add: repair game inspection sub state
This commit is contained in:
@@ -130,6 +130,14 @@ This keeps reusable gameplay components such as repair flows from duplicating mi
|
||||
|
||||
`src/world/GameStageContent.tsx` subscribes to `mainState` and mounts stage-specific content.
|
||||
|
||||
For repair missions, it mounts the reusable `RepairGame` component with a mission id:
|
||||
|
||||
```tsx
|
||||
<RepairGame mission="bike" position={[8, 0, -6]} />
|
||||
```
|
||||
|
||||
`RepairGame` reads the active mission step from the store and writes transitions through generic actions such as `setMissionStep`. This keeps the scene component small and avoids mission-specific branching inside the repair flow.
|
||||
|
||||
That means the scene can progressively move toward this pattern:
|
||||
|
||||
```tsx
|
||||
@@ -173,4 +181,4 @@ Current overlays:
|
||||
|
||||
## Next Steps
|
||||
|
||||
The next natural step is to replace the temporary stage anchors in `GameStageContent` with real stage components, for example `IntroContent`, `BikeContent`, `PyloneContent`, `FermeContent`, and `OutroContent`.
|
||||
The next natural step is to extend `RepairGame` beyond `waiting -> inspected` with fragmentation, scanning, repairing, and completion behavior.
|
||||
|
||||
Reference in New Issue
Block a user