connect repair gameplay to zustand progression
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@@ -1,42 +1,93 @@
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import type { ReactNode } from "react";
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import { Component } from "react";
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import { TriggerObject } from "@/components/three/interaction/TriggerObject";
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import { RepairCaseModel } from "@/components/three/gameplay/RepairCaseModel";
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import {
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REPAIR_CASE_CLOSE_SOUND_PATH,
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REPAIR_CASE_MODEL_PATH,
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REPAIR_CASE_OPEN_SOUND_PATH,
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} from "@/data/gameplay/repairCaseConfig";
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import { AudioManager } from "@/managers/AudioManager";
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import type { Vector3Tuple } from "@/types/three/three";
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interface RepairCaseErrorBoundaryProps {
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children: ReactNode;
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}
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interface RepairCaseErrorBoundaryState {
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hasError: boolean;
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}
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class RepairCaseErrorBoundary extends Component<
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RepairCaseErrorBoundaryProps,
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RepairCaseErrorBoundaryState
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> {
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constructor(props: RepairCaseErrorBoundaryProps) {
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super(props);
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this.state = { hasError: false };
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}
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static getDerivedStateFromError(): RepairCaseErrorBoundaryState {
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return { hasError: true };
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}
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componentDidCatch(error: Error): void {
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console.warn("Failed to load repair case model", error);
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}
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render(): ReactNode {
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if (this.state.hasError) {
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return <RepairCaseFallback />;
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}
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return this.props.children;
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}
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}
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interface RepairCaseObjectProps {
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position: Vector3Tuple;
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open: boolean;
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onToggle: () => void;
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onInspect: () => void;
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}
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export function RepairCaseObject({
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position,
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open,
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onToggle,
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onInspect,
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}: RepairCaseObjectProps): React.JSX.Element {
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return (
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<TriggerObject
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position={position}
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colliders="cuboid"
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label={open ? "Fermer la mallette" : "Ouvrir la mallette"}
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label={open ? "Mallette inspectée" : "Inspecter la mallette"}
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onTrigger={() => {
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AudioManager.getInstance().playSound(
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open ? REPAIR_CASE_CLOSE_SOUND_PATH : REPAIR_CASE_OPEN_SOUND_PATH,
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);
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onToggle();
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if (open) return;
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AudioManager.getInstance().playSound(REPAIR_CASE_OPEN_SOUND_PATH);
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onInspect();
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}}
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>
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<RepairCaseModel
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modelPath={REPAIR_CASE_MODEL_PATH}
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open={open}
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position={[0, -0.45, 0]}
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scale={1.5}
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/>
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<RepairCaseErrorBoundary>
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<RepairCaseModel
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modelPath={REPAIR_CASE_MODEL_PATH}
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open={open}
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position={[0, -0.45, 0]}
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scale={1.5}
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/>
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</RepairCaseErrorBoundary>
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</TriggerObject>
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);
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}
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function RepairCaseFallback(): React.JSX.Element {
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return (
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<group position={[0, -0.25, 0]}>
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<mesh castShadow receiveShadow>
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<boxGeometry args={[1.5, 0.5, 1]} />
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<meshStandardMaterial color="#2563eb" roughness={0.55} />
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</mesh>
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<mesh position={[0, 0.35, -0.25]} castShadow receiveShadow>
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<boxGeometry args={[1.5, 0.12, 0.65]} />
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<meshStandardMaterial color="#1d4ed8" roughness={0.55} />
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</mesh>
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</group>
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);
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}
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@@ -1,4 +1,3 @@
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import { useState } from "react";
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import { Text } from "@react-three/drei";
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import { RepairCaseObject } from "@/components/three/gameplay/RepairCaseObject";
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import { RepairModuleSlot } from "@/components/three/gameplay/RepairModuleSlot";
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@@ -8,9 +7,47 @@ import {
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REPAIR_GAME_ZONE_ORIGIN,
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REPAIR_GAME_ZONE_RADIUS,
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} from "@/data/gameplay/repairGameConfig";
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import { useGameStore } from "@/managers/stores/useGameStore";
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const CASE_CLOSED_STEPS = new Set(["locked", "waiting"]);
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export function RepairGameZone(): React.JSX.Element {
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const [caseOpen, setCaseOpen] = useState(false);
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const mainState = useGameStore((state) => state.mainState);
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const bikeStep = useGameStore((state) => state.bike.currentStep);
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const setMainState = useGameStore((state) => state.setMainState);
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const setBikeState = useGameStore((state) => state.setBikeState);
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const caseOpen = !CASE_CLOSED_STEPS.has(bikeStep);
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const slotsDisabled = !caseOpen;
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const inspectRepairCase = (): void => {
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if (mainState !== "bike") {
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setMainState("bike");
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}
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if (CASE_CLOSED_STEPS.has(bikeStep)) {
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setBikeState({ currentStep: "inspected" });
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}
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};
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const markModelSelected = (): void => {
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if (mainState !== "bike") {
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setMainState("bike");
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}
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if (bikeStep === "inspected") {
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setBikeState({ currentStep: "fragmented" });
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}
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};
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const markModuleSplit = (): void => {
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if (mainState !== "bike") {
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setMainState("bike");
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}
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if (bikeStep === "fragmented") {
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setBikeState({ currentStep: "scanning" });
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}
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};
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return (
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<group>
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@@ -62,7 +99,7 @@ export function RepairGameZone(): React.JSX.Element {
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<RepairCaseObject
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position={REPAIR_GAME_ZONE_ORIGIN}
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open={caseOpen}
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onToggle={() => setCaseOpen((value) => !value)}
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onInspect={inspectRepairCase}
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/>
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{REPAIR_GAME_MODULE_SLOTS.map((slot) => (
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@@ -74,6 +111,9 @@ export function RepairGameZone(): React.JSX.Element {
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REPAIR_GAME_ZONE_ORIGIN[1] + slot.offset[1],
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REPAIR_GAME_ZONE_ORIGIN[2] + slot.offset[2],
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]}
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disabled={slotsDisabled}
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onModelSelected={markModelSelected}
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onSplit={markModuleSplit}
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/>
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))}
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</group>
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@@ -10,26 +10,38 @@ import type { Vector3Tuple } from "@/types/three/three";
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interface RepairModuleSlotProps {
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position: Vector3Tuple;
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label: string;
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disabled?: boolean;
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onModelSelected?: () => void;
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onSplit?: () => void;
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}
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export function RepairModuleSlot({
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position,
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label,
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disabled = false,
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onModelSelected,
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onSplit,
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}: RepairModuleSlotProps): React.JSX.Element {
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const [selectedModel, setSelectedModel] = useState<ModelCatalogItem | null>(
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null,
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);
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const [split, setSplit] = useState(false);
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const handleSelect = useCallback((model: ModelCatalogItem) => {
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setSelectedModel(model);
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setSplit(false);
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}, []);
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const handleSelect = useCallback(
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(model: ModelCatalogItem) => {
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setSelectedModel(model);
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setSplit(false);
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onModelSelected?.();
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},
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[onModelSelected],
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);
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const selection = useModelSelection(REPAIR_GAME_MODEL_CATALOG, handleSelect);
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const triggerLabel = selectedModel
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? split
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? `Réassembler ${label}`
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: `Démonter ${label}`
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: `Choisir ${label}`;
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const triggerLabel = disabled
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? "Ouvrir la mallette d'abord"
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: selectedModel
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? split
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? `Réassembler ${label}`
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: `Démonter ${label}`
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: `Choisir ${label}`;
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return (
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<group>
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@@ -38,8 +50,16 @@ export function RepairModuleSlot({
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colliders="cuboid"
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label={triggerLabel}
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onTrigger={() => {
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if (disabled) return;
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if (selectedModel) {
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setSplit((value) => !value);
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setSplit((value) => {
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const nextSplit = !value;
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if (nextSplit) {
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onSplit?.();
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}
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return nextSplit;
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});
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return;
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}
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@@ -3,6 +3,7 @@ import * as THREE from "three";
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import { Physics, RigidBody, CuboidCollider } from "@react-three/rapier";
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import { RepairGameZone } from "@/components/three/gameplay/RepairGameZone";
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import { GrabbableObject } from "@/components/three/interaction/GrabbableObject";
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import { AnimatedModel } from "@/components/three/models/AnimatedModel";
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import { TriggerObject } from "@/components/three/interaction/TriggerObject";
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import {
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TEST_SCENE_FLOOR_COLLIDER_HALF_EXTENTS,
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@@ -88,13 +89,12 @@ export function TestMap({ onOctreeReady }: TestMapProps): React.JSX.Element {
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<RepairGameZone />
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</Physics>
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{/* Temporary: re-enable when Git LFS downloads are available again.
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<AnimatedModel
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modelPath="/models/elec/model.gltf"
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defaultAnimation="Idle"
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position={[0, 0, -5]}
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scale={1}
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/> */}
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/>
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</>
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);
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}
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