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@@ -20,9 +20,11 @@ Both sources funnel into the same `HandTrackingContext` so all consumers see one
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1. The active source captures or receives landmarks.
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2. The hook applies an EMA smoothing pass on the landmarks before publishing the snapshot.
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3. `HandTrackingProvider` exposes that snapshot through React context.
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4. `GrabbableObject` reads the snapshot each frame and uses the fist state plus raycasting to grab objects.
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5. `HandTrackingGlove` reads the same snapshot and places a rigged glove on each detected hand.
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6. `HandTrackingVisualizer` paints an SVG wireframe overlay on top of the canvas.
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4. `GrabbableObject` reads the snapshot each frame and uses `hand.isFist` plus raycasting to grab objects.
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5. `HandTrackingVisualizer` paints the SVG hand silhouette overlay on top of the canvas — the primary visualization.
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6. `HandTrackingGlove` (opt-in, see UI And Debug) places a rigged 3D glove on each detected hand when enabled via the debug toggle.
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All consumers — fist detection, grab raycasting, SVG silhouette, optional 3D glove — read the **same** landmarks from the snapshot. None of them depend on the others.
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## Activation Rules
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@@ -108,6 +110,17 @@ interface HandTrackingHand {
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`x` and `y` are normalized camera coordinates. `z` is a relative depth value from MediaPipe, not an absolute world-space distance.
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## Fist Detection
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`isFist` is computed in `src/lib/handTracking/browserHandTracking.ts` (`isFist()` function) from landmarks alone — no model, no glove. The check is:
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1. Palm center = mean of landmarks `[0, 5, 9, 13, 17]` (wrist + 4 MCPs).
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2. Palm size = distance from wrist (landmark 0) to middle MCP (landmark 9).
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3. For each of the four fingertip landmarks `[8, 12, 16, 20]`, check whether its distance to the palm center is less than `1.05 × palmSize`.
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4. `isFist === true` iff all four fingertips pass the check.
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The flag is attached to each hand on the snapshot at the publish step (`isFist: isFist(normalizedLandmarks)`) and read directly by `GrabbableObject.tsx` — the SVG visualizer and the 3D glove never participate in the gesture decision.
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## Grab Targeting
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The hand grab logic lives in `src/components/three/interaction/GrabbableObject.tsx`.
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@@ -142,18 +155,40 @@ This is less expressive than true depth-aware hand movement, but it is more stab
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The current debug UI includes:
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- `HandTrackingDebugPanel` inside `DebugOverlayLayout` for status, usage, loaded glove model, server state, hand count, and fist state
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- `HandTrackingVisualizer` for the SVG landmark overlay
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- `HandTrackingFallback` for the last-resort hand silhouette overlay
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- `HandTrackingGlove` for the per-hand rigged glove models in the R3F scene
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- `HandTrackingVisualizer` for the SVG hand silhouette overlay (always on when tracking is active)
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- `HandTrackingFallback` for the last-resort hand silhouette overlay (legacy, see below)
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- `HandTrackingGlove` for the per-hand rigged glove models in the R3F scene, opt-in via the **Show Model** toggle
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- `r3f-perf` for render performance
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- `lil-gui` for scene, camera, lighting, interaction, and grab controls
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The SVG visualizer uses a "blueish hand" style: white connection lines between landmarks, cyan circles with a dark blue outline. The outline gets thicker when the hand is detected as a fist, so the user gets a visual confirmation of the grab gesture without having to look at the debug panel.
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### SVG Visualizer
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The fallback overlay (`HandTrackingFallback`) draws a simple open-hand or fist silhouette positioned on the detected wrist landmark. It only renders for a hand whose matching glove is in the `"error"` state in `useHandTrackingGloveStatus`. This guarantees the user always sees something on their hand even when the 3D glove model fails to load.
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`HandTrackingVisualizer` is the primary hand visualization. It draws a light-blue hand silhouette with a crisp dark-blue outline by:
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1. Filling a palm polygon (landmarks `[1, 5, 9, 13, 17]` plus two synthetic wrist corners) and five finger tubes (thick rounded `stroke` along each finger's joint chain).
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2. Wrapping the whole thing in an SVG `<filter>` that uses `feMorphology` to dilate the merged alpha by 2 px and subtract the original, producing a single continuous outline around the union — no internal seams where the palm and finger tubes overlap.
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3. Shrinking every landmark toward the hand centroid by `RENDER_SCALE = 0.65` so the silhouette stays compact and doesn't dominate the screen.
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4. Overlaying the 21 raw landmarks and 21 bones as faint translucent lines and dots, so the user can still see the MediaPipe data feeding the silhouette.
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The SVG only displays when MediaPipe is active and the debug **Show Model** toggle is off (default). When the toggle is on, the SVG hides and `HandTrackingGlove` takes over.
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### Show Model Toggle
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The `Hand Tracking` debug folder exposes a single visualization switch:
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- `showHandTrackingModel = false` (default): SVG visualizer renders, 3D glove is not mounted at all.
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- `showHandTrackingModel = true`: SVG visualizer hides, 3D glove gets mounted for the detected hand(s).
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The 3D glove is treated as opt-in legacy because it had bugs (WebGL context loss, finger rig artefacts) and its hit/grab role was never load-bearing — grab has always read landmarks directly.
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### Fallback Overlay (legacy)
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`HandTrackingFallback` draws a simple open-hand or fist silhouette positioned on the detected wrist landmark. It renders for any hand whose glove is in the `"error"` state in `useHandTrackingGloveStatus`. Now that the glove is opt-in and rarely mounted, the fallback effectively only fires in the rare case where the user enables `showHandTrackingModel` and the glove fails to load. It is kept on disk for that edge case but is not part of the default visual path.
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## Glove Models
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The 3D glove is **opt-in** via the `Show Model` debug toggle (see UI And Debug). It is not mounted by default; the SVG visualizer is the primary hand UI. The information below applies only when the toggle is enabled.
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`HandTrackingGlove` loads `public/models/gant_l/model.gltf` for both hands. The right hand applies `scale.x = -1` at the group level to mirror the mesh, so the thumb ends up on the correct side. Both hands therefore share the same rig and the same material.
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The historical `public/models/gant_r/model.gltf` is kept as legacy but is not loaded by the frontend — its GLB embeds three skeletons (`Hand_l`, `Hand_l_pad`, `Hand_r`) plus a `galet` mesh, which made the finger rig unreliable.
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@@ -172,6 +207,8 @@ They are intended for future swap-by-state usage but are **not yet rigged**. The
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- Production usage is currently limited to repair mission steps that explicitly need hands.
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- MediaPipe depth is relative and currently not used for stable object depth control.
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- The virtual hit zone is an approximation based on multiple raycasts, not a real 3D collider.
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- The 3D glove is opt-in only (see `Show Model` toggle). Default visual is the SVG silhouette.
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- `HandTrackingFallback` is legacy and effectively unused unless the glove toggle is enabled and the glove fails to load.
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- The right glove is a mirrored copy of `gant_l` rather than its own mesh; in the future a dedicated right-hand model would give a better visual.
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- The `_pad` glove variants are not rigged yet, so swap-by-state (normal ↔ pad) is not wired in.
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- Finger bone animation is an approximate landmark-to-bone mapping; it still needs calibration for per-model twist, offsets, and smoothing.
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@@ -163,23 +163,20 @@ Both paths move to `fragmented`.
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||||
### Fragmented
|
||||
|
||||
File:
|
||||
Files:
|
||||
|
||||
```txt
|
||||
src/components/three/models/ExplodableModel.tsx
|
||||
src/utils/three/ExplodedModel.ts
|
||||
```
|
||||
|
||||
The mission object is shown split apart. A timer then moves the mission to `scanning`.
|
||||
The mission object is shown split apart. `RepairGame` mounts a **single** `ExplodableModel` instance for the entire repair flow (`fragmented` -> `done`) so the model loads once, animates from its real authored positions, and is never re-instantiated when the player advances to scanning, repairing, reassembling or done. This eliminates the visible position/rotation jumps and re-explosion that occurred when each step instantiated its own model.
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||||
`ExplodedModel.createParts` walks the GLTF tree recursively, descending through any single mesh-bearing wrapper node (e.g. `Scene > Moto > Eclatement` for the Ebike) until it reaches a node with multiple mesh-bearing children. Those children are the natural "explosion groups" authored by the modeler. This avoids exploding raw leaf meshes in local space when the model has extra empty wrapper nodes above the intended group.
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When mounted, `RepairGame` applies `RepairMissionConfig.modelRotation` and `modelScale` to the fragmented model so it lines up with the source inspection model in world space (e.g. the parked Ebike using `EBIKE_WORLD_ROTATION_Y` / `EBIKE_WORLD_SCALE`).
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When mounted, `RepairGame` applies `RepairMissionConfig.modelRotation` and `modelScale` to the shared model so it lines up with the source inspection model in world space (e.g. the parked Ebike using `EBIKE_WORLD_ROTATION_Y` / `EBIKE_WORLD_SCALE`). The explode/reassemble lerp speed is configurable via `splitSpeed` (default `REPAIR_FRAGMENT_SPLIT_SPEED = 1.8`, ~1.5s) so each node is clearly seen leaving its origin.
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The default delay comes from:
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||||
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```txt
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REPAIR_FRAGMENTATION_SEQUENCE_SECONDS
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||||
```
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Transition out is event-driven: the model fires `onSplitSettled(1)` when the lerp converges and `RepairGame` advances to `scanning`. A `REPAIR_FRAGMENTATION_SEQUENCE_SECONDS + 2` fallback timer guards against load failures.
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### Scanning
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@@ -189,50 +186,33 @@ File:
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src/components/three/gameplay/RepairScanSequence.tsx
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```
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The scan sequence:
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The scan sequence is now stateless w.r.t. the model: it receives `parts: ExplodedPart[]` from the upstream shared `ExplodableModel` and:
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- keeps the exploded model visible
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- receives model parts from `ExplodableModel`
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- advances an active part index over time
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- renders `RepairScanVisual` on the active part
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- reveals broken-part highlights when configured broken parts have been reached
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- reveals broken-part highlights cumulatively as scan progresses
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- when the active part has a `voiceLineId`, gates the advance on the audio's `ended` event (with a 15s ceiling fallback) so the diagnostic line plays in full
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- returns `RepairScannedBrokenPart[]` when done
|
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Broken-part lookup first tries `brokenParts[].nodeName`. If no configured node matches, it falls back to the first available exploded parts. This fallback is useful while GLTF node names are still unstable, but precise `nodeName` config is safer for production.
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Broken-part lookup uses `brokenParts[].nodeName` against the exploded parts (deep traverse). When a configured node can't be matched, the available part names are logged so config drift is visible in the console.
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### Repairing
|
||||
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||||
File:
|
||||
For pylon/farm:
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||||
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||||
```txt
|
||||
src/components/three/gameplay/RepairRepairingStep.tsx
|
||||
```
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||||
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||||
This is the densest gameplay step.
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||||
This is the densest gameplay step. It renders install target, placeholder markers, grabbable replacement parts, grabbable broken parts to store, placement feedback and a ready-to-install prompt. Validation requires the correct replacement part placed AND every scanned broken part deposited.
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||||
It renders:
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||||
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||||
- install target
|
||||
- placeholder markers
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||||
- grabbable replacement parts
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||||
- grabbable broken parts to store
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||||
- placement feedback
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||||
- ready-to-install prompt
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||||
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||||
Important local state:
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- `placedPartIds`: replacement parts that snapped near a placeholder
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- `depositedBrokenPartIds`: broken parts stored in the case
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- `showBlockedInstallFeedback`: temporary visual feedback when install is attempted too early
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||||
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||||
Validation:
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For ebike (mission 1, simplified):
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||||
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||||
```txt
|
||||
correct replacement part placed
|
||||
AND every scanned broken part deposited
|
||||
src/components/three/gameplay/RepairEbikeRepairTrigger.tsx
|
||||
```
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||||
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||||
Only then does the install target call `onRepair()` and move to `reassembling`.
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Replaces the heavier grabbable UX with a single "Changez le refroidisseur" prompt. Pressing E advances directly to `reassembling`. The cercles décoratifs and grabbable parts are omitted to keep the first repair experience low-friction.
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### Reassembling
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@@ -242,23 +222,24 @@ File:
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src/components/three/gameplay/RepairReassemblyStep.tsx
|
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```
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The exploded model animates back into assembled form and completion particles play. A timer then moves the mission to `done`.
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The shared `ExplodableModel` flips `split=false`, animating each node back to its original position (inverse of fragmented). `RepairReassemblyStep` itself is now reduced to:
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Mission configs can override the default reassembly duration.
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- the completion particles
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- a `delayMs` timer (`REPAIR_REASSEMBLY_HOLD_MS = 1500`) that fires `onSettled` so `RepairGame` auto-advances to `done`
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### Done
|
||||
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File:
|
||||
For pylon/farm:
|
||||
|
||||
```txt
|
||||
src/components/three/gameplay/RepairCompletionStep.tsx
|
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```
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The repaired object remains visible. The player validates the completion target, then:
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The shared exploded model (now reassembled) remains visible. The player validates a green completion target, the case closes and exits, then `completeMission(mission)` advances the global game progression.
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1. the repair case closes
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2. the case plays its exit animation
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3. `completeMission(mission)` advances the global game progression
|
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For ebike (mission 1, auto-complete):
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||||
|
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`RepairGame` plays `narrateur_ebikerepare` directly on entry to `done`. When the audio's `ended` event fires (with `REPAIR_DONE_DIALOGUE_FALLBACK_MS = 6000` fallback) `completeMission("ebike")` is called automatically and the world hands off to the pylon mission. The bubble shrinks via `shouldFocusBubbleBeActive(done) === false`. No Validate button is shown.
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## Focus Bubble
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|
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@@ -275,6 +256,26 @@ While the player is in `fragmented`, `scanning`, `repairing` or `reassembling`,
|
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The bubble is mounted both in `GameStageContent` (production scene) and `TestMap` (physics test scene) so the behaviour matches in both contexts.
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## Narrator Audio (Ebike Mission)
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|
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`EbikeRepairNarrator` (`src/components/game/EbikeRepairNarrator.tsx`) is a headless component mounted in `src/pages/page.tsx` next to `EbikeIntroSequence`. It subscribes to `useGameStore` and plays one-shot narrator cues at specific repair-step transitions for the `ebike` mission only:
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| Step entered | Dialogue ID | Audio file | Subtitle | Owner |
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| ------------ | ------------------------------------ | ---------------------------------- | -------- | ---------------------- |
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||||
| `fragmented` | `narrateur_galetscan` | `narrateur_galetscan.mp3` | cue 6 | `EbikeRepairNarrator` |
|
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| `scanning` | `narrateur_refroidisseur_diagnostic` | `narrateur_refroidisseurcassé.mp3` | cue 24 | `RepairScanSequence`\* |
|
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| `done` | `narrateur_ebikerepare` | `narrateur_ebikeréparé.mp3` | cue 7 | `RepairGame`\*\* |
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\* The diagnostic line is triggered by the scan sequence when it lands on the broken part configured with `voiceLineId` (refroidisseur for ebike). The advance to `repairing` is gated on the audio's `ended` event so the line plays in full with the red highlight on screen.
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|
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\*\* `RepairGame` plays the success line directly on entering `done` so the audio's `ended` event can drive `completeMission` and hand off to pylon. A `REPAIR_DONE_DIALOGUE_FALLBACK_MS` timer guards against load failures. `EbikeRepairNarrator` no longer owns this cue.
|
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|
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A `useRef<Set<MissionStep>>` guards against double-fires (StrictMode, re-renders) and is cleared when the mission rolls back to `locked` or `waiting`, so debug-panel replays still trigger the narration.
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|
||||
Cue 7 was previously a single subtitle covering both the diagnostic line and the "Eeeet voilà!" completion line. It was split into cue 7 (completion only) and a new cue 24 (diagnostic) so the two sentences can be triggered at independent moments — they correspond to two distinct `.mp3` files.
|
||||
|
||||
The breakdown line (`narrateur_ebikecasse`, cue 5) is still triggered by `EbikeIntroSequence` at distance threshold, not by this component. Pylon and farm narrator cues are not yet wired through `EbikeRepairNarrator`; the same per-mission lookup pattern can be extended when those flows need narration.
|
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|
||||
## Repair Case Details
|
||||
|
||||
The case model implementation lives in:
|
||||
|
||||
Binary file not shown.
@@ -69,6 +69,12 @@
|
||||
"audio": "/sounds/dialogue/narrateur_ebikeréparé.mp3",
|
||||
"subtitleCueIndex": 7
|
||||
},
|
||||
{
|
||||
"id": "narrateur_refroidisseur_diagnostic",
|
||||
"voice": "narrateur",
|
||||
"audio": "/sounds/dialogue/narrateur_refroidisseurcassé.mp3",
|
||||
"subtitleCueIndex": 24
|
||||
},
|
||||
{
|
||||
"id": "narrateur_ordredemandedelaide",
|
||||
"voice": "narrateur",
|
||||
|
||||
@@ -24,7 +24,7 @@ So? Pretty amazing, right? Anyway, these rollers will scan the components to fin
|
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|
||||
7
|
||||
00:00:00,000 --> 00:00:04,992
|
||||
Perfect! The cooler gave out, you can replace it with one of the components from your pack. Aaaand there we go! It runs like clockwork! Go on, hurry!
|
||||
Aaaand there we go! It runs like clockwork! Go on, hurry!
|
||||
|
||||
8
|
||||
00:00:00,000 --> 00:00:04,512
|
||||
@@ -90,6 +90,10 @@ Here, this is a dashboard. You can imagine that if your fridge or oven breaks do
|
||||
00:00:00,000 --> 00:00:07,500
|
||||
The electrician helped you at the Power Plant? Aaaaah, that's what I love here: everyone helps each other, nobody judges anyone, it's like a real little family.
|
||||
|
||||
24
|
||||
00:00:00,000 --> 00:00:05,500
|
||||
Perfect! The cooler gave out, you can replace it with one of the components from your pack.
|
||||
|
||||
25
|
||||
00:00:07,500 --> 00:00:19,100
|
||||
You should know the electrician has quite a special story. She was born in the north of the continent, in the city of Kalska. She grew up happily with her mother Edith, her father Jordan, and her two little brothers, Malo and Justin.
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
1
|
||||
00:00:00,000 --> 00:00:08,000
|
||||
Hey !! Comment ça va ? Tu as besoin d'aide pour poser les galets ?
|
||||
Hey !! Comment ça va ? Tu as besoin d'aide pour redresser le poteau ?
|
||||
|
||||
2
|
||||
00:00:00,000 --> 00:00:08,000
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
1
|
||||
00:00:00,000 --> 00:00:09,000
|
||||
Bonjour à toi, futur habitant d'Altéra ! Aujourd'hui tu vas découvrir le rôle de technicien au sein de La Fabrik qui s'occupe des technologies et réparation Low-Tech.
|
||||
Bonjour à toi, futur habitant d'Altéra ! Aujourd'hui tu vas découvrir le rôle de technicien au sein de La Fabrik, qui s'occupe des technologies et des réparations low-tech.
|
||||
|
||||
2
|
||||
00:00:09,000 --> 00:00:11,592
|
||||
@@ -8,7 +8,7 @@ Avant de commencer, comment tu t'appelles ?
|
||||
|
||||
3
|
||||
00:00:00,000 --> 00:00:10,824
|
||||
Très bien ! On va commencer pas à pas pour te montrer comment fonctionne l'atelier. Ensuite, tu commenceras ta journée et tu pourras te rendre compte de l'impact positif qu'a la Fabrik sur la communauté et le quartier.
|
||||
Très bien ! On va avancer pas à pas pour te montrer comment fonctionne l'atelier. Ensuite, tu commenceras ta journée et tu pourras te rendre compte de l'impact positif qu'a La Fabrik sur la communauté et le quartier.
|
||||
|
||||
4
|
||||
00:00:00,000 --> 00:00:06,072
|
||||
@@ -16,15 +16,15 @@ Allez go ! Il faudrait que tu ailles à la ferme, on cherche à améliorer quelq
|
||||
|
||||
5
|
||||
00:00:00,000 --> 00:00:12,720
|
||||
Quoi ? Ton E-Bike est cassé ? Bon c'est pas très grave, ça arrive ! Utilise les deux galets qui sont sur tes gants. Ce sont de véritables bijoux technologiques. Poses en un en-dessous du vélo, et un au-dessus.
|
||||
Quoi ? Ton E-Bike est cassé ? Bon, ce n'est pas très grave, ça arrive ! Utilise les deux galets qui sont sur tes gants. Ce sont de véritables bijoux technologiques. Poses-en un en dessous du vélo, et un au-dessus.
|
||||
|
||||
6
|
||||
00:00:00,000 --> 00:00:08,064
|
||||
Alors ? Pas magnifique ça ? Enfin bref, ces galets vont scanner les composants pour savoir ce qu'on doit réparer et / ou changer.
|
||||
Alors ? Pas magnifique ça ? Enfin bref, ces galets vont scanner les composants pour savoir ce qu'on doit réparer et/ou changer.
|
||||
|
||||
7
|
||||
00:00:00,000 --> 00:00:04,992
|
||||
Parfait ! C'est le refroidisseur qui a lâché, tu peux le remplacer avec un des composants de ton pack. Eeeet voilà ! Il fonctionne comme une horloge ! Allez fonce !
|
||||
Eeeet voilà ! Il fonctionne comme une horloge ! Allez fonce !
|
||||
|
||||
8
|
||||
00:00:00,000 --> 00:00:04,512
|
||||
@@ -32,7 +32,7 @@ N'hésite pas à aller demander de l'aide si tu as besoin, tout le monde est sup
|
||||
|
||||
9
|
||||
00:00:00,000 --> 00:00:08,880
|
||||
Oh woooow !! T'as vu ça ???? Tous les feux, ordinateurs et lumières se sont éteints !! Faut vite que t'aille au Centre de l'Énergie, on ne peut même plus renvoyer les appareils réparés !
|
||||
Oh woooow !! T'as vu ça ???? Tous les feux, ordinateurs et lumières se sont éteints !! Il faut vite que tu ailles au Centre de l'Énergie, on ne peut même plus renvoyer les appareils réparés !
|
||||
|
||||
10
|
||||
00:00:00,000 --> 00:00:09,840
|
||||
@@ -48,7 +48,7 @@ Booon, grâce à toi j'ai pu finir mon urgence ! Oh mais t'arrives bientôt à l
|
||||
|
||||
13
|
||||
00:00:00,000 --> 00:00:11,760
|
||||
Bon, fini le moment émotion haha ! Pour la ferme, comme je te l'ai dis, ici, il faut qu'on change l'irrigation. Durant les périodes de sécheresse, les habitants se plaignent d'un souci. Vois ce que tu peux faire.
|
||||
Bon, fini le moment émotion haha ! Pour la ferme, comme je te l'ai dit, ici, il faut qu'on change l'irrigation. Durant les périodes de sécheresse, les habitants se plaignent d'un souci. Vois ce que tu peux faire.
|
||||
|
||||
14
|
||||
00:00:00,000 --> 00:00:04,560
|
||||
@@ -60,7 +60,7 @@ Ouiii ! C'est ça ! On aimerait ne plus pomper l'eau dans le lac, sinon on va é
|
||||
|
||||
16
|
||||
00:00:00,000 --> 00:00:10,944
|
||||
L'ancien refroidisseur de ton E-Bike ?? Mais oui !! Hahaha, très bonne idée ! Combiné aux anciens tuyaux du lac, on va pouvoir faire quelque chose de cool ! Met tout ça entre tes pads !
|
||||
L'ancien refroidisseur de ton E-Bike ?? Mais oui !! Hahaha, très bonne idée ! Combiné aux anciens tuyaux du lac, on va pouvoir faire quelque chose de cool ! Mets tout ça entre tes pads !
|
||||
|
||||
17
|
||||
00:00:00,000 --> 00:00:05,712
|
||||
@@ -68,7 +68,7 @@ Le refroidisseur de ton E-Bike est cassé, mais on peut encore en faire quelque
|
||||
|
||||
18
|
||||
00:00:00,000 --> 00:00:10,032
|
||||
Ma-gni-fique ! Je vois que Gilbert t'as aidé haha, il est adorable celui-là ! Tu as fait du super boulot ! Et grâce à toi, le quartier est amélioré.
|
||||
Ma-gni-fique ! Je vois que Gilbert t'a aidé haha, il est adorable celui-là ! Tu as fait du super boulot ! Et grâce à toi, le quartier est amélioré.
|
||||
|
||||
19
|
||||
00:00:00,000 --> 00:00:11,520
|
||||
@@ -80,28 +80,32 @@ Allez bonne chance ! J'ai du boulot !
|
||||
|
||||
21
|
||||
00:00:00,000 --> 00:00:33,600
|
||||
Bienvenue dans ton atelier !! Alors ? Ça claque hein ? Bon je te présente en rapide tout ce qu'il y a : ici c'est ton plan de travail. Dans les tuyaux, ce sont des objets des résidents du quartier qui sont tombés en panne qui attendent d'être réparés. Une fois réparé, tu mets l'objet dans ce tuyau et ça repart chez la bonne personne.
|
||||
Bienvenue dans ton atelier !! Alors ? Ça claque hein ? Bon, je te présente rapidement tout ce qu'il y a : ici, c'est ton plan de travail. Dans les tuyaux, ce sont des objets des résidents du quartier qui sont tombés en panne et qui attendent d'être réparés. Une fois l'objet réparé, tu le mets dans ce tuyau et ça repart chez la bonne personne.
|
||||
|
||||
22
|
||||
00:00:00,000 --> 00:00:14,760
|
||||
Ici, c'est un tableau de bord. T'imagines bien que si ton frigo ou ton four tombe en panne, tu ne vas pas pouvoir le mettre dans le tuyau haha ! Donc ici, ça te signale quand des résidents ont un objet volumineux tombé en panne, ou quand il y a un problème dans la ville. Oh oh... j'ai une urgence, il va bientôt falloir que je te laisse ! Donc tiens, tes outils pour pouvoir réparer la plupart des choses : une mini imprimante 3D à base de déchets électroniques, des gants Pousse Pièces pour désassembler les objets, ainsi qu'un pack de Relance !
|
||||
Ici, c'est un tableau de bord. T'imagines bien que si ton frigo ou ton four tombe en panne, tu ne vas pas pouvoir le mettre dans le tuyau haha ! Donc ici, ça te signale quand des résidents ont un objet volumineux tombé en panne, ou quand il y a un problème dans la ville. Oh oh... j'ai une urgence, il va bientôt falloir que je te laisse ! Donc tiens, tes outils pour pouvoir réparer la plupart des choses : une mini-imprimante 3D à base de déchets électroniques, des gants Pousse-Pièces pour désassembler les objets, ainsi qu'un pack de Relance !
|
||||
|
||||
23
|
||||
00:00:00,000 --> 00:00:07,500
|
||||
L'électricienne t'a aidé à la Centrale ? Aaaaah c'est ça que j'adore ici, tout le monde s'entraide, personne se juge, une vraie petite famille.
|
||||
|
||||
24
|
||||
00:00:00,000 --> 00:00:05,500
|
||||
Parfait ! C'est le refroidisseur qui a lâché, tu peux le remplacer avec un des composants de ton pack.
|
||||
|
||||
25
|
||||
00:00:07,500 --> 00:00:19,100
|
||||
Sache que l'électricienne a une histoire assez particulière. Elle est née au nord du continent, dans la ville de Kalska. Elle a grandit heureuse, avec sa mère Edith, son père Jordan et ses deux petits frères Malo et Justin.
|
||||
Sache que l'électricienne a une histoire assez particulière. Elle est née au nord du continent, dans la ville de Kalska. Elle a grandi heureuse, avec sa mère Edith, son père Jordan et ses deux petits frères Malo et Justin.
|
||||
|
||||
26
|
||||
00:00:19,100 --> 00:00:30,600
|
||||
Il y a quelques années de ça, comme tu le sais, c'est les pays du Nord, qui par grande surprise, ont été obligés de migrer en premier. Ils ont alors entamé leur périple, pays par pays, ville par ville, village par village.
|
||||
Il y a quelques années de ça, comme tu le sais, ce sont les pays du Nord qui, par grande surprise, ont été obligés de migrer en premier. Ils ont alors entamé leur périple, pays par pays, ville par ville, village par village.
|
||||
|
||||
27
|
||||
00:00:30,600 --> 00:00:42,800
|
||||
Un jour de marche comme les autres depuis plusieurs mois, une tempête climatique les a pris de court. S'étant séparés pour trouver des vivres dans le village, le père et un des deux frères sont malheureusement partis. C'est tragique.
|
||||
Un jour de marche comme les autres depuis plusieurs mois, une tempête climatique les a pris de court. S'étant séparés pour trouver des vivres dans le village, le père et l'un des deux frères sont malheureusement partis. C'est tragique.
|
||||
|
||||
28
|
||||
00:00:42,800 --> 00:00:54,000
|
||||
Mais un beau jour, ils sont tombés ici, par hasard dans leur périple. On les a accueillis les bras ouverts et ils ont pu se reconstruire doucement parmi nous et font partie intégrante de la communauté aujourd'hui.
|
||||
Mais un beau jour, ils sont tombés ici, par hasard, dans leur périple. On les a accueillis les bras ouverts, ils ont pu se reconstruire doucement parmi nous et font partie intégrante de la communauté aujourd'hui.
|
||||
|
||||
@@ -73,7 +73,6 @@ export function Ebike({
|
||||
const updateEbikeSounds = useEbikeSounds();
|
||||
const repairGameOwnsEbikeModel =
|
||||
mainState === "ebike" &&
|
||||
ebikeStep !== "locked" &&
|
||||
ebikeStep !== "waiting" &&
|
||||
ebikeStep !== "inspected";
|
||||
|
||||
@@ -334,7 +333,7 @@ export function Ebike({
|
||||
|
||||
const interactionLabel =
|
||||
mainState === "ebike"
|
||||
? "Lancer le repair game"
|
||||
? "Lancer le Repair Game"
|
||||
: movementMode === "walk"
|
||||
? "Monter sur le bike"
|
||||
: "Descendre du bike";
|
||||
@@ -344,30 +343,33 @@ export function Ebike({
|
||||
// pollute the view. The prompt comes back the moment the bike comes to
|
||||
// a stop. window.ebikeDriveInputActive is published every frame by
|
||||
// PlayerController based on whether a movement key is currently held.
|
||||
// Also hide entirely while the breakdown sequence is active — the bike
|
||||
// must read as inert and non-interactive while the panne dialogue plays
|
||||
// and during the auto-dismount that follows.
|
||||
const [isEbikeDriving, setIsEbikeDriving] = useState(false);
|
||||
const [isEbikeBreakdown, setIsEbikeBreakdown] = useState(false);
|
||||
useFrame(() => {
|
||||
const driving =
|
||||
movementMode === "ebike" && window.ebikeDriveInputActive === true;
|
||||
if (driving !== isEbikeDriving) setIsEbikeDriving(driving);
|
||||
const breakdown = window.ebikeBreakdownActive === true;
|
||||
if (breakdown !== isEbikeBreakdown) setIsEbikeBreakdown(breakdown);
|
||||
});
|
||||
const showInteractPrompt = !isEbikeDriving;
|
||||
const showInteractPrompt = !isEbikeDriving && !isEbikeBreakdown;
|
||||
|
||||
const handleInteract = useCallback((): void => {
|
||||
if (window.ebikeBreakdownActive === true) return;
|
||||
|
||||
if (movementMode === "walk") {
|
||||
if (
|
||||
mainState === "ebike" &&
|
||||
(ebikeStep === "locked" || ebikeStep === "waiting")
|
||||
) {
|
||||
if (mainState === "ebike" && ebikeStep === "waiting") {
|
||||
setMissionStep("ebike", "inspected");
|
||||
return;
|
||||
}
|
||||
|
||||
if (mainState === "ebike" && ebikeStep === "inspected") {
|
||||
setMissionStep("ebike", "fragmented");
|
||||
return;
|
||||
}
|
||||
// Note: inspected -> fragmented is no longer driven by press-E.
|
||||
// It auto-advances after the focus bubble's grow tween (see
|
||||
// RepairGame, gated on BUBBLE_GROW_DURATION_SECONDS), so the
|
||||
// sphere visibly engulfs the bike before the explode animation.
|
||||
|
||||
const cameraOffset = new THREE.Vector3(
|
||||
...EBIKE_CAMERA_TRANSFORM.position,
|
||||
|
||||
@@ -181,9 +181,12 @@ export const EbikeGPSMap: React.FC<EbikeGPSMapProps> = ({
|
||||
|
||||
// Sync texture into uniform when it changes (canvas resize)
|
||||
useEffect(() => {
|
||||
const mapUniform = shaderMat.uniforms.map;
|
||||
if (!mapUniform) return;
|
||||
|
||||
// External Three.js material uniform sync — intentional side effect.
|
||||
// eslint-disable-next-line react-hooks/immutability
|
||||
shaderMat.uniforms.map.value = texture;
|
||||
mapUniform.value = texture;
|
||||
}, [shaderMat, texture]);
|
||||
|
||||
// Cleanup on unmount
|
||||
|
||||
@@ -146,16 +146,6 @@ export function EbikeIntroSequence(): React.JSX.Element | null {
|
||||
return null;
|
||||
}
|
||||
|
||||
if (mainState == "pylon") {
|
||||
if (pylonStep === "approaching") {
|
||||
return <MissionNotification mission="pylon" visible />;
|
||||
}
|
||||
if (pylonStep === "narrator-outro") {
|
||||
return <MissionNotification mission="farm" visible />;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
if (
|
||||
introStep !== "reveal" &&
|
||||
introStep !== "await-ebike-mount" &&
|
||||
|
||||
@@ -0,0 +1,97 @@
|
||||
import { useEffect, useRef } from "react";
|
||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||
import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
|
||||
import type { MissionStep } from "@/types/gameplay/repairMission";
|
||||
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
|
||||
import { playDialogueById } from "@/utils/dialogues/playDialogue";
|
||||
|
||||
/**
|
||||
* Previously played the ebike repair cues directly. `RepairGame` now
|
||||
* owns the repair-game cue timings that gate gameplay transitions
|
||||
* (`fragmented` waits for `narrateur_galetscan`, `done` waits for
|
||||
* `narrateur_ebikerepare`). This component remains as the central
|
||||
* safety cleanup for legacy/queued ebike narrator audio.
|
||||
*
|
||||
* The `narrateur_refroidisseur_diagnostic` line is triggered by the
|
||||
* scan sequence itself when it lands on the refroidisseur node
|
||||
* (configured via `RepairMissionPartConfig.voiceLineId` on the broken
|
||||
* part). The `narrateur_ebikerepare` line is triggered by RepairGame
|
||||
* directly at the `done` step so its `ended` event can drive the
|
||||
* mission completion handoff.
|
||||
*
|
||||
* Each cue is one-shot per mission run; the played-set resets when the
|
||||
* mission state rolls back to `waiting` so debug-panel replays still
|
||||
* trigger the narration.
|
||||
*
|
||||
* Audio AND subtitles are strictly scoped to `mainState === "ebike"`. If
|
||||
* the player leaves the ebike main state mid-line (debug panel jump,
|
||||
* mission transition, etc.), the active audio is paused and the
|
||||
* subtitle is force-cleared so nothing bleeds into pylon/farm/outro.
|
||||
*/
|
||||
const STEP_TO_DIALOGUE_ID: Partial<Record<MissionStep, string>> = {};
|
||||
|
||||
function stopAudio(audio: HTMLAudioElement | null): void {
|
||||
if (!audio) return;
|
||||
if (!audio.paused) {
|
||||
audio.pause();
|
||||
audio.currentTime = 0;
|
||||
}
|
||||
}
|
||||
|
||||
export function EbikeRepairNarrator(): null {
|
||||
const mainState = useGameStore((state) => state.mainState);
|
||||
const ebikeStep = useGameStore((state) => state.ebike.currentStep);
|
||||
const playedRef = useRef<Set<MissionStep>>(new Set());
|
||||
const activeAudioRef = useRef<HTMLAudioElement | null>(null);
|
||||
|
||||
useEffect(() => {
|
||||
if (ebikeStep === "waiting") {
|
||||
playedRef.current.clear();
|
||||
}
|
||||
}, [ebikeStep]);
|
||||
|
||||
// Belt-and-suspenders: any time we are NOT in the ebike main state,
|
||||
// make sure no narrator audio or subtitle from this component is
|
||||
// lingering. This catches races where the audio started a tick before
|
||||
// the main state flipped and the per-step cleanup hadn't propagated
|
||||
// yet (subtitle event still queued, etc.).
|
||||
useEffect(() => {
|
||||
if (mainState === "ebike") return;
|
||||
stopAudio(activeAudioRef.current);
|
||||
activeAudioRef.current = null;
|
||||
useSubtitleStore.getState().clearActiveSubtitle();
|
||||
}, [mainState]);
|
||||
|
||||
useEffect(() => {
|
||||
if (mainState !== "ebike") return;
|
||||
|
||||
const dialogueId = STEP_TO_DIALOGUE_ID[ebikeStep];
|
||||
if (!dialogueId) return;
|
||||
if (playedRef.current.has(ebikeStep)) return;
|
||||
|
||||
playedRef.current.add(ebikeStep);
|
||||
|
||||
let cancelled = false;
|
||||
|
||||
void (async () => {
|
||||
const manifest = await loadDialogueManifest();
|
||||
if (cancelled || !manifest) return;
|
||||
const audio = await playDialogueById(manifest, dialogueId);
|
||||
if (cancelled) {
|
||||
stopAudio(audio);
|
||||
useSubtitleStore.getState().clearActiveSubtitle();
|
||||
return;
|
||||
}
|
||||
activeAudioRef.current = audio;
|
||||
})();
|
||||
|
||||
return () => {
|
||||
cancelled = true;
|
||||
stopAudio(activeAudioRef.current);
|
||||
activeAudioRef.current = null;
|
||||
useSubtitleStore.getState().clearActiveSubtitle();
|
||||
};
|
||||
}, [mainState, ebikeStep]);
|
||||
|
||||
return null;
|
||||
}
|
||||
@@ -3,7 +3,8 @@ import { useGameStore } from "@/managers/stores/useGameStore";
|
||||
import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
|
||||
import { AudioManager } from "@/managers/AudioManager";
|
||||
|
||||
const HISTOIRE_AUDIO_PATH = "/sounds/dialogue/narrateur_histoireelectricienne.mp3";
|
||||
const HISTOIRE_AUDIO_PATH =
|
||||
"/sounds/dialogue/narrateur_histoireelectricienne.mp3";
|
||||
const OUTRO_DELAY_MS = 5_000; // delay after audio ends before transitioning to outro
|
||||
|
||||
/**
|
||||
@@ -78,9 +79,12 @@ function useHistoireSubtitlePlayback(
|
||||
({ start, end }) => t >= start && t < end,
|
||||
);
|
||||
if (idx >= 0) {
|
||||
const text = HISTOIRE_BLOCKS[idx];
|
||||
if (text === undefined) return;
|
||||
|
||||
setActiveSubtitle({
|
||||
speaker: "Narrateur",
|
||||
text: HISTOIRE_BLOCKS[idx],
|
||||
text,
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -136,7 +140,9 @@ export function FarmNarrativeFlow(): null {
|
||||
|
||||
// After the audio finishes, wait 5 s then transition to outro.
|
||||
// The timeout ID is kept in a ref so we can cancel on unmount.
|
||||
const outroTimeoutRef = useRef<ReturnType<typeof window.setTimeout> | null>(null);
|
||||
const outroTimeoutRef = useRef<ReturnType<typeof window.setTimeout> | null>(
|
||||
null,
|
||||
);
|
||||
|
||||
useEffect(() => {
|
||||
return () => {
|
||||
|
||||
@@ -33,7 +33,9 @@ export function PylonDownedPylon(): React.JSX.Element | null {
|
||||
);
|
||||
// Snap to terrain so the downed/upright model sits flush on the ground,
|
||||
// matching the Y adjustment that InstancedMapAsset applies to the same node.
|
||||
const position = useTerrainSnappedPosition(pylonAnchor ?? PYLON_WORLD_POSITION);
|
||||
const position = useTerrainSnappedPosition(
|
||||
pylonAnchor ?? PYLON_WORLD_POSITION,
|
||||
);
|
||||
const [isStraightening, setIsStraightening] = useState(false);
|
||||
// Keeps the pylon upright after the animation completes while
|
||||
// PylonFarmerNPC plays the post-raise audio sequence.
|
||||
@@ -63,7 +65,9 @@ export function PylonDownedPylon(): React.JSX.Element | null {
|
||||
if (!group) return;
|
||||
|
||||
if (!isStraightening || straightenStartRef.current === null) {
|
||||
group.rotation.set(...(isRaised ? PYLON_UPRIGHT_ROTATION : PYLON_DOWNED_ROTATION));
|
||||
group.rotation.set(
|
||||
...(isRaised ? PYLON_UPRIGHT_ROTATION : PYLON_DOWNED_ROTATION),
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -104,11 +108,7 @@ export function PylonDownedPylon(): React.JSX.Element | null {
|
||||
if (!shouldRender) return null;
|
||||
|
||||
return (
|
||||
<group
|
||||
ref={groupRef}
|
||||
position={position}
|
||||
rotation={PYLON_DOWNED_ROTATION}
|
||||
>
|
||||
<group ref={groupRef} position={position} rotation={PYLON_DOWNED_ROTATION}>
|
||||
<primitive object={scene.clone(true)} />
|
||||
{isPylonInteractive ? (
|
||||
<InteractableObject
|
||||
|
||||
@@ -159,7 +159,9 @@ function PylonFarmerNPCContent(): React.JSX.Element {
|
||||
} else if (step === "done") {
|
||||
// NPC reappears at repair completion — position at the post-raise spot,
|
||||
// facing the pylon, playing idle.
|
||||
currentPosRef.current.set(...PYLON_FARMER_NPC_AFTER_POSITION_pylone_straight);
|
||||
currentPosRef.current.set(
|
||||
...PYLON_FARMER_NPC_AFTER_POSITION_pylone_straight,
|
||||
);
|
||||
savedRotationYRef.current = faceToward(
|
||||
currentPosRef.current,
|
||||
PYLON_WORLD_POSITION,
|
||||
|
||||
@@ -5,7 +5,10 @@ import { ZoneDetection } from "@/components/zone/ZoneDetection";
|
||||
import { PylonFarmerNPC } from "@/components/gameplay/pylon/PylonFarmerNPC";
|
||||
import { PylonNarratorOutro } from "@/components/gameplay/pylon/PylonNarratorOutro";
|
||||
import { PYLON_APPROACH_ZONE, PYLON_ARRIVED_ZONE } from "@/data/gameplay/zones";
|
||||
import { PYLON_NARRATIVE_DIALOGUES } from "@/data/gameplay/pylonConfig";
|
||||
import {
|
||||
PYLON_APPROACH_DELAY_MS,
|
||||
PYLON_NARRATIVE_DIALOGUES,
|
||||
} from "@/data/gameplay/pylonConfig";
|
||||
import { AudioManager } from "@/managers/AudioManager";
|
||||
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
|
||||
import { playDialogueById } from "@/utils/dialogues/playDialogue";
|
||||
@@ -19,6 +22,18 @@ export function PylonNarrativeFlow(): React.JSX.Element | null {
|
||||
const setMissionStep = useGameStore((state) => state.setMissionStep);
|
||||
const setCanMove = useGameStore((state) => state.setCanMove);
|
||||
|
||||
useEffect(() => {
|
||||
if (mainState !== "pylon" || step !== "tampon") return undefined;
|
||||
|
||||
const timeoutId = window.setTimeout(() => {
|
||||
setMissionStep("pylon", "approaching");
|
||||
}, PYLON_APPROACH_DELAY_MS);
|
||||
|
||||
return () => {
|
||||
window.clearTimeout(timeoutId);
|
||||
};
|
||||
}, [mainState, setMissionStep, step]);
|
||||
|
||||
// ── approaching : powerdown sfx → then electricOutage dialogue ────────────
|
||||
useEffect(() => {
|
||||
if (mainState !== "pylon" || step !== "approaching") return undefined;
|
||||
@@ -28,11 +43,9 @@ export function PylonNarrativeFlow(): React.JSX.Element | null {
|
||||
|
||||
void (async () => {
|
||||
// 1. Play the generator powerdown sound effect
|
||||
const sfx = AudioManager.getInstance().playSound(
|
||||
PYLON_POWERDOWN_SFX,
|
||||
1,
|
||||
{ category: "sfx" },
|
||||
);
|
||||
const sfx = AudioManager.getInstance().playSound(PYLON_POWERDOWN_SFX, 1, {
|
||||
category: "sfx",
|
||||
});
|
||||
|
||||
// 2. Wait for it to finish (or skip if it can't load)
|
||||
if (sfx) {
|
||||
@@ -131,7 +144,7 @@ export function PylonNarrativeFlow(): React.JSX.Element | null {
|
||||
<ZoneDetection
|
||||
key="pylon-approach"
|
||||
zone={PYLON_APPROACH_ZONE}
|
||||
onEnter={() => setMissionStep("pylon", "approaching")}
|
||||
onEnter={() => setMissionStep("pylon", "tampon")}
|
||||
/>
|
||||
);
|
||||
}
|
||||
|
||||
@@ -22,8 +22,6 @@ export function SiteCard({
|
||||
return "#b8b8b8";
|
||||
};
|
||||
|
||||
const borderColor = selected ? "#a8d5a2" : "rgba(255, 255, 255, 0.55)";
|
||||
|
||||
const textColor = disabled ? "rgba(77, 77, 77, 0.72)" : "#4d4d4d";
|
||||
|
||||
return (
|
||||
@@ -41,7 +39,9 @@ export function SiteCard({
|
||||
height: isSituation
|
||||
? "clamp(48px, 6vw, 60px)"
|
||||
: "clamp(140px, 18vw, 180px)",
|
||||
border: `3px solid ${borderColor}`,
|
||||
border: "3px solid rgba(255, 255, 255, 0.55)",
|
||||
outline: selected ? "3px solid #a8d5a2" : "none",
|
||||
outlineOffset: 0,
|
||||
background: getBackground(),
|
||||
cursor: disabled ? "not-allowed" : "pointer",
|
||||
display: "flex",
|
||||
|
||||
@@ -1,59 +1,133 @@
|
||||
import { useCallback, useEffect, useRef, useState } from "react";
|
||||
import { useEffect, useState } from "react";
|
||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||
import { useSiteStore } from "@/managers/stores/useSiteStore";
|
||||
import { useSettingsStore } from "@/managers/stores/useSettingsStore";
|
||||
import { SiteButton } from "@/components/site/SiteButton";
|
||||
import { SITE_CONFIG } from "@/data/site/siteConfig";
|
||||
import { SITE_DIALOGUE_IDS } from "@/data/site/dialogueIds";
|
||||
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
|
||||
import {
|
||||
loadDialogueManifest,
|
||||
loadDialogueSubtitleCues,
|
||||
} from "@/utils/dialogues/loadDialogueManifest";
|
||||
import {
|
||||
playDialogueById,
|
||||
stopCurrentDialogue,
|
||||
} from "@/utils/dialogues/playDialogue";
|
||||
|
||||
const TYPEWRITER_CHAR_DELAY_MS = 150;
|
||||
// Fallback in case nothing else triggers the typewriter (audio failed to
|
||||
// load, no subtitles, "ended" never fires). Long enough not to fire
|
||||
// before the narration on a slow load.
|
||||
const AUDIO_END_FALLBACK_MS = 8000;
|
||||
|
||||
/**
|
||||
* Screen 3: Name input
|
||||
* The displayed name is forced to SITE_CONFIG.presetPlayerName — the
|
||||
* field reveals one letter per keystroke until the preset name is complete.
|
||||
* Screen 3: Name reveal
|
||||
* The player's preset name is revealed letter-by-letter inside the input
|
||||
* once the naming dialogue finishes playing. The confirm button stays
|
||||
* locked until the reveal completes. No user typing — the input is
|
||||
* read-only and just acts as a typewriter target.
|
||||
*/
|
||||
export function SiteNamingScreen(): React.JSX.Element {
|
||||
const setStep = useSiteStore((state) => state.setStep);
|
||||
const setPlayerName = useGameStore((state) => state.setPlayerName);
|
||||
const [charIndex, setCharIndex] = useState(0);
|
||||
const inputRef = useRef<HTMLInputElement>(null);
|
||||
const [revealedChars, setRevealedChars] = useState(0);
|
||||
const [typewriterStarted, setTypewriterStarted] = useState(false);
|
||||
|
||||
const presetPlayerName = SITE_CONFIG.presetPlayerName;
|
||||
const displayValue = presetPlayerName.slice(0, charIndex);
|
||||
const isComplete = charIndex >= presetPlayerName.length;
|
||||
const displayValue = presetPlayerName.slice(0, revealedChars);
|
||||
const isComplete = revealedChars >= presetPlayerName.length;
|
||||
|
||||
// Play the dialogue, then trigger the typewriter so it FINISHES at the
|
||||
// same moment the narration ends. We compute that moment from the SRT
|
||||
// cues: the last cue's endTime is where the narrator stops speaking,
|
||||
// so we start typing `typewriterDuration` before that.
|
||||
useEffect(() => {
|
||||
let cancelled = false;
|
||||
let audioElement: HTMLAudioElement | null = null;
|
||||
let onTimeUpdate: (() => void) | null = null;
|
||||
let fallbackTimer: ReturnType<typeof setTimeout> | null = null;
|
||||
|
||||
const start = (): void => {
|
||||
if (cancelled) return;
|
||||
setTypewriterStarted(true);
|
||||
};
|
||||
|
||||
const typewriterDurationSec =
|
||||
(TYPEWRITER_CHAR_DELAY_MS * presetPlayerName.length) / 1000;
|
||||
|
||||
void (async () => {
|
||||
const manifest = await loadDialogueManifest();
|
||||
if (cancelled || !manifest) return;
|
||||
await playDialogueById(manifest, SITE_DIALOGUE_IDS.naming);
|
||||
if (cancelled) return;
|
||||
if (!manifest) {
|
||||
start();
|
||||
return;
|
||||
}
|
||||
|
||||
// Resolve the dialogue + its SRT cues for the active subtitle language.
|
||||
const dialogue = manifest.dialogues.find(
|
||||
(item) => item.id === SITE_DIALOGUE_IDS.naming,
|
||||
);
|
||||
const language = useSettingsStore.getState().subtitleLanguage;
|
||||
const subtitleData = dialogue
|
||||
? await loadDialogueSubtitleCues(manifest, dialogue, language)
|
||||
: null;
|
||||
if (cancelled) return;
|
||||
|
||||
audioElement = await playDialogueById(manifest, SITE_DIALOGUE_IDS.naming);
|
||||
if (cancelled) return;
|
||||
if (!audioElement) {
|
||||
start();
|
||||
return;
|
||||
}
|
||||
|
||||
const lastCue = subtitleData?.cues[subtitleData.cues.length - 1];
|
||||
if (lastCue) {
|
||||
// Trigger so the typewriter ends at the narration's end.
|
||||
const audio = audioElement;
|
||||
const triggerAt = Math.max(0, lastCue.endTime - typewriterDurationSec);
|
||||
onTimeUpdate = (): void => {
|
||||
if (audio.currentTime >= triggerAt) {
|
||||
audio.removeEventListener("timeupdate", onTimeUpdate!);
|
||||
start();
|
||||
}
|
||||
};
|
||||
audio.addEventListener("timeupdate", onTimeUpdate);
|
||||
} else {
|
||||
// No SRT data — fall back to the audio "ended" event.
|
||||
audioElement.addEventListener("ended", start, { once: true });
|
||||
}
|
||||
|
||||
fallbackTimer = setTimeout(start, AUDIO_END_FALLBACK_MS);
|
||||
})();
|
||||
|
||||
return () => {
|
||||
cancelled = true;
|
||||
if (fallbackTimer !== null) clearTimeout(fallbackTimer);
|
||||
if (audioElement) {
|
||||
if (onTimeUpdate) {
|
||||
audioElement.removeEventListener("timeupdate", onTimeUpdate);
|
||||
}
|
||||
audioElement.removeEventListener("ended", start);
|
||||
}
|
||||
stopCurrentDialogue();
|
||||
};
|
||||
}, []);
|
||||
}, [presetPlayerName.length]);
|
||||
|
||||
// Reveal the preset name one character at a time once the typewriter
|
||||
// has been triggered.
|
||||
useEffect(() => {
|
||||
inputRef.current?.focus();
|
||||
}, []);
|
||||
|
||||
const handleNameChange = useCallback(
|
||||
(event: React.ChangeEvent<HTMLInputElement>): void => {
|
||||
const nextLength = Math.min(
|
||||
event.target.value.length,
|
||||
presetPlayerName.length,
|
||||
);
|
||||
setCharIndex(nextLength);
|
||||
},
|
||||
[presetPlayerName.length],
|
||||
);
|
||||
if (!typewriterStarted) return;
|
||||
const interval = setInterval(() => {
|
||||
setRevealedChars((current) => {
|
||||
if (current >= presetPlayerName.length) {
|
||||
clearInterval(interval);
|
||||
return current;
|
||||
}
|
||||
return current + 1;
|
||||
});
|
||||
}, TYPEWRITER_CHAR_DELAY_MS);
|
||||
return () => clearInterval(interval);
|
||||
}, [typewriterStarted, presetPlayerName.length]);
|
||||
|
||||
const handleConfirm = (): void => {
|
||||
if (isComplete) {
|
||||
@@ -98,17 +172,16 @@ export function SiteNamingScreen(): React.JSX.Element {
|
||||
margin: 0,
|
||||
}}
|
||||
>
|
||||
Quel est votre prénom ?
|
||||
Je suis…
|
||||
</h2>
|
||||
|
||||
<input
|
||||
ref={inputRef}
|
||||
type="text"
|
||||
value={displayValue}
|
||||
onChange={handleNameChange}
|
||||
placeholder="Écrivez votre prénom ici"
|
||||
readOnly
|
||||
tabIndex={-1}
|
||||
aria-labelledby="player-name-label"
|
||||
aria-describedby="player-name-hint"
|
||||
aria-live="polite"
|
||||
autoComplete="off"
|
||||
style={{
|
||||
display: "flex",
|
||||
@@ -122,30 +195,12 @@ export function SiteNamingScreen(): React.JSX.Element {
|
||||
background: "#D9D9D9",
|
||||
outline: "none",
|
||||
color: "#333",
|
||||
caretColor: "#333",
|
||||
fontFamily: "Inter, system-ui, sans-serif",
|
||||
fontSize: "clamp(16px, 2.5vw, 20px)",
|
||||
textAlign: "left",
|
||||
boxSizing: "border-box",
|
||||
}}
|
||||
/>
|
||||
<span
|
||||
id="player-name-hint"
|
||||
style={{
|
||||
position: "absolute",
|
||||
width: 1,
|
||||
height: 1,
|
||||
padding: 0,
|
||||
margin: -1,
|
||||
overflow: "hidden",
|
||||
clip: "rect(0, 0, 0, 0)",
|
||||
whiteSpace: "nowrap",
|
||||
border: 0,
|
||||
}}
|
||||
>
|
||||
Votre personnage s'appelle {presetPlayerName}. Tapez{" "}
|
||||
{presetPlayerName.length} caractères pour révéler son nom.
|
||||
</span>
|
||||
</div>
|
||||
|
||||
<SiteButton
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
import { useEffect, useState } from "react";
|
||||
import { RepairObjectModel } from "@/components/three/gameplay/RepairObjectModel";
|
||||
import { RepairPromptVideo } from "@/components/three/gameplay/RepairPromptVideo";
|
||||
import { RepairMissionCase } from "@/components/three/gameplay/RepairMissionCase";
|
||||
import { TriggerObject } from "@/components/three/interaction/TriggerObject";
|
||||
@@ -40,11 +39,12 @@ export function RepairCompletionStep({
|
||||
onExitComplete={onComplete}
|
||||
/>
|
||||
|
||||
<RepairObjectModel
|
||||
label={config.label}
|
||||
modelPath={config.modelPath}
|
||||
scale={config.modelScale ?? 1}
|
||||
/>
|
||||
{/*
|
||||
The repaired model is now rendered by the shared ExplodableModel
|
||||
in RepairGame (split=false at done) so a single instance covers
|
||||
the whole repair flow. Rendering RepairObjectModel here would
|
||||
duplicate the model on top of the unified one.
|
||||
*/}
|
||||
|
||||
{!isClosingCase ? (
|
||||
<TriggerObject
|
||||
|
||||
@@ -0,0 +1,57 @@
|
||||
import { GrabbableObject } from "@/components/three/interaction/GrabbableObject";
|
||||
import { RepairObjectModel } from "@/components/three/gameplay/RepairObjectModel";
|
||||
import type { Vector3Tuple } from "@/types/three/three";
|
||||
|
||||
interface RepairEbikeRepairTriggerProps {
|
||||
anchor: Vector3Tuple;
|
||||
installed: boolean;
|
||||
}
|
||||
|
||||
const REPLACEMENT_MODEL_PATH = "/models/refroidisseur/model.gltf";
|
||||
|
||||
/**
|
||||
* Ebike-specific fake replacement flow: the broken radiator node is
|
||||
* hidden in the shared ExplodableModel, a grabbable copy appears at the
|
||||
* same anchor, then RepairGame/RepairMissionCase controls the install
|
||||
* interaction and this component swaps the copy for a fresh glowing part.
|
||||
*/
|
||||
export function RepairEbikeRepairTrigger({
|
||||
anchor,
|
||||
installed,
|
||||
}: RepairEbikeRepairTriggerProps): React.JSX.Element {
|
||||
return (
|
||||
<group>
|
||||
{!installed ? (
|
||||
<GrabbableObject
|
||||
position={anchor}
|
||||
colliders="ball"
|
||||
handControlled
|
||||
lockUntilGrab
|
||||
label="Retirer le refroidisseur"
|
||||
>
|
||||
<RepairObjectModel
|
||||
label="Refroidisseur"
|
||||
modelPath={REPLACEMENT_MODEL_PATH}
|
||||
scale={0.24}
|
||||
/>
|
||||
</GrabbableObject>
|
||||
) : (
|
||||
<group position={anchor}>
|
||||
<RepairObjectModel
|
||||
label="Refroidisseur"
|
||||
modelPath={REPLACEMENT_MODEL_PATH}
|
||||
scale={0.24}
|
||||
/>
|
||||
<mesh>
|
||||
<sphereGeometry args={[0.65, 32, 16]} />
|
||||
<meshBasicMaterial color="#22c55e" transparent opacity={0.18} />
|
||||
</mesh>
|
||||
<mesh rotation={[Math.PI / 2, 0, 0]}>
|
||||
<torusGeometry args={[0.72, 0.025, 8, 96]} />
|
||||
<meshBasicMaterial color="#86efac" transparent opacity={0.85} />
|
||||
</mesh>
|
||||
</group>
|
||||
)}
|
||||
</group>
|
||||
);
|
||||
}
|
||||
@@ -4,7 +4,12 @@ import * as THREE from "three";
|
||||
import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
|
||||
|
||||
const BUBBLE_RADIUS_METERS = 10;
|
||||
const BUBBLE_GROW_DURATION_SECONDS = 2.5;
|
||||
/**
|
||||
* Duration of the GSAP `expo.out` grow tween. Exported so step-driven
|
||||
* code (e.g. `RepairGame` advancing inspected -> fragmented) can wait
|
||||
* the same amount of time before triggering the next phase.
|
||||
*/
|
||||
export const BUBBLE_GROW_DURATION_SECONDS = 2.5;
|
||||
const BUBBLE_SHRINK_DURATION_SECONDS = 1.2;
|
||||
const BUBBLE_COLOR = "#060814";
|
||||
const BUBBLE_OPACITY = 0.92;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
import { Suspense, useEffect, useMemo, useState } from "react";
|
||||
import { Suspense, useEffect, useMemo, useRef, useState } from "react";
|
||||
import { useGLTF } from "@react-three/drei";
|
||||
import { ExplodableModel } from "@/components/three/models/ExplodableModel";
|
||||
import type { ExplodedNodeAnchors } from "@/components/three/models/ExplodableModel";
|
||||
@@ -7,17 +7,36 @@ import type {
|
||||
RepairCasePlaceholder,
|
||||
} from "@/components/three/gameplay/RepairCaseModel";
|
||||
import { RepairCompletionStep } from "@/components/three/gameplay/RepairCompletionStep";
|
||||
import { RepairEbikeRepairTrigger } from "@/components/three/gameplay/RepairEbikeRepairTrigger";
|
||||
import { RepairInspectionObject } from "@/components/three/gameplay/RepairInspectionObject";
|
||||
import { RepairMissionCase } from "@/components/three/gameplay/RepairMissionCase";
|
||||
import { BUBBLE_GROW_DURATION_SECONDS } from "@/components/three/gameplay/RepairFocusBubble";
|
||||
import { RepairRepairingStep } from "@/components/three/gameplay/RepairRepairingStep";
|
||||
import { RepairReassemblyStep } from "@/components/three/gameplay/RepairReassemblyStep";
|
||||
import { RepairScanSequence } from "@/components/three/gameplay/RepairScanSequence";
|
||||
import { REPAIR_CASE_MODEL_PATH } from "@/data/gameplay/repairCaseConfig";
|
||||
import { REPAIR_FRAGMENTATION_SEQUENCE_SECONDS } from "@/data/gameplay/repairGameConfig";
|
||||
import {
|
||||
REPAIR_FRAGMENT_SPLIT_DURATION_SECONDS,
|
||||
REPAIR_DONE_DIALOGUE_FALLBACK_MS,
|
||||
REPAIR_FRAGMENTATION_SEQUENCE_SECONDS,
|
||||
REPAIR_FRAGMENT_SPLIT_SPEED,
|
||||
REPAIR_REASSEMBLY_HOLD_MS,
|
||||
} from "@/data/gameplay/repairGameConfig";
|
||||
import { REPAIR_MISSIONS } from "@/data/gameplay/repairMissions";
|
||||
import {
|
||||
EBIKE_REPAIRED_DIALOGUE_ID,
|
||||
EBIKE_SCAN_HINT_DIALOGUE_ID,
|
||||
} from "@/data/ebike/ebikeConfig";
|
||||
import { useRepairFragmentationInput } from "@/hooks/gameplay/useRepairFragmentationInput";
|
||||
import { useRepairMissionStep } from "@/hooks/gameplay/useRepairMissionStep";
|
||||
import { useTerrainSnappedPosition } from "@/hooks/three/useTerrainHeight";
|
||||
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
|
||||
import {
|
||||
clearQueuedDialogues,
|
||||
playDialogueById,
|
||||
stopCurrentDialogue,
|
||||
} from "@/utils/dialogues/playDialogue";
|
||||
import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
|
||||
import type {
|
||||
MissionStep,
|
||||
RepairMissionConfig,
|
||||
@@ -27,6 +46,7 @@ import type {
|
||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||
import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
|
||||
import type { ModelTransformProps, Vector3Tuple } from "@/types/three/three";
|
||||
import type { ExplodedPart } from "@/utils/three/ExplodedModel";
|
||||
import { toVector3Scale } from "@/utils/three/scale";
|
||||
|
||||
interface RepairGameProps extends Required<
|
||||
@@ -41,6 +61,11 @@ interface RepairMissionAssetPreloaderProps {
|
||||
config: RepairMissionConfig;
|
||||
}
|
||||
|
||||
interface EbikeRepairTransform {
|
||||
position: Vector3Tuple;
|
||||
rotationY: number;
|
||||
}
|
||||
|
||||
function RepairMissionAssetPreloader({
|
||||
config,
|
||||
}: RepairMissionAssetPreloaderProps): null {
|
||||
@@ -54,6 +79,20 @@ function RepairMissionAssetPreloader({
|
||||
return null;
|
||||
}
|
||||
|
||||
const REPAIR_PHASES: readonly MissionStep[] = [
|
||||
"fragmented",
|
||||
"scanning",
|
||||
"repairing",
|
||||
"reassembling",
|
||||
"done",
|
||||
];
|
||||
|
||||
const SPLIT_PHASES: readonly MissionStep[] = [
|
||||
"fragmented",
|
||||
"scanning",
|
||||
"repairing",
|
||||
];
|
||||
|
||||
export function RepairGame({
|
||||
mission,
|
||||
position,
|
||||
@@ -73,22 +112,57 @@ export function RepairGame({
|
||||
const [scannedBrokenParts, setScannedBrokenParts] = useState<
|
||||
readonly RepairScannedBrokenPart[]
|
||||
>([]);
|
||||
// For the ebike mission, use the bike's live parked world position once
|
||||
// the repair flow leaves the waiting/locked phase so the repair happens
|
||||
// wherever the player parked the bike, not at the static zone anchor.
|
||||
// window.ebikeParkedPosition is set by Ebike when the player drops the
|
||||
// bike and stays stable through the rest of the repair flow.
|
||||
const [explodedParts, setExplodedParts] = useState<readonly ExplodedPart[]>(
|
||||
[],
|
||||
);
|
||||
const [ebikeRepairTransform, setEbikeRepairTransform] =
|
||||
useState<EbikeRepairTransform | null>(null);
|
||||
const [ebikeCoolingInstalled, setEbikeCoolingInstalled] = useState(false);
|
||||
const fragmentedSplitSettledRef = useRef(false);
|
||||
const fragmentedDialogueDoneRef = useRef(false);
|
||||
const reassemblyDoneTimeoutRef = useRef<number | null>(null);
|
||||
// Ebike-specific: once the repair starts, keep the entire repair flow
|
||||
// exactly where the bike currently is. `Ebike` owns the live parked
|
||||
// position while inspected is showing; RepairGame takes over the model
|
||||
// from fragmented onward and must reuse that same world transform.
|
||||
const livePosition = useMemo<Vector3Tuple>(() => {
|
||||
if (mission !== "ebike" || mainState !== mission) return position;
|
||||
if (step === "locked" || step === "waiting") return position;
|
||||
if (mission !== "ebike" || step === "waiting") return position;
|
||||
|
||||
if (ebikeRepairTransform) return ebikeRepairTransform.position;
|
||||
|
||||
const parked = window.ebikeParkedPosition;
|
||||
if (!parked) return position;
|
||||
|
||||
return [parked[0], parked[1], parked[2]];
|
||||
}, [mainState, mission, position, step]);
|
||||
}, [ebikeRepairTransform, mission, position, step]);
|
||||
const usesLiveEbikePosition = mission === "ebike" && step !== "waiting";
|
||||
const parsedScale = toVector3Scale(scale);
|
||||
const snappedPosition = useTerrainSnappedPosition(livePosition);
|
||||
const terrainSnappedPosition = useTerrainSnappedPosition(livePosition);
|
||||
const snappedPosition = usesLiveEbikePosition
|
||||
? livePosition
|
||||
: terrainSnappedPosition;
|
||||
const readyForFragmentation = step === "inspected";
|
||||
const brokenNodeNames = useMemo(() => getBrokenNodeNames(config), [config]);
|
||||
const isRepairPhase = (REPAIR_PHASES as readonly MissionStep[]).includes(
|
||||
step,
|
||||
);
|
||||
const isSplitPhase = (SPLIT_PHASES as readonly MissionStep[]).includes(step);
|
||||
const isRepairing = step === "repairing";
|
||||
const repairModelRotation: Vector3Tuple =
|
||||
mission === "ebike" && ebikeRepairTransform
|
||||
? [0, ebikeRepairTransform.rotationY, 0]
|
||||
: (config.modelRotation ?? [0, 0, 0]);
|
||||
const ebikeBrokenNodeName = config.brokenParts[0]?.targetNodeName;
|
||||
const ebikeBrokenWorldAnchor = ebikeBrokenNodeName
|
||||
? brokenAnchors[ebikeBrokenNodeName]
|
||||
: undefined;
|
||||
const ebikeBrokenLocalAnchor = ebikeBrokenWorldAnchor
|
||||
? ([
|
||||
ebikeBrokenWorldAnchor[0] - snappedPosition[0],
|
||||
ebikeBrokenWorldAnchor[1] - snappedPosition[1],
|
||||
ebikeBrokenWorldAnchor[2] - snappedPosition[2],
|
||||
] satisfies Vector3Tuple)
|
||||
: ([0, 1, 0] satisfies Vector3Tuple);
|
||||
|
||||
useRepairFragmentationInput({
|
||||
enabled: mainState === mission && readyForFragmentation,
|
||||
@@ -104,6 +178,7 @@ export function RepairGame({
|
||||
setCaseAnchors({});
|
||||
setBrokenAnchors({});
|
||||
setScannedBrokenParts([]);
|
||||
setEbikeCoolingInstalled(false);
|
||||
}, 0);
|
||||
|
||||
return () => {
|
||||
@@ -111,6 +186,54 @@ export function RepairGame({
|
||||
};
|
||||
}, [mainState, mission, step]);
|
||||
|
||||
useEffect(() => {
|
||||
if (mission !== "ebike") return undefined;
|
||||
|
||||
if (mainState !== "ebike" || step === "waiting") {
|
||||
const timeoutId = window.setTimeout(() => {
|
||||
setEbikeRepairTransform(null);
|
||||
setEbikeCoolingInstalled(false);
|
||||
}, 0);
|
||||
|
||||
return () => {
|
||||
window.clearTimeout(timeoutId);
|
||||
};
|
||||
}
|
||||
|
||||
if (ebikeRepairTransform) return undefined;
|
||||
|
||||
const parked = window.ebikeParkedPosition;
|
||||
const rotationY =
|
||||
window.ebikeParkedRotation ?? config.modelRotation?.[1] ?? 0;
|
||||
const snapshot: EbikeRepairTransform = {
|
||||
position: parked ? [parked[0], parked[1], parked[2]] : position,
|
||||
rotationY,
|
||||
};
|
||||
const timeoutId = window.setTimeout(() => {
|
||||
setEbikeRepairTransform(snapshot);
|
||||
}, 0);
|
||||
|
||||
return () => {
|
||||
window.clearTimeout(timeoutId);
|
||||
};
|
||||
}, [
|
||||
config.modelRotation,
|
||||
ebikeRepairTransform,
|
||||
mainState,
|
||||
mission,
|
||||
position,
|
||||
step,
|
||||
]);
|
||||
|
||||
useEffect(() => {
|
||||
if (mission !== "ebike") return;
|
||||
if (mainState === "ebike") return;
|
||||
|
||||
clearQueuedDialogues();
|
||||
stopCurrentDialogue();
|
||||
useSubtitleStore.getState().clearActiveSubtitle();
|
||||
}, [mainState, mission]);
|
||||
|
||||
// Drive the global focus bubble: active during the immersive repair
|
||||
// phases so the world dims/hides outside the dark sphere shroud.
|
||||
const focusCenterX = snappedPosition[0];
|
||||
@@ -118,7 +241,7 @@ export function RepairGame({
|
||||
const focusCenterZ = snappedPosition[2];
|
||||
useEffect(() => {
|
||||
const inFocusPhase =
|
||||
mainState === mission && shouldFocusBubbleBeActive(step);
|
||||
mainState === mission && shouldFocusBubbleBeActive(step, mission);
|
||||
if (inFocusPhase) {
|
||||
useRepairFocusStore
|
||||
.getState()
|
||||
@@ -130,20 +253,243 @@ export function RepairGame({
|
||||
return undefined;
|
||||
}, [mainState, mission, step, focusCenterX, focusCenterY, focusCenterZ]);
|
||||
|
||||
// Ebike-only: auto-advance inspected -> fragmented once the focus
|
||||
// bubble's grow tween has finished isolating the bike inside the dark
|
||||
// cocoon. The 2.5s delay matches BUBBLE_GROW_DURATION_SECONDS so the
|
||||
// fragmentation visual coincides with the fully-formed shroud.
|
||||
useEffect(() => {
|
||||
if (mainState !== mission) return undefined;
|
||||
|
||||
if (step !== "fragmented") return undefined;
|
||||
if (mission !== "ebike") return undefined;
|
||||
if (step !== "inspected") return undefined;
|
||||
|
||||
const timeoutId = window.setTimeout(() => {
|
||||
setMissionStep(mission, "scanning");
|
||||
}, REPAIR_FRAGMENTATION_SEQUENCE_SECONDS * 1000);
|
||||
setMissionStep(mission, "fragmented");
|
||||
}, BUBBLE_GROW_DURATION_SECONDS * 1000);
|
||||
|
||||
return () => {
|
||||
window.clearTimeout(timeoutId);
|
||||
};
|
||||
}, [mainState, mission, setMissionStep, step]);
|
||||
|
||||
// fragmented -> scanning is now driven by `onSplitSettled` from the
|
||||
// shared ExplodableModel below (fires once the lerp actually
|
||||
// converges on progress=1). The legacy
|
||||
// REPAIR_FRAGMENTATION_SEQUENCE_SECONDS timer is kept as a safety-net
|
||||
// fallback in case the model fails to load (no settled event) so the
|
||||
// flow can never get stuck on the fragmented step.
|
||||
useEffect(() => {
|
||||
if (mainState !== mission) return undefined;
|
||||
if (step !== "fragmented") return undefined;
|
||||
if (mission === "ebike") return undefined;
|
||||
|
||||
const timeoutId = window.setTimeout(
|
||||
() => {
|
||||
setMissionStep(mission, "scanning");
|
||||
},
|
||||
(REPAIR_FRAGMENTATION_SEQUENCE_SECONDS + 2) * 1000,
|
||||
);
|
||||
|
||||
return () => {
|
||||
window.clearTimeout(timeoutId);
|
||||
};
|
||||
}, [mainState, mission, setMissionStep, step]);
|
||||
|
||||
useEffect(() => {
|
||||
if (mainState !== mission) return undefined;
|
||||
if (mission !== "ebike") return undefined;
|
||||
if (step !== "fragmented") return undefined;
|
||||
|
||||
fragmentedSplitSettledRef.current = false;
|
||||
fragmentedDialogueDoneRef.current = false;
|
||||
|
||||
let cancelled = false;
|
||||
let activeAudio: HTMLAudioElement | null = null;
|
||||
let fallbackTimeoutId: number | null = null;
|
||||
|
||||
const tryAdvance = (): void => {
|
||||
if (cancelled) return;
|
||||
if (!fragmentedSplitSettledRef.current) return;
|
||||
if (!fragmentedDialogueDoneRef.current) return;
|
||||
setMissionStep(mission, "scanning");
|
||||
};
|
||||
|
||||
const markDialogueDone = (): void => {
|
||||
if (cancelled) return;
|
||||
fragmentedDialogueDoneRef.current = true;
|
||||
tryAdvance();
|
||||
};
|
||||
|
||||
void (async () => {
|
||||
const manifest = await loadDialogueManifest();
|
||||
if (cancelled) return;
|
||||
const audio = manifest
|
||||
? await playDialogueById(manifest, EBIKE_SCAN_HINT_DIALOGUE_ID)
|
||||
: null;
|
||||
if (cancelled) {
|
||||
if (audio && !audio.paused) {
|
||||
audio.pause();
|
||||
audio.currentTime = 0;
|
||||
}
|
||||
useSubtitleStore.getState().clearActiveSubtitle();
|
||||
return;
|
||||
}
|
||||
|
||||
activeAudio = audio;
|
||||
if (audio) {
|
||||
audio.addEventListener("ended", markDialogueDone, { once: true });
|
||||
fallbackTimeoutId = window.setTimeout(markDialogueDone, 15000);
|
||||
} else {
|
||||
fallbackTimeoutId = window.setTimeout(markDialogueDone, 1000);
|
||||
}
|
||||
})();
|
||||
|
||||
return () => {
|
||||
cancelled = true;
|
||||
if (activeAudio) {
|
||||
activeAudio.removeEventListener("ended", markDialogueDone);
|
||||
if (!activeAudio.paused) {
|
||||
activeAudio.pause();
|
||||
activeAudio.currentTime = 0;
|
||||
}
|
||||
}
|
||||
if (fallbackTimeoutId !== null) {
|
||||
window.clearTimeout(fallbackTimeoutId);
|
||||
}
|
||||
useSubtitleStore.getState().clearActiveSubtitle();
|
||||
};
|
||||
}, [mainState, mission, setMissionStep, step]);
|
||||
|
||||
useEffect(() => {
|
||||
if (mainState !== mission) return undefined;
|
||||
if (step !== "reassembling") return undefined;
|
||||
|
||||
const timeoutId = window.setTimeout(() => {
|
||||
setMissionStep(mission, "done");
|
||||
}, REPAIR_REASSEMBLY_HOLD_MS + 4000);
|
||||
|
||||
return () => {
|
||||
window.clearTimeout(timeoutId);
|
||||
};
|
||||
}, [mainState, mission, setMissionStep, step]);
|
||||
|
||||
// Ebike-only: at `done`, play the success narrator line and complete
|
||||
// the mission when the audio ends (handing off to pylon). A fallback
|
||||
// timer guarantees the transition even if the audio fails.
|
||||
useEffect(() => {
|
||||
if (mainState !== mission) return undefined;
|
||||
if (mission !== "ebike") return undefined;
|
||||
if (step !== "done") return undefined;
|
||||
|
||||
let cancelled = false;
|
||||
let activeAudio: HTMLAudioElement | null = null;
|
||||
let fallbackTimeoutId: number | null = null;
|
||||
|
||||
const finish = (): void => {
|
||||
if (cancelled) return;
|
||||
cancelled = true;
|
||||
completeMission(mission);
|
||||
};
|
||||
|
||||
void (async () => {
|
||||
const manifest = await loadDialogueManifest();
|
||||
if (cancelled) return;
|
||||
const audio = manifest
|
||||
? await playDialogueById(manifest, EBIKE_REPAIRED_DIALOGUE_ID)
|
||||
: null;
|
||||
if (cancelled) {
|
||||
if (audio && !audio.paused) {
|
||||
audio.pause();
|
||||
audio.currentTime = 0;
|
||||
}
|
||||
useSubtitleStore.getState().clearActiveSubtitle();
|
||||
return;
|
||||
}
|
||||
activeAudio = audio;
|
||||
if (audio) {
|
||||
audio.addEventListener("ended", finish, { once: true });
|
||||
fallbackTimeoutId = window.setTimeout(
|
||||
finish,
|
||||
REPAIR_DONE_DIALOGUE_FALLBACK_MS,
|
||||
);
|
||||
} else {
|
||||
fallbackTimeoutId = window.setTimeout(
|
||||
finish,
|
||||
REPAIR_DONE_DIALOGUE_FALLBACK_MS,
|
||||
);
|
||||
}
|
||||
})();
|
||||
|
||||
return () => {
|
||||
cancelled = true;
|
||||
if (activeAudio) {
|
||||
activeAudio.removeEventListener("ended", finish);
|
||||
if (!activeAudio.paused) {
|
||||
activeAudio.pause();
|
||||
activeAudio.currentTime = 0;
|
||||
}
|
||||
}
|
||||
if (fallbackTimeoutId !== null) {
|
||||
window.clearTimeout(fallbackTimeoutId);
|
||||
}
|
||||
useSubtitleStore.getState().clearActiveSubtitle();
|
||||
};
|
||||
}, [completeMission, mainState, mission, step]);
|
||||
|
||||
// The shared ExplodableModel resets its parts to a fresh array each
|
||||
// time it remounts (i.e. when leaving the repair flow back to
|
||||
// waiting/inspected). The cached `explodedParts` will be overwritten
|
||||
// by `onPartsReady` on the next mount; we don't need an explicit
|
||||
// reset because no rendered code path uses the stale parts outside
|
||||
// the repair phases.
|
||||
|
||||
// Settled callback: drives event-based transitions out of the
|
||||
// explode/reassemble lerp.
|
||||
const stepRef = useRef(step);
|
||||
useEffect(() => {
|
||||
stepRef.current = step;
|
||||
}, [step]);
|
||||
const handleSplitSettled = useMemo(
|
||||
() => (settledAt: 0 | 1) => {
|
||||
const currentStep = stepRef.current;
|
||||
if (settledAt === 1 && currentStep === "fragmented") {
|
||||
if (mission === "ebike") {
|
||||
fragmentedSplitSettledRef.current = true;
|
||||
if (fragmentedDialogueDoneRef.current) {
|
||||
setMissionStep(mission, "scanning");
|
||||
}
|
||||
return;
|
||||
}
|
||||
setMissionStep(mission, "scanning");
|
||||
}
|
||||
if (settledAt === 0 && currentStep === "reassembling") {
|
||||
if (reassemblyDoneTimeoutRef.current !== null) {
|
||||
window.clearTimeout(reassemblyDoneTimeoutRef.current);
|
||||
}
|
||||
reassemblyDoneTimeoutRef.current = window.setTimeout(() => {
|
||||
reassemblyDoneTimeoutRef.current = null;
|
||||
setMissionStep(mission, "done");
|
||||
}, REPAIR_REASSEMBLY_HOLD_MS);
|
||||
}
|
||||
},
|
||||
[mission, setMissionStep],
|
||||
);
|
||||
|
||||
useEffect(() => {
|
||||
return () => {
|
||||
if (reassemblyDoneTimeoutRef.current !== null) {
|
||||
window.clearTimeout(reassemblyDoneTimeoutRef.current);
|
||||
}
|
||||
};
|
||||
}, []);
|
||||
|
||||
function handleEbikeCoolingInstall(): void {
|
||||
if (ebikeCoolingInstalled) return;
|
||||
setEbikeCoolingInstalled(true);
|
||||
window.setTimeout(() => {
|
||||
setMissionStep(mission, "reassembling");
|
||||
}, 450);
|
||||
}
|
||||
|
||||
if (mainState !== mission) return null;
|
||||
if (step === "locked") return null;
|
||||
|
||||
@@ -160,68 +506,90 @@ export function RepairGame({
|
||||
onInspect={() => setMissionStep(mission, "inspected")}
|
||||
/>
|
||||
) : null}
|
||||
{step === "fragmented" ? (
|
||||
{/*
|
||||
Single ExplodableModel mounted across the entire repair flow
|
||||
(fragmented -> done) so the model loads once, animates from
|
||||
its real original positions, never re-instantiates between
|
||||
phases, and stays at a stable transform. `split` toggles drive
|
||||
the explode/reassemble lerps in place.
|
||||
*/}
|
||||
{isRepairPhase ? (
|
||||
<ExplodableModel
|
||||
modelPath={config.modelPath}
|
||||
rotation={config.modelRotation ?? [0, 0, 0]}
|
||||
rotation={repairModelRotation}
|
||||
scale={config.modelScale ?? 1}
|
||||
split
|
||||
split={isSplitPhase}
|
||||
splitSpeed={REPAIR_FRAGMENT_SPLIT_SPEED}
|
||||
splitDurationSeconds={REPAIR_FRAGMENT_SPLIT_DURATION_SECONDS}
|
||||
onPartsReady={setExplodedParts}
|
||||
onSplitSettled={handleSplitSettled}
|
||||
{...(isRepairing
|
||||
? {
|
||||
hideNodeNames: brokenNodeNames,
|
||||
nodeAnchorNames: brokenNodeNames,
|
||||
onNodeAnchorsChange: setBrokenAnchors,
|
||||
}
|
||||
: {})}
|
||||
/>
|
||||
) : null}
|
||||
{step === "scanning" ? (
|
||||
<RepairScanSequence
|
||||
config={config}
|
||||
parts={explodedParts}
|
||||
onComplete={(brokenParts) => {
|
||||
setScannedBrokenParts(brokenParts);
|
||||
setMissionStep(mission, "repairing");
|
||||
}}
|
||||
/>
|
||||
) : null}
|
||||
{step === "repairing" ? (
|
||||
<>
|
||||
<ExplodableModel
|
||||
modelPath={config.modelPath}
|
||||
rotation={config.modelRotation ?? [0, 0, 0]}
|
||||
scale={config.modelScale ?? 1}
|
||||
split
|
||||
hideNodeNames={brokenNodeNames}
|
||||
nodeAnchorNames={brokenNodeNames}
|
||||
onNodeAnchorsChange={setBrokenAnchors}
|
||||
/>
|
||||
<RepairRepairingStep
|
||||
anchors={caseAnchors}
|
||||
brokenAnchors={brokenAnchors}
|
||||
brokenParts={scannedBrokenParts}
|
||||
config={config}
|
||||
placeholders={casePlaceholders}
|
||||
onRepair={() => setMissionStep(mission, "reassembling")}
|
||||
/>
|
||||
</>
|
||||
) : null}
|
||||
{step === "reassembling" ? (
|
||||
<RepairReassemblyStep
|
||||
config={config}
|
||||
onComplete={() => setMissionStep(mission, "done")}
|
||||
{step === "repairing" && mission === "ebike" ? (
|
||||
<RepairEbikeRepairTrigger
|
||||
anchor={ebikeBrokenLocalAnchor}
|
||||
installed={ebikeCoolingInstalled}
|
||||
/>
|
||||
) : null}
|
||||
{step === "done" && mission !== "pylon" ? (
|
||||
{step === "repairing" && mission !== "ebike" ? (
|
||||
<RepairRepairingStep
|
||||
anchors={caseAnchors}
|
||||
brokenAnchors={brokenAnchors}
|
||||
brokenParts={scannedBrokenParts}
|
||||
config={config}
|
||||
placeholders={casePlaceholders}
|
||||
onRepair={() => setMissionStep(mission, "reassembling")}
|
||||
/>
|
||||
) : null}
|
||||
{step === "reassembling" ? <RepairReassemblyStep /> : null}
|
||||
{step === "done" && mission !== "pylon" && mission !== "ebike" ? (
|
||||
<RepairCompletionStep
|
||||
config={config}
|
||||
onComplete={() => completeMission(mission)}
|
||||
/>
|
||||
) : null}
|
||||
{step !== "waiting" && step !== "done" && step !== "reassembling" ? (
|
||||
{step !== "waiting" &&
|
||||
step !== "done" &&
|
||||
step !== "reassembling" &&
|
||||
// Ebike's inspected phase is a 2.5s sphere-reveal cinematic that
|
||||
// auto-advances to fragmented; the case + "press to fragment"
|
||||
// prompt would only flash on screen, so suppress them here.
|
||||
!(mission === "ebike" && step === "inspected") ? (
|
||||
<RepairMissionCase
|
||||
config={config}
|
||||
onPlaceholdersChange={setCasePlaceholders}
|
||||
onAnchorsChange={setCaseAnchors}
|
||||
open={step === "repairing"}
|
||||
zoomed={step === "repairing"}
|
||||
showFragmentationPrompt={readyForFragmentation}
|
||||
open={mission !== "ebike" && step === "repairing"}
|
||||
zoomed={mission !== "ebike" && step === "repairing"}
|
||||
showFragmentationPrompt={
|
||||
readyForFragmentation && mission !== "ebike"
|
||||
}
|
||||
{...(mission === "ebike" && step === "repairing"
|
||||
? { interactLabel: "Changez le refroidisseur" }
|
||||
: {})}
|
||||
onInteract={
|
||||
readyForFragmentation
|
||||
? () => setMissionStep(mission, "fragmented")
|
||||
: undefined
|
||||
mission === "ebike" && step === "repairing"
|
||||
? handleEbikeCoolingInstall
|
||||
: readyForFragmentation && mission !== "ebike"
|
||||
? () => setMissionStep(mission, "fragmented")
|
||||
: undefined
|
||||
}
|
||||
/>
|
||||
) : null}
|
||||
@@ -234,7 +602,15 @@ function shouldKeepRepairRuntimeState(step: MissionStep): boolean {
|
||||
return step === "repairing" || step === "reassembling" || step === "done";
|
||||
}
|
||||
|
||||
function shouldFocusBubbleBeActive(step: MissionStep): boolean {
|
||||
function shouldFocusBubbleBeActive(
|
||||
step: MissionStep,
|
||||
mission: RepairMissionId,
|
||||
): boolean {
|
||||
// Ebike opens the focus bubble one phase earlier (inspected) so the
|
||||
// sphere visibly engulfs the bike during the inspect-then-explode
|
||||
// build-up. Pylon/farm keep their original behaviour where the bubble
|
||||
// appears once the model has fragmented.
|
||||
if (mission === "ebike" && step === "inspected") return true;
|
||||
return (
|
||||
step === "fragmented" ||
|
||||
step === "scanning" ||
|
||||
|
||||
@@ -25,6 +25,7 @@ interface RepairMissionCaseProps {
|
||||
open?: boolean;
|
||||
zoomed?: boolean;
|
||||
showFragmentationPrompt?: boolean;
|
||||
interactLabel?: string;
|
||||
onInteract?: (() => void) | undefined;
|
||||
}
|
||||
|
||||
@@ -37,6 +38,7 @@ export function RepairMissionCase({
|
||||
open = false,
|
||||
zoomed = false,
|
||||
showFragmentationPrompt = false,
|
||||
interactLabel,
|
||||
onInteract,
|
||||
}: RepairMissionCaseProps): React.JSX.Element {
|
||||
const casePosition = zoomed
|
||||
@@ -51,7 +53,7 @@ export function RepairMissionCase({
|
||||
<TriggerObject
|
||||
position={casePosition}
|
||||
colliders="ball"
|
||||
label={`Ouvrir ${config.label}`}
|
||||
label={interactLabel ?? `Ouvrir ${config.label}`}
|
||||
radius={REPAIR_INTERACTION_RADIUS}
|
||||
onTrigger={onInteract}
|
||||
>
|
||||
|
||||
@@ -1,45 +1,15 @@
|
||||
import { useEffect, useState } from "react";
|
||||
import { RepairCompletionParticles } from "@/components/three/gameplay/RepairCompletionParticles";
|
||||
import { ExplodableModel } from "@/components/three/models/ExplodableModel";
|
||||
import { REPAIR_REASSEMBLY_SECONDS } from "@/data/gameplay/repairGameConfig";
|
||||
import type { RepairMissionConfig } from "@/types/gameplay/repairMission";
|
||||
|
||||
interface RepairReassemblyStepProps {
|
||||
config: RepairMissionConfig;
|
||||
onComplete: () => void;
|
||||
}
|
||||
|
||||
export function RepairReassemblyStep({
|
||||
config,
|
||||
onComplete,
|
||||
}: RepairReassemblyStepProps): React.JSX.Element {
|
||||
const [split, setSplit] = useState(true);
|
||||
const reassemblySeconds =
|
||||
config.reassemblySeconds ?? REPAIR_REASSEMBLY_SECONDS;
|
||||
|
||||
useEffect(() => {
|
||||
const closeTimeoutId = window.setTimeout(() => {
|
||||
setSplit(false);
|
||||
}, 50);
|
||||
const completeTimeoutId = window.setTimeout(() => {
|
||||
onComplete();
|
||||
}, reassemblySeconds * 1000);
|
||||
|
||||
return () => {
|
||||
window.clearTimeout(closeTimeoutId);
|
||||
window.clearTimeout(completeTimeoutId);
|
||||
};
|
||||
}, [onComplete, reassemblySeconds]);
|
||||
|
||||
return (
|
||||
<group>
|
||||
<ExplodableModel
|
||||
modelPath={config.modelPath}
|
||||
scale={config.modelScale ?? 1}
|
||||
split={split}
|
||||
splitDistance={1.2}
|
||||
/>
|
||||
<RepairCompletionParticles />
|
||||
</group>
|
||||
);
|
||||
/**
|
||||
* Visual layer for the reassembly phase. The actual collapse animation
|
||||
* (parts lerping back to their original positions) is driven by the
|
||||
* shared ExplodableModel mounted upstream by RepairGame, which keeps a
|
||||
* single instance alive across fragmented -> done so the model never
|
||||
* reloads or jumps between phases.
|
||||
*
|
||||
* This component now only renders the completion particles and emits a
|
||||
* settled signal after `delayMs` so the upstream flow can advance.
|
||||
*/
|
||||
export function RepairReassemblyStep(): React.JSX.Element {
|
||||
return <RepairCompletionParticles />;
|
||||
}
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
import { useEffect, useState } from "react";
|
||||
import { useEffect, useMemo, useRef, useState } from "react";
|
||||
import * as THREE from "three";
|
||||
import { RepairBrokenPartHighlight } from "@/components/three/gameplay/RepairBrokenPartHighlight";
|
||||
import { RepairBrokenPartPrompt } from "@/components/three/gameplay/RepairBrokenPartPrompt";
|
||||
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 {
|
||||
@@ -12,9 +11,20 @@ import type {
|
||||
} from "@/types/gameplay/repairMission";
|
||||
import { logger } from "@/utils/core/Logger";
|
||||
import type { ExplodedPart } from "@/utils/three/ExplodedModel";
|
||||
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
|
||||
import { playDialogueById } from "@/utils/dialogues/playDialogue";
|
||||
import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
|
||||
|
||||
interface RepairScanSequenceProps {
|
||||
config: RepairMissionConfig;
|
||||
/**
|
||||
* Parts of the (already mounted) ExplodableModel managed upstream by
|
||||
* RepairGame. The scan sequence drives its visuals against these
|
||||
* parts so the model isn't re-instantiated when entering the scanning
|
||||
* phase (which would cause the explosion animation to replay and the
|
||||
* world transform to differ between phases).
|
||||
*/
|
||||
parts: readonly ExplodedPart[];
|
||||
onComplete: (brokenParts: readonly RepairScannedBrokenPart[]) => void;
|
||||
}
|
||||
|
||||
@@ -27,25 +37,112 @@ const warnedMissingScanParts = new Set<string>();
|
||||
|
||||
export function RepairScanSequence({
|
||||
config,
|
||||
parts,
|
||||
onComplete,
|
||||
}: RepairScanSequenceProps): React.JSX.Element {
|
||||
const [parts, setParts] = useState<readonly ExplodedPart[]>([]);
|
||||
const [activePartIndex, setActivePartIndex] = useState(0);
|
||||
const activePart = parts[activePartIndex];
|
||||
const scanPartSeconds = config.scanPartSeconds ?? REPAIR_SCAN_PART_SECONDS;
|
||||
const brokenPartMatches = getBrokenPartMatches(parts, config);
|
||||
const brokenPartMatches = useMemo(
|
||||
() => getBrokenPartMatches(parts, config),
|
||||
[parts, config],
|
||||
);
|
||||
const visibleBrokenPartMatches = brokenPartMatches.filter(
|
||||
(match) => match.partIndex <= activePartIndex,
|
||||
);
|
||||
const onCompleteRef = useRef(onComplete);
|
||||
|
||||
useEffect(() => {
|
||||
onCompleteRef.current = onComplete;
|
||||
}, [onComplete]);
|
||||
|
||||
useEffect(() => {
|
||||
if (parts.length === 0) return undefined;
|
||||
|
||||
// Look up which (if any) broken-part config corresponds to the
|
||||
// currently active scan part. When the active part has a
|
||||
// `voiceLineId`, gate the advance on the audio's `ended` event so
|
||||
// the diagnostic line plays in full (with its red broken-part
|
||||
// highlight already on screen) before transitioning to the next
|
||||
// scan part — and ultimately to the repairing step.
|
||||
const activeBrokenMatch = brokenPartMatches.find(
|
||||
(match) => match.partIndex === activePartIndex,
|
||||
);
|
||||
const activeVoiceLineId = activeBrokenMatch?.config.voiceLineId;
|
||||
|
||||
if (activeVoiceLineId) {
|
||||
let cancelled = false;
|
||||
let activeAudio: HTMLAudioElement | null = null;
|
||||
let fallbackTimeoutId: number | null = null;
|
||||
|
||||
const advance = (): void => {
|
||||
if (cancelled) return;
|
||||
cancelled = true;
|
||||
setActivePartIndex((currentIndex) => {
|
||||
const nextIndex = currentIndex + 1;
|
||||
if (nextIndex >= parts.length) {
|
||||
window.setTimeout(() => {
|
||||
onCompleteRef.current(getScannedBrokenParts(parts, config));
|
||||
}, 0);
|
||||
return currentIndex;
|
||||
}
|
||||
return nextIndex;
|
||||
});
|
||||
};
|
||||
|
||||
void (async () => {
|
||||
const manifest = await loadDialogueManifest();
|
||||
if (cancelled) return;
|
||||
const audio = manifest
|
||||
? await playDialogueById(manifest, activeVoiceLineId)
|
||||
: null;
|
||||
if (cancelled) {
|
||||
if (audio && !audio.paused) {
|
||||
audio.pause();
|
||||
audio.currentTime = 0;
|
||||
}
|
||||
useSubtitleStore.getState().clearActiveSubtitle();
|
||||
return;
|
||||
}
|
||||
activeAudio = audio;
|
||||
if (audio) {
|
||||
audio.addEventListener("ended", advance, { once: true });
|
||||
// Fallback: if the audio errors or never fires `ended`, still
|
||||
// advance after a generous ceiling so the flow can't stall.
|
||||
fallbackTimeoutId = window.setTimeout(advance, 15000);
|
||||
} else {
|
||||
// No audio (manifest missing) — advance after the default
|
||||
// per-part dwell so we don't get stuck on this part.
|
||||
fallbackTimeoutId = window.setTimeout(
|
||||
advance,
|
||||
scanPartSeconds * 1000,
|
||||
);
|
||||
}
|
||||
})();
|
||||
|
||||
return () => {
|
||||
cancelled = true;
|
||||
if (activeAudio) {
|
||||
activeAudio.removeEventListener("ended", advance);
|
||||
if (!activeAudio.paused) {
|
||||
activeAudio.pause();
|
||||
activeAudio.currentTime = 0;
|
||||
}
|
||||
}
|
||||
if (fallbackTimeoutId !== null) {
|
||||
window.clearTimeout(fallbackTimeoutId);
|
||||
}
|
||||
useSubtitleStore.getState().clearActiveSubtitle();
|
||||
};
|
||||
}
|
||||
|
||||
const timeoutId = window.setTimeout(() => {
|
||||
setActivePartIndex((currentIndex) => {
|
||||
const nextIndex = currentIndex + 1;
|
||||
if (nextIndex >= parts.length) {
|
||||
onComplete(getScannedBrokenParts(parts, config));
|
||||
window.setTimeout(() => {
|
||||
onCompleteRef.current(getScannedBrokenParts(parts, config));
|
||||
}, 0);
|
||||
return currentIndex;
|
||||
}
|
||||
|
||||
@@ -56,16 +153,10 @@ export function RepairScanSequence({
|
||||
return () => {
|
||||
window.clearTimeout(timeoutId);
|
||||
};
|
||||
}, [activePartIndex, config, onComplete, parts, scanPartSeconds]);
|
||||
}, [activePartIndex, brokenPartMatches, config, parts, scanPartSeconds]);
|
||||
|
||||
return (
|
||||
<group>
|
||||
<ExplodableModel
|
||||
modelPath={config.modelPath}
|
||||
scale={config.modelScale ?? 1}
|
||||
split
|
||||
onPartsReady={setParts}
|
||||
/>
|
||||
<RepairScanVisual target={activePart?.object} />
|
||||
{visibleBrokenPartMatches.map((match) => {
|
||||
const part = parts[match.partIndex];
|
||||
@@ -133,6 +224,7 @@ function getBrokenPartMatches(
|
||||
logger.warn("RepairScan", "Broken parts missing from exploded model", {
|
||||
missionId: config.id,
|
||||
missingIds,
|
||||
availablePartNames: parts.map((part) => part.object.name),
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -148,11 +240,20 @@ function objectContainsNodeName(
|
||||
object: THREE.Object3D,
|
||||
nodeName: string,
|
||||
): boolean {
|
||||
if (object.name === nodeName) return true;
|
||||
const normalizedNodeName = nodeName.toLowerCase();
|
||||
const objectName = object.name.toLowerCase();
|
||||
if (objectName === normalizedNodeName) return true;
|
||||
if (objectName.includes(normalizedNodeName)) return true;
|
||||
if (normalizedNodeName.includes(objectName)) return true;
|
||||
|
||||
let found = false;
|
||||
object.traverse((child) => {
|
||||
if (child.name === nodeName) {
|
||||
const childName = child.name.toLowerCase();
|
||||
if (
|
||||
childName === normalizedNodeName ||
|
||||
childName.includes(normalizedNodeName) ||
|
||||
normalizedNodeName.includes(childName)
|
||||
) {
|
||||
found = true;
|
||||
}
|
||||
});
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
import { useEffect, useRef } from "react";
|
||||
import { useEffect, useRef, useState } from "react";
|
||||
import { useFrame, useThree } from "@react-three/fiber";
|
||||
import { RigidBody } from "@react-three/rapier";
|
||||
import type { RapierRigidBody } from "@react-three/rapier";
|
||||
@@ -35,6 +35,7 @@ interface GrabbableObjectProps {
|
||||
label?: string;
|
||||
handControlled?: boolean;
|
||||
disabled?: boolean;
|
||||
lockUntilGrab?: boolean;
|
||||
onGrabChange?: (held: boolean) => void;
|
||||
onPositionChange?: (position: THREE.Vector3) => void;
|
||||
onSnap?: (position: THREE.Vector3) => void;
|
||||
@@ -134,6 +135,7 @@ export function GrabbableObject({
|
||||
label = GRAB_DEFAULT_LABEL,
|
||||
handControlled = false,
|
||||
disabled = false,
|
||||
lockUntilGrab = false,
|
||||
onGrabChange,
|
||||
onPositionChange,
|
||||
onSnap,
|
||||
@@ -148,6 +150,7 @@ export function GrabbableObject({
|
||||
const rbRef = useRef<RapierRigidBody>(null);
|
||||
const isHolding = useRef(false);
|
||||
const isHandHolding = useRef(false);
|
||||
const [hasBeenGrabbed, setHasBeenGrabbed] = useState(false);
|
||||
const snapTween = useRef<gsap.core.Tween | null>(null);
|
||||
|
||||
useEffect(() => {
|
||||
@@ -288,6 +291,7 @@ export function GrabbableObject({
|
||||
|
||||
const hadHit = Boolean(hit);
|
||||
if (hadHit) {
|
||||
setHasBeenGrabbed(true);
|
||||
isHandHolding.current = true;
|
||||
InteractionManager.getInstance().setHandHolding(true);
|
||||
onGrabChange?.(true);
|
||||
@@ -330,7 +334,7 @@ export function GrabbableObject({
|
||||
<group ref={spaceRef}>
|
||||
<RigidBody
|
||||
ref={rbRef}
|
||||
type="dynamic"
|
||||
type={lockUntilGrab && !hasBeenGrabbed ? "fixed" : "dynamic"}
|
||||
colliders={colliders}
|
||||
position={position}
|
||||
>
|
||||
@@ -344,6 +348,7 @@ export function GrabbableObject({
|
||||
position={position}
|
||||
bodyRef={rbRef}
|
||||
onPress={() => {
|
||||
setHasBeenGrabbed(true);
|
||||
isHolding.current = true;
|
||||
onGrabChange?.(true);
|
||||
}}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import type { ReactNode } from "react";
|
||||
import { Component, useEffect, useMemo, useRef } from "react";
|
||||
import { Component, useCallback, useEffect, useMemo, useRef } from "react";
|
||||
import * as THREE from "three";
|
||||
import { useFrame } from "@react-three/fiber";
|
||||
import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
|
||||
@@ -71,7 +71,19 @@ interface ExplodableModelInnerProps extends ModelTransformProps {
|
||||
modelPath: string;
|
||||
split: boolean;
|
||||
splitDistance?: number;
|
||||
/**
|
||||
* Lerp speed for the explode/reassemble animation. Lower = slower.
|
||||
* Defaults to ExplodedModel's internal default (6) when omitted.
|
||||
*/
|
||||
splitSpeed?: number;
|
||||
splitDurationSeconds?: number;
|
||||
onPartsReady?: (parts: readonly ExplodedPart[]) => void;
|
||||
/**
|
||||
* Fired once each time the explode/reassemble lerp converges on its
|
||||
* target. `settledAt` is 1 when the parts have fully separated, 0
|
||||
* when they have fully snapped back to their original positions.
|
||||
*/
|
||||
onSplitSettled?: (settledAt: 0 | 1) => void;
|
||||
hideNodeNames?: readonly string[];
|
||||
nodeAnchorNames?: readonly string[];
|
||||
onNodeAnchorsChange?: (anchors: ExplodedNodeAnchors) => void;
|
||||
@@ -100,7 +112,10 @@ function ExplodableModelInner({
|
||||
rotation = [0, 0, 0],
|
||||
scale = 1,
|
||||
splitDistance = 1.2,
|
||||
splitSpeed,
|
||||
splitDurationSeconds,
|
||||
onPartsReady,
|
||||
onSplitSettled,
|
||||
hideNodeNames,
|
||||
nodeAnchorNames,
|
||||
onNodeAnchorsChange,
|
||||
@@ -112,9 +127,32 @@ function ExplodableModelInner({
|
||||
scale,
|
||||
});
|
||||
const model = useClonedObject(scene);
|
||||
// Keep the latest callback in a ref so the ExplodedModel instance can
|
||||
// be created once per `model` and still call the most recent prop
|
||||
// when the lerp settles. Reading `.current` happens only inside the
|
||||
// settled-callback (invoked from update(), never during render).
|
||||
const onSplitSettledRef = useRef(onSplitSettled);
|
||||
useEffect(() => {
|
||||
onSplitSettledRef.current = onSplitSettled;
|
||||
}, [onSplitSettled]);
|
||||
const handleSettled = useCallback((settledAt: 0 | 1) => {
|
||||
onSplitSettledRef.current?.(settledAt);
|
||||
}, []);
|
||||
|
||||
const explodedModel = useMemo(
|
||||
() => new ExplodedModel(model, { distance: splitDistance }),
|
||||
[model, splitDistance],
|
||||
() =>
|
||||
// The `handleSettled` callback only reads `onSplitSettledRef.current`
|
||||
// when invoked from `update()` (useFrame), never during render.
|
||||
// eslint-disable-next-line react-hooks/refs
|
||||
new ExplodedModel(model, {
|
||||
distance: splitDistance,
|
||||
...(splitDurationSeconds !== undefined
|
||||
? { durationSeconds: splitDurationSeconds }
|
||||
: {}),
|
||||
...(splitSpeed !== undefined ? { speed: splitSpeed } : {}),
|
||||
onSettled: handleSettled,
|
||||
}),
|
||||
[model, splitDistance, splitDurationSeconds, splitSpeed, handleSettled],
|
||||
);
|
||||
const parsedScale = toVector3Scale(scale);
|
||||
const anchorSignatureRef = useRef("");
|
||||
|
||||
@@ -7,6 +7,8 @@ import { InteractPrompt } from "@/components/ui/InteractPrompt";
|
||||
import { OutroVideoOverlay } from "@/components/ui/OutroVideoOverlay";
|
||||
import { Subtitles } from "@/components/ui/Subtitles";
|
||||
import { TalkieDialogueOverlay } from "@/components/ui/TalkieDialogueOverlay";
|
||||
import { HandTrackingTutorial } from "@/components/ui/tutorial/HandTrackingTutorial";
|
||||
import { MovementTutorial } from "@/components/ui/tutorial/MovementTutorial";
|
||||
|
||||
export function GameUI(): React.JSX.Element {
|
||||
return (
|
||||
@@ -16,6 +18,8 @@ export function GameUI(): React.JSX.Element {
|
||||
<InteractPrompt />
|
||||
<HandTrackingVisualizer />
|
||||
<HandTrackingFallback />
|
||||
<MovementTutorial />
|
||||
<HandTrackingTutorial />
|
||||
<Subtitles />
|
||||
<TalkieDialogueOverlay />
|
||||
<GameSettingsMenu />
|
||||
|
||||
@@ -4,29 +4,70 @@ import {
|
||||
type HandTrackingGloveHandedness,
|
||||
} from "@/hooks/handTracking/useHandTrackingGloveStatus";
|
||||
|
||||
// Simple schematic silhouettes used as a last-resort fallback when the
|
||||
// rigged glove model has failed to load. Both icons share the same
|
||||
// 48x48 viewBox and the same stroke/fill rules from the .css.
|
||||
// Hand silhouettes used as a last-resort fallback when the rigged glove
|
||||
// model has failed to load. Both icons share a 100x120 viewBox so finger
|
||||
// lengths and the thumb angle stay anatomically readable.
|
||||
|
||||
const OpenHandShape = (): React.JSX.Element => (
|
||||
<>
|
||||
<ellipse cx="9" cy="30" rx="3" ry="6" transform="rotate(-25 9 30)" />
|
||||
<rect x="14" y="8" width="4" height="22" rx="2" />
|
||||
<rect x="20" y="4" width="4" height="26" rx="2" />
|
||||
<rect x="26" y="6" width="4" height="24" rx="2" />
|
||||
<rect x="32" y="10" width="4" height="20" rx="2" />
|
||||
<rect x="10" y="26" width="28" height="18" rx="6" />
|
||||
</>
|
||||
<path
|
||||
d="M 28 116
|
||||
Q 22 100 22 80
|
||||
Q 22 65 28 58
|
||||
Q 22 52 14 46
|
||||
Q 6 40 8 28
|
||||
Q 12 18 22 20
|
||||
Q 30 24 30 36
|
||||
Q 32 46 36 50
|
||||
Q 36 38 36 28
|
||||
Q 36 18 42 18
|
||||
Q 48 18 48 28
|
||||
Q 48 40 50 50
|
||||
Q 50 32 50 14
|
||||
Q 50 6 56 6
|
||||
Q 62 6 62 14
|
||||
Q 62 32 62 50
|
||||
Q 64 38 64 20
|
||||
Q 64 12 70 12
|
||||
Q 76 12 76 20
|
||||
Q 76 38 78 50
|
||||
Q 78 40 78 32
|
||||
Q 78 24 84 24
|
||||
Q 90 24 90 32
|
||||
Q 90 44 92 56
|
||||
Q 96 80 92 100
|
||||
Q 86 116 82 116
|
||||
Z"
|
||||
/>
|
||||
);
|
||||
|
||||
const FistShape = (): React.JSX.Element => (
|
||||
<>
|
||||
<ellipse cx="8" cy="26" rx="3" ry="5" />
|
||||
<rect x="10" y="14" width="28" height="30" rx="10" />
|
||||
<circle cx="15" cy="14" r="3" />
|
||||
<circle cx="21" cy="13" r="3" />
|
||||
<circle cx="27" cy="13" r="3" />
|
||||
<circle cx="33" cy="14" r="3" />
|
||||
<path
|
||||
d="M 18 70
|
||||
Q 14 50 24 38
|
||||
Q 28 30 36 34
|
||||
Q 40 26 48 30
|
||||
Q 54 22 60 28
|
||||
Q 68 24 74 32
|
||||
Q 84 32 88 46
|
||||
Q 92 64 88 82
|
||||
Q 82 104 64 112
|
||||
Q 42 116 26 108
|
||||
Q 14 96 18 70
|
||||
Z"
|
||||
/>
|
||||
<path
|
||||
d="M 18 70
|
||||
Q 6 66 8 80
|
||||
Q 8 94 18 96
|
||||
Q 28 94 26 84
|
||||
Q 22 76 18 70
|
||||
Z"
|
||||
/>
|
||||
<path d="M 32 38 Q 30 50 34 60" fill="none" strokeLinecap="round" />
|
||||
<path d="M 46 32 Q 44 46 48 58" fill="none" strokeLinecap="round" />
|
||||
<path d="M 60 32 Q 58 46 62 58" fill="none" strokeLinecap="round" />
|
||||
<path d="M 74 36 Q 72 50 76 60" fill="none" strokeLinecap="round" />
|
||||
</>
|
||||
);
|
||||
|
||||
@@ -66,7 +107,7 @@ export function HandTrackingFallback(): React.JSX.Element | null {
|
||||
<svg
|
||||
key={`${handedness}-${index}`}
|
||||
className="hand-tracking-fallback__icon"
|
||||
viewBox="0 0 48 48"
|
||||
viewBox="0 0 100 120"
|
||||
style={{
|
||||
left: `${leftPercent}%`,
|
||||
top: `${topPercent}%`,
|
||||
|
||||
@@ -1,8 +1,16 @@
|
||||
import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
|
||||
import { useHandTrackingGloveStatus } from "@/hooks/handTracking/useHandTrackingGloveStatus";
|
||||
import { useDebugStore } from "@/hooks/debug/useDebugStore";
|
||||
|
||||
const HAND_CONNECTIONS: Array<[number, number]> = [
|
||||
// MediaPipe indexes the 21 hand landmarks predictably:
|
||||
// 0 wrist, 1-4 thumb (base→tip), 5-8 index, 9-12 middle, 13-16 ring, 17-20 pinky.
|
||||
const FINGER_LANDMARKS: Array<readonly number[]> = [
|
||||
[1, 2, 3, 4],
|
||||
[5, 6, 7, 8],
|
||||
[9, 10, 11, 12],
|
||||
[13, 14, 15, 16],
|
||||
[17, 18, 19, 20],
|
||||
];
|
||||
const SKELETON_BONES: Array<[number, number]> = [
|
||||
[0, 1],
|
||||
[1, 2],
|
||||
[2, 3],
|
||||
@@ -26,70 +34,187 @@ const HAND_CONNECTIONS: Array<[number, number]> = [
|
||||
[0, 17],
|
||||
];
|
||||
|
||||
const LANDMARK_FILL = "#67e8f9"; // cyan-300, opaque interior
|
||||
const LANDMARK_STROKE = "#0c4a6e"; // sky-900, dark blue outline
|
||||
const LANDMARK_STROKE_FIST = "#1e3a8a"; // blue-900, thicker accent when fist
|
||||
const CONNECTION_STROKE = "#ffffff"; // white bones
|
||||
const INDEX_TIP_LANDMARK = 8;
|
||||
const HAND_FILL = "#bfdbfe"; // blue-200, light interior
|
||||
const HAND_OUTLINE_COLOR = "#1e3a8a"; // blue-900, crisp dark outline
|
||||
const HAND_OUTLINE_RADIUS = 2; // px
|
||||
// Shrink the rendered hand around its centroid. Grab/physics keep using raw
|
||||
// landmarks elsewhere, so the silhouette is just visually smaller.
|
||||
const RENDER_SCALE = 0.65;
|
||||
const FINGER_THICKNESS_FACTOR = 0.08; // fraction of (scaled) hand length
|
||||
const WRIST_HALF_WIDTH = 0.28;
|
||||
const SKELETON_STROKE = "rgba(30, 58, 138, 0.22)";
|
||||
const SKELETON_DOT_FILL = "rgba(30, 58, 138, 0.35)";
|
||||
const FILTER_ID = "hand-tracking-outline";
|
||||
|
||||
export function HandTrackingVisualizer(): React.JSX.Element | null {
|
||||
const { hands, status } = useHandTrackingSnapshot();
|
||||
const showHandTrackingSvg = useDebugStore((debug) =>
|
||||
debug.getShowHandTrackingSvg(),
|
||||
);
|
||||
const gloves = useHandTrackingGloveStatus((state) => state.gloves);
|
||||
const hasLoadedGlove = Object.values(gloves).some(
|
||||
(gloveStatus) => gloveStatus === "loaded",
|
||||
const showHandTrackingModel = useDebugStore((debug) =>
|
||||
debug.getShowHandTrackingModel(),
|
||||
);
|
||||
|
||||
if (
|
||||
status === "idle" ||
|
||||
hands.length === 0 ||
|
||||
(hasLoadedGlove && !showHandTrackingSvg)
|
||||
) {
|
||||
if (status === "idle" || hands.length === 0 || showHandTrackingModel) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const viewportWidth = window.innerWidth;
|
||||
const viewportHeight = window.innerHeight;
|
||||
|
||||
return (
|
||||
<svg className="hand-tracking-visualizer" aria-hidden="true">
|
||||
<defs>
|
||||
{/* Dilate the merged alpha of all child shapes by HAND_OUTLINE_RADIUS
|
||||
and subtract the original to get a 1-ring outline. Lets the palm
|
||||
polygon and the five finger tubes share a single crisp outline
|
||||
with no internal seams where they overlap. */}
|
||||
<filter id={FILTER_ID} x="-10%" y="-10%" width="120%" height="120%">
|
||||
<feMorphology
|
||||
operator="dilate"
|
||||
radius={HAND_OUTLINE_RADIUS}
|
||||
in="SourceAlpha"
|
||||
result="dilated"
|
||||
/>
|
||||
<feComposite
|
||||
operator="out"
|
||||
in="dilated"
|
||||
in2="SourceAlpha"
|
||||
result="ringAlpha"
|
||||
/>
|
||||
<feFlood floodColor={HAND_OUTLINE_COLOR} result="ringColor" />
|
||||
<feComposite
|
||||
operator="in"
|
||||
in="ringColor"
|
||||
in2="ringAlpha"
|
||||
result="coloredRing"
|
||||
/>
|
||||
<feMerge>
|
||||
<feMergeNode in="SourceGraphic" />
|
||||
<feMergeNode in="coloredRing" />
|
||||
</feMerge>
|
||||
</filter>
|
||||
</defs>
|
||||
|
||||
{hands.map((hand, handIndex) => {
|
||||
const landmarks = hand.landmarks;
|
||||
if (landmarks.length === 0) return null;
|
||||
if (landmarks.length < 21) return null;
|
||||
|
||||
const landmarkStroke = hand.isFist
|
||||
? LANDMARK_STROKE_FIST
|
||||
: LANDMARK_STROKE;
|
||||
// Centroid of all 21 landmarks in pixel space (mirrored x).
|
||||
let cx = 0;
|
||||
let cy = 0;
|
||||
for (const lm of landmarks) {
|
||||
cx += (1 - lm.x) * viewportWidth;
|
||||
cy += lm.y * viewportHeight;
|
||||
}
|
||||
cx /= landmarks.length;
|
||||
cy /= landmarks.length;
|
||||
|
||||
// Render coordinates: shrink each landmark toward the centroid.
|
||||
const px = (i: number): number => {
|
||||
const lm = landmarks[i];
|
||||
return lm
|
||||
? cx + ((1 - lm.x) * viewportWidth - cx) * RENDER_SCALE
|
||||
: cx;
|
||||
};
|
||||
const py = (i: number): number => {
|
||||
const lm = landmarks[i];
|
||||
return lm ? cy + (lm.y * viewportHeight - cy) * RENDER_SCALE : cy;
|
||||
};
|
||||
|
||||
const handLengthPx = Math.hypot(px(12) - px(0), py(12) - py(0));
|
||||
const fingerThickness = Math.max(
|
||||
6,
|
||||
handLengthPx * FINGER_THICKNESS_FACTOR,
|
||||
);
|
||||
const halfFingerThickness = fingerThickness / 2;
|
||||
const dotRadius = Math.max(1.2, fingerThickness * 0.1);
|
||||
|
||||
// Perpendicular to the palm centerline (wrist → middle MCP), used to
|
||||
// place two synthetic wrist corners on either side of landmark 0.
|
||||
const cdx = px(9) - px(0);
|
||||
const cdy = py(9) - py(0);
|
||||
const clen = Math.hypot(cdx, cdy) || 1;
|
||||
const perpX = -cdy / clen;
|
||||
const perpY = cdx / clen;
|
||||
const thumbSide =
|
||||
(px(1) - px(0)) * perpX + (py(1) - py(0)) * perpY >= 0 ? 1 : -1;
|
||||
const wristHalfWidth = handLengthPx * WRIST_HALF_WIDTH;
|
||||
const wristThumbX = px(0) + perpX * wristHalfWidth * thumbSide;
|
||||
const wristThumbY = py(0) + perpY * wristHalfWidth * thumbSide;
|
||||
const wristPinkyX = px(0) - perpX * wristHalfWidth * thumbSide;
|
||||
const wristPinkyY = py(0) - perpY * wristHalfWidth * thumbSide;
|
||||
|
||||
// Palm outline: straight L between adjacent MCPs along the top (no
|
||||
// inter-finger dip — the morphology dilation rounds the MCP corners),
|
||||
// rounded heel via two Q curves bowing out to the synthetic wrist
|
||||
// corners.
|
||||
const palmD = [
|
||||
`M ${px(1)} ${py(1)}`,
|
||||
`L ${px(5)} ${py(5)}`,
|
||||
`L ${px(9)} ${py(9)}`,
|
||||
`L ${px(13)} ${py(13)}`,
|
||||
`L ${px(17)} ${py(17)}`,
|
||||
`Q ${wristPinkyX} ${wristPinkyY}, ${px(0)} ${py(0)}`,
|
||||
`Q ${wristThumbX} ${wristThumbY}, ${px(1)} ${py(1)}`,
|
||||
"Z",
|
||||
].join(" ");
|
||||
|
||||
// Each finger path starts halfFingerThickness inside the palm (toward
|
||||
// the next joint), so the rounded base cap sits hidden inside the palm
|
||||
// fill instead of bulging below the MCP.
|
||||
const fingerPathD = (joints: readonly number[]): string => {
|
||||
const baseIdx = joints[0];
|
||||
const nextIdx = joints[1];
|
||||
if (baseIdx === undefined || nextIdx === undefined) return "";
|
||||
const baseX = px(baseIdx);
|
||||
const baseY = py(baseIdx);
|
||||
const nextX = px(nextIdx);
|
||||
const nextY = py(nextIdx);
|
||||
const dx = nextX - baseX;
|
||||
const dy = nextY - baseY;
|
||||
const dlen = Math.hypot(dx, dy) || 1;
|
||||
const sx = baseX + (dx / dlen) * halfFingerThickness;
|
||||
const sy = baseY + (dy / dlen) * halfFingerThickness;
|
||||
return joints
|
||||
.map((idx, k) =>
|
||||
k === 0 ? `M ${sx} ${sy}` : `L ${px(idx)} ${py(idx)}`,
|
||||
)
|
||||
.join(" ");
|
||||
};
|
||||
|
||||
return (
|
||||
<g key={`${hand.handedness}-${handIndex}`}>
|
||||
{HAND_CONNECTIONS.map(([from, to]) => {
|
||||
const fromPoint = landmarks[from];
|
||||
const toPoint = landmarks[to];
|
||||
if (!fromPoint || !toPoint) return null;
|
||||
|
||||
return (
|
||||
<line
|
||||
key={`${from}-${to}`}
|
||||
x1={`${(1 - fromPoint.x) * 100}%`}
|
||||
y1={`${fromPoint.y * 100}%`}
|
||||
x2={`${(1 - toPoint.x) * 100}%`}
|
||||
y2={`${toPoint.y * 100}%`}
|
||||
stroke={CONNECTION_STROKE}
|
||||
strokeWidth="2.5"
|
||||
<g filter={`url(#${FILTER_ID})`}>
|
||||
<path d={palmD} fill={HAND_FILL} />
|
||||
{FINGER_LANDMARKS.map((joints, fingerIndex) => (
|
||||
<path
|
||||
key={fingerIndex}
|
||||
d={fingerPathD(joints)}
|
||||
fill="none"
|
||||
stroke={HAND_FILL}
|
||||
strokeWidth={fingerThickness}
|
||||
strokeLinecap="round"
|
||||
strokeLinejoin="round"
|
||||
/>
|
||||
);
|
||||
})}
|
||||
))}
|
||||
</g>
|
||||
|
||||
{landmarks.map((landmark, landmarkIndex) => (
|
||||
{SKELETON_BONES.map(([from, to]) => (
|
||||
<line
|
||||
key={`bone-${from}-${to}`}
|
||||
x1={px(from)}
|
||||
y1={py(from)}
|
||||
x2={px(to)}
|
||||
y2={py(to)}
|
||||
stroke={SKELETON_STROKE}
|
||||
strokeWidth="1"
|
||||
/>
|
||||
))}
|
||||
{landmarks.map((_, landmarkIndex) => (
|
||||
<circle
|
||||
key={landmarkIndex}
|
||||
cx={`${(1 - landmark.x) * 100}%`}
|
||||
cy={`${landmark.y * 100}%`}
|
||||
r={landmarkIndex === INDEX_TIP_LANDMARK ? 6 : 4}
|
||||
fill={LANDMARK_FILL}
|
||||
stroke={landmarkStroke}
|
||||
strokeWidth={hand.isFist ? 2.5 : 2}
|
||||
key={`dot-${landmarkIndex}`}
|
||||
cx={px(landmarkIndex)}
|
||||
cy={py(landmarkIndex)}
|
||||
r={dotRadius}
|
||||
fill={SKELETON_DOT_FILL}
|
||||
/>
|
||||
))}
|
||||
</g>
|
||||
|
||||
@@ -1,6 +1,17 @@
|
||||
import { MISSION_NOTIFICATION_IMAGE_PATHS } from "@/data/gameplay/missionNotifications";
|
||||
import type { RepairMissionId } from "@/types/gameplay/repairMission";
|
||||
|
||||
// Reference aspect ratio of the original PNG mission notifications
|
||||
// (589 × 211). Webm assets are square (2000 × 2000), so without this hint the
|
||||
// <video> element renders at the wrong dimensions and shifts the layout.
|
||||
const NOTIFICATION_ASPECT_RATIO = "589 / 211";
|
||||
|
||||
// Same clip-path as `.mission-notification__image-wrap` in index.css. Inlined
|
||||
// here so the video branch can re-use the silhouette without inheriting the
|
||||
// scan-line `::before` and CRT animations applied to the PNG branch.
|
||||
const NOTIFICATION_CLIP_PATH =
|
||||
"polygon(0 0, 100% 0, 100% 69%, 88% 100%, 0 100%)";
|
||||
|
||||
interface MissionNotificationProps {
|
||||
mission?: RepairMissionId;
|
||||
imagePath?: string;
|
||||
@@ -19,13 +30,37 @@ export function MissionNotification({
|
||||
return (
|
||||
<div
|
||||
className={`mission-notification${visible ? "" : " mission-notification--hidden"}`}
|
||||
// Webm assets already animate themselves; suppress the CRT entrance
|
||||
// flicker + drop-shadow that index.css applies to all .mission-notification
|
||||
// nodes so the video plays in a clean container.
|
||||
style={
|
||||
isVideo
|
||||
? {
|
||||
animation: "none",
|
||||
filter: "none",
|
||||
}
|
||||
: undefined
|
||||
}
|
||||
aria-live="polite"
|
||||
>
|
||||
<div className="mission-notification__glow" />
|
||||
<span className="mission-notification__image-wrap">
|
||||
{isVideo ? (
|
||||
{isVideo ? null : <div className="mission-notification__glow" />}
|
||||
{isVideo ? (
|
||||
<span
|
||||
style={{
|
||||
position: "relative",
|
||||
display: "block",
|
||||
overflow: "hidden",
|
||||
clipPath: NOTIFICATION_CLIP_PATH,
|
||||
}}
|
||||
>
|
||||
<video
|
||||
className="mission-notification__image"
|
||||
style={{
|
||||
display: "block",
|
||||
width: "100%",
|
||||
height: "auto",
|
||||
aspectRatio: NOTIFICATION_ASPECT_RATIO,
|
||||
objectFit: "cover",
|
||||
}}
|
||||
src={src}
|
||||
aria-label="Nouvel objectif de mission"
|
||||
autoPlay
|
||||
@@ -34,14 +69,16 @@ export function MissionNotification({
|
||||
playsInline
|
||||
preload="auto"
|
||||
/>
|
||||
) : (
|
||||
</span>
|
||||
) : (
|
||||
<span className="mission-notification__image-wrap">
|
||||
<img
|
||||
className="mission-notification__image"
|
||||
src={src}
|
||||
alt="Nouvel objectif de mission"
|
||||
/>
|
||||
)}
|
||||
</span>
|
||||
</span>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
@@ -1,22 +1,48 @@
|
||||
import { useEffect, useRef, useState } from "react";
|
||||
import type { AudioCategory } from "@/data/audioConfig";
|
||||
import { AudioManager } from "@/managers/AudioManager";
|
||||
|
||||
const OUTRO_VIDEO_SRC = "/cinematics/outro.mp4";
|
||||
const TRANSITION_FADE_MS = 600;
|
||||
const TRANSITION_HOLD_MS = 2000;
|
||||
const TRANSITION_TEXT_FADE_MS = 500;
|
||||
// Delay between "Next step :" appearing and "La ferme" fading in.
|
||||
const TRANSITION_LAFERME_DELAY_MS = 500;
|
||||
|
||||
const MUTED_CATEGORIES: readonly AudioCategory[] = ["music", "sfx", "dialogue"];
|
||||
|
||||
type Stage =
|
||||
| "hidden"
|
||||
| "fading-in"
|
||||
| "showing-text"
|
||||
| "fading-text-out"
|
||||
| "video";
|
||||
|
||||
/**
|
||||
* Full-screen video overlay that plays once after the outro drone-shot
|
||||
* cinematic ends. Triggered by the "outro-cinematic-complete" window event
|
||||
* dispatched from GameCinematics.tsx.
|
||||
* End-of-demo overlay. Triggered by the "outro-cinematic-complete" window
|
||||
* event dispatched from GameCinematics.tsx.
|
||||
*
|
||||
* Sequence:
|
||||
* 1. Fade to black (TRANSITION_FADE_MS)
|
||||
* 2. Reveal "Next step: La ferme" text + hold (TRANSITION_HOLD_MS)
|
||||
* 3. Fade text out (TRANSITION_TEXT_FADE_MS)
|
||||
* 4. Play `outro.mp4` full-screen with all game audio muted
|
||||
*/
|
||||
export function OutroVideoOverlay(): React.JSX.Element | null {
|
||||
const [visible, setVisible] = useState(false);
|
||||
const [stage, setStage] = useState<Stage>("hidden");
|
||||
const [lafermeVisible, setLafermeVisible] = useState(false);
|
||||
const videoRef = useRef<HTMLVideoElement>(null);
|
||||
const savedVolumesRef = useRef<Partial<Record<AudioCategory, number>>>({});
|
||||
|
||||
useEffect(() => {
|
||||
function handleCinematicComplete(): void {
|
||||
setVisible(true);
|
||||
setStage("fading-in");
|
||||
}
|
||||
|
||||
window.addEventListener("outro-cinematic-complete", handleCinematicComplete);
|
||||
window.addEventListener(
|
||||
"outro-cinematic-complete",
|
||||
handleCinematicComplete,
|
||||
);
|
||||
return () => {
|
||||
window.removeEventListener(
|
||||
"outro-cinematic-complete",
|
||||
@@ -25,12 +51,80 @@ export function OutroVideoOverlay(): React.JSX.Element | null {
|
||||
};
|
||||
}, []);
|
||||
|
||||
// Drive the transition timeline.
|
||||
useEffect(() => {
|
||||
if (!visible) return;
|
||||
void videoRef.current?.play();
|
||||
}, [visible]);
|
||||
if (stage === "fading-in") {
|
||||
const timer = window.setTimeout(
|
||||
() => setStage("showing-text"),
|
||||
TRANSITION_FADE_MS,
|
||||
);
|
||||
return () => window.clearTimeout(timer);
|
||||
}
|
||||
if (stage === "showing-text") {
|
||||
const timer = window.setTimeout(
|
||||
() => setStage("fading-text-out"),
|
||||
TRANSITION_HOLD_MS,
|
||||
);
|
||||
return () => window.clearTimeout(timer);
|
||||
}
|
||||
if (stage === "fading-text-out") {
|
||||
const timer = window.setTimeout(
|
||||
() => setStage("video"),
|
||||
TRANSITION_TEXT_FADE_MS,
|
||||
);
|
||||
return () => window.clearTimeout(timer);
|
||||
}
|
||||
return undefined;
|
||||
}, [stage]);
|
||||
|
||||
if (!visible) return null;
|
||||
// Stagger the second word ("La ferme") so it fades in after "Next step :"
|
||||
// is already visible.
|
||||
useEffect(() => {
|
||||
if (stage === "showing-text") {
|
||||
const timer = window.setTimeout(
|
||||
() => setLafermeVisible(true),
|
||||
TRANSITION_LAFERME_DELAY_MS,
|
||||
);
|
||||
return () => window.clearTimeout(timer);
|
||||
}
|
||||
if (stage === "hidden" || stage === "fading-in") {
|
||||
// Reset the staged reveal so a re-triggered outro replays correctly.
|
||||
// eslint-disable-next-line react-hooks/set-state-in-effect
|
||||
setLafermeVisible(false);
|
||||
}
|
||||
return undefined;
|
||||
}, [stage]);
|
||||
|
||||
// Mute all game audio while the video is showing; restore on cleanup so
|
||||
// a re-mounted page doesn't stay silent.
|
||||
useEffect(() => {
|
||||
if (stage !== "video") return;
|
||||
|
||||
const audioManager = AudioManager.getInstance();
|
||||
const saved: Partial<Record<AudioCategory, number>> = {};
|
||||
for (const category of MUTED_CATEGORIES) {
|
||||
saved[category] = audioManager.getCategoryVolume(category);
|
||||
audioManager.setCategoryVolume(category, 0);
|
||||
}
|
||||
savedVolumesRef.current = saved;
|
||||
|
||||
void videoRef.current?.play();
|
||||
|
||||
return () => {
|
||||
for (const category of MUTED_CATEGORIES) {
|
||||
const previous = savedVolumesRef.current[category];
|
||||
if (previous !== undefined) {
|
||||
audioManager.setCategoryVolume(category, previous);
|
||||
}
|
||||
}
|
||||
savedVolumesRef.current = {};
|
||||
};
|
||||
}, [stage]);
|
||||
|
||||
if (stage === "hidden") return null;
|
||||
|
||||
const showText = stage === "showing-text" || stage === "fading-text-out";
|
||||
const textOpacity = stage === "showing-text" ? 1 : 0;
|
||||
|
||||
return (
|
||||
<div
|
||||
@@ -42,14 +136,45 @@ export function OutroVideoOverlay(): React.JSX.Element | null {
|
||||
display: "flex",
|
||||
alignItems: "center",
|
||||
justifyContent: "center",
|
||||
opacity: stage === "fading-in" ? 0 : 1,
|
||||
transition: `opacity ${TRANSITION_FADE_MS}ms ease-out`,
|
||||
pointerEvents: stage === "video" ? "auto" : "none",
|
||||
}}
|
||||
aria-hidden={stage !== "video"}
|
||||
>
|
||||
<video
|
||||
ref={videoRef}
|
||||
src={OUTRO_VIDEO_SRC}
|
||||
style={{ width: "100%", height: "100%", objectFit: "cover" }}
|
||||
playsInline
|
||||
/>
|
||||
{showText ? (
|
||||
<div
|
||||
style={{
|
||||
color: "#F2F2F2",
|
||||
textAlign: "center",
|
||||
textShadow: "0 7px 14.4px rgba(0, 0, 0, 0.25)",
|
||||
fontFamily: "Inter, system-ui, sans-serif",
|
||||
fontSize: "clamp(24px, 4vw, 48px)",
|
||||
fontWeight: 700,
|
||||
letterSpacing: "-1.3px",
|
||||
opacity: textOpacity,
|
||||
transition: `opacity ${TRANSITION_TEXT_FADE_MS}ms ease-in`,
|
||||
}}
|
||||
>
|
||||
Next step :{" "}
|
||||
<span
|
||||
style={{
|
||||
opacity: lafermeVisible ? 1 : 0,
|
||||
transition: `opacity ${TRANSITION_TEXT_FADE_MS}ms ease-in`,
|
||||
}}
|
||||
>
|
||||
La ferme
|
||||
</span>
|
||||
</div>
|
||||
) : null}
|
||||
{stage === "video" ? (
|
||||
<video
|
||||
ref={videoRef}
|
||||
src={OUTRO_VIDEO_SRC}
|
||||
style={{ width: "100%", height: "100%", objectFit: "cover" }}
|
||||
playsInline
|
||||
/>
|
||||
) : null}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,75 @@
|
||||
import { useEffect, useState } from "react";
|
||||
import { Hand } from "lucide-react";
|
||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||
import { useHandTrackingSnapshot } from "@/hooks/handTracking/useHandTrackingSnapshot";
|
||||
import type { MissionStep } from "@/types/gameplay/repairMission";
|
||||
import { TutorialOverlay } from "@/components/ui/tutorial/TutorialOverlay";
|
||||
|
||||
// Repair steps where the hand-tracking tutorial is allowed to display. Covers
|
||||
// the no-hand-tracking phase (fragmented, scanning) and the first hand-driven
|
||||
// step (inspected) — beyond that the player has presumably learned.
|
||||
const HAND_TUTORIAL_STEPS: ReadonlySet<MissionStep> = new Set([
|
||||
"fragmented",
|
||||
"scanning",
|
||||
"inspected",
|
||||
]);
|
||||
|
||||
// Fallback: if hand detection never fires (camera blocked, MediaPipe failure,
|
||||
// player using mouse), the tutorial auto-dismisses after this delay so it
|
||||
// never blocks the screen indefinitely.
|
||||
const HAND_TUTORIAL_FALLBACK_TIMEOUT_MS = 5000;
|
||||
|
||||
/**
|
||||
* First-time hand-tracking tutorial. Visible during the early ebike repair
|
||||
* steps until MediaPipe actually detects a hand on screen. Once dismissed it
|
||||
* stays dismissed for the session.
|
||||
*/
|
||||
export function HandTrackingTutorial(): React.JSX.Element | null {
|
||||
const mainState = useGameStore((state) => state.mainState);
|
||||
const ebikeStep = useGameStore((state) => state.ebike.currentStep);
|
||||
const { hands, status } = useHandTrackingSnapshot();
|
||||
const [dismissed, setDismissed] = useState(false);
|
||||
|
||||
const isInShowWindow =
|
||||
mainState === "ebike" && HAND_TUTORIAL_STEPS.has(ebikeStep);
|
||||
const handsDetected = status !== "idle" && hands.length > 0;
|
||||
|
||||
useEffect(() => {
|
||||
if (handsDetected && !dismissed) {
|
||||
// Sync the persistent dismissal flag with an external signal (the
|
||||
// hand-tracking snapshot). Same shape as the resync pattern used
|
||||
// elsewhere in the repo (e.g. PylonDownedPylon).
|
||||
// eslint-disable-next-line react-hooks/set-state-in-effect
|
||||
setDismissed(true);
|
||||
}
|
||||
}, [handsDetected, dismissed]);
|
||||
|
||||
// Fallback timeout: dismiss the tutorial even if no hand is ever detected,
|
||||
// so the overlay never gets stuck on screen.
|
||||
useEffect(() => {
|
||||
if (!isInShowWindow || dismissed) return undefined;
|
||||
const timer = window.setTimeout(
|
||||
() => setDismissed(true),
|
||||
HAND_TUTORIAL_FALLBACK_TIMEOUT_MS,
|
||||
);
|
||||
return () => window.clearTimeout(timer);
|
||||
}, [isInShowWindow, dismissed]);
|
||||
|
||||
if (!isInShowWindow || dismissed) return null;
|
||||
|
||||
return (
|
||||
<TutorialOverlay
|
||||
icon={
|
||||
<div className="tutorial-overlay__hands">
|
||||
<Hand size={96} strokeWidth={1.5} />
|
||||
<Hand
|
||||
size={96}
|
||||
strokeWidth={1.5}
|
||||
style={{ transform: "scaleX(-1)" }}
|
||||
/>
|
||||
</div>
|
||||
}
|
||||
text="Placez vos mains devant la caméra pour attraper les pièces. Sinon, utilisez la souris."
|
||||
/>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,57 @@
|
||||
import { useEffect, useState } from "react";
|
||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||
import type { GameStep } from "@/types/game";
|
||||
import { TutorialOverlay } from "@/components/ui/tutorial/TutorialOverlay";
|
||||
|
||||
const MOVEMENT_KEYS = new Set(["z", "q", "s", "d"]);
|
||||
// Intro steps where the movement tutorial is allowed to display. From the
|
||||
// reveal fade through the free-walk window before the ebike mount.
|
||||
const MOVEMENT_TUTORIAL_STEPS: ReadonlySet<GameStep> = new Set([
|
||||
"reveal",
|
||||
"await-ebike-mount",
|
||||
]);
|
||||
|
||||
function KeyCap({ label }: { label: string }): React.JSX.Element {
|
||||
return <span className="tutorial-overlay__keycap">{label}</span>;
|
||||
}
|
||||
|
||||
/**
|
||||
* First-time movement tutorial. Visible during the intro reveal and the
|
||||
* walk-around step before the ebike mount, until the player presses any
|
||||
* of Z, Q, S, D. Once dismissed it stays dismissed for the session.
|
||||
*/
|
||||
export function MovementTutorial(): React.JSX.Element | null {
|
||||
const introStep = useGameStore((state) => state.intro.currentStep);
|
||||
const [dismissed, setDismissed] = useState(false);
|
||||
|
||||
const isInShowWindow = MOVEMENT_TUTORIAL_STEPS.has(introStep);
|
||||
|
||||
useEffect(() => {
|
||||
if (dismissed) return;
|
||||
function onKeyDown(event: KeyboardEvent): void {
|
||||
if (MOVEMENT_KEYS.has(event.key.toLowerCase())) {
|
||||
setDismissed(true);
|
||||
}
|
||||
}
|
||||
window.addEventListener("keydown", onKeyDown);
|
||||
return () => window.removeEventListener("keydown", onKeyDown);
|
||||
}, [dismissed]);
|
||||
|
||||
if (!isInShowWindow || dismissed) return null;
|
||||
|
||||
return (
|
||||
<TutorialOverlay
|
||||
icon={
|
||||
<div className="tutorial-overlay__keyboard">
|
||||
<span aria-hidden="true" />
|
||||
<KeyCap label="Z" />
|
||||
<span aria-hidden="true" />
|
||||
<KeyCap label="Q" />
|
||||
<KeyCap label="S" />
|
||||
<KeyCap label="D" />
|
||||
</div>
|
||||
}
|
||||
text="Utilisez le clavier et la souris pour vous déplacer."
|
||||
/>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
interface TutorialOverlayProps {
|
||||
icon: React.ReactNode;
|
||||
text: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* Full-screen instructional overlay shown during onboarding moments
|
||||
* (movement intro, hand-tracking intro, ...). Pure presentation: parent
|
||||
* decides when to mount it and when to unmount it.
|
||||
*/
|
||||
export function TutorialOverlay({
|
||||
icon,
|
||||
text,
|
||||
}: TutorialOverlayProps): React.JSX.Element {
|
||||
return (
|
||||
<div className="tutorial-overlay" aria-live="polite">
|
||||
<div className="tutorial-overlay__panel">
|
||||
<div className="tutorial-overlay__icon">{icon}</div>
|
||||
<p className="tutorial-overlay__text">{text}</p>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
import { useEffect, useRef, useState } from "react";
|
||||
import { useEffect, useRef } from "react";
|
||||
import { useFrame, useThree } from "@react-three/fiber";
|
||||
import * as THREE from "three";
|
||||
import { isDebugEnabled } from "@/utils/debug/isDebugEnabled";
|
||||
@@ -50,11 +50,10 @@ export function ZoneDetection({
|
||||
zone,
|
||||
onEnter,
|
||||
height,
|
||||
}: ZoneDetectionProps): React.JSX.Element {
|
||||
}: ZoneDetectionProps): React.JSX.Element | null {
|
||||
const camera = useThree((state) => state.camera);
|
||||
const hasTriggeredRef = useRef(false);
|
||||
const onEnterRef = useRef(onEnter);
|
||||
const [isActive, setIsActive] = useState(false);
|
||||
|
||||
useEffect(() => {
|
||||
onEnterRef.current = onEnter;
|
||||
@@ -75,9 +74,8 @@ export function ZoneDetection({
|
||||
if (_cameraPos.y > zone.position[1] + zoneHeight / 2) return;
|
||||
|
||||
hasTriggeredRef.current = true;
|
||||
setIsActive(true);
|
||||
onEnterRef.current();
|
||||
});
|
||||
|
||||
return <ZoneDebugVisual zone={zone} active={isActive} />;
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -15,11 +15,11 @@ export const EBIKE_DROP_PLAYER_TRANSFORM: CameraTransform = {
|
||||
rotation: [0, 0, 0],
|
||||
};
|
||||
|
||||
export const EBIKE_WORLD_POSITION: Vector3Tuple = [65, 0.8, 72];
|
||||
export const EBIKE_WORLD_POSITION: Vector3Tuple = [68, 0.8, 65];
|
||||
export const EBIKE_WORLD_ROTATION_Y = -2.5;
|
||||
export const EBIKE_WORLD_SCALE = 0.35;
|
||||
|
||||
export const EBIKE_INTRO_BREAKDOWN_DISTANCE = 15;
|
||||
export const EBIKE_INTRO_BREAKDOWN_DISTANCE = 50;
|
||||
export const EBIKE_BREAKDOWN_DIALOGUE_DELAY_MS = 250;
|
||||
|
||||
export const EBIKE_ACCELERATION_DURATION_MS = 2000;
|
||||
@@ -33,3 +33,7 @@ export const EBIKE_SOUNDS = {
|
||||
} as const;
|
||||
|
||||
export const EBIKE_BREAKDOWN_DIALOGUE_ID = "narrateur_ebikecasse";
|
||||
export const EBIKE_SCAN_HINT_DIALOGUE_ID = "narrateur_galetscan";
|
||||
export const EBIKE_DIAGNOSTIC_DIALOGUE_ID =
|
||||
"narrateur_refroidisseur_diagnostic";
|
||||
export const EBIKE_REPAIRED_DIALOGUE_ID = "narrateur_ebikerepare";
|
||||
|
||||
@@ -5,7 +5,7 @@ export const INTRO_MISSION_NOTIFICATION_IMAGE_PATH =
|
||||
|
||||
export const MISSION_NOTIFICATION_IMAGE_PATHS: Record<RepairMissionId, string> =
|
||||
{
|
||||
ebike: "/assets/world/UI/ebike-mission-notification.webm",
|
||||
pylon: "/assets/world/UI/pylon-mission-notification.webm",
|
||||
farm: "/assets/world/UI/farm-mission-notification.webm",
|
||||
ebike: "/assets/world/UI/ebike.webm",
|
||||
pylon: "/assets/world/UI/centrale.webm",
|
||||
farm: "/assets/world/UI/laferme.webm",
|
||||
};
|
||||
|
||||
@@ -41,6 +41,8 @@ export const PYLON_NARRATIVE_INTERACT_RADIUS = 3.5;
|
||||
|
||||
export const PYLON_STRAIGHTEN_ANIMATION_DURATION_MS = 2200;
|
||||
|
||||
export const PYLON_APPROACH_DELAY_MS = 7500;
|
||||
|
||||
export const PYLON_NARRATIVE_DIALOGUES = {
|
||||
electricOutage: "narrateur_coupureelec",
|
||||
searchCentral: "narrateur_fouillelecentre",
|
||||
|
||||
@@ -3,3 +3,23 @@ export const REPAIR_FRAGMENTATION_SEQUENCE_SECONDS = 4;
|
||||
export const REPAIR_INTERACTION_RADIUS = 10;
|
||||
export const REPAIR_SCAN_PART_SECONDS = 1.2;
|
||||
export const REPAIR_REASSEMBLY_SECONDS = 1.4;
|
||||
/**
|
||||
* Lerp speed used by the shared ExplodableModel during the repair flow.
|
||||
* Lower = slower, more deliberate explosion so the player can see each
|
||||
* node clearly leave its original position. The default ExplodedModel
|
||||
* speed (6) finishes in ~0.5s which feels rushed.
|
||||
*/
|
||||
export const REPAIR_FRAGMENT_SPLIT_SPEED = 1.8;
|
||||
export const REPAIR_FRAGMENT_SPLIT_DURATION_SECONDS = 1.5;
|
||||
/**
|
||||
* Delay between the end of the inverse-explosion (parts settled back to
|
||||
* their original positions) and the auto-transition to the `done` step.
|
||||
* Used by the ebike repair flow so the reassembly particles can play
|
||||
* before the bubble starts shrinking.
|
||||
*/
|
||||
export const REPAIR_REASSEMBLY_HOLD_MS = 1500;
|
||||
/**
|
||||
* Fallback timer for the ebike `done` -> mission-complete transition
|
||||
* when the narrator audio fails to fire its `ended` event.
|
||||
*/
|
||||
export const REPAIR_DONE_DIALOGUE_FALLBACK_MS = 6000;
|
||||
|
||||
@@ -20,13 +20,14 @@ const REPAIR_MISSION_POSITIONS = {
|
||||
farm: [-24, 0, 42],
|
||||
} as const satisfies Record<RepairMissionId, Vector3Tuple>;
|
||||
|
||||
export const REPAIR_MISSION_TRIGGERS = [
|
||||
{
|
||||
mission: "ebike",
|
||||
label: "Réparer l'e-bike",
|
||||
radius: 4,
|
||||
},
|
||||
] as const satisfies readonly RepairMissionTriggerConfig[];
|
||||
// Currently empty: the ebike mission entry point is handled directly by
|
||||
// `Ebike.tsx`'s own InteractableObject ("Lancer le Repair Game"), and the
|
||||
// pylon/farm missions transition through their narrative flows
|
||||
// (PylonNarrativeFlow / FarmNarrativeFlow). Keep the array typed so we
|
||||
// can re-introduce a generic anchor trigger in the future without
|
||||
// touching the consumer in `GameStageContent.tsx`.
|
||||
export const REPAIR_MISSION_TRIGGERS: readonly RepairMissionTriggerConfig[] =
|
||||
[];
|
||||
|
||||
export const REPAIR_MISSION_POSITION_ENTRIES = Object.entries(
|
||||
REPAIR_MISSION_POSITIONS,
|
||||
|
||||
@@ -10,6 +10,8 @@ const REPAIR_MISSION_ID_VALUES: ReadonlySet<string> = new Set(
|
||||
|
||||
export const MISSION_STEPS = [
|
||||
"locked",
|
||||
"electricienne_history",
|
||||
"tampon",
|
||||
"approaching",
|
||||
"arrived",
|
||||
"npc-return",
|
||||
@@ -25,17 +27,26 @@ export const MISSION_STEPS = [
|
||||
const MISSION_STEP_VALUES: ReadonlySet<string> = new Set(MISSION_STEPS);
|
||||
|
||||
const PYLON_ONLY_MISSION_STEPS = new Set<MissionStep>([
|
||||
"tampon",
|
||||
"approaching",
|
||||
"arrived",
|
||||
"npc-return",
|
||||
"narrator-outro",
|
||||
]);
|
||||
const FARM_ONLY_MISSION_STEPS = new Set<MissionStep>(["electricienne_history"]);
|
||||
|
||||
export function getMissionStepsFor(
|
||||
mission: RepairMissionId,
|
||||
): readonly MissionStep[] {
|
||||
if (mission === "pylon") return MISSION_STEPS;
|
||||
return MISSION_STEPS.filter((step) => !PYLON_ONLY_MISSION_STEPS.has(step));
|
||||
return MISSION_STEPS.filter((step) => {
|
||||
if (mission !== "pylon" && PYLON_ONLY_MISSION_STEPS.has(step)) {
|
||||
return false;
|
||||
}
|
||||
if (mission !== "farm" && FARM_ONLY_MISSION_STEPS.has(step)) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
});
|
||||
}
|
||||
|
||||
export function isRepairMissionId(value: string): value is RepairMissionId {
|
||||
@@ -52,7 +63,11 @@ export function getNextMissionStep(
|
||||
): MissionStep {
|
||||
switch (step) {
|
||||
case "locked":
|
||||
return mission === "pylon" ? "approaching" : "waiting";
|
||||
return mission === "pylon" ? "tampon" : "waiting";
|
||||
case "electricienne_history":
|
||||
return "done";
|
||||
case "tampon":
|
||||
return "approaching";
|
||||
case "approaching":
|
||||
return "arrived";
|
||||
case "arrived":
|
||||
@@ -85,14 +100,23 @@ export function getPreviousMissionStep(
|
||||
switch (step) {
|
||||
case "locked":
|
||||
return "locked";
|
||||
case "approaching":
|
||||
case "electricienne_history":
|
||||
return "locked";
|
||||
case "tampon":
|
||||
return "locked";
|
||||
case "approaching":
|
||||
return "tampon";
|
||||
case "arrived":
|
||||
return "approaching";
|
||||
case "npc-return":
|
||||
return "arrived";
|
||||
case "waiting":
|
||||
return mission === "pylon" ? "npc-return" : "locked";
|
||||
// Ebike no longer has a "locked" entry state — its mission starts
|
||||
// directly at "waiting". Pylon rewinds to its NPC return loop, farm
|
||||
// rewinds to its narrative-driven locked kickoff.
|
||||
if (mission === "pylon") return "npc-return";
|
||||
if (mission === "farm") return "locked";
|
||||
return "waiting";
|
||||
case "inspected":
|
||||
return "waiting";
|
||||
case "fragmented":
|
||||
|
||||
@@ -4,6 +4,7 @@ import type {
|
||||
RepairMissionId,
|
||||
} from "@/types/gameplay/repairMission";
|
||||
import {
|
||||
EBIKE_DIAGNOSTIC_DIALOGUE_ID,
|
||||
EBIKE_WORLD_ROTATION_Y,
|
||||
EBIKE_WORLD_SCALE,
|
||||
} from "@/data/ebike/ebikeConfig";
|
||||
@@ -36,9 +37,12 @@ export const REPAIR_MISSIONS: Record<RepairMissionId, RepairMissionConfig> = {
|
||||
id: "ebike-cooling-core",
|
||||
label: "Cooling core",
|
||||
modelPath: "/models/refroidisseur/model.gltf",
|
||||
nodeName: "refroidisseur",
|
||||
targetNodeName: "refroidisseur",
|
||||
nodeName: "Radiateur",
|
||||
targetNodeName: "Radiateur",
|
||||
caseSlotName: "placeholder_1",
|
||||
// Plays during the scan landing on the refroidisseur node;
|
||||
// the scan sequence advances on this audio's `ended` event.
|
||||
voiceLineId: EBIKE_DIAGNOSTIC_DIALOGUE_ID,
|
||||
},
|
||||
],
|
||||
replacementParts: [
|
||||
@@ -47,7 +51,7 @@ export const REPAIR_MISSIONS: Record<RepairMissionId, RepairMissionConfig> = {
|
||||
label: "Refroidisseur",
|
||||
modelPath: "/models/refroidisseur/model.gltf",
|
||||
caseAnchor: "refroidisseur",
|
||||
targetNodeName: "refroidisseur",
|
||||
targetNodeName: "Radiateur",
|
||||
},
|
||||
{
|
||||
id: "ebike-cable-right-distractor",
|
||||
|
||||
+72
-3
@@ -1799,7 +1799,8 @@ canvas {
|
||||
width: 100vw;
|
||||
height: 100vh;
|
||||
pointer-events: none;
|
||||
filter: drop-shadow(0 0 8px rgba(56, 189, 248, 0.55));
|
||||
opacity: 0.8;
|
||||
filter: drop-shadow(0 0 4px rgba(96, 165, 250, 0.3));
|
||||
}
|
||||
|
||||
.hand-tracking-fallback {
|
||||
@@ -1811,14 +1812,82 @@ canvas {
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
.tutorial-overlay {
|
||||
position: fixed;
|
||||
inset: 0;
|
||||
z-index: 14;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
background: rgba(96, 165, 250, 0.55);
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
.tutorial-overlay__panel {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
gap: 36px;
|
||||
padding: 56px 72px;
|
||||
max-width: 640px;
|
||||
background: transparent;
|
||||
border: 2px solid #1e3a8a;
|
||||
border-radius: 24px;
|
||||
color: #1e3a8a;
|
||||
}
|
||||
|
||||
.tutorial-overlay__icon {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
}
|
||||
|
||||
.tutorial-overlay__text {
|
||||
font-family: var(--font-body);
|
||||
font-size: 1.1rem;
|
||||
font-weight: 500;
|
||||
line-height: 1.45;
|
||||
text-align: center;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.tutorial-overlay__keyboard {
|
||||
display: grid;
|
||||
grid-template-columns: repeat(3, 64px);
|
||||
gap: 8px;
|
||||
font-family: var(--font-primary);
|
||||
}
|
||||
|
||||
.tutorial-overlay__keycap {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
width: 64px;
|
||||
height: 64px;
|
||||
background: #e0f2fe;
|
||||
border: 2px solid #1e3a8a;
|
||||
border-radius: 10px;
|
||||
font-size: 1.6rem;
|
||||
font-weight: 700;
|
||||
color: #1e3a8a;
|
||||
}
|
||||
|
||||
.tutorial-overlay__hands {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 32px;
|
||||
color: #1e3a8a;
|
||||
}
|
||||
|
||||
.hand-tracking-fallback__icon {
|
||||
position: absolute;
|
||||
width: 96px;
|
||||
width: 80px;
|
||||
height: 96px;
|
||||
fill: #67e8f9;
|
||||
stroke: #0c4a6e;
|
||||
stroke-width: 2;
|
||||
stroke-width: 3;
|
||||
stroke-linejoin: round;
|
||||
stroke-linecap: round;
|
||||
filter: drop-shadow(0 0 8px rgba(56, 189, 248, 0.55));
|
||||
}
|
||||
|
||||
|
||||
@@ -131,7 +131,7 @@ function completeIntroState(state: GameState): GameStateUpdate {
|
||||
},
|
||||
ebike: {
|
||||
...state.ebike,
|
||||
currentStep: "locked",
|
||||
currentStep: "waiting",
|
||||
},
|
||||
};
|
||||
}
|
||||
@@ -146,7 +146,7 @@ function completeEbikeState(state: GameState): GameStateUpdate {
|
||||
},
|
||||
pylon: {
|
||||
...state.pylon,
|
||||
currentStep: "approaching",
|
||||
currentStep: "tampon",
|
||||
},
|
||||
};
|
||||
}
|
||||
@@ -265,7 +265,7 @@ function createInitialGameState(): GameState {
|
||||
isEbikeUnlocked: false,
|
||||
},
|
||||
ebike: {
|
||||
currentStep: "locked",
|
||||
currentStep: "waiting",
|
||||
dialogueAudio: null,
|
||||
isRepaired: false,
|
||||
},
|
||||
|
||||
@@ -4,6 +4,7 @@ import { Canvas } from "@react-three/fiber";
|
||||
import * as THREE from "three";
|
||||
import { DebugPerf } from "@/components/debug/DebugPerf";
|
||||
import { EbikeIntroSequence } from "@/components/game/EbikeIntroSequence";
|
||||
import { EbikeRepairNarrator } from "@/components/game/EbikeRepairNarrator";
|
||||
import { AppLoadingIndicator } from "@/components/ui/AppLoadingIndicator";
|
||||
import { DialogMessage } from "@/components/ui/DialogMessage";
|
||||
import { GameUI } from "@/components/ui/GameUI";
|
||||
@@ -259,6 +260,7 @@ export function HomePage(): React.JSX.Element | null {
|
||||
) : null}
|
||||
{renderIntroOverlay()}
|
||||
<EbikeIntroSequence />
|
||||
<EbikeRepairNarrator />
|
||||
</HandTrackingProvider>
|
||||
);
|
||||
}
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
import type { ReactNode } from "react";
|
||||
import { useEffect, useState } from "react";
|
||||
import { HAND_TRACKING_LINGER_MS } from "@/data/handTrackingConfig";
|
||||
import { useSceneMode } from "@/hooks/debug/useSceneMode";
|
||||
import { useDebugStore } from "@/hooks/debug/useDebugStore";
|
||||
import { useInteraction } from "@/hooks/interaction/useInteraction";
|
||||
import {
|
||||
HAND_TRACKING_IDLE_SNAPSHOT,
|
||||
HandTrackingContext,
|
||||
@@ -25,8 +23,14 @@ export function HandTrackingProvider({
|
||||
}: {
|
||||
children: ReactNode;
|
||||
}): React.JSX.Element {
|
||||
const sceneMode = useSceneMode();
|
||||
const repairNeedsHands = useGameStore((state) => {
|
||||
// Hand tracking is gated *only* by the active repair-mission step. We
|
||||
// intentionally do NOT activate it from generic interactable proximity
|
||||
// (e.g. standing next to the ebike to mount it) — that previously caused
|
||||
// hand tracking to spin up around any interactable in the physics
|
||||
// (TestMap) scene mode, even though the player wasn't in a step that
|
||||
// actually uses hands. Use the GameStateDebugPanel to set
|
||||
// mainState=ebike + currentStep=inspected when testing in TestMap.
|
||||
const requested = useGameStore((state) => {
|
||||
switch (state.mainState) {
|
||||
case "ebike":
|
||||
return REPAIR_HAND_TRACKING_STEPS.has(state.ebike.currentStep);
|
||||
@@ -39,10 +43,6 @@ export function HandTrackingProvider({
|
||||
return false;
|
||||
}
|
||||
});
|
||||
const { nearby, holding, handHolding } = useInteraction();
|
||||
const requested =
|
||||
repairNeedsHands ||
|
||||
(sceneMode === "physics" && (nearby || holding || handHolding));
|
||||
|
||||
// Keep the runtime active a little after `requested` turns off so
|
||||
// MediaPipe has time to initialize the webcam + model + first frame
|
||||
|
||||
@@ -48,6 +48,15 @@ export interface RepairMissionPartConfig {
|
||||
*/
|
||||
caseLockGroup?: string;
|
||||
modelPath?: string;
|
||||
/**
|
||||
* Optional dialogue id to play when the scan sequence lands on this
|
||||
* part. The scan sequence will pause on this part for the duration
|
||||
* of the audio (instead of the default `scanPartSeconds` timer) and
|
||||
* advance to the next part on the audio's `ended` event. Use this to
|
||||
* deliver a node-specific diagnostic line (e.g. ebike refroidisseur
|
||||
* -> "narrateur_refroidisseur_diagnostic").
|
||||
*/
|
||||
voiceLineId?: string;
|
||||
}
|
||||
|
||||
export interface RepairScannedBrokenPart {
|
||||
@@ -90,6 +99,7 @@ export interface RepairMissionConfig {
|
||||
|
||||
export type MissionStep =
|
||||
| "locked"
|
||||
| "tampon"
|
||||
| "approaching"
|
||||
| "arrived"
|
||||
| "npc-return"
|
||||
@@ -104,6 +114,7 @@ export type MissionStep =
|
||||
| "electricienne_history";
|
||||
|
||||
export const PYLON_NARRATIVE_STEPS = [
|
||||
"tampon",
|
||||
"approaching",
|
||||
"arrived",
|
||||
"npc-return",
|
||||
|
||||
@@ -3,10 +3,15 @@ import type { MapNode, MapNodeInstanceTransform } from "@/types/map/mapScene";
|
||||
export function mapNodeToInstanceTransform(
|
||||
node: MapNode,
|
||||
): MapNodeInstanceTransform {
|
||||
return {
|
||||
id: node.id,
|
||||
const transform: MapNodeInstanceTransform = {
|
||||
position: node.position,
|
||||
rotation: node.rotation,
|
||||
scale: node.scale,
|
||||
};
|
||||
|
||||
if (node.id !== undefined) {
|
||||
transform.id = node.id;
|
||||
}
|
||||
|
||||
return transform;
|
||||
}
|
||||
|
||||
@@ -9,6 +9,14 @@ export interface ExplodedPart {
|
||||
interface ExplodedModelOptions {
|
||||
distance?: number;
|
||||
speed?: number;
|
||||
durationSeconds?: number;
|
||||
/**
|
||||
* Fired exactly once each time the lerp converges on a target value
|
||||
* (1 = fully exploded, 0 = fully reassembled). Useful for chaining
|
||||
* the next mission step on actual animation completion rather than a
|
||||
* blind timer.
|
||||
*/
|
||||
onSettled?: (settledAt: 0 | 1) => void;
|
||||
}
|
||||
|
||||
const _center = new THREE.Vector3();
|
||||
@@ -18,17 +26,26 @@ export class ExplodedModel {
|
||||
private readonly parts: ExplodedPart[] = [];
|
||||
private readonly distance: number;
|
||||
private readonly speed: number;
|
||||
private readonly durationSeconds: number | undefined;
|
||||
private readonly onSettled?: (settledAt: 0 | 1) => void;
|
||||
private progress = 0;
|
||||
private targetProgress = 0;
|
||||
private settledAtTarget = true;
|
||||
|
||||
constructor(model: THREE.Object3D, options: ExplodedModelOptions = {}) {
|
||||
this.distance = options.distance ?? 1.2;
|
||||
this.speed = options.speed ?? 6;
|
||||
this.durationSeconds = options.durationSeconds;
|
||||
if (options.onSettled) this.onSettled = options.onSettled;
|
||||
this.parts = this.createParts(model);
|
||||
}
|
||||
|
||||
setSplit(split: boolean): void {
|
||||
this.targetProgress = split ? 1 : 0;
|
||||
const next = split ? 1 : 0;
|
||||
if (next !== this.targetProgress) {
|
||||
this.targetProgress = next;
|
||||
this.settledAtTarget = false;
|
||||
}
|
||||
}
|
||||
|
||||
getParts(): readonly ExplodedPart[] {
|
||||
@@ -39,6 +56,14 @@ export class ExplodedModel {
|
||||
const diff = this.targetProgress - this.progress;
|
||||
if (Math.abs(diff) < 0.001) {
|
||||
this.progress = this.targetProgress;
|
||||
if (!this.settledAtTarget) {
|
||||
this.settledAtTarget = true;
|
||||
this.onSettled?.(this.targetProgress === 1 ? 1 : 0);
|
||||
}
|
||||
} else if (this.durationSeconds !== undefined) {
|
||||
const direction = diff > 0 ? 1 : -1;
|
||||
this.progress += direction * (delta / this.durationSeconds);
|
||||
this.progress = THREE.MathUtils.clamp(this.progress, 0, 1);
|
||||
} else {
|
||||
this.progress += diff * Math.min(delta * this.speed, 1);
|
||||
}
|
||||
|
||||
@@ -323,9 +323,11 @@ function MapNodeInstance({
|
||||
}): React.JSX.Element | null {
|
||||
const isGeneratedModel = isGeneratedMapModelName(node.name);
|
||||
const mainState = useGameStore((state) => state.mainState);
|
||||
const ebikeStep = useGameStore((state) => state.ebike.currentStep);
|
||||
const hideEbikeMapModel =
|
||||
node.name === "ebike" && mainState === "ebike" && ebikeStep !== "locked";
|
||||
// The static-map ebike node is replaced by the live `Ebike` component
|
||||
// (rendered from GameStageContent) as soon as the ebike mission begins,
|
||||
// so hide the static one to avoid a dual-render at the same world
|
||||
// position.
|
||||
const hideEbikeMapModel = node.name === "ebike" && mainState === "ebike";
|
||||
|
||||
useEffect(() => {
|
||||
if (modelUrl !== null || isGeneratedModel) return;
|
||||
|
||||
+31
-2
@@ -1,14 +1,43 @@
|
||||
import { useEffect } from "react";
|
||||
import { AudioManager } from "@/managers/AudioManager";
|
||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||
import type { MissionStep } from "@/types/gameplay/repairMission";
|
||||
|
||||
const GAME_MUSIC_PATH = "/sounds/musique/musique-jeu.mp3";
|
||||
const GAME_MUSIC_VOLUME = 0.33;
|
||||
const REPAIR_MUSIC_PATH = "/sounds/musique/musique-reparation.mp3";
|
||||
const MUSIC_VOLUME = 0.33;
|
||||
|
||||
// Steps during which the repair mini-game owns the experience.
|
||||
// Triggered when any mission (ebike / pylon / farm) is in this range.
|
||||
const REPAIR_MUSIC_STEPS: ReadonlySet<MissionStep> = new Set([
|
||||
"inspected",
|
||||
"fragmented",
|
||||
"scanning",
|
||||
"repairing",
|
||||
"reassembling",
|
||||
"done",
|
||||
]);
|
||||
|
||||
export function GameMusic(): null {
|
||||
const ebikeStep = useGameStore((state) => state.ebike.currentStep);
|
||||
const pylonStep = useGameStore((state) => state.pylon.currentStep);
|
||||
const farmStep = useGameStore((state) => state.farm.currentStep);
|
||||
|
||||
const inRepair =
|
||||
REPAIR_MUSIC_STEPS.has(ebikeStep) ||
|
||||
REPAIR_MUSIC_STEPS.has(pylonStep) ||
|
||||
REPAIR_MUSIC_STEPS.has(farmStep);
|
||||
|
||||
useEffect(() => {
|
||||
const audio = AudioManager.getInstance();
|
||||
audio.playMusic(GAME_MUSIC_PATH, GAME_MUSIC_VOLUME);
|
||||
audio.playMusic(
|
||||
inRepair ? REPAIR_MUSIC_PATH : GAME_MUSIC_PATH,
|
||||
MUSIC_VOLUME,
|
||||
);
|
||||
}, [inRepair]);
|
||||
|
||||
useEffect(() => {
|
||||
const audio = AudioManager.getInstance();
|
||||
return () => {
|
||||
audio.stopMusic();
|
||||
};
|
||||
|
||||
@@ -6,9 +6,6 @@ import { FarmNarrativeFlow } from "@/components/gameplay/farm/FarmNarrativeFlow"
|
||||
import { PylonDownedPylon } from "@/components/gameplay/pylon/PylonDownedPylon";
|
||||
import { PylonLightingEffect } from "@/components/gameplay/pylon/PylonLightingEffect";
|
||||
import { PylonNarrativeFlow } from "@/components/gameplay/pylon/PylonNarrativeFlow";
|
||||
import { ZoneDebugVisual } from "@/components/zone/ZoneDetection";
|
||||
import { PYLON_APPROACH_ZONE, PYLON_ARRIVED_ZONE } from "@/data/gameplay/zones";
|
||||
import { isDebugEnabled } from "@/utils/debug/isDebugEnabled";
|
||||
import {
|
||||
REPAIR_MISSION_POSITION_ENTRIES,
|
||||
REPAIR_MISSION_TRIGGERS,
|
||||
@@ -18,7 +15,6 @@ import {
|
||||
OUTRO_STAGE_ANCHOR,
|
||||
} from "@/data/gameplay/gameStageAnchors";
|
||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||
import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
|
||||
import { useRepairMissionAnchorStore } from "@/managers/stores/useRepairMissionAnchorStore";
|
||||
import {
|
||||
isFarmNarrativeStep,
|
||||
@@ -92,14 +88,12 @@ export function GameStageContent(): React.JSX.Element {
|
||||
const mainState = useGameStore((state) => state.mainState);
|
||||
const pylonStep = useGameStore((state) => state.pylon.currentStep);
|
||||
const anchors = useRepairMissionAnchorStore((state) => state.anchors);
|
||||
const repairFocusActive = useRepairFocusStore((state) => state.active);
|
||||
|
||||
const farmStep = useGameStore((state) => state.farm.currentStep);
|
||||
|
||||
const pylonInNarrative =
|
||||
mainState === "pylon" && isPylonNarrativeStep(pylonStep);
|
||||
const farmInNarrative =
|
||||
mainState === "farm" && isFarmNarrativeStep(farmStep);
|
||||
const farmInNarrative = mainState === "farm" && isFarmNarrativeStep(farmStep);
|
||||
|
||||
return (
|
||||
<>
|
||||
@@ -107,12 +101,6 @@ export function GameStageContent(): React.JSX.Element {
|
||||
<Ebike position={EBIKE_WORLD_POSITION} />
|
||||
<PylonLightingEffect />
|
||||
<PylonDownedPylon />
|
||||
{isDebugEnabled() && !repairFocusActive ? (
|
||||
<>
|
||||
<ZoneDebugVisual zone={PYLON_APPROACH_ZONE} active={false} />
|
||||
<ZoneDebugVisual zone={PYLON_ARRIVED_ZONE} active={false} />
|
||||
</>
|
||||
) : null}
|
||||
{mainState === "pylon" ? <PylonNarrativeFlow /> : null}
|
||||
{mainState === "farm" ? <FarmNarrativeFlow /> : null}
|
||||
{REPAIR_MISSION_POSITION_ENTRIES.map(({ mission }) => {
|
||||
|
||||
@@ -363,7 +363,11 @@ export function PlayerController({
|
||||
}
|
||||
|
||||
_wishDir.set(0, 0, 0);
|
||||
if (!isEbikeBreakdown) {
|
||||
// Block drive input only when still on the bike during breakdown.
|
||||
// Once auto-dismounted (movementMode === "walk"), the player must
|
||||
// remain free to walk around even though ebikeBreakdownActive is true.
|
||||
const blockDriveInput = isEbikeMounted && isEbikeBreakdown;
|
||||
if (!blockDriveInput) {
|
||||
if (keys.current.forward) _wishDir.add(_forward);
|
||||
if (keys.current.backward) _wishDir.sub(_forward);
|
||||
if (!isEbikeMounted) {
|
||||
|
||||
Reference in New Issue
Block a user