clean: remove obsolete repair debug code + unused core utilities
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@@ -37,9 +37,8 @@ Use `useClonedObject` when a GLTF scene is reused by a component instance. It me
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src/components/three/
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├── gameplay/
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│ ├── RepairCaseModel.tsx
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│ ├── RepairCaseObject.tsx
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│ ├── RepairGameZone.tsx
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│ └── RepairModuleSlot.tsx
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│ ├── RepairGame.tsx
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│ └── RepairRepairingStep.tsx
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├── interaction/
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│ ├── GrabbableObject.tsx
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│ ├── InteractableObject.tsx
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@@ -62,7 +62,7 @@ Keep the player and map octree outside the Rapier provider until there is a deli
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- `src/components/three/models/` contains reusable model helpers such as `ExplodableModel`.
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- `src/components/three/interaction/` contains reusable interaction wrappers such as `InteractableObject`, `TriggerObject`, and `GrabbableObject`.
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- `src/components/three/handTracking/` contains R3F hand tracking debug models such as the glove overlays.
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- `src/components/three/gameplay/` contains the repair gameplay components: the reusable production `RepairGame` flow, the repair case, the debug repair game zone, and module slots.
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- `src/components/three/gameplay/` contains the reusable production `RepairGame` flow, repair case, repair steps, and repair prompt components.
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- `src/components/three/world/` contains reusable world/environment objects such as `SkyModel`.
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## Editor System
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@@ -181,4 +181,4 @@ Current overlays:
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## Next Steps
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The next natural step is to move repair validation from this local scene interaction into richer mission data when each mission has distinct broken module nodes, replacement assets, and narrative completion beats.
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Move repair validation into mission data once each mission has distinct broken module nodes, replacement assets, and completion events.
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