update: reset repair runtime state
This commit is contained in:
@@ -19,7 +19,10 @@ import {
|
||||
} from "@/data/gameplay/repairMissions";
|
||||
import { useRepairFragmentationInput } from "@/hooks/gameplay/useRepairFragmentationInput";
|
||||
import { useRepairMissionStep } from "@/hooks/gameplay/useRepairMissionStep";
|
||||
import type { RepairMissionId } from "@/types/gameplay/repairMission";
|
||||
import type {
|
||||
MissionStep,
|
||||
RepairMissionId,
|
||||
} from "@/types/gameplay/repairMission";
|
||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||
import type { ModelTransformProps, Vector3Tuple } from "@/types/three/three";
|
||||
import { toVector3Scale } from "@/utils/three/scale";
|
||||
@@ -75,6 +78,19 @@ export function RepairGame({
|
||||
onFragment: () => setMissionStep(mission, "fragmented"),
|
||||
});
|
||||
|
||||
useEffect(() => {
|
||||
if (mainState === mission && shouldKeepRepairRuntimeState(step)) return;
|
||||
|
||||
const timeoutId = window.setTimeout(() => {
|
||||
setCasePlaceholders([]);
|
||||
setScannedBrokenParts([]);
|
||||
}, 0);
|
||||
|
||||
return () => {
|
||||
window.clearTimeout(timeoutId);
|
||||
};
|
||||
}, [mainState, mission, step]);
|
||||
|
||||
useEffect(() => {
|
||||
if (mainState !== mission) return undefined;
|
||||
|
||||
@@ -156,6 +172,10 @@ export function RepairGame({
|
||||
);
|
||||
}
|
||||
|
||||
function shouldKeepRepairRuntimeState(step: MissionStep): boolean {
|
||||
return step === "repairing" || step === "reassembling" || step === "done";
|
||||
}
|
||||
|
||||
function getRepairMissionModelPaths(config: RepairMissionConfig): string[] {
|
||||
return [
|
||||
...new Set([
|
||||
|
||||
Reference in New Issue
Block a user