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14 Commits
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| ff79448ce8 |
@@ -1,58 +1,59 @@
|
||||
name: 🔁 Branch Promotions
|
||||
name: 🔁 Weekly Branch Promotions
|
||||
|
||||
on:
|
||||
schedule:
|
||||
- cron: "0 6 * * 1,4" # Lundi et Jeudi à 6h UTC (design → develop)
|
||||
- cron: "0 6 * * 1" # Lundi à 6h UTC (develop → main)
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||||
- cron: "0 6 * * 1"
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
promotion:
|
||||
description: "Which promotion to run"
|
||||
required: true
|
||||
type: choice
|
||||
options:
|
||||
- design-to-develop
|
||||
- develop-to-main
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- both
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
pull-requests: write
|
||||
|
||||
concurrency:
|
||||
group: branch-promotions
|
||||
group: weekly-branch-promotions
|
||||
cancel-in-progress: false
|
||||
|
||||
jobs:
|
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design-to-develop:
|
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name: Open design → develop
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||||
open-promotion-pr:
|
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name: Open ${{ matrix.head }} → ${{ matrix.base }}
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||||
runs-on: ubuntu-latest
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||||
if: |
|
||||
(github.event_name == 'schedule') ||
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||||
(github.event_name == 'workflow_dispatch' && (github.event.inputs.promotion == 'design-to-develop' || github.event.inputs.promotion == 'both'))
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||||
strategy:
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fail-fast: false
|
||||
matrix:
|
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include:
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- head: develop
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base: design
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title: "chore: merge develop into design"
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- head: design
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base: main
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title: "chore: merge design into main"
|
||||
|
||||
steps:
|
||||
- name: ⬇️ Checkout
|
||||
uses: actions/checkout@v4
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||||
uses: actions/checkout@v6
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with:
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fetch-depth: 0
|
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|
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- name: 🔁 Open promotion PR
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env:
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GH_TOKEN: ${{ github.token }}
|
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BASE_BRANCH: ${{ matrix.base }}
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HEAD_BRANCH: ${{ matrix.head }}
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PR_TITLE: ${{ matrix.title }}
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run: |
|
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set -euo pipefail
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|
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git fetch origin develop design
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git fetch origin "$BASE_BRANCH" "$HEAD_BRANCH"
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if git merge-base --is-ancestor origin/design origin/develop; then
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echo "No promotion needed: develop already contains design."
|
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if git merge-base --is-ancestor "origin/$HEAD_BRANCH" "origin/$BASE_BRANCH"; then
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echo "No promotion needed: $BASE_BRANCH already contains $HEAD_BRANCH."
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exit 0
|
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fi
|
||||
|
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existing_pr="$(gh pr list \
|
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--state open \
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--base develop \
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--head "$GITHUB_REPOSITORY_OWNER:design" \
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--base "$BASE_BRANCH" \
|
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--head "$GITHUB_REPOSITORY_OWNER:$HEAD_BRANCH" \
|
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--json number \
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--jq '.[0].number // empty')"
|
||||
|
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@@ -62,50 +63,7 @@ jobs:
|
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fi
|
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|
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gh pr create \
|
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--base develop \
|
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--head design \
|
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--title "chore: merge design into develop" \
|
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--body "Automated promotion PR from \`design\` to \`develop\`."
|
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|
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develop-to-main:
|
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name: Open develop → main
|
||||
runs-on: ubuntu-latest
|
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if: |
|
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(github.event_name == 'schedule' && github.event.schedule == '0 6 * * 1') ||
|
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(github.event_name == 'workflow_dispatch' && (github.event.inputs.promotion == 'develop-to-main' || github.event.inputs.promotion == 'both'))
|
||||
steps:
|
||||
- name: ⬇️ Checkout
|
||||
uses: actions/checkout@v4
|
||||
with:
|
||||
fetch-depth: 0
|
||||
|
||||
- name: 🔁 Open promotion PR
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
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run: |
|
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set -euo pipefail
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|
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git fetch origin main develop
|
||||
|
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if git merge-base --is-ancestor origin/develop origin/main; then
|
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echo "No promotion needed: main already contains develop."
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exit 0
|
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fi
|
||||
|
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existing_pr="$(gh pr list \
|
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--state open \
|
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--base main \
|
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--head "$GITHUB_REPOSITORY_OWNER:develop" \
|
||||
--json number \
|
||||
--jq '.[0].number // empty')"
|
||||
|
||||
if [ -n "$existing_pr" ]; then
|
||||
echo "Promotion PR already open: #$existing_pr."
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||||
exit 0
|
||||
fi
|
||||
|
||||
gh pr create \
|
||||
--base main \
|
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--head develop \
|
||||
--title "chore: merge develop into main" \
|
||||
--body "Automated weekly promotion PR from \`develop\` to \`main\`."
|
||||
--base "$BASE_BRANCH" \
|
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--head "$HEAD_BRANCH" \
|
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--title "$PR_TITLE" \
|
||||
--body "Automated weekly promotion PR from \`$HEAD_BRANCH\` to \`$BASE_BRANCH\`."
|
||||
|
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@@ -0,0 +1,226 @@
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# Game States & Substates
|
||||
|
||||
Documentation technique pour le testing et debugging du flow de jeu.
|
||||
|
||||
## Vue d'ensemble
|
||||
|
||||
```
|
||||
intro ──► bike ──► pylone ──► ferme ──► outro
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Main States
|
||||
|
||||
| State | Description |
|
||||
| -------- | ------------------------------------------------------------------ |
|
||||
| `intro` | Séquence d'introduction (cinématique, naming, premier déplacement) |
|
||||
| `bike` | Mission de réparation du vélo |
|
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| `pylone` | Quête du pylone (alert → searching → helped → manipulation) |
|
||||
| `ferme` | Mission de réparation de la ferme |
|
||||
| `outro` | Fin du jeu |
|
||||
|
||||
---
|
||||
|
||||
## Intro (GameStep)
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────┐
|
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│ intro.currentStep │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
|
||||
intro ──► sequence_video ──► naming ──► start-move ──► bike
|
||||
```
|
||||
|
||||
### Étapes
|
||||
|
||||
| Step | Trigger | Action | Passage vers |
|
||||
| ---------------- | -------- | ---------------------------------------------- | ------------------------------------------------ |
|
||||
| `intro` | Initial | État initial | Auto → `sequence_video` quand `sceneReady: true` |
|
||||
| `sequence_video` | GameFlow | Déclenche la cinématique dans `GameCinematics` | Fin cinématique → `naming` |
|
||||
| `naming` | IntroUI | Affiche l'input pour le prénom | Submit → `start-move` |
|
||||
| `start-move` | GameFlow | Active le mouvement (`canMove: true`) | Via zone "fabrikExit" → `bike` |
|
||||
|
||||
### Transition vers bike
|
||||
|
||||
- **Trigger**: Zone `fabrikExit` dans `zones.ts`
|
||||
- **Action**: `advanceGameState()` dans `ZoneDetection.tsx`
|
||||
- **Résultat**: `mainState: "bike"`, `intro.hasCompleted: true`
|
||||
|
||||
---
|
||||
|
||||
## Bike (MissionStep)
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ bike.currentStep (MissionStep) │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
|
||||
locked ──► waiting ──► inspected ──► fragmented ──► scanning ──► repairing ──► reassembling ──► done
|
||||
```
|
||||
|
||||
### Transition vers pylone
|
||||
|
||||
- **Trigger**: `bike.currentStep: "done"`
|
||||
- **Action**: `completeBikeState()` dans useGameStore
|
||||
- **Résultat**: `mainState: "pylone"`, `pylone.currentStep: "locked"`
|
||||
|
||||
---
|
||||
|
||||
## Pylone (PyloneStep)
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ pylone.currentStep (PyloneStep) │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
|
||||
locked (bypass) ──► alert ──► searching ──► helped ──► manipulation ──► outro
|
||||
```
|
||||
|
||||
### Étapes
|
||||
|
||||
| Step | Trigger | Action | Passage vers |
|
||||
| -------------- | ---------------------------------- | ---------------------------------- | --------------------------------------------------------- |
|
||||
| `locked` | Initial (après bike) | État initial | **Bypass automatique** → `alert` via `advanceGameState()` |
|
||||
| `alert` | `advanceGameState()` | Affiche l'alerte (à implémenter) | Via `advanceGameState()` |
|
||||
| `searching` | `advanceGameState()` | Déclenché par zone "searchingZone" | Via `advanceGameState()` |
|
||||
| `helped` | Interaction avec `NPCHelper` | Dialogue avec le villageois | Via interaction 3D |
|
||||
| `manipulation` | Interaction avec `PyloneDestroyed` | Interaction avec l'objet central | Via `advanceGameState()` → `outro` |
|
||||
|
||||
### Bypass automatique
|
||||
|
||||
```typescript
|
||||
// useGameStore.ts - advancePyloneStep()
|
||||
if (state.pylone.currentStep === "locked") {
|
||||
return { pylone: { ...state.pylone, currentStep: "alert" } };
|
||||
}
|
||||
```
|
||||
|
||||
### Transition vers outro
|
||||
|
||||
- **Trigger**: `pylone.currentStep: "manipulation"` + `advanceGameState()`
|
||||
- **Action**: `advancePyloneStep()` détecte fin de la séquence
|
||||
- **Résultat**: `mainState: "outro"`
|
||||
|
||||
---
|
||||
|
||||
## Ferme (MissionStep)
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ ferme.currentStep (MissionStep) │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
|
||||
locked ──► waiting ──► inspected ──► fragmented ──► scanning ──► repairing ──► reassembling ──► done
|
||||
```
|
||||
|
||||
### Transition vers outro
|
||||
|
||||
- **Trigger**: `ferme.currentStep: "done"`
|
||||
- **Action**: `completeFermeState()` dans useGameStore
|
||||
- **Résultat**: `mainState: "outro"`, `ferme.irrigationFixed: true`
|
||||
|
||||
---
|
||||
|
||||
## Outro
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ outro.hasStarted │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
|
||||
waiting ──► started
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Debug Panel
|
||||
|
||||
Le debug panel permet de tester toutes les transitions :
|
||||
|
||||
### Utilisation
|
||||
|
||||
1. Ouvrir le jeu en mode debug (`Debug: true` dans `Debug.ts`)
|
||||
2. Le panneau "Game State" apparaît en bas à gauche
|
||||
3. **Main state**: Sélectionner le state principal
|
||||
4. **Sub state**: Sélectionner le sub-state
|
||||
5. **Previous/Next step**: Avancer ou reculer d'un step
|
||||
6. **Reset**: Remettre à l'état initial
|
||||
|
||||
### Raccourcis clavier
|
||||
|
||||
| Action | Clavier |
|
||||
| ------- | ------------------ |
|
||||
| Avancer | Debug panel button |
|
||||
| Reculer | Debug panel button |
|
||||
| Reset | Debug panel button |
|
||||
|
||||
---
|
||||
|
||||
## Comment tester chaque section
|
||||
|
||||
### Tester l'intro
|
||||
|
||||
1. Vérifier que `sceneReady: false` au démarrage
|
||||
2. Attendre que le loader termine (`sceneReady: true`)
|
||||
3. Vérifier `intro.currentStep: "intro"` → auto vers `sequence_video`
|
||||
4. Si cinématique fonctionne : `sequence_video` → `naming`
|
||||
5. Entrer un prénom : `naming` → `start-move`
|
||||
6. Vérifier `canMove: true` après `start-move`
|
||||
7. Entrer dans la zone `fabrikExit` → `mainState: "bike"`
|
||||
|
||||
### Tester bike
|
||||
|
||||
1. Via debug panel, avancer jusqu'à `done`
|
||||
2. Vérifier `mainState: "pylone"`
|
||||
|
||||
### Tester pylone
|
||||
|
||||
1. Via debug panel, avancer (bypass `locked` → `alert`)
|
||||
2. Vérifier `pylone.currentStep: "alert"`
|
||||
3. Avancer : `alert` → `searching` → `helped` → `manipulation`
|
||||
4. Après `manipulation`, vérifier `mainState: "outro"`
|
||||
|
||||
### Tester ferme
|
||||
|
||||
1. Via debug panel, avancer dans bike jusqu'à `done`
|
||||
2. Vérifier `mainState: "pylone"` → `ferme` (après pylone)
|
||||
3. Avancer jusqu'à `done`
|
||||
4. Vérifier `mainState: "outro"`
|
||||
|
||||
---
|
||||
|
||||
## Fichiers clés
|
||||
|
||||
| Fichier | Rôle |
|
||||
| ------------------------------------------------- | ------------------------------------- |
|
||||
| `src/managers/stores/useGameStore.ts` | Store Zustand avec toutes les actions |
|
||||
| `src/types/game.ts` | Définition de `GameStep` |
|
||||
| `src/types/gameplay/pylone.ts` | Définition de `PyloneStep` |
|
||||
| `src/types/gameplay/repairMission.ts` | Définition de `MissionStep` |
|
||||
| `src/components/game/GameFlow.tsx` | Logique de transition de l'intro |
|
||||
| `src/components/zone/ZoneDetection.tsx` | Déclenchement des zones |
|
||||
| `src/components/ui/debug/GameStateDebugPanel.tsx` | Outil de debug |
|
||||
|
||||
---
|
||||
|
||||
## État initial
|
||||
|
||||
```typescript
|
||||
{
|
||||
mainState: "intro",
|
||||
isCinematicPlaying: false,
|
||||
sceneReady: false,
|
||||
missionFlow: {
|
||||
activityCity: true,
|
||||
canMove: false,
|
||||
dialogMessage: null,
|
||||
playerName: "",
|
||||
},
|
||||
intro: { currentStep: "intro", dialogueAudio: null, hasCompleted: false, isBikeUnlocked: false },
|
||||
bike: { currentStep: "locked", dialogueAudio: null, isRepaired: false },
|
||||
pylone: { currentStep: "locked", dialogueAudio: null, isPowered: false },
|
||||
ferme: { currentStep: "locked", dialogueAudio: null, irrigationFixed: false },
|
||||
outro: { dialogueAudio: null, hasStarted: false },
|
||||
}
|
||||
```
|
||||
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|
||||
{
|
||||
"version": 1,
|
||||
"cinematics": [
|
||||
{
|
||||
"id": "intro_sequence",
|
||||
"trigger": "intro_sequence",
|
||||
"cameraKeyframes": [
|
||||
{ "time": 0, "position": [8, 5, 12], "target": [0, 2, 0] },
|
||||
{ "time": 8, "position": [12, 4, -6], "target": [10, 1.4, -8] },
|
||||
{ "time": 16, "position": [5, 6, -15], "target": [0, 3, -20] },
|
||||
{ "time": 24, "position": [0, 8, -30], "target": [0, 0, -40] }
|
||||
],
|
||||
"dialogueCues": [
|
||||
{ "time": 0, "dialogueId": "intro_welcome" },
|
||||
{ "time": 8, "dialogueId": "intro_explanation" },
|
||||
{ "time": 16, "dialogueId": "intro_mission" }
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "intro_overview",
|
||||
"timecode": 0,
|
||||
|
||||
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@@ -1,64 +1,36 @@
|
||||
import { useEffect, useRef } from "react";
|
||||
import { AudioManager } from "@/managers/AudioManager";
|
||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||
import { AUDIO_PATHS } from "@/data/audioConfig";
|
||||
|
||||
export function GameFlow(): null {
|
||||
const step = useGameStore((state) => state.intro.currentStep);
|
||||
const setStep = useGameStore((state) => state.setIntroStep);
|
||||
const setActivityCity = useGameStore((state) => state.setActivityCity);
|
||||
const playVideo = useGameStore((state) => state.playVideo);
|
||||
const isCinematicPlaying = useGameStore((state) => state.isCinematicPlaying);
|
||||
const sceneReady = useGameStore((state) => state.sceneReady);
|
||||
const setCanMove = useGameStore((state) => state.setCanMove);
|
||||
const hasInitialized = useRef(false);
|
||||
|
||||
useEffect(() => {
|
||||
if (!hasInitialized.current && step === "intro") {
|
||||
if (!hasInitialized.current && step === "intro" && sceneReady) {
|
||||
hasInitialized.current = true;
|
||||
setStep("start-intro");
|
||||
setStep("sequence_video");
|
||||
playVideo("/videos/intro.webm");
|
||||
}
|
||||
}, [step, setStep]);
|
||||
}, [step, setStep, sceneReady, playVideo]);
|
||||
|
||||
useEffect(() => {
|
||||
if (step === "start-intro") {
|
||||
const audio = AudioManager.getInstance();
|
||||
audio.playSoundWithCallback(AUDIO_PATHS.intro, 0.5, () => {
|
||||
setStep("naming");
|
||||
});
|
||||
|
||||
return () => {};
|
||||
if (step === "sequence_video" && !isCinematicPlaying) {
|
||||
setStep("start-move");
|
||||
}
|
||||
}, [step, isCinematicPlaying, setStep]);
|
||||
|
||||
if (step === "bienvenue") {
|
||||
const audio = AudioManager.getInstance();
|
||||
audio.playSoundWithCallback(AUDIO_PATHS.bienvenue, 0.5, () => {
|
||||
useEffect(() => {
|
||||
if (step === "start-move") {
|
||||
setCanMove(true);
|
||||
setStep("star-move");
|
||||
});
|
||||
|
||||
return () => {};
|
||||
}
|
||||
|
||||
if (step === "mission2") {
|
||||
setActivityCity(false);
|
||||
const audio = AudioManager.getInstance();
|
||||
audio.playSound(AUDIO_PATHS.alertCentral, 0.5);
|
||||
}
|
||||
|
||||
if (step === "searching") {
|
||||
const audio = AudioManager.getInstance();
|
||||
audio.playSound(AUDIO_PATHS.searching, 0.5);
|
||||
}
|
||||
|
||||
if (step === "helped") {
|
||||
const audio = AudioManager.getInstance();
|
||||
audio.playSound(AUDIO_PATHS.helped, 0.5);
|
||||
}
|
||||
|
||||
if (step === "manipulation") {
|
||||
setCanMove(false);
|
||||
}
|
||||
|
||||
return undefined;
|
||||
}, [step, setStep, setActivityCity, setCanMove]);
|
||||
}, [step, setCanMove]);
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
import { useRef } from "react";
|
||||
import { useFrame } from "@react-three/fiber";
|
||||
import * as THREE from "three";
|
||||
import { createNetShader } from "@/shaders/NetShader";
|
||||
|
||||
export function NetTest(): React.JSX.Element {
|
||||
const materialRef = useRef<THREE.ShaderMaterial>(null);
|
||||
|
||||
useFrame((_, delta) => {
|
||||
if (materialRef.current) {
|
||||
materialRef.current.uniforms.uTime.value += delta;
|
||||
}
|
||||
});
|
||||
|
||||
return (
|
||||
<mesh position={[0, 2, -5]}>
|
||||
<planeGeometry args={[2, 2, 1, 1]} />
|
||||
<primitive
|
||||
object={createNetShader()}
|
||||
ref={materialRef}
|
||||
attach="material"
|
||||
/>
|
||||
</mesh>
|
||||
);
|
||||
}
|
||||
@@ -8,17 +8,17 @@ interface NPCHelperProps {
|
||||
}
|
||||
|
||||
export function NPCHelper({ position }: NPCHelperProps): React.JSX.Element {
|
||||
const step = useGameStore((state) => state.intro.currentStep);
|
||||
const setStep = useGameStore((state) => state.setIntroStep);
|
||||
const step = useGameStore((state) => state.pylone.currentStep);
|
||||
const setPyloneStep = useGameStore((state) => state.setPyloneState);
|
||||
const debug = Debug.getInstance();
|
||||
|
||||
const handlePress = (): void => {
|
||||
if (step === "searching") {
|
||||
setStep("helped");
|
||||
setPyloneStep({ currentStep: "helped" });
|
||||
}
|
||||
};
|
||||
|
||||
const shouldShow = step === "searching" || debug.active;
|
||||
const shouldShow = step === "searching" || step === "helped" || debug.active;
|
||||
|
||||
if (!shouldShow) {
|
||||
return <></>;
|
||||
|
||||
@@ -10,8 +10,8 @@ interface PyloneDestroyedProps {
|
||||
export function PyloneDestroyed({
|
||||
position,
|
||||
}: PyloneDestroyedProps): React.JSX.Element {
|
||||
const step = useGameStore((state) => state.intro.currentStep);
|
||||
const setStep = useGameStore((state) => state.setIntroStep);
|
||||
const step = useGameStore((state) => state.pylone.currentStep);
|
||||
const setPyloneStep = useGameStore((state) => state.setPyloneState);
|
||||
const setCanMove = useGameStore((state) => state.setCanMove);
|
||||
const showDialog = useGameStore((state) => state.showDialog);
|
||||
const debug = Debug.getInstance();
|
||||
@@ -19,7 +19,7 @@ export function PyloneDestroyed({
|
||||
const handlePress = (): void => {
|
||||
if (step === "helped") {
|
||||
setCanMove(false);
|
||||
setStep("manipulation");
|
||||
setPyloneStep({ currentStep: "manipulation" });
|
||||
} else if (step === "searching") {
|
||||
showDialog(
|
||||
"Cet objet est trop lourd pour le porter tout seul, trouve de l'aide",
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
import { useEffect, useMemo } from "react";
|
||||
import { useMemo } from "react";
|
||||
import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
|
||||
import type { ModelTransformProps, Vector3Tuple } from "@/types/three/three";
|
||||
import { disposeObject3D } from "@/utils/three/dispose";
|
||||
|
||||
export interface SimpleModelConfig extends ModelTransformProps {
|
||||
modelPath: string;
|
||||
@@ -30,12 +29,6 @@ export function SimpleModel({
|
||||
});
|
||||
const model = useMemo(() => scene.clone(true), [scene]);
|
||||
|
||||
useEffect(() => {
|
||||
return () => {
|
||||
disposeObject3D(model);
|
||||
};
|
||||
}, [model]);
|
||||
|
||||
const parsedScale =
|
||||
typeof scale === "number" ? ([scale, scale, scale] as Vector3Tuple) : scale;
|
||||
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
import { useFrame, useThree } from "@react-three/fiber";
|
||||
import { useGLTF } from "@react-three/drei";
|
||||
import { Component, useEffect, useMemo, useRef, type ReactNode } from "react";
|
||||
import { Component, useMemo, useRef, type ReactNode } from "react";
|
||||
import * as THREE from "three";
|
||||
import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
|
||||
import { disposeObject3D } from "@/utils/three/dispose";
|
||||
|
||||
interface SkyModelProps {
|
||||
modelPath: string;
|
||||
@@ -81,12 +80,6 @@ function SkyModelContent({
|
||||
});
|
||||
const model = useMemo(() => createSkyModel(scene), [scene]);
|
||||
|
||||
useEffect(() => {
|
||||
return () => {
|
||||
disposeObject3D(model);
|
||||
};
|
||||
}, [model]);
|
||||
|
||||
useFrame(() => {
|
||||
groupRef.current?.position.copy(camera.position);
|
||||
});
|
||||
@@ -129,5 +122,5 @@ function createSkyMaterial<T extends THREE.Material>(material: T): T {
|
||||
return skyMaterial as T;
|
||||
}
|
||||
|
||||
useGLTF.preload("/models/skybox/model.gltf");
|
||||
useGLTF.preload("/models/skybox/skybox.gltf");
|
||||
useGLTF.preload(LEGACY_SKY_MODEL_PATH);
|
||||
|
||||
@@ -1,73 +0,0 @@
|
||||
import { useEffect, useMemo, useRef } from "react";
|
||||
import * as THREE from "three";
|
||||
import { useGLTF } from "@react-three/drei";
|
||||
import type { Vector3Tuple } from "@/types/three/three";
|
||||
import { disposeObject3D } from "@/utils/three/dispose";
|
||||
|
||||
const TERRAIN_MODEL_PATH = "/models/terrain/model.gltf";
|
||||
const TERRAIN_DEFAULT_POSITION: Vector3Tuple = [0, 0, 0];
|
||||
|
||||
interface TerrainModelProps {
|
||||
position?: Vector3Tuple;
|
||||
rotation?: Vector3Tuple;
|
||||
scale?: Vector3Tuple;
|
||||
receiveShadow?: boolean;
|
||||
visible?: boolean;
|
||||
groupRef?: React.RefObject<THREE.Group>;
|
||||
onLoaded?: () => void;
|
||||
}
|
||||
|
||||
function applyTerrainMaterialSettings(
|
||||
scene: THREE.Object3D,
|
||||
receiveShadow: boolean,
|
||||
): void {
|
||||
scene.traverse((child) => {
|
||||
if (child instanceof THREE.Mesh) {
|
||||
child.receiveShadow = receiveShadow;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
export function TerrainModel({
|
||||
position = TERRAIN_DEFAULT_POSITION,
|
||||
rotation = [0, 0, 0],
|
||||
scale = [1, 1, 1],
|
||||
receiveShadow = true,
|
||||
visible = true,
|
||||
groupRef,
|
||||
onLoaded,
|
||||
}: TerrainModelProps): React.JSX.Element {
|
||||
const internalRef = useRef<THREE.Group>(null);
|
||||
const ref = groupRef ?? internalRef;
|
||||
const { scene } = useGLTF(TERRAIN_MODEL_PATH);
|
||||
|
||||
const terrainModel = useMemo(() => {
|
||||
const model = scene.clone(true);
|
||||
applyTerrainMaterialSettings(model, receiveShadow);
|
||||
return model;
|
||||
}, [scene, receiveShadow]);
|
||||
|
||||
useEffect(() => {
|
||||
return () => {
|
||||
disposeObject3D(terrainModel);
|
||||
};
|
||||
}, [terrainModel]);
|
||||
|
||||
useEffect(() => {
|
||||
onLoaded?.();
|
||||
}, [onLoaded]);
|
||||
|
||||
return (
|
||||
<group
|
||||
ref={ref}
|
||||
position={position}
|
||||
rotation={rotation}
|
||||
scale={scale}
|
||||
visible={visible}
|
||||
>
|
||||
<primitive object={terrainModel} />
|
||||
</group>
|
||||
);
|
||||
}
|
||||
|
||||
useGLTF.preload(TERRAIN_MODEL_PATH);
|
||||
@@ -1,106 +1,10 @@
|
||||
import { useState } from "react";
|
||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||
|
||||
export function IntroUI(): React.JSX.Element | null {
|
||||
const step = useGameStore((state) => state.intro.currentStep);
|
||||
const setPlayerName = useGameStore((state) => state.setPlayerName);
|
||||
const setStep = useGameStore((state) => state.setIntroStep);
|
||||
const [inputValue, setInputValue] = useState("");
|
||||
|
||||
if (step !== "naming") return null;
|
||||
|
||||
const handleSubmit = (): void => {
|
||||
if (inputValue.trim() === "") return;
|
||||
|
||||
setPlayerName(inputValue.trim());
|
||||
setStep("bienvenue");
|
||||
};
|
||||
|
||||
const handleKeyDown = (e: React.KeyboardEvent): void => {
|
||||
if (e.key === "Enter") {
|
||||
handleSubmit();
|
||||
}
|
||||
};
|
||||
|
||||
return (
|
||||
<div
|
||||
style={{
|
||||
position: "fixed",
|
||||
top: 0,
|
||||
left: 0,
|
||||
width: "100%",
|
||||
height: "100%",
|
||||
display: "flex",
|
||||
alignItems: "center",
|
||||
justifyContent: "center",
|
||||
backgroundColor: "rgba(0, 0, 0, 0.7)",
|
||||
zIndex: 1000,
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
backgroundColor: "#1a1a1a",
|
||||
padding: "2rem",
|
||||
borderRadius: "12px",
|
||||
display: "flex",
|
||||
flexDirection: "column",
|
||||
gap: "1.5rem",
|
||||
minWidth: "300px",
|
||||
}}
|
||||
>
|
||||
<h2
|
||||
style={{
|
||||
color: "#fff",
|
||||
margin: 0,
|
||||
fontSize: "1.5rem",
|
||||
textAlign: "center",
|
||||
}}
|
||||
>
|
||||
Quel est votre prenom ?
|
||||
</h2>
|
||||
<input
|
||||
type="text"
|
||||
value={inputValue}
|
||||
onChange={(e) => setInputValue(e.target.value)}
|
||||
onKeyDown={handleKeyDown}
|
||||
placeholder="Votre prenom"
|
||||
autoFocus
|
||||
style={{
|
||||
padding: "0.75rem",
|
||||
fontSize: "1rem",
|
||||
borderRadius: "6px",
|
||||
border: "1px solid #444",
|
||||
backgroundColor: "#2a2a2a",
|
||||
color: "#fff",
|
||||
outline: "none",
|
||||
}}
|
||||
/>
|
||||
<button
|
||||
onClick={handleSubmit}
|
||||
disabled={inputValue.trim() === ""}
|
||||
style={{
|
||||
padding: "0.75rem",
|
||||
fontSize: "1rem",
|
||||
borderRadius: "6px",
|
||||
border: "none",
|
||||
backgroundColor: inputValue.trim() ? "#4a9" : "#444",
|
||||
color: "#fff",
|
||||
cursor: inputValue.trim() ? "pointer" : "not-allowed",
|
||||
transition: "background-color 0.2s",
|
||||
}}
|
||||
>
|
||||
Valider
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
export function BienvenueDisplay(): React.JSX.Element | null {
|
||||
const step = useGameStore((state) => state.intro.currentStep);
|
||||
const playerName = useGameStore((state) => state.missionFlow.playerName);
|
||||
|
||||
if (step !== "bienvenue") return null;
|
||||
if (step !== "start-move") return null;
|
||||
|
||||
return (
|
||||
<div
|
||||
|
||||
@@ -0,0 +1,80 @@
|
||||
import { useEffect, useRef } from "react";
|
||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||
|
||||
export function VideoPlayer(): null {
|
||||
const currentVideo = useGameStore((state) => state.missionFlow.currentVideo);
|
||||
const clearVideo = useGameStore((state) => state.clearVideo);
|
||||
const setCinematicPlaying = useGameStore(
|
||||
(state) => state.setCinematicPlaying,
|
||||
);
|
||||
const videoRef = useRef<HTMLVideoElement>(null);
|
||||
|
||||
useEffect(() => {
|
||||
if (currentVideo) {
|
||||
setCinematicPlaying(true);
|
||||
}
|
||||
}, [currentVideo, setCinematicPlaying]);
|
||||
|
||||
useEffect(() => {
|
||||
const handleKeyDown = (e: KeyboardEvent) => {
|
||||
if (e.key === "Escape" && currentVideo) {
|
||||
closeVideo();
|
||||
}
|
||||
};
|
||||
|
||||
window.addEventListener("keydown", handleKeyDown);
|
||||
return () => window.removeEventListener("keydown", handleKeyDown);
|
||||
}, [currentVideo]);
|
||||
|
||||
const closeVideo = () => {
|
||||
if (videoRef.current) {
|
||||
videoRef.current.pause();
|
||||
}
|
||||
clearVideo();
|
||||
setCinematicPlaying(false);
|
||||
};
|
||||
|
||||
useEffect(() => {
|
||||
const video = videoRef.current;
|
||||
if (!video) return;
|
||||
|
||||
const handleEnded = () => {
|
||||
closeVideo();
|
||||
};
|
||||
|
||||
video.addEventListener("ended", handleEnded);
|
||||
return () => video.removeEventListener("ended", handleEnded);
|
||||
}, []);
|
||||
|
||||
if (!currentVideo) return null;
|
||||
|
||||
return (
|
||||
<div
|
||||
style={{
|
||||
position: "fixed",
|
||||
top: 0,
|
||||
left: 0,
|
||||
width: "100vw",
|
||||
height: "100vh",
|
||||
backgroundColor: "rgba(0, 0, 0, 0.95)",
|
||||
display: "flex",
|
||||
alignItems: "center",
|
||||
justifyContent: "center",
|
||||
zIndex: 9999,
|
||||
}}
|
||||
>
|
||||
<video
|
||||
ref={videoRef}
|
||||
src={currentVideo}
|
||||
autoPlay
|
||||
playsInline
|
||||
style={{
|
||||
maxWidth: "100%",
|
||||
maxHeight: "100%",
|
||||
cursor: "pointer",
|
||||
}}
|
||||
onClick={closeVideo}
|
||||
/>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -5,6 +5,7 @@ import {
|
||||
} from "@/managers/stores/useGameStore";
|
||||
import { isMissionStep, MISSION_STEPS } from "@/types/gameplay/repairMission";
|
||||
import { GAME_STEPS, type GameStep } from "@/types/game";
|
||||
import { PYLONE_STEPS, type PyloneStep } from "@/types/gameplay/pylone";
|
||||
|
||||
const MAIN_STATES: MainGameState[] = [
|
||||
"intro",
|
||||
@@ -54,6 +55,8 @@ export function GameStateDebugPanel(): React.JSX.Element {
|
||||
const subStateOptions =
|
||||
mainState === "intro"
|
||||
? GAME_STEPS
|
||||
: mainState === "pylone"
|
||||
? PYLONE_STEPS
|
||||
: mainState === "outro"
|
||||
? ["waiting", "started"]
|
||||
: MISSION_STEPS;
|
||||
@@ -64,6 +67,11 @@ export function GameStateDebugPanel(): React.JSX.Element {
|
||||
return;
|
||||
}
|
||||
|
||||
if (mainState === "pylone") {
|
||||
setPyloneState({ currentStep: nextSubState as PyloneStep });
|
||||
return;
|
||||
}
|
||||
|
||||
if (mainState === "outro") {
|
||||
setOutroState({ hasStarted: nextSubState === "started" });
|
||||
return;
|
||||
@@ -76,11 +84,6 @@ export function GameStateDebugPanel(): React.JSX.Element {
|
||||
return;
|
||||
}
|
||||
|
||||
if (mainState === "pylone") {
|
||||
setPyloneState({ currentStep: nextSubState });
|
||||
return;
|
||||
}
|
||||
|
||||
if (mainState === "ferme") {
|
||||
setFermeState({ currentStep: nextSubState });
|
||||
return;
|
||||
@@ -95,11 +98,6 @@ export function GameStateDebugPanel(): React.JSX.Element {
|
||||
return;
|
||||
}
|
||||
|
||||
if (nextMainState === "pylone" && pyloneStep === "locked") {
|
||||
setPyloneState({ currentStep: "waiting" });
|
||||
return;
|
||||
}
|
||||
|
||||
if (nextMainState === "ferme" && fermeStep === "locked") {
|
||||
setFermeState({ currentStep: "waiting" });
|
||||
}
|
||||
|
||||
@@ -14,7 +14,10 @@ export function ZoneDetection(): null {
|
||||
const triggeredZones = useRef<Set<string>>(new Set());
|
||||
const debug = Debug.getInstance();
|
||||
const step = useGameStore((state) => state.intro.currentStep);
|
||||
const mainState = useGameStore((state) => state.mainState);
|
||||
const setStep = useGameStore((state) => state.setIntroStep);
|
||||
const setPyloneStep = useGameStore((state) => state.setPyloneState);
|
||||
const advanceGameState = useGameStore((state) => state.advanceGameState);
|
||||
|
||||
useEffect(() => {
|
||||
if (!debug.active) return;
|
||||
@@ -65,7 +68,11 @@ export function ZoneDetection(): null {
|
||||
const distanceSq = _playerPos.distanceToSquared(_zonePos);
|
||||
|
||||
if (distanceSq <= zone.radius * zone.radius) {
|
||||
if (zone.targetStep === "bike" && mainState === "intro") {
|
||||
advanceGameState();
|
||||
} else {
|
||||
setStep(zone.targetStep);
|
||||
}
|
||||
triggeredZones.current.add(zone.id);
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -85,51 +85,6 @@ export const REPAIR_MISSIONS: Record<RepairMissionId, RepairMissionConfig> = {
|
||||
},
|
||||
],
|
||||
},
|
||||
pylone: {
|
||||
id: "pylone",
|
||||
label: "Power pylon",
|
||||
description:
|
||||
"Restore the pylon lamp relay and damaged panel before reconnecting the grid",
|
||||
modelPath: "/models/pylone/model.gltf",
|
||||
stageUiPath: "/assets/UI/centrale.webm",
|
||||
interactUiPath: REPAIR_INTERACT_UI_PATH,
|
||||
brokenUiPath: REPAIR_BROKEN_UI_PATH,
|
||||
case: DEFAULT_REPAIR_CASE,
|
||||
reassemblySeconds: 1.8,
|
||||
requiredReplacementPartId: "pylone-grid-relay-replacement",
|
||||
scanPartSeconds: 1.4,
|
||||
brokenParts: [
|
||||
{
|
||||
id: "pylone-grid-relay",
|
||||
label: "Grid relay",
|
||||
nodeName: "lampe",
|
||||
placeholderName: "placeholder_1",
|
||||
},
|
||||
{
|
||||
id: "pylone-damaged-panel",
|
||||
label: "Damaged solar panel",
|
||||
nodeName: "panneau2",
|
||||
placeholderName: "placeholder_2",
|
||||
},
|
||||
],
|
||||
replacementParts: [
|
||||
{
|
||||
id: "pylone-grid-relay-replacement",
|
||||
label: "Replacement grid relay",
|
||||
modelPath: "/models/pylone/model.gltf",
|
||||
},
|
||||
{
|
||||
id: "pylone-stone-decoy",
|
||||
label: "Stone counterweight",
|
||||
modelPath: "/models/galet/model.gltf",
|
||||
},
|
||||
{
|
||||
id: "pylone-cooling-decoy",
|
||||
label: "Cooling core",
|
||||
modelPath: "/models/refroidisseur/model.gltf",
|
||||
},
|
||||
],
|
||||
},
|
||||
ferme: {
|
||||
id: "ferme",
|
||||
label: "Vertical farm",
|
||||
|
||||
@@ -11,5 +11,5 @@ export const PLAYER_MAX_DELTA = 0.05;
|
||||
export const PLAYER_ACCELERATION_MULTIPLIER = 9;
|
||||
export const PLAYER_XZ_DAMPING_FACTOR = 8;
|
||||
|
||||
export const PLAYER_SPAWN_POSITION_GAME: Vector3Tuple = [0, 50, 0];
|
||||
export const PLAYER_SPAWN_POSITION_GAME: Vector3Tuple = [6.56,5,71.55];
|
||||
export const PLAYER_SPAWN_POSITION_PHYSICS: Vector3Tuple = [0, 3, 0];
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
export const GAME_SCENE_SKY_MODEL_PATH = "/models/skybox/skybox.gltf";
|
||||
export const GAME_SCENE_FALLBACK_SKY_MODEL_PATH = "/models/sky/model.glb";
|
||||
export const GAME_SCENE_SKY_MODEL_SCALE = 100;
|
||||
export const GAME_SCENE_SKY_MODEL_SCALE = 300;
|
||||
export const GAME_SCENE_FALLBACK_SKY_MODEL_SCALE = 1;
|
||||
export const PHYSICS_SCENE_BACKGROUND_COLOR = "#0b1018";
|
||||
|
||||
@@ -1,18 +0,0 @@
|
||||
import { TERRAIN_COLORS } from "@/data/world/terrainConfig";
|
||||
|
||||
export const FOG_CONFIG = {
|
||||
enabled: true,
|
||||
color: "#c8dbbe",
|
||||
near: 50,
|
||||
far: 70,
|
||||
};
|
||||
|
||||
export const CHUNK_CONFIG = {
|
||||
enabled: true,
|
||||
chunkSize: 40,
|
||||
loadRadius: 70,
|
||||
unloadRadius: 80,
|
||||
updateInterval: 500,
|
||||
};
|
||||
|
||||
export const GROUND_PLANE_COLOR = TERRAIN_COLORS.grass1.hex;
|
||||
@@ -1,13 +0,0 @@
|
||||
export const GRAPHICS_DEFAULTS = {
|
||||
dynamicGrass: true,
|
||||
dynamicTrees: true,
|
||||
dynamicClouds: true,
|
||||
shadowsEnabled: true,
|
||||
grassDensity: 1.0,
|
||||
};
|
||||
|
||||
export const GRAPHICS_BOUNDS = {
|
||||
grassDensity: { min: 0.1, max: 2.0, step: 0.1 },
|
||||
};
|
||||
|
||||
export type GraphicsState = typeof GRAPHICS_DEFAULTS;
|
||||
@@ -1,108 +0,0 @@
|
||||
export const TERRAIN_COLORS = {
|
||||
grass1: {
|
||||
hex: "#84C66B",
|
||||
rgb: [132, 198, 107] as const,
|
||||
type: "grass" as const,
|
||||
grassTipColor: "#84C66B",
|
||||
},
|
||||
grass2: {
|
||||
hex: "#67B058",
|
||||
rgb: [103, 176, 88] as const,
|
||||
type: "grass" as const,
|
||||
grassTipColor: "#67B058",
|
||||
},
|
||||
grass3: {
|
||||
hex: "#A3CA5B",
|
||||
rgb: [163, 202, 91] as const,
|
||||
type: "grass" as const,
|
||||
grassTipColor: "#A3CA5B",
|
||||
},
|
||||
potager: {
|
||||
hex: "#342420",
|
||||
rgb: [52, 36, 32] as const,
|
||||
type: "tile" as const,
|
||||
tileModel: "/models/potager/potager.gltf",
|
||||
tileSize: 1,
|
||||
},
|
||||
terre: {
|
||||
hex: "#513E2C",
|
||||
rgb: [81, 62, 44] as const,
|
||||
type: "none" as const,
|
||||
},
|
||||
chemin: {
|
||||
hex: "#F5D896",
|
||||
rgb: [245, 216, 150] as const,
|
||||
type: "tile" as const,
|
||||
tileModel: "/models/chemins/model.gltf",
|
||||
tileSize: 1,
|
||||
},
|
||||
eau: {
|
||||
hex: "#91DAF5",
|
||||
rgb: [145, 218, 245] as const,
|
||||
type: "water" as const,
|
||||
},
|
||||
cailloux: {
|
||||
hex: "#B6D3DE",
|
||||
rgb: [182, 211, 222] as const,
|
||||
type: "none" as const,
|
||||
},
|
||||
} as const;
|
||||
|
||||
export type TerrainColorKey = keyof typeof TERRAIN_COLORS;
|
||||
export type TerrainType = "grass" | "tile" | "water" | "none";
|
||||
|
||||
export const GRASS_BASE_COLOR = "#1a3a1a";
|
||||
|
||||
export const COLOR_TOLERANCE = 15;
|
||||
|
||||
export function colorMatchesTerrain(
|
||||
r: number,
|
||||
g: number,
|
||||
b: number,
|
||||
targetRgb: readonly [number, number, number],
|
||||
tolerance: number = COLOR_TOLERANCE,
|
||||
): boolean {
|
||||
return (
|
||||
Math.abs(r - targetRgb[0]) <= tolerance &&
|
||||
Math.abs(g - targetRgb[1]) <= tolerance &&
|
||||
Math.abs(b - targetRgb[2]) <= tolerance
|
||||
);
|
||||
}
|
||||
|
||||
export function getTerrainTypeFromColor(
|
||||
r: number,
|
||||
g: number,
|
||||
b: number,
|
||||
): TerrainColorKey | null {
|
||||
for (const [key, config] of Object.entries(TERRAIN_COLORS)) {
|
||||
if (colorMatchesTerrain(r, g, b, config.rgb)) {
|
||||
return key as TerrainColorKey;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
export function isGrassZone(r: number, g: number, b: number): boolean {
|
||||
return (
|
||||
colorMatchesTerrain(r, g, b, TERRAIN_COLORS.grass1.rgb) ||
|
||||
colorMatchesTerrain(r, g, b, TERRAIN_COLORS.grass2.rgb) ||
|
||||
colorMatchesTerrain(r, g, b, TERRAIN_COLORS.grass3.rgb)
|
||||
);
|
||||
}
|
||||
|
||||
export function getGrassTipColor(
|
||||
r: number,
|
||||
g: number,
|
||||
b: number,
|
||||
): string | null {
|
||||
if (colorMatchesTerrain(r, g, b, TERRAIN_COLORS.grass1.rgb)) {
|
||||
return TERRAIN_COLORS.grass1.grassTipColor;
|
||||
}
|
||||
if (colorMatchesTerrain(r, g, b, TERRAIN_COLORS.grass2.rgb)) {
|
||||
return TERRAIN_COLORS.grass2.grassTipColor;
|
||||
}
|
||||
if (colorMatchesTerrain(r, g, b, TERRAIN_COLORS.grass3.rgb)) {
|
||||
return TERRAIN_COLORS.grass3.grassTipColor;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
@@ -1,15 +0,0 @@
|
||||
export const WIND_DEFAULTS = {
|
||||
speed: 0.3,
|
||||
direction: Math.PI * 0.25,
|
||||
strength: 1.0,
|
||||
noiseScale: 0.9,
|
||||
};
|
||||
|
||||
export const WIND_BOUNDS = {
|
||||
speed: { min: 0, max: 2, step: 0.1 },
|
||||
direction: { min: -Math.PI, max: Math.PI, step: 0.1 },
|
||||
strength: { min: 0, max: 3, step: 0.1 },
|
||||
noiseScale: { min: 0.1, max: 5, step: 0.1 },
|
||||
};
|
||||
|
||||
export type WindState = typeof WIND_DEFAULTS;
|
||||
+5
-12
@@ -1,19 +1,12 @@
|
||||
import type { Zone } from "@/types/game";
|
||||
import type { Zone, GameStep } from "@/types/game";
|
||||
import type { Vector3Tuple } from "@/types/three/three";
|
||||
|
||||
export const ZONES: Zone[] = [
|
||||
{
|
||||
id: "fabrikExit",
|
||||
position: [-5, 25, -15] as Vector3Tuple,
|
||||
radius: 10,
|
||||
height: 20,
|
||||
targetStep: "mission2",
|
||||
},
|
||||
{
|
||||
id: "searchingZone",
|
||||
position: [-5, 25, -30] as Vector3Tuple,
|
||||
radius: 10,
|
||||
height: 20,
|
||||
targetStep: "searching",
|
||||
position: [18.43,0,75.3] as Vector3Tuple,
|
||||
radius: 4,
|
||||
height: 10,
|
||||
targetStep: "bike" as GameStep,
|
||||
},
|
||||
];
|
||||
|
||||
@@ -2,14 +2,12 @@ import { useGameStore } from "@/managers/stores/useGameStore";
|
||||
import type { MissionStep } from "@/types/gameplay/repairMission";
|
||||
|
||||
export function useRepairMovementLocked(): boolean {
|
||||
return false;
|
||||
|
||||
return useGameStore((state) => {
|
||||
switch (state.mainState) {
|
||||
case "bike":
|
||||
return isRepairMovementLocked(state.bike.currentStep);
|
||||
case "pylone":
|
||||
return isRepairMovementLocked(state.pylone.currentStep);
|
||||
return state.pylone.currentStep === "manipulation";
|
||||
case "ferme":
|
||||
return isRepairMovementLocked(state.ferme.currentStep);
|
||||
case "intro":
|
||||
|
||||
@@ -1,15 +1,6 @@
|
||||
import { useEffect, useMemo } from "react";
|
||||
import * as THREE from "three";
|
||||
import { disposeObject3D } from "@/utils/three/dispose";
|
||||
import { useMemo } from "react";
|
||||
import type * as THREE from "three";
|
||||
|
||||
export function useClonedObject<T extends THREE.Object3D>(object: T): T {
|
||||
const clone = useMemo(() => object.clone(true) as T, [object]);
|
||||
|
||||
useEffect(() => {
|
||||
return () => {
|
||||
disposeObject3D(clone);
|
||||
};
|
||||
}, [clone]);
|
||||
|
||||
return clone;
|
||||
return useMemo(() => object.clone(true) as T, [object]);
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user