feat: restaure l'éditeur map et ajoute les personnages
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@@ -68,32 +68,6 @@ export function AnimatedModel({
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}
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}, [mixer, onAnimationEnd]);
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const play = useCallback(
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(name: string, fade = fadeDuration) => {
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const action = actions[name];
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if (action) {
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Object.values(actions).forEach((a) => {
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if (a && a !== action) a.fadeOut(fade);
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});
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action.reset().fadeIn(fade).play();
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setCurrentAnim(name);
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}
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},
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[actions, fadeDuration],
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);
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const stop = useCallback(
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(fade = fadeDuration) => {
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Object.values(actions).forEach((a) => a?.fadeOut(fade));
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const defaultAction = actions[defaultAnimation];
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if (defaultAction) {
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defaultAction.reset().fadeIn(fade).play();
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setCurrentAnim(defaultAnimation);
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}
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},
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[actions, defaultAnimation, fadeDuration],
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);
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const fadeTo = useCallback(
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(name: string, fade = fadeDuration) => {
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const action = actions[name];
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@@ -107,6 +81,19 @@ export function AnimatedModel({
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},
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[actions, fadeDuration],
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);
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const play = fadeTo;
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const stop = useCallback(
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(fade = fadeDuration) => {
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Object.values(actions).forEach((a) => a?.fadeOut(fade));
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const defaultAction = actions[defaultAnimation];
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if (defaultAction) {
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defaultAction.reset().fadeIn(fade).play();
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setCurrentAnim(defaultAnimation);
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}
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},
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[actions, defaultAnimation, fadeDuration],
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);
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const setSpeed = useCallback(
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(newSpeed: number) => {
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@@ -140,10 +127,21 @@ export function AnimatedModel({
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}
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if (defaultAction) {
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defaultAction.play();
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Object.values(actions).forEach((action) => {
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if (action && action !== defaultAction) action.fadeOut(fadeDuration);
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});
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defaultAction.reset().fadeIn(fadeDuration).play();
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onLoaded?.();
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}
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}, [actions, defaultAnimation, modelPath, names, autoPlay, onLoaded]);
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}, [
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actions,
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defaultAnimation,
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fadeDuration,
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modelPath,
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names,
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autoPlay,
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onLoaded,
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]);
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const contextValue: AnimatedModelContextValue = {
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play,
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