add: highlight broken repair parts during scan
This commit is contained in:
@@ -0,0 +1,56 @@
|
||||
import { useRef } from "react";
|
||||
import { useFrame } from "@react-three/fiber";
|
||||
import * as THREE from "three";
|
||||
|
||||
interface RepairBrokenPartHighlightProps {
|
||||
target: THREE.Object3D;
|
||||
}
|
||||
|
||||
const _box = new THREE.Box3();
|
||||
const _sphere = new THREE.Sphere();
|
||||
const _worldPosition = new THREE.Vector3();
|
||||
const _localPosition = new THREE.Vector3();
|
||||
|
||||
export function RepairBrokenPartHighlight({
|
||||
target,
|
||||
}: RepairBrokenPartHighlightProps): React.JSX.Element {
|
||||
const groupRef = useRef<THREE.Group>(null);
|
||||
|
||||
useFrame(({ clock }) => {
|
||||
const group = groupRef.current;
|
||||
if (!group) return;
|
||||
|
||||
_box.setFromObject(target).getBoundingSphere(_sphere);
|
||||
|
||||
_worldPosition.copy(_sphere.center);
|
||||
_localPosition.copy(_worldPosition);
|
||||
group.parent?.worldToLocal(_localPosition);
|
||||
group.position.copy(_localPosition);
|
||||
|
||||
const pulse = 1 + Math.sin(clock.elapsedTime * 5) * 0.08;
|
||||
const radius = Math.max(_sphere.radius, 0.35) * pulse;
|
||||
group.scale.setScalar(radius);
|
||||
});
|
||||
|
||||
return (
|
||||
<group ref={groupRef}>
|
||||
<mesh>
|
||||
<sphereGeometry args={[1, 32, 16]} />
|
||||
<meshBasicMaterial color="#ef4444" transparent opacity={0.14} />
|
||||
</mesh>
|
||||
<mesh>
|
||||
<sphereGeometry args={[1.06, 32, 16]} />
|
||||
<meshBasicMaterial
|
||||
color="#ef4444"
|
||||
wireframe
|
||||
transparent
|
||||
opacity={0.65}
|
||||
/>
|
||||
</mesh>
|
||||
<mesh rotation={[Math.PI / 2, 0, 0]}>
|
||||
<torusGeometry args={[1.12, 0.025, 8, 96]} />
|
||||
<meshBasicMaterial color="#dc2626" transparent opacity={0.9} />
|
||||
</mesh>
|
||||
</group>
|
||||
);
|
||||
}
|
||||
@@ -1,8 +1,13 @@
|
||||
import { useEffect, useState } from "react";
|
||||
import * as THREE from "three";
|
||||
import { RepairBrokenPartHighlight } from "@/components/three/gameplay/RepairBrokenPartHighlight";
|
||||
import { ExplodableModel } from "@/components/three/models/ExplodableModel";
|
||||
import { RepairScanVisual } from "@/components/three/gameplay/RepairScanVisual";
|
||||
import { REPAIR_SCAN_PART_SECONDS } from "@/data/gameplay/repairGameConfig";
|
||||
import type { RepairMissionConfig } from "@/data/gameplay/repairMissions";
|
||||
import type {
|
||||
RepairMissionConfig,
|
||||
RepairMissionPartConfig,
|
||||
} from "@/data/gameplay/repairMissions";
|
||||
import type { ExplodedPart } from "@/utils/three/ExplodedModel";
|
||||
|
||||
interface RepairScanSequenceProps {
|
||||
@@ -17,6 +22,10 @@ export function RepairScanSequence({
|
||||
const [parts, setParts] = useState<readonly ExplodedPart[]>([]);
|
||||
const [activePartIndex, setActivePartIndex] = useState(0);
|
||||
const activePart = parts[activePartIndex];
|
||||
const brokenPartIndexes = getBrokenPartIndexes(parts, config.brokenParts);
|
||||
const visibleBrokenPartIndexes = brokenPartIndexes.filter(
|
||||
(partIndex) => partIndex <= activePartIndex,
|
||||
);
|
||||
|
||||
useEffect(() => {
|
||||
if (parts.length === 0) return undefined;
|
||||
@@ -46,6 +55,55 @@ export function RepairScanSequence({
|
||||
onPartsReady={setParts}
|
||||
/>
|
||||
<RepairScanVisual target={activePart?.object} />
|
||||
{visibleBrokenPartIndexes.map((partIndex) => {
|
||||
const part = parts[partIndex];
|
||||
if (!part) return null;
|
||||
|
||||
return (
|
||||
<RepairBrokenPartHighlight
|
||||
key={part.object.uuid}
|
||||
target={part.object}
|
||||
/>
|
||||
);
|
||||
})}
|
||||
</group>
|
||||
);
|
||||
}
|
||||
|
||||
function getBrokenPartIndexes(
|
||||
parts: readonly ExplodedPart[],
|
||||
brokenParts: readonly RepairMissionPartConfig[],
|
||||
): number[] {
|
||||
if (parts.length === 0 || brokenParts.length === 0) return [];
|
||||
|
||||
const matchedIndexes = brokenParts.flatMap((brokenPart) => {
|
||||
const { nodeName } = brokenPart;
|
||||
if (!nodeName) return [];
|
||||
|
||||
const index = parts.findIndex((part) =>
|
||||
objectContainsNodeName(part.object, nodeName),
|
||||
);
|
||||
|
||||
return index >= 0 ? [index] : [];
|
||||
});
|
||||
|
||||
if (matchedIndexes.length > 0) return [...new Set(matchedIndexes)];
|
||||
|
||||
return parts.slice(0, brokenParts.length).map((_, index) => index);
|
||||
}
|
||||
|
||||
function objectContainsNodeName(
|
||||
object: THREE.Object3D,
|
||||
nodeName: string,
|
||||
): boolean {
|
||||
if (object.name === nodeName) return true;
|
||||
|
||||
let found = false;
|
||||
object.traverse((child) => {
|
||||
if (child.name === nodeName) {
|
||||
found = true;
|
||||
}
|
||||
});
|
||||
|
||||
return found;
|
||||
}
|
||||
|
||||
@@ -442,7 +442,7 @@ Ce document liste les fonctionnalités présentes dans le code actuel.
|
||||
|
||||
- \`RepairGame\` de production réutilisable monté pour les états de mission \`bike\`, \`pylone\` et \`ferme\`
|
||||
- Configuration de mission partagée via \`src/data/gameplay/repairMissions.ts\`
|
||||
- Flow repair-game avec \`waiting -> inspected -> fragmented -> scanning -> repairing -> done -> next mission\`, prompts \`.webm\`, apparition/ouverture/sortie de la mallette, touche \`E\`, hold deux poings, transition de modèle explosé, scan visuel par pièce, plusieurs choix de pièces grabbables, validation de la bonne pièce et complétion de mission
|
||||
- Flow repair-game avec \`waiting -> inspected -> fragmented -> scanning -> repairing -> done -> next mission\`, prompts \`.webm\`, apparition/ouverture/sortie de la mallette, touche \`E\`, hold deux poings, transition de modèle explosé, scan visuel par pièce, marqueur rouge persistant sur les pièces cassées, plusieurs choix de pièces grabbables, validation de la bonne pièce et complétion de mission
|
||||
|
||||
## Audio
|
||||
|
||||
|
||||
Reference in New Issue
Block a user