connect repair gameplay to zustand progression
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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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