In `scanning`, the exploded model remains visible and a blue scan visual moves from part to part 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. In `done`, the repaired object remains visible with a completion target that plays the case exit animation before advancing the global mission progression.
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## Key Files
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@@ -44,7 +44,8 @@ In `fragmented`, the repair object is rendered with `ExplodableModel`, then auto
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- `src/components/three/gameplay/RepairMissionCase.tsx` renders the mission repair case after inspection.
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- `src/components/three/gameplay/RepairRepairingStep.tsx` renders grabbable replacement choices, correct-part placement validation, and the install trigger in `repairing`.
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- `src/components/three/gameplay/RepairPromptVideo.tsx` renders `.webm` prompts inside the 3D scene.
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- `src/components/three/gameplay/RepairScanVisual.tsx` renders the scan halo, scan line, and broken prompt.
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- `src/components/three/gameplay/RepairScanSequence.tsx` keeps the exploded model visible and advances the scan from part to part.
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- `src/components/three/gameplay/RepairScanVisual.tsx` renders the scan halo and scan line around the active part.
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- `src/hooks/gameplay/useRepairFragmentationInput.ts` handles the `inspected -> fragmented` keyboard and hand-tracking input.
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- `src/hooks/gameplay/useRepairMissionStep.ts` reads the active mission step from the game store.
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- `src/hooks/handTracking/useBothFistsHold.ts` detects the reusable two-fists hold gesture.
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@@ -4,11 +4,8 @@ import { RepairCompletionStep } from "@/components/three/gameplay/RepairCompleti
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import { RepairInspectionObject } from "@/components/three/gameplay/RepairInspectionObject";
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import { RepairMissionCase } from "@/components/three/gameplay/RepairMissionCase";
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import { RepairRepairingStep } from "@/components/three/gameplay/RepairRepairingStep";
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import { RepairScanVisual } from "@/components/three/gameplay/RepairScanVisual";
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import {
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REPAIR_FRAGMENTATION_SEQUENCE_SECONDS,
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REPAIR_SCAN_SEQUENCE_SECONDS,
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} from "@/data/gameplay/repairGameConfig";
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import { RepairScanSequence } from "@/components/three/gameplay/RepairScanSequence";
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import { REPAIR_FRAGMENTATION_SEQUENCE_SECONDS } from "@/data/gameplay/repairGameConfig";
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import { REPAIR_MISSIONS } from "@/data/gameplay/repairMissions";
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import { useRepairFragmentationInput } from "@/hooks/gameplay/useRepairFragmentationInput";
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import { useRepairMissionStep } from "@/hooks/gameplay/useRepairMissionStep";
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@@ -47,17 +44,11 @@ export function RepairGame({
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useEffect(() => {
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if (mainState !== mission) return undefined;
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if (step !== "fragmented" && step !== "scanning") return undefined;
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const nextStep = step === "fragmented" ? "scanning" : "repairing";
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const sequenceSeconds =
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step === "fragmented"
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? REPAIR_FRAGMENTATION_SEQUENCE_SECONDS
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: REPAIR_SCAN_SEQUENCE_SECONDS;
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if (step !== "fragmented") return undefined;
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const timeoutId = window.setTimeout(() => {
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setMissionStep(mission, nextStep);
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}, sequenceSeconds * 1000);
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setMissionStep(mission, "scanning");
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}, REPAIR_FRAGMENTATION_SEQUENCE_SECONDS * 1000);
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return () => {
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window.clearTimeout(timeoutId);
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@@ -79,7 +70,12 @@ export function RepairGame({
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{step === "fragmented" ? (
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<ExplodableModel modelPath={config.modelPath} split />
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) : null}
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{step === "scanning" ? <RepairScanVisual config={config} /> : null}
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{step === "scanning" ? (
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<RepairScanSequence
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config={config}
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onComplete={() => setMissionStep(mission, "repairing")}
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/>
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) : null}
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{step === "repairing" ? (
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<RepairRepairingStep
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config={config}
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@@ -0,0 +1,51 @@
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import { useEffect, useState } from "react";
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import { ExplodableModel } from "@/components/three/models/ExplodableModel";
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import { RepairScanVisual } from "@/components/three/gameplay/RepairScanVisual";
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import { REPAIR_SCAN_PART_SECONDS } from "@/data/gameplay/repairGameConfig";
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import type { RepairMissionConfig } from "@/data/gameplay/repairMissions";
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import type { ExplodedPart } from "@/utils/three/ExplodedModel";
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interface RepairScanSequenceProps {
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config: RepairMissionConfig;
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onComplete: () => void;
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}
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export function RepairScanSequence({
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config,
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onComplete,
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}: RepairScanSequenceProps): React.JSX.Element {
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const [parts, setParts] = useState<readonly ExplodedPart[]>([]);
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const [activePartIndex, setActivePartIndex] = useState(0);
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const activePart = parts[activePartIndex];
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useEffect(() => {
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if (parts.length === 0) return undefined;
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const timeoutId = window.setTimeout(() => {
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setActivePartIndex((currentIndex) => {
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const nextIndex = currentIndex + 1;
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if (nextIndex >= parts.length) {
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onComplete();
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return currentIndex;
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}
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return nextIndex;
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});
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}, REPAIR_SCAN_PART_SECONDS * 1000);
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return () => {
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window.clearTimeout(timeoutId);
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};
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}, [activePartIndex, onComplete, parts.length]);
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return (
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<group>
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<ExplodableModel
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modelPath={config.modelPath}
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split
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onPartsReady={setParts}
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/>
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<RepairScanVisual target={activePart?.object} />
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</group>
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);
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}
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@@ -1,27 +1,36 @@
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import { useRef } from "react";
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import { useFrame } from "@react-three/fiber";
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import * as THREE from "three";
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import { RepairPromptVideo } from "@/components/three/gameplay/RepairPromptVideo";
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import type { RepairMissionConfig } from "@/data/gameplay/repairMissions";
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interface RepairScanVisualProps {
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config: RepairMissionConfig;
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target?: THREE.Object3D | null | undefined;
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}
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export function RepairScanVisual({
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config,
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target = null,
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}: RepairScanVisualProps): React.JSX.Element {
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const groupRef = useRef<THREE.Group>(null);
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const scanLineRef = useRef<THREE.Mesh>(null);
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const worldPosition = useRef(new THREE.Vector3());
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const localPosition = useRef(new THREE.Vector3());
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useFrame(({ clock }) => {
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const group = groupRef.current;
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const scanLine = scanLineRef.current;
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if (!scanLine) return;
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if (!group || !scanLine) return;
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if (target) {
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target.getWorldPosition(worldPosition.current);
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localPosition.current.copy(worldPosition.current);
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group.parent?.worldToLocal(localPosition.current);
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group.position.copy(localPosition.current);
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}
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scanLine.position.y = 0.35 + Math.sin(clock.elapsedTime * 4) * 0.7;
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});
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return (
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<group>
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<group ref={groupRef}>
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<mesh rotation={[Math.PI / 2, 0, 0]}>
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<torusGeometry args={[1.35, 0.035, 12, 96]} />
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<meshBasicMaterial color="#38bdf8" transparent opacity={0.75} />
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@@ -39,7 +48,6 @@ export function RepairScanVisual({
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<sphereGeometry args={[1.25, 32, 16]} />
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<meshBasicMaterial color="#0ea5e9" transparent opacity={0.12} />
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</mesh>
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<RepairPromptVideo src={config.brokenUiPath} position={[0, 2.3, 0]} />
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</group>
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);
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}
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@@ -4,6 +4,7 @@ import { useFrame } from "@react-three/fiber";
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import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
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import { useClonedObject } from "@/hooks/three/useClonedObject";
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import { ExplodedModel } from "@/utils/three/ExplodedModel";
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import type { ExplodedPart } from "@/utils/three/ExplodedModel";
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import type { ModelTransformProps, Vector3Tuple } from "@/types/three/three";
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import { logModelLoadError } from "@/utils/three/modelLoadLogger";
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import { toVector3Scale } from "@/utils/three/scale";
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@@ -55,6 +56,7 @@ interface ExplodableModelInnerProps extends ModelTransformProps {
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modelPath: string;
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split: boolean;
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splitDistance?: number;
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onPartsReady?: (parts: readonly ExplodedPart[]) => void;
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}
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export function ExplodableModel(
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@@ -78,6 +80,7 @@ function ExplodableModelInner({
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rotation = [0, 0, 0],
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scale = 1,
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splitDistance = 1.2,
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onPartsReady,
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}: ExplodableModelInnerProps): React.JSX.Element {
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const { scene } = useLoggedGLTF(modelPath, {
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scope: "ExplodableModel",
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@@ -96,6 +99,10 @@ function ExplodableModelInner({
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explodedModel.setSplit(split);
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}, [explodedModel, split]);
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useEffect(() => {
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onPartsReady?.(explodedModel.getParts());
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}, [explodedModel, onPartsReady]);
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useFrame((_, delta) => {
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explodedModel.update(delta);
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});
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@@ -442,7 +442,7 @@ Ce document liste les fonctionnalités présentes dans le code actuel.
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- \`RepairGame\` de production réutilisable monté pour les états de mission \`bike\`, \`pylone\` et \`ferme\`
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- Configuration de mission partagée via \`src/data/gameplay/repairMissions.ts\`
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- Flow repair-game avec \`waiting -> inspected -> fragmented -> scanning -> repairing -> done -> next mission\`, prompts \`.webm\`, apparition/ouverture/sortie de la mallette, touche \`E\`, hold deux poings, transition de modèle explosé, visuels de scan, plusieurs choix de pièces grabbables, validation de la bonne pièce et complétion de mission
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- Flow repair-game avec \`waiting -> inspected -> fragmented -> scanning -> repairing -> done -> next mission\`, prompts \`.webm\`, apparition/ouverture/sortie de la mallette, touche \`E\`, hold deux poings, transition de modèle explosé, scan visuel par pièce, plusieurs choix de pièces grabbables, validation de la bonne pièce et complétion de mission
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## Audio
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@@ -1,3 +1,3 @@
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export const REPAIR_FRAGMENTATION_FIST_HOLD_SECONDS = 1;
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export const REPAIR_FRAGMENTATION_SEQUENCE_SECONDS = 4;
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export const REPAIR_SCAN_SEQUENCE_SECONDS = 4;
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export const REPAIR_SCAN_PART_SECONDS = 1.2;
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@@ -1,6 +1,6 @@
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import * as THREE from "three";
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interface ExplodedPart {
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export interface ExplodedPart {
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object: THREE.Object3D;
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originalPosition: THREE.Vector3;
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targetPosition: THREE.Vector3;
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@@ -31,6 +31,10 @@ export class ExplodedModel {
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this.targetProgress = split ? 1 : 0;
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}
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getParts(): readonly ExplodedPart[] {
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return this.parts;
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}
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update(delta: number): void {
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const diff = this.targetProgress - this.progress;
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if (Math.abs(diff) < 0.001) {
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