fix repair game suspense boundaries

This commit is contained in:
Tom Boullay
2026-05-11 11:37:54 +02:00
parent f9a6390260
commit e16d6e15fa
2 changed files with 54 additions and 51 deletions
+51 -49
View File
@@ -1,4 +1,4 @@
import { useEffect, useState } from "react";
import { Suspense, useEffect, useState } from "react";
import { ExplodableModel } from "@/components/three/models/ExplodableModel";
import type { RepairCasePlaceholder } from "@/components/three/gameplay/RepairCaseModel";
import { RepairCompletionStep } from "@/components/three/gameplay/RepairCompletionStep";
@@ -71,54 +71,56 @@ export function RepairGame({
return (
<group position={position} rotation={rotation} scale={parsedScale}>
{step === "waiting" ? (
<RepairInspectionObject
config={config}
worldPosition={position}
onInspect={() => setMissionStep(mission, "inspected")}
/>
) : null}
{step === "fragmented" ? (
<ExplodableModel modelPath={config.modelPath} split />
) : null}
{step === "scanning" ? (
<RepairScanSequence
config={config}
onComplete={(brokenParts) => {
setScannedBrokenParts(brokenParts);
setMissionStep(mission, "repairing");
}}
/>
) : null}
{step === "repairing" ? (
<RepairRepairingStep
brokenParts={scannedBrokenParts}
config={config}
placeholders={casePlaceholders}
onRepair={() => setMissionStep(mission, "reassembling")}
/>
) : null}
{step === "reassembling" ? (
<RepairReassemblyStep
config={config}
onComplete={() => setMissionStep(mission, "done")}
/>
) : null}
{step === "done" ? (
<RepairCompletionStep
config={config}
onComplete={() => completeMission(mission)}
/>
) : null}
{step !== "waiting" && step !== "done" && step !== "reassembling" ? (
<RepairMissionCase
config={config}
onPlaceholdersChange={setCasePlaceholders}
open={step === "repairing"}
zoomed={step === "repairing"}
showFragmentationPrompt={readyForFragmentation}
/>
) : null}
<Suspense fallback={null}>
{step === "waiting" ? (
<RepairInspectionObject
config={config}
worldPosition={position}
onInspect={() => setMissionStep(mission, "inspected")}
/>
) : null}
{step === "fragmented" ? (
<ExplodableModel modelPath={config.modelPath} split />
) : null}
{step === "scanning" ? (
<RepairScanSequence
config={config}
onComplete={(brokenParts) => {
setScannedBrokenParts(brokenParts);
setMissionStep(mission, "repairing");
}}
/>
) : null}
{step === "repairing" ? (
<RepairRepairingStep
brokenParts={scannedBrokenParts}
config={config}
placeholders={casePlaceholders}
onRepair={() => setMissionStep(mission, "reassembling")}
/>
) : null}
{step === "reassembling" ? (
<RepairReassemblyStep
config={config}
onComplete={() => setMissionStep(mission, "done")}
/>
) : null}
{step === "done" ? (
<RepairCompletionStep
config={config}
onComplete={() => completeMission(mission)}
/>
) : null}
{step !== "waiting" && step !== "done" && step !== "reassembling" ? (
<RepairMissionCase
config={config}
onPlaceholdersChange={setCasePlaceholders}
open={step === "repairing"}
zoomed={step === "repairing"}
showFragmentationPrompt={readyForFragmentation}
/>
) : null}
</Suspense>
</group>
);
}
+3 -2
View File
@@ -1,3 +1,4 @@
import { Suspense } from "react";
import { Physics } from "@react-three/rapier";
import {
PLAYER_SPAWN_POSITION_GAME,
@@ -43,10 +44,10 @@ export function World({ onLoadingStateChange }: WorldProps): React.JSX.Element {
<Lighting />
<DebugHelpers />
{showHandTrackingGloves ? (
<>
<Suspense fallback={null}>
<HandTrackingGlove handedness="left" />
<HandTrackingGlove handedness="right" />
</>
</Suspense>
) : null}
{cameraMode === "debug" ? <DebugCameraControls /> : null}
{sceneMode === "game" ? (