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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