update: add runtine camera keyframe
This commit is contained in:
@@ -0,0 +1,21 @@
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{
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"version": 1,
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"cinematics": [
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{
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"id": "intro_overview",
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"timecode": 0,
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"cameraKeyframes": [
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{
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"time": 0,
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"position": [8, 5, 12],
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"target": [0, 2, 0]
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},
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{
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"time": 4,
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"position": [12, 4, -6],
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"target": [10, 1.4, -8]
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}
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]
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}
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]
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}
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@@ -23,6 +23,7 @@ interface MissionState {
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interface GameState {
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mainState: MainGameState;
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isCinematicPlaying: boolean;
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intro: IntroState;
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bike: MissionState & {
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isRepaired: boolean;
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@@ -41,6 +42,7 @@ interface GameState {
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interface GameActions {
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setMainState: (mainState: MainGameState) => void;
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setCinematicPlaying: (isCinematicPlaying: boolean) => void;
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setIntroState: (intro: Partial<IntroState>) => void;
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setBikeState: (bike: Partial<GameState["bike"]>) => void;
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setPyloneState: (pylone: Partial<GameState["pylone"]>) => void;
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@@ -168,6 +170,7 @@ function startOutroState(state: GameState): GameStateUpdate {
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function createInitialGameState(): GameState {
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return {
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mainState: "intro",
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isCinematicPlaying: false,
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intro: {
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dialogueAudio: null,
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hasCompleted: false,
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@@ -198,6 +201,7 @@ function createInitialGameState(): GameState {
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export const useGameStore = create<GameStore>()((set) => ({
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...createInitialGameState(),
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setMainState: (mainState) => set({ mainState }),
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setCinematicPlaying: (isCinematicPlaying) => set({ isCinematicPlaying }),
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setIntroState: (intro) =>
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set((state) => ({ intro: { ...state.intro, ...intro } })),
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setBikeState: (bike) =>
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@@ -0,0 +1,18 @@
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import type { Vector3Tuple } from "@/types/three/three";
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export interface CinematicCameraKeyframe {
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time: number;
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position: Vector3Tuple;
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target: Vector3Tuple;
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}
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export interface CinematicDefinition {
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id: string;
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timecode?: number;
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cameraKeyframes: CinematicCameraKeyframe[];
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}
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export interface CinematicManifest {
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version: 1;
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cinematics: CinematicDefinition[];
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}
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@@ -0,0 +1,82 @@
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import type {
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CinematicCameraKeyframe,
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CinematicDefinition,
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CinematicManifest,
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} from "@/types/cinematics/cinematics";
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import type { Vector3Tuple } from "@/types/three/three";
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export function parseCinematicManifest(data: unknown): CinematicManifest {
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if (!isRecord(data) || data.version !== 1) {
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throw new Error("Invalid cinematic manifest version");
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}
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if (!Array.isArray(data.cinematics)) {
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throw new Error("Cinematic manifest requires a cinematics array");
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}
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return {
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version: 1,
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cinematics: data.cinematics.map(parseCinematicDefinition),
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};
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}
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function parseCinematicDefinition(data: unknown): CinematicDefinition {
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if (!isRecord(data) || typeof data.id !== "string") {
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throw new Error("Invalid cinematic definition");
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}
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if (!Array.isArray(data.cameraKeyframes)) {
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throw new Error(`Cinematic ${data.id} requires cameraKeyframes`);
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}
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const cameraKeyframes = data.cameraKeyframes.map(parseCameraKeyframe);
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if (cameraKeyframes.length < 2) {
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throw new Error(`Cinematic ${data.id} requires at least two keyframes`);
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}
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cameraKeyframes.forEach((keyframe, index) => {
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const previousKeyframe = cameraKeyframes[index - 1];
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if (previousKeyframe && keyframe.time <= previousKeyframe.time) {
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throw new Error(`Cinematic ${data.id} keyframe times must increase`);
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}
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});
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const cinematic: CinematicDefinition = {
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id: data.id,
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cameraKeyframes,
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};
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if (typeof data.timecode === "number") {
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cinematic.timecode = data.timecode;
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}
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return cinematic;
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}
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function parseCameraKeyframe(data: unknown): CinematicCameraKeyframe {
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if (!isRecord(data) || typeof data.time !== "number") {
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throw new Error("Invalid cinematic camera keyframe");
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}
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return {
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time: data.time,
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position: parseVector3(data.position),
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target: parseVector3(data.target),
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};
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}
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function parseVector3(value: unknown): Vector3Tuple {
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if (
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!Array.isArray(value) ||
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value.length !== 3 ||
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value.some((item) => typeof item !== "number")
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) {
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throw new Error("Invalid cinematic vector");
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}
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return [value[0], value[1], value[2]];
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}
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function isRecord(value: unknown): value is Record<string, unknown> {
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return typeof value === "object" && value !== null;
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}
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@@ -0,0 +1,14 @@
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import type { CinematicManifest } from "@/types/cinematics/cinematics";
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import { parseCinematicManifest } from "@/utils/cinematics/cinematicManifestValidation";
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const CINEMATIC_MANIFEST_PATH = "/cinematics.json";
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export async function loadCinematicManifest(): Promise<CinematicManifest | null> {
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const response = await fetch(CINEMATIC_MANIFEST_PATH);
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if (!response.ok) {
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return null;
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}
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return parseCinematicManifest(await response.json());
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}
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@@ -0,0 +1,119 @@
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import { useEffect, useRef, useState } from "react";
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import type { MutableRefObject } from "react";
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import { useFrame, useThree } from "@react-three/fiber";
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import gsap from "gsap";
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import * as THREE from "three";
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import { useGameStore } from "@/managers/stores/useGameStore";
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import type {
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CinematicDefinition,
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CinematicManifest,
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} from "@/types/cinematics/cinematics";
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import { logger } from "@/utils/core/logger";
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import { loadCinematicManifest } from "@/utils/cinematics/loadCinematicManifest";
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export function GameCinematics(): null {
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const camera = useThree((state) => state.camera);
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const [manifest, setManifest] = useState<CinematicManifest | null>(null);
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const playedCinematicsRef = useRef(new Set<string>());
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const timelineRef = useRef<gsap.core.Timeline | null>(null);
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useEffect(() => {
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let mounted = true;
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void loadCinematicManifest()
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.then((loadedManifest) => {
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if (mounted) setManifest(loadedManifest);
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})
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.catch((error: unknown) => {
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logger.error("GameCinematics", "Failed to load cinematic manifest", {
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error: error instanceof Error ? error : String(error),
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});
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});
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return () => {
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mounted = false;
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stopActiveCinematic(timelineRef);
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useGameStore.getState().setCinematicPlaying(false);
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};
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}, []);
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useFrame(({ clock }) => {
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if (!manifest) return;
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const elapsedTime = clock.getElapsedTime();
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manifest.cinematics.forEach((cinematic) => {
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if (cinematic.timecode === undefined) return;
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if (cinematic.timecode > elapsedTime) return;
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if (playedCinematicsRef.current.has(cinematic.id)) return;
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playedCinematicsRef.current.add(cinematic.id);
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playCinematic(camera, cinematic, timelineRef);
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});
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});
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return null;
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}
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function stopActiveCinematic(
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timelineRef: MutableRefObject<gsap.core.Timeline | null>,
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): void {
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timelineRef.current?.kill();
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timelineRef.current = null;
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}
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function playCinematic(
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camera: THREE.Camera,
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cinematic: CinematicDefinition,
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timelineRef: MutableRefObject<gsap.core.Timeline | null>,
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): void {
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const firstKeyframe = cinematic.cameraKeyframes[0];
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if (!firstKeyframe) return;
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document.exitPointerLock();
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timelineRef.current?.kill();
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useGameStore.getState().setCinematicPlaying(true);
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const target = new THREE.Vector3(...firstKeyframe.target);
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camera.position.set(...firstKeyframe.position);
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camera.lookAt(target);
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const timeline = gsap.timeline({
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onUpdate: () => camera.lookAt(target),
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onComplete: () => {
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timelineRef.current = null;
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useGameStore.getState().setCinematicPlaying(false);
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},
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});
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cinematic.cameraKeyframes.slice(1).forEach((keyframe, index) => {
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const previousKeyframe = cinematic.cameraKeyframes[index];
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if (!previousKeyframe) return;
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const duration = keyframe.time - previousKeyframe.time;
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timeline.to(
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camera.position,
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{
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x: keyframe.position[0],
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y: keyframe.position[1],
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z: keyframe.position[2],
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duration,
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ease: "power2.inOut",
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},
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previousKeyframe.time,
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);
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timeline.to(
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target,
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{
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x: keyframe.target[0],
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y: keyframe.target[1],
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z: keyframe.target[2],
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duration,
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ease: "power2.inOut",
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},
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previousKeyframe.time,
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);
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});
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timelineRef.current = timeline;
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}
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@@ -10,6 +10,7 @@ import { DebugCameraControls } from "@/components/debug/scene/DebugCameraControl
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import { DebugHelpers } from "@/components/debug/scene/DebugHelpers";
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import { HandTrackingGlove } from "@/components/three/handTracking/HandTrackingGlove";
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import { Environment } from "@/world/Environment";
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import { GameCinematics } from "@/world/GameCinematics";
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import { GameDialogues } from "@/world/GameDialogues";
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import { GameMusic } from "@/world/GameMusic";
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import { Lighting } from "@/world/Lighting";
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@@ -43,6 +44,7 @@ export function World(): React.JSX.Element {
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{sceneMode === "game" ? (
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<>
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<GameMusic />
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<GameCinematics />
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<GameDialogues />
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<GameMap onOctreeReady={setOctree} />
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<GameStageContent />
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@@ -24,6 +24,7 @@ import {
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PLAYER_XZ_DAMPING_FACTOR,
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} from "@/data/player/playerConfig";
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import { InteractionManager } from "@/managers/InteractionManager";
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import { useGameStore } from "@/managers/stores/useGameStore";
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import { useSettingsStore } from "@/managers/stores/useSettingsStore";
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import type { Vector3Tuple } from "@/types/three/three";
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@@ -55,6 +56,13 @@ const _up = new THREE.Vector3(0, 1, 0);
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const _translateVec = new THREE.Vector3();
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const _collisionCorrection = new THREE.Vector3();
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function isPlayerInputLocked(): boolean {
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return (
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useSettingsStore.getState().isSettingsMenuOpen ||
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useGameStore.getState().isCinematicPlaying
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);
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}
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function setMovementKey(keys: Keys, key: string, pressed: boolean): boolean {
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switch (key.toLowerCase()) {
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case MOVE_FORWARD_KEY:
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@@ -109,7 +117,7 @@ export function PlayerController({
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const interaction = InteractionManager.getInstance();
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const handleKeyDown = (event: KeyboardEvent): void => {
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if (useSettingsStore.getState().isSettingsMenuOpen) return;
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if (isPlayerInputLocked()) return;
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if (setMovementKey(keys.current, event.key, true)) {
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event.preventDefault();
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@@ -131,7 +139,7 @@ export function PlayerController({
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};
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const handleKeyUp = (event: KeyboardEvent): void => {
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if (useSettingsStore.getState().isSettingsMenuOpen) return;
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if (isPlayerInputLocked()) return;
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if (setMovementKey(keys.current, event.key, false)) {
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event.preventDefault();
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@@ -139,7 +147,7 @@ export function PlayerController({
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};
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const handleMouseDown = (event: MouseEvent): void => {
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if (useSettingsStore.getState().isSettingsMenuOpen) return;
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if (isPlayerInputLocked()) return;
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if (event.button !== PRIMARY_INTERACT_MOUSE_BUTTON) return;
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if (interaction.getState().focused?.kind === "grab") {
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interaction.pressInteract();
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@@ -147,7 +155,7 @@ export function PlayerController({
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};
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const handleMouseUp = (event: MouseEvent): void => {
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if (useSettingsStore.getState().isSettingsMenuOpen) return;
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if (isPlayerInputLocked()) return;
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if (event.button !== PRIMARY_INTERACT_MOUSE_BUTTON) return;
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if (interaction.getState().holding) {
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interaction.releaseInteract();
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@@ -169,7 +177,7 @@ export function PlayerController({
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}, []);
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useFrame((_, delta) => {
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if (useSettingsStore.getState().isSettingsMenuOpen) {
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if (isPlayerInputLocked()) {
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keys.current = { ...DEFAULT_KEYS };
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velocity.current.set(0, 0, 0);
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wantsJump.current = false;
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