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@@ -17,8 +17,10 @@ Implemented missions:
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## Main Files
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## Main Files
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| File | Responsibility |
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| File | Responsibility |
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| ---------------------------------------------- | ------------------------------------------------- |
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| ----------------------------------------------------- | ------------------------------------------------- |
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| `src/components/three/gameplay/RepairGame.tsx` | Orchestrates the repair step machine |
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| `src/components/three/gameplay/RepairGame.tsx` | Orchestrates the repair step machine |
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| `src/components/three/gameplay/RepairFocusBubble.tsx` | Dark sphere shroud + cocoon decor during focus |
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| `src/managers/stores/useRepairFocusStore.ts` | Global flag + center for the repair focus bubble |
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| `src/data/gameplay/repairMissions.ts` | Mission-specific data |
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| `src/data/gameplay/repairMissions.ts` | Mission-specific data |
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| `src/types/gameplay/repairMission.ts` | Mission ids, step ids, guards |
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| `src/types/gameplay/repairMission.ts` | Mission ids, step ids, guards |
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| `src/managers/stores/useGameStore.ts` | Global progression and mission transitions |
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| `src/managers/stores/useGameStore.ts` | Global progression and mission transitions |
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@@ -159,8 +161,6 @@ The repair case appears near the mission object. The player can:
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Both paths move to `fragmented`.
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Both paths move to `fragmented`.
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`useRepairMovementLocked()` locks player movement during focused repair steps and drives the repair movement indicator.
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### Fragmented
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### Fragmented
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File:
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File:
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@@ -171,6 +171,10 @@ src/components/three/models/ExplodableModel.tsx
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The mission object is shown split apart. A timer then moves the mission to `scanning`.
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The mission object is shown split apart. A timer then moves the mission to `scanning`.
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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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The default delay comes from:
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The default delay comes from:
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```txt
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```txt
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@@ -256,6 +260,21 @@ The repaired object remains visible. The player validates the completion target,
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2. the case plays its exit animation
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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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3. `completeMission(mission)` advances the global game progression
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## Focus Bubble
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While the player is in `fragmented`, `scanning`, `repairing` or `reassembling`, `RepairGame` flips `useRepairFocusStore.active = true` and publishes the snapped world center of the repair model.
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`RepairFocusBubble` reads the store and:
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- renders a `BackSide` sphere (radius 1, scaled 0 → 10m) tinted `#060814` at opacity 0.92
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- grows the sphere with GSAP `expo.out` over 2.5 s when focus turns on
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- shrinks back with `expo.in` over 1.2 s when focus turns off
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- mounts a small "cocoon" decor pass inside (subtle grid floor + soft directional light + ambient) that fades in once the bubble is mostly grown
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`Environment.tsx` and `GameStageContent.tsx` consume the same store flag to unmount the vegetation system and the zone debug visuals while the bubble is up, so trees and gizmos do not pierce the shroud. Terrain, water, sky, clouds and grass remain visible behind the bubble.
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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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## Repair Case Details
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## Repair Case Details
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The case model implementation lives in:
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The case model implementation lives in:
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+6
-12
@@ -2,24 +2,18 @@
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"version": 1,
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"version": 1,
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"cinematics": [
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"cinematics": [
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{
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{
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"id": "intro_overview",
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"id": "outro_farm_drone",
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"timecode": 0,
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"timecode": 0,
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"dialogueCues": [
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{
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"time": 0,
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"dialogueId": "narrateur_bienvenueaaltera"
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}
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],
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"cameraKeyframes": [
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"cameraKeyframes": [
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{
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{
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"time": 0,
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"time": 0,
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"position": [8, 5, 12],
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"position": [-24, 5, 65],
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"target": [0, 2, 0]
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"target": [-24, 2, 42]
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},
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},
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{
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{
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"time": 4,
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"time": 10,
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"position": [12, 4, -6],
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"position": [-24, 90, 200],
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"target": [10, 1.4, -8]
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"target": [-24, 0, 42]
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}
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}
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]
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]
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}
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}
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+161
-646
File diff suppressed because it is too large
Load Diff
@@ -33,9 +33,19 @@ const _up = new THREE.Vector3(0, 1, 0);
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interface EbikeProps {
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interface EbikeProps {
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position: Vector3Tuple;
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position: Vector3Tuple;
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/**
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* When true (default), the parked position is snapped to the world terrain
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* height. Pass false in test scenes that don't render the world terrain so
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* the bike stays at the explicit Y of {@link position} instead of floating
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* at the (invisible) terrain height.
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*/
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snapToTerrain?: boolean;
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}
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}
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export function Ebike({ position }: EbikeProps): React.JSX.Element {
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export function Ebike({
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position,
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snapToTerrain = true,
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}: EbikeProps): React.JSX.Element {
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const groupRef = useRef<THREE.Group>(null);
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const groupRef = useRef<THREE.Group>(null);
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const { scene } = useLoggedGLTF(EBIKE_MODEL_PATH, {
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const { scene } = useLoggedGLTF(EBIKE_MODEL_PATH, {
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scope: "Ebike",
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scope: "Ebike",
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@@ -45,7 +55,7 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
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const terrainHeight = useTerrainHeightSampler();
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const terrainHeight = useTerrainHeightSampler();
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const parkedPosition = useMemo<Vector3Tuple>(() => {
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const parkedPosition = useMemo<Vector3Tuple>(() => {
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const [x, y, z] = position;
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const [x, y, z] = position;
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const height = terrainHeight.getHeight(x, z) ?? y;
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const height = snapToTerrain ? (terrainHeight.getHeight(x, z) ?? y) : y;
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const bottomOffset = getObjectBottomOffset(model, [
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const bottomOffset = getObjectBottomOffset(model, [
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EBIKE_WORLD_SCALE,
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EBIKE_WORLD_SCALE,
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EBIKE_WORLD_SCALE,
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EBIKE_WORLD_SCALE,
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@@ -53,7 +63,7 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
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]);
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]);
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return [x, height + bottomOffset, z];
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return [x, height + bottomOffset, z];
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}, [model, position, terrainHeight]);
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}, [model, position, snapToTerrain, terrainHeight]);
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const movementMode = useGameStore((state) => state.player.movementMode);
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const movementMode = useGameStore((state) => state.player.movementMode);
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const mainState = useGameStore((state) => state.mainState);
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const mainState = useGameStore((state) => state.mainState);
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const ebikeStep = useGameStore((state) => state.ebike.currentStep);
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const ebikeStep = useGameStore((state) => state.ebike.currentStep);
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@@ -119,12 +129,6 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
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// State for debug visualization (synced from refs during useFrame)
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// State for debug visualization (synced from refs during useFrame)
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const [showCameraPoints, setShowCameraPoints] = useState(true);
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const [showCameraPoints, setShowCameraPoints] = useState(true);
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const [debugRestingPosition, setDebugRestingPosition] =
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useState<Vector3Tuple>([
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parkedPosition[0],
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parkedPosition[1],
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parkedPosition[2],
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]);
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// Keep movementModeRef in sync — useFrame closures capture React state at
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// Keep movementModeRef in sync — useFrame closures capture React state at
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// render time and can become stale between renders.
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// render time and can become stale between renders.
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@@ -135,7 +139,9 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
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// SpotLight target must be in the scene to define the cone direction.
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// SpotLight target must be in the scene to define the cone direction.
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useEffect(() => {
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useEffect(() => {
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threeScene.add(headlightTarget);
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threeScene.add(headlightTarget);
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return () => { threeScene.remove(headlightTarget); };
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return () => {
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threeScene.remove(headlightTarget);
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};
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}, [threeScene, headlightTarget]);
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}, [threeScene, headlightTarget]);
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// Link the target to the SpotLight once it mounts.
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// Link the target to the SpotLight once it mounts.
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@@ -192,7 +198,9 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
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console.log("[Ebike] Fork found:", (forkNode as THREE.Object3D).name);
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console.log("[Ebike] Fork found:", (forkNode as THREE.Object3D).name);
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} else {
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} else {
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const names: string[] = [];
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const names: string[] = [];
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model.traverse((c) => { if (c.name) names.push(c.name); });
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model.traverse((c) => {
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if (c.name) names.push(c.name);
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});
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console.warn("[Ebike] Fork not found. All nodes:", names);
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console.warn("[Ebike] Fork not found. All nodes:", names);
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}
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}
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}, [model]);
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}, [model]);
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@@ -307,9 +315,7 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
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}
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}
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// Sync debug visualization state (throttled to avoid excessive re-renders)
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// Sync debug visualization state (throttled to avoid excessive re-renders)
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if (showCameraPoints) {
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// Debug visualization positions are derived elsewhere when needed.
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setDebugRestingPosition([...restingPositionRef.current]);
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}
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} else {
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} else {
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updateEbikeSounds({ mounted: false, driving: false, breakdown: false });
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updateEbikeSounds({ mounted: false, driving: false, breakdown: false });
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groupRef.current.position.set(...restingPositionRef.current);
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groupRef.current.position.set(...restingPositionRef.current);
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@@ -326,24 +332,26 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
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}
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}
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});
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});
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// Debug visualization positions computed from state (not refs)
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const camPointPos: Vector3Tuple = [
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debugRestingPosition[0] + EBIKE_CAMERA_TRANSFORM.position[0],
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debugRestingPosition[1] + EBIKE_CAMERA_TRANSFORM.position[1],
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debugRestingPosition[2] + EBIKE_CAMERA_TRANSFORM.position[2],
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];
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const dropPointPos: Vector3Tuple = [
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debugRestingPosition[0] + EBIKE_DROP_PLAYER_TRANSFORM.position[0],
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debugRestingPosition[1] + EBIKE_DROP_PLAYER_TRANSFORM.position[1],
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debugRestingPosition[2] + EBIKE_DROP_PLAYER_TRANSFORM.position[2],
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|
||||||
];
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const interactionLabel =
|
const interactionLabel =
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mainState === "ebike"
|
mainState === "ebike"
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? "Réparer l'e-bike"
|
? "Lancer le repair game"
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: movementMode === "walk"
|
: movementMode === "walk"
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? "Monter sur le bike"
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? "Monter sur le bike"
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: "Descendre du bike";
|
: "Descendre du bike";
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|
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|
// Hide the interact prompt while the player is actively riding the bike
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|
// (driving input pressed) so the "Descendre du bike" label doesn't
|
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// pollute the view. The prompt comes back the moment the bike comes to
|
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|
// a stop. window.ebikeDriveInputActive is published every frame by
|
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|
// PlayerController based on whether a movement key is currently held.
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const [isEbikeDriving, setIsEbikeDriving] = useState(false);
|
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useFrame(() => {
|
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|
const driving =
|
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|
movementMode === "ebike" && window.ebikeDriveInputActive === true;
|
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|
if (driving !== isEbikeDriving) setIsEbikeDriving(driving);
|
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|
});
|
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const showInteractPrompt = !isEbikeDriving;
|
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|
|
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const handleInteract = useCallback((): void => {
|
const handleInteract = useCallback((): void => {
|
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if (window.ebikeBreakdownActive === true) return;
|
if (window.ebikeBreakdownActive === true) return;
|
||||||
|
|
||||||
@@ -382,9 +390,15 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
|
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EBIKE_CAMERA_TRANSFORM.rotation[2],
|
EBIKE_CAMERA_TRANSFORM.rotation[2],
|
||||||
];
|
];
|
||||||
|
|
||||||
animateCameraTransformTransition(targetCamPos, targetRotation, 1, () => {
|
animateCameraTransformTransition(
|
||||||
|
targetCamPos,
|
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|
targetRotation,
|
||||||
|
1,
|
||||||
|
() => {
|
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useGameStore.getState().setPlayerMovementMode("ebike");
|
useGameStore.getState().setPlayerMovementMode("ebike");
|
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});
|
},
|
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|
{ lockInput: false },
|
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|
);
|
||||||
} else {
|
} else {
|
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const currentPos = new THREE.Vector3();
|
const currentPos = new THREE.Vector3();
|
||||||
if (groupRef.current) {
|
if (groupRef.current) {
|
||||||
@@ -410,9 +424,15 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
|
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THREE.MathUtils.radToDeg(currentEuler.z),
|
THREE.MathUtils.radToDeg(currentEuler.z),
|
||||||
];
|
];
|
||||||
|
|
||||||
animateCameraTransformTransition(targetCamPos, targetRotation, 1, () => {
|
animateCameraTransformTransition(
|
||||||
|
targetCamPos,
|
||||||
|
targetRotation,
|
||||||
|
1,
|
||||||
|
() => {
|
||||||
useGameStore.getState().setPlayerMovementMode("walk");
|
useGameStore.getState().setPlayerMovementMode("walk");
|
||||||
});
|
},
|
||||||
|
{ lockInput: false },
|
||||||
|
);
|
||||||
}
|
}
|
||||||
}, [movementMode, mainState, ebikeStep, setMissionStep, camera, position]);
|
}, [movementMode, mainState, ebikeStep, setMissionStep, camera, position]);
|
||||||
|
|
||||||
@@ -451,6 +471,7 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
|
|||||||
{/* radius 20 → ~7 unités monde (scale 0.35).
|
{/* radius 20 → ~7 unités monde (scale 0.35).
|
||||||
Sphère omnidirectionnelle pour que le raycast fonctionne
|
Sphère omnidirectionnelle pour que le raycast fonctionne
|
||||||
quelle que soit l'orientation de la caméra (montée ou à pied). */}
|
quelle que soit l'orientation de la caméra (montée ou à pied). */}
|
||||||
|
{showInteractPrompt ? (
|
||||||
<InteractableObject
|
<InteractableObject
|
||||||
kind="trigger"
|
kind="trigger"
|
||||||
label={interactionLabel}
|
label={interactionLabel}
|
||||||
@@ -460,16 +481,26 @@ export function Ebike({ position }: EbikeProps): React.JSX.Element {
|
|||||||
>
|
>
|
||||||
<mesh>
|
<mesh>
|
||||||
<sphereGeometry args={[8, 15, 12]} />
|
<sphereGeometry args={[8, 15, 12]} />
|
||||||
<meshBasicMaterial colorWrite={false} color={"red"} depthWrite={false} />
|
<meshBasicMaterial
|
||||||
|
colorWrite={false}
|
||||||
|
color={"red"}
|
||||||
|
depthWrite={false}
|
||||||
|
/>
|
||||||
</mesh>
|
</mesh>
|
||||||
</InteractableObject>
|
</InteractableObject>
|
||||||
|
) : null}
|
||||||
|
|
||||||
{/* GPS + Speedmeter – same group so they are perfectly co-localised.
|
{/* GPS + Speedmeter – same group so they are perfectly co-localised.
|
||||||
GPS: full circle (Fresnel mask), renderOrder 10 000
|
GPS: full circle (Fresnel mask), renderOrder 10 000
|
||||||
Speedmeter: upper-half arc overlay, renderOrder 10 001
|
Speedmeter: upper-half arc overlay, renderOrder 10 001
|
||||||
rotation: Math.PI/2 radians = 90° (NOT the number 90 which = ~116.6°) */}
|
rotation: Math.PI/2 radians = 90° (NOT the number 90 which = ~116.6°) */}
|
||||||
<group position={[2, 6, 0]} rotation={[0, -80, 0]}>
|
<group position={[2, 6, 0]} rotation={[0, -80, 0]}>
|
||||||
<EbikeSpeedmeter width={3} height={1.5} position={[0, 0.4, 0]} gaugeInnerR={0.33} gaugeOuterR={0.445}
|
<EbikeSpeedmeter
|
||||||
|
width={3}
|
||||||
|
height={1.5}
|
||||||
|
position={[0, 0.4, 0]}
|
||||||
|
gaugeInnerR={0.33}
|
||||||
|
gaugeOuterR={0.445}
|
||||||
gaugeWidth={2.5}
|
gaugeWidth={2.5}
|
||||||
gaugeHeight={2.1}
|
gaugeHeight={2.1}
|
||||||
gaugeOffsetX={0}
|
gaugeOffsetX={0}
|
||||||
|
|||||||
@@ -181,6 +181,8 @@ export const EbikeGPSMap: React.FC<EbikeGPSMapProps> = ({
|
|||||||
|
|
||||||
// Sync texture into uniform when it changes (canvas resize)
|
// Sync texture into uniform when it changes (canvas resize)
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
|
// External Three.js material uniform sync — intentional side effect.
|
||||||
|
// eslint-disable-next-line react-hooks/immutability
|
||||||
shaderMat.uniforms.map.value = texture;
|
shaderMat.uniforms.map.value = texture;
|
||||||
}, [shaderMat, texture]);
|
}, [shaderMat, texture]);
|
||||||
|
|
||||||
@@ -196,6 +198,8 @@ export const EbikeGPSMap: React.FC<EbikeGPSMapProps> = ({
|
|||||||
// Resize the canvas whenever canvasSize changes (texture declared above)
|
// Resize the canvas whenever canvasSize changes (texture declared above)
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
Object.assign(offscreenCanvas, { width: canvasSize, height: canvasSize });
|
Object.assign(offscreenCanvas, { width: canvasSize, height: canvasSize });
|
||||||
|
// External Three.js texture invalidation — intentional side effect.
|
||||||
|
// eslint-disable-next-line react-hooks/immutability
|
||||||
texture.needsUpdate = true;
|
texture.needsUpdate = true;
|
||||||
}, [canvasSize, offscreenCanvas, texture]);
|
}, [canvasSize, offscreenCanvas, texture]);
|
||||||
|
|
||||||
|
|||||||
@@ -123,6 +123,8 @@ export function EbikeSpeedmeter({
|
|||||||
);
|
);
|
||||||
|
|
||||||
// ── Frame loop ──────────────────────────────────────────────────────────────
|
// ── Frame loop ──────────────────────────────────────────────────────────────
|
||||||
|
/* External Three.js canvas+texture sync — intentional side effects in useFrame. */
|
||||||
|
/* eslint-disable react-hooks/immutability */
|
||||||
useFrame((_, delta) => {
|
useFrame((_, delta) => {
|
||||||
// 1. Smooth speed factor
|
// 1. Smooth speed factor
|
||||||
const target = THREE.MathUtils.clamp(window.ebikeSpeedFactor ?? 0, 0, 1);
|
const target = THREE.MathUtils.clamp(window.ebikeSpeedFactor ?? 0, 0, 1);
|
||||||
@@ -151,7 +153,7 @@ export function EbikeSpeedmeter({
|
|||||||
// Default centre: horizontal middle + needle-pivot height.
|
// Default centre: horizontal middle + needle-pivot height.
|
||||||
// gaugeOffsetX/Y shift the pivot so the arc aligns with cadran.png.
|
// gaugeOffsetX/Y shift the pivot so the arc aligns with cadran.png.
|
||||||
const cx = size * (0.5 + gaugeOffsetX);
|
const cx = size * (0.5 + gaugeOffsetX);
|
||||||
const cy = size * ((1 - NEEDLE_PIVOT_UV_Y) + gaugeOffsetY); // default ≈ 0.88 × size
|
const cy = size * (1 - NEEDLE_PIVOT_UV_Y + gaugeOffsetY); // default ≈ 0.88 × size
|
||||||
|
|
||||||
const outerR = size * gaugeOuterR;
|
const outerR = size * gaugeOuterR;
|
||||||
const innerR = size * gaugeInnerR;
|
const innerR = size * gaugeInnerR;
|
||||||
@@ -181,6 +183,7 @@ export function EbikeSpeedmeter({
|
|||||||
}
|
}
|
||||||
|
|
||||||
fillTexture.needsUpdate = true;
|
fillTexture.needsUpdate = true;
|
||||||
|
/* eslint-enable react-hooks/immutability */
|
||||||
});
|
});
|
||||||
|
|
||||||
return (
|
return (
|
||||||
@@ -212,11 +215,12 @@ export function EbikeSpeedmeter({
|
|||||||
</mesh>
|
</mesh>
|
||||||
|
|
||||||
{/* Needle — pivot at bottom-centre of the arc */}
|
{/* Needle — pivot at bottom-centre of the arc */}
|
||||||
<group ref={needleGroupRef} position={[0, -height * 0.38, 0.002]} rotation={[0, 0, 0]}>
|
<group
|
||||||
<mesh
|
ref={needleGroupRef}
|
||||||
position={[0, needleHeight / 2, 0]}
|
position={[0, -height * 0.38, 0.002]}
|
||||||
renderOrder={renderOrder + 1}
|
rotation={[0, 0, 0]}
|
||||||
>
|
>
|
||||||
|
<mesh position={[0, needleHeight / 2, 0]} renderOrder={renderOrder + 1}>
|
||||||
<planeGeometry args={[needleWidth, needleHeight]} />
|
<planeGeometry args={[needleWidth, needleHeight]} />
|
||||||
<meshBasicMaterial
|
<meshBasicMaterial
|
||||||
map={needleTexture}
|
map={needleTexture}
|
||||||
|
|||||||
@@ -1,10 +1,10 @@
|
|||||||
import { useEffect } from "react";
|
import { useEffect, useRef } from "react";
|
||||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||||
import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
|
import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
|
||||||
import { AudioManager } from "@/managers/AudioManager";
|
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
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Text blocks for the electricienne history narration (max 5 lines each).
|
* Text blocks for the electricienne history narration (max 5 lines each).
|
||||||
@@ -39,8 +39,18 @@ function buildBlockTimings(
|
|||||||
* dynamically-computed block boundaries.
|
* dynamically-computed block boundaries.
|
||||||
* Movement is intentionally NOT blocked so the player can explore while
|
* Movement is intentionally NOT blocked so the player can explore while
|
||||||
* listening to the narration.
|
* listening to the narration.
|
||||||
|
* `onAudioEnded` fires once when the audio element emits "ended".
|
||||||
*/
|
*/
|
||||||
function useHistoireSubtitlePlayback(enabled: boolean): void {
|
function useHistoireSubtitlePlayback(
|
||||||
|
enabled: boolean,
|
||||||
|
onAudioEnded?: () => void,
|
||||||
|
): void {
|
||||||
|
// Keep callback in a ref so the effect doesn't need it as a dependency.
|
||||||
|
const onAudioEndedRef = useRef(onAudioEnded);
|
||||||
|
useEffect(() => {
|
||||||
|
onAudioEndedRef.current = onAudioEnded;
|
||||||
|
});
|
||||||
|
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
if (!enabled) return undefined;
|
if (!enabled) return undefined;
|
||||||
|
|
||||||
@@ -75,8 +85,13 @@ function useHistoireSubtitlePlayback(enabled: boolean): void {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
function onEnded(): void {
|
||||||
|
clearActiveSubtitle();
|
||||||
|
onAudioEndedRef.current?.();
|
||||||
|
}
|
||||||
|
|
||||||
audio.addEventListener("timeupdate", onTimeUpdate);
|
audio.addEventListener("timeupdate", onTimeUpdate);
|
||||||
audio.addEventListener("ended", clearActiveSubtitle, { once: true });
|
audio.addEventListener("ended", onEnded, { once: true });
|
||||||
}
|
}
|
||||||
|
|
||||||
// If duration is already known (cached audio), start immediately.
|
// If duration is already known (cached audio), start immediately.
|
||||||
@@ -97,11 +112,13 @@ function useHistoireSubtitlePlayback(enabled: boolean): void {
|
|||||||
/**
|
/**
|
||||||
* Handles the farm mission narrative intro:
|
* Handles the farm mission narrative intro:
|
||||||
* locked → (auto) → electricienne_history → plays audio with block subtitles
|
* locked → (auto) → electricienne_history → plays audio with block subtitles
|
||||||
|
* → 5 s after audio ends → completeMission("farm") → outro
|
||||||
*/
|
*/
|
||||||
export function FarmNarrativeFlow(): null {
|
export function FarmNarrativeFlow(): null {
|
||||||
const mainState = useGameStore((state) => state.mainState);
|
const mainState = useGameStore((state) => state.mainState);
|
||||||
const step = useGameStore((state) => state.farm.currentStep);
|
const step = useGameStore((state) => state.farm.currentStep);
|
||||||
const setMissionStep = useGameStore((state) => state.setMissionStep);
|
const setMissionStep = useGameStore((state) => state.setMissionStep);
|
||||||
|
const completeMission = useGameStore((state) => state.completeMission);
|
||||||
|
|
||||||
// locked is purely a gate — transition immediately to electricienne_history.
|
// locked is purely a gate — transition immediately to electricienne_history.
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
@@ -117,8 +134,31 @@ export function FarmNarrativeFlow(): null {
|
|||||||
setCanMove(true);
|
setCanMove(true);
|
||||||
}, [mainState, step, setCanMove]);
|
}, [mainState, step, setCanMove]);
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
return () => {
|
||||||
|
if (outroTimeoutRef.current !== null) {
|
||||||
|
window.clearTimeout(outroTimeoutRef.current);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}, []);
|
||||||
|
|
||||||
|
const handleAudioEnded = (): void => {
|
||||||
|
if (outroTimeoutRef.current !== null) {
|
||||||
|
window.clearTimeout(outroTimeoutRef.current);
|
||||||
|
}
|
||||||
|
outroTimeoutRef.current = window.setTimeout(() => {
|
||||||
|
outroTimeoutRef.current = null;
|
||||||
|
completeMission("farm");
|
||||||
|
}, OUTRO_DELAY_MS);
|
||||||
|
};
|
||||||
|
|
||||||
useHistoireSubtitlePlayback(
|
useHistoireSubtitlePlayback(
|
||||||
mainState === "farm" && step === "electricienne_history",
|
mainState === "farm" && step === "electricienne_history",
|
||||||
|
handleAudioEnded,
|
||||||
);
|
);
|
||||||
|
|
||||||
return null;
|
return null;
|
||||||
|
|||||||
@@ -49,6 +49,9 @@ export function PylonDownedPylon(): React.JSX.Element | null {
|
|||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
if (step === "arrived") {
|
if (step === "arrived") {
|
||||||
hasPlayedFirstAudioRef.current = false;
|
hasPlayedFirstAudioRef.current = false;
|
||||||
|
// Reset the "raised" latch when a new run begins. This is derived
|
||||||
|
// resync from the step prop and runs once per step transition.
|
||||||
|
// eslint-disable-next-line react-hooks/set-state-in-effect
|
||||||
setIsRaised(false);
|
setIsRaised(false);
|
||||||
}
|
}
|
||||||
}, [step]);
|
}, [step]);
|
||||||
@@ -133,7 +136,10 @@ export function PylonDownedPylon(): React.JSX.Element | null {
|
|||||||
void (async () => {
|
void (async () => {
|
||||||
const m = await loadDialogueManifest();
|
const m = await loadDialogueManifest();
|
||||||
if (!m) return;
|
if (!m) return;
|
||||||
await playDialogueById(m, PYLON_NARRATIVE_DIALOGUES.demandeAide);
|
await playDialogueById(
|
||||||
|
m,
|
||||||
|
PYLON_NARRATIVE_DIALOGUES.demandeAide,
|
||||||
|
);
|
||||||
})();
|
})();
|
||||||
},
|
},
|
||||||
{ once: true },
|
{ once: true },
|
||||||
@@ -143,7 +149,10 @@ export function PylonDownedPylon(): React.JSX.Element | null {
|
|||||||
void (async () => {
|
void (async () => {
|
||||||
const manifest = await loadDialogueManifest();
|
const manifest = await loadDialogueManifest();
|
||||||
if (!manifest) return;
|
if (!manifest) return;
|
||||||
await playDialogueById(manifest, PYLON_NARRATIVE_DIALOGUES.demandeAide);
|
await playDialogueById(
|
||||||
|
manifest,
|
||||||
|
PYLON_NARRATIVE_DIALOGUES.demandeAide,
|
||||||
|
);
|
||||||
})();
|
})();
|
||||||
}
|
}
|
||||||
} else if (step === "npc-return" && !isStraightening) {
|
} else if (step === "npc-return" && !isStraightening) {
|
||||||
|
|||||||
@@ -34,7 +34,10 @@ const _target = new THREE.Vector3();
|
|||||||
* Compute the Y rotation (radians) for a model whose default forward
|
* Compute the Y rotation (radians) for a model whose default forward
|
||||||
* direction is +Z, so that it faces from `from` toward `to`.
|
* direction is +Z, so that it faces from `from` toward `to`.
|
||||||
*/
|
*/
|
||||||
function faceToward(from: THREE.Vector3, to: readonly [number, number, number]): number {
|
function faceToward(
|
||||||
|
from: THREE.Vector3,
|
||||||
|
to: readonly [number, number, number],
|
||||||
|
): number {
|
||||||
const dx = to[0] - from.x;
|
const dx = to[0] - from.x;
|
||||||
const dz = to[2] - from.z;
|
const dz = to[2] - from.z;
|
||||||
return Math.atan2(dx, dz);
|
return Math.atan2(dx, dz);
|
||||||
@@ -92,6 +95,12 @@ function PylonFarmerNPCContent(): React.JSX.Element {
|
|||||||
const { actions } = useAnimations(animations, model);
|
const { actions } = useAnimations(animations, model);
|
||||||
|
|
||||||
// ─── playAnim ─────────────────────────────────────────────────────────────
|
// ─── playAnim ─────────────────────────────────────────────────────────────
|
||||||
|
// NOTE: actions is intentionally in the dep array so this callback is
|
||||||
|
// recreated when drei's internal state populates the actions map.
|
||||||
|
// External THREE.AnimationAction lifecycle methods (fadeOut/fadeIn/play +
|
||||||
|
// setLoop/clampWhenFinished mutations) are intentional side effects on
|
||||||
|
// drei-managed objects.
|
||||||
|
/* eslint-disable react-hooks/immutability */
|
||||||
const playAnim = useCallback(
|
const playAnim = useCallback(
|
||||||
(name: NPCAnimation, fade = ANIM_FADE): void => {
|
(name: NPCAnimation, fade = ANIM_FADE): void => {
|
||||||
if (currentAnimRef.current === name) return;
|
if (currentAnimRef.current === name) return;
|
||||||
@@ -110,6 +119,7 @@ function PylonFarmerNPCContent(): React.JSX.Element {
|
|||||||
},
|
},
|
||||||
[actions],
|
[actions],
|
||||||
);
|
);
|
||||||
|
/* eslint-enable react-hooks/immutability */
|
||||||
|
|
||||||
// ─── Async audio after pylon is raised ────────────────────────────────────
|
// ─── Async audio after pylon is raised ────────────────────────────────────
|
||||||
const playPostRaiseAudioAndAdvance = useCallback(async () => {
|
const playPostRaiseAudioAndAdvance = useCallback(async () => {
|
||||||
@@ -131,6 +141,9 @@ function PylonFarmerNPCContent(): React.JSX.Element {
|
|||||||
}, [setMissionStep]);
|
}, [setMissionStep]);
|
||||||
|
|
||||||
// ─── Step-driven animation ────────────────────────────────────────────────
|
// ─── Step-driven animation ────────────────────────────────────────────────
|
||||||
|
// Fires when step changes OR when playAnim changes (i.e. when actions load).
|
||||||
|
// playAnim mutates drei-managed AnimationAction internals (intentional).
|
||||||
|
/* eslint-disable react-hooks/immutability */
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
currentAnimRef.current = null;
|
currentAnimRef.current = null;
|
||||||
if (step === "arrived") {
|
if (step === "arrived") {
|
||||||
@@ -196,7 +209,10 @@ function PylonFarmerNPCContent(): React.JSX.Element {
|
|||||||
currentPosRef.current.lerp(_target, t);
|
currentPosRef.current.lerp(_target, t);
|
||||||
} else if (!isStraightening && currentAnimRef.current === "walk") {
|
} else if (!isStraightening && currentAnimRef.current === "walk") {
|
||||||
playAnim("idle");
|
playAnim("idle");
|
||||||
savedRotationYRef.current = faceToward(currentPosRef.current, PYLON_WORLD_POSITION);
|
savedRotationYRef.current = faceToward(
|
||||||
|
currentPosRef.current,
|
||||||
|
PYLON_WORLD_POSITION,
|
||||||
|
);
|
||||||
}
|
}
|
||||||
group.position.copy(currentPosRef.current);
|
group.position.copy(currentPosRef.current);
|
||||||
} else if (step === "inspected" || step === "done") {
|
} else if (step === "inspected" || step === "done") {
|
||||||
@@ -208,8 +224,15 @@ function PylonFarmerNPCContent(): React.JSX.Element {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// ── Rotation ──────────────────────────────────────────────────────────
|
// ── Rotation ──────────────────────────────────────────────────────────
|
||||||
if (step === "npc-return" && !isCompleted && currentAnimRef.current === "walk") {
|
if (
|
||||||
const walkRotY = faceToward(currentPosRef.current, PYLON_FARMER_NPC_WALK_LOOK_AT);
|
step === "npc-return" &&
|
||||||
|
!isCompleted &&
|
||||||
|
currentAnimRef.current === "walk"
|
||||||
|
) {
|
||||||
|
const walkRotY = faceToward(
|
||||||
|
currentPosRef.current,
|
||||||
|
PYLON_FARMER_NPC_WALK_LOOK_AT,
|
||||||
|
);
|
||||||
group.rotation.set(0, walkRotY, 0);
|
group.rotation.set(0, walkRotY, 0);
|
||||||
} else {
|
} else {
|
||||||
group.rotation.set(0, savedRotationYRef.current, 0);
|
group.rotation.set(0, savedRotationYRef.current, 0);
|
||||||
@@ -217,6 +240,7 @@ function PylonFarmerNPCContent(): React.JSX.Element {
|
|||||||
|
|
||||||
group.scale.setScalar(PYLON_FARMER_NPC_AFTER_SCALE);
|
group.scale.setScalar(PYLON_FARMER_NPC_AFTER_SCALE);
|
||||||
});
|
});
|
||||||
|
/* eslint-enable react-hooks/immutability */
|
||||||
|
|
||||||
return (
|
return (
|
||||||
<group ref={groupRef} position={PYLON_FARMER_NPC_POSITION}>
|
<group ref={groupRef} position={PYLON_FARMER_NPC_POSITION}>
|
||||||
|
|||||||
@@ -32,7 +32,9 @@ export function PylonLightingEffect(): null {
|
|||||||
const sunRef = useRef(new THREE.Color(LIGHTING_STATE.sunColor));
|
const sunRef = useRef(new THREE.Color(LIGHTING_STATE.sunColor));
|
||||||
|
|
||||||
// Target colours — updated reactively when isActive changes
|
// Target colours — updated reactively when isActive changes
|
||||||
const targetAmbientRef = useRef(new THREE.Color(LIGHTING_DEFAULTS.ambientColor));
|
const targetAmbientRef = useRef(
|
||||||
|
new THREE.Color(LIGHTING_DEFAULTS.ambientColor),
|
||||||
|
);
|
||||||
const targetSunRef = useRef(new THREE.Color(LIGHTING_DEFAULTS.sunColor));
|
const targetSunRef = useRef(new THREE.Color(LIGHTING_DEFAULTS.sunColor));
|
||||||
|
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
|
|||||||
@@ -82,6 +82,19 @@ export function PylonNarrativeFlow(): React.JSX.Element | null {
|
|||||||
dialogueId: PYLON_NARRATIVE_DIALOGUES.searchCentral,
|
dialogueId: PYLON_NARRATIVE_DIALOGUES.searchCentral,
|
||||||
});
|
});
|
||||||
|
|
||||||
|
// ── inspected (demo skip) : jump straight to done after 5 s ─────────────
|
||||||
|
useEffect(() => {
|
||||||
|
if (mainState !== "pylon" || step !== "inspected") return undefined;
|
||||||
|
|
||||||
|
const timeoutId = window.setTimeout(() => {
|
||||||
|
setMissionStep("pylon", "done");
|
||||||
|
}, 5_000);
|
||||||
|
|
||||||
|
return () => {
|
||||||
|
window.clearTimeout(timeoutId);
|
||||||
|
};
|
||||||
|
}, [mainState, step, setMissionStep]);
|
||||||
|
|
||||||
// ── done : powerup sfx + lighting revert → auto-transition to narrator-outro
|
// ── done : powerup sfx + lighting revert → auto-transition to narrator-outro
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
if (mainState !== "pylon" || step !== "done") return undefined;
|
if (mainState !== "pylon" || step !== "done") return undefined;
|
||||||
|
|||||||
@@ -0,0 +1,133 @@
|
|||||||
|
import { useEffect, useMemo, useRef } from "react";
|
||||||
|
import gsap from "gsap";
|
||||||
|
import * as THREE from "three";
|
||||||
|
import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
|
||||||
|
|
||||||
|
const BUBBLE_RADIUS_METERS = 10;
|
||||||
|
const BUBBLE_GROW_DURATION_SECONDS = 2.5;
|
||||||
|
const BUBBLE_SHRINK_DURATION_SECONDS = 1.2;
|
||||||
|
const BUBBLE_COLOR = "#060814";
|
||||||
|
const BUBBLE_OPACITY = 0.92;
|
||||||
|
const BUBBLE_SHELL_RADIUS = 1; // sphere geometry baked at radius=1, scale = radius
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Dark sphere shroud rendered around the active repair model when the
|
||||||
|
* focus state is active. Grows from 0 -> BUBBLE_RADIUS_METERS using a
|
||||||
|
* GSAP `expo.out` ease so the player visually transitions from the open
|
||||||
|
* map to an isolated repair "cocoon". Reverses on focus end.
|
||||||
|
*
|
||||||
|
* The sphere uses BackSide rendering so the player remains inside the
|
||||||
|
* shroud when they stand near the repair model. A subtle decor pass
|
||||||
|
* (grid floor + soft directional light + light fog) is rendered as a
|
||||||
|
* sibling group so it appears once the bubble has expanded.
|
||||||
|
*/
|
||||||
|
export function RepairFocusBubble(): React.JSX.Element | null {
|
||||||
|
const active = useRepairFocusStore((state) => state.active);
|
||||||
|
const center = useRepairFocusStore((state) => state.center);
|
||||||
|
const groupRef = useRef<THREE.Group>(null);
|
||||||
|
const meshRef = useRef<THREE.Mesh>(null);
|
||||||
|
const decorRef = useRef<THREE.Group>(null);
|
||||||
|
const scaleRef = useRef({ value: 0.0001 });
|
||||||
|
const decorOpacityRef = useRef({ value: 0 });
|
||||||
|
|
||||||
|
const sphereGeometry = useMemo(
|
||||||
|
() => new THREE.SphereGeometry(BUBBLE_SHELL_RADIUS, 48, 32),
|
||||||
|
[],
|
||||||
|
);
|
||||||
|
const sphereMaterial = useMemo(
|
||||||
|
() =>
|
||||||
|
new THREE.MeshBasicMaterial({
|
||||||
|
color: BUBBLE_COLOR,
|
||||||
|
side: THREE.BackSide,
|
||||||
|
transparent: true,
|
||||||
|
opacity: BUBBLE_OPACITY,
|
||||||
|
depthWrite: false,
|
||||||
|
fog: false,
|
||||||
|
}),
|
||||||
|
[],
|
||||||
|
);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
return () => {
|
||||||
|
sphereGeometry.dispose();
|
||||||
|
sphereMaterial.dispose();
|
||||||
|
};
|
||||||
|
}, [sphereGeometry, sphereMaterial]);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
const targetScale = active ? BUBBLE_RADIUS_METERS : 0.0001;
|
||||||
|
const targetDecor = active ? 1 : 0;
|
||||||
|
const duration = active
|
||||||
|
? BUBBLE_GROW_DURATION_SECONDS
|
||||||
|
: BUBBLE_SHRINK_DURATION_SECONDS;
|
||||||
|
|
||||||
|
const scaleTween = gsap.to(scaleRef.current, {
|
||||||
|
value: targetScale,
|
||||||
|
duration,
|
||||||
|
ease: active ? "expo.out" : "expo.in",
|
||||||
|
onUpdate: () => {
|
||||||
|
const mesh = meshRef.current;
|
||||||
|
if (mesh) mesh.scale.setScalar(scaleRef.current.value);
|
||||||
|
},
|
||||||
|
});
|
||||||
|
|
||||||
|
const decorTween = gsap.to(decorOpacityRef.current, {
|
||||||
|
value: targetDecor,
|
||||||
|
duration: duration * 0.8,
|
||||||
|
delay: active ? duration * 0.4 : 0,
|
||||||
|
ease: "power2.inOut",
|
||||||
|
onUpdate: () => {
|
||||||
|
const decor = decorRef.current;
|
||||||
|
if (!decor) return;
|
||||||
|
decor.traverse((child) => {
|
||||||
|
if (
|
||||||
|
child instanceof THREE.Mesh &&
|
||||||
|
child.material instanceof THREE.Material
|
||||||
|
) {
|
||||||
|
const material = child.material as THREE.Material & {
|
||||||
|
opacity?: number;
|
||||||
|
transparent?: boolean;
|
||||||
|
};
|
||||||
|
if (typeof material.opacity === "number") {
|
||||||
|
material.opacity = decorOpacityRef.current.value;
|
||||||
|
material.transparent = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
},
|
||||||
|
});
|
||||||
|
|
||||||
|
return () => {
|
||||||
|
scaleTween.kill();
|
||||||
|
decorTween.kill();
|
||||||
|
};
|
||||||
|
}, [active]);
|
||||||
|
|
||||||
|
// Render even when inactive so the shrink tween can play out; visibility
|
||||||
|
// is implicit via near-zero scale.
|
||||||
|
return (
|
||||||
|
<group ref={groupRef} position={center}>
|
||||||
|
<mesh
|
||||||
|
ref={meshRef}
|
||||||
|
geometry={sphereGeometry}
|
||||||
|
material={sphereMaterial}
|
||||||
|
renderOrder={-1}
|
||||||
|
frustumCulled={false}
|
||||||
|
/>
|
||||||
|
<group ref={decorRef}>
|
||||||
|
{/* Subtle grid floor visible only inside the bubble */}
|
||||||
|
<gridHelper
|
||||||
|
args={[BUBBLE_RADIUS_METERS * 1.6, 24, "#1f2937", "#111827"]}
|
||||||
|
position={[0, -0.5, 0]}
|
||||||
|
/>
|
||||||
|
{/* Soft directional light for the repair model */}
|
||||||
|
<directionalLight
|
||||||
|
position={[2, 4, 3]}
|
||||||
|
intensity={0.6}
|
||||||
|
color="#cbd5f5"
|
||||||
|
/>
|
||||||
|
<ambientLight intensity={0.25} color="#1e293b" />
|
||||||
|
</group>
|
||||||
|
</group>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -25,6 +25,7 @@ import type {
|
|||||||
RepairScannedBrokenPart,
|
RepairScannedBrokenPart,
|
||||||
} from "@/types/gameplay/repairMission";
|
} from "@/types/gameplay/repairMission";
|
||||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||||
|
import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
|
||||||
import type { ModelTransformProps, Vector3Tuple } from "@/types/three/three";
|
import type { ModelTransformProps, Vector3Tuple } from "@/types/three/three";
|
||||||
import { toVector3Scale } from "@/utils/three/scale";
|
import { toVector3Scale } from "@/utils/three/scale";
|
||||||
|
|
||||||
@@ -72,8 +73,20 @@ export function RepairGame({
|
|||||||
const [scannedBrokenParts, setScannedBrokenParts] = useState<
|
const [scannedBrokenParts, setScannedBrokenParts] = useState<
|
||||||
readonly RepairScannedBrokenPart[]
|
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 livePosition = useMemo<Vector3Tuple>(() => {
|
||||||
|
if (mission !== "ebike" || mainState !== mission) return position;
|
||||||
|
if (step === "locked" || step === "waiting") return position;
|
||||||
|
const parked = window.ebikeParkedPosition;
|
||||||
|
if (!parked) return position;
|
||||||
|
return [parked[0], parked[1], parked[2]];
|
||||||
|
}, [mainState, mission, position, step]);
|
||||||
const parsedScale = toVector3Scale(scale);
|
const parsedScale = toVector3Scale(scale);
|
||||||
const snappedPosition = useTerrainSnappedPosition(position);
|
const snappedPosition = useTerrainSnappedPosition(livePosition);
|
||||||
const readyForFragmentation = step === "inspected";
|
const readyForFragmentation = step === "inspected";
|
||||||
const brokenNodeNames = useMemo(() => getBrokenNodeNames(config), [config]);
|
const brokenNodeNames = useMemo(() => getBrokenNodeNames(config), [config]);
|
||||||
|
|
||||||
@@ -98,6 +111,25 @@ export function RepairGame({
|
|||||||
};
|
};
|
||||||
}, [mainState, mission, step]);
|
}, [mainState, mission, step]);
|
||||||
|
|
||||||
|
// 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];
|
||||||
|
const focusCenterY = snappedPosition[1];
|
||||||
|
const focusCenterZ = snappedPosition[2];
|
||||||
|
useEffect(() => {
|
||||||
|
const inFocusPhase =
|
||||||
|
mainState === mission && shouldFocusBubbleBeActive(step);
|
||||||
|
if (inFocusPhase) {
|
||||||
|
useRepairFocusStore
|
||||||
|
.getState()
|
||||||
|
.setFocus(true, [focusCenterX, focusCenterY, focusCenterZ]);
|
||||||
|
return () => {
|
||||||
|
useRepairFocusStore.getState().setFocus(false);
|
||||||
|
};
|
||||||
|
}
|
||||||
|
return undefined;
|
||||||
|
}, [mainState, mission, step, focusCenterX, focusCenterY, focusCenterZ]);
|
||||||
|
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
if (mainState !== mission) return undefined;
|
if (mainState !== mission) return undefined;
|
||||||
|
|
||||||
@@ -131,6 +163,7 @@ export function RepairGame({
|
|||||||
{step === "fragmented" ? (
|
{step === "fragmented" ? (
|
||||||
<ExplodableModel
|
<ExplodableModel
|
||||||
modelPath={config.modelPath}
|
modelPath={config.modelPath}
|
||||||
|
rotation={config.modelRotation ?? [0, 0, 0]}
|
||||||
scale={config.modelScale ?? 1}
|
scale={config.modelScale ?? 1}
|
||||||
split
|
split
|
||||||
/>
|
/>
|
||||||
@@ -148,6 +181,7 @@ export function RepairGame({
|
|||||||
<>
|
<>
|
||||||
<ExplodableModel
|
<ExplodableModel
|
||||||
modelPath={config.modelPath}
|
modelPath={config.modelPath}
|
||||||
|
rotation={config.modelRotation ?? [0, 0, 0]}
|
||||||
scale={config.modelScale ?? 1}
|
scale={config.modelScale ?? 1}
|
||||||
split
|
split
|
||||||
hideNodeNames={brokenNodeNames}
|
hideNodeNames={brokenNodeNames}
|
||||||
@@ -200,6 +234,15 @@ function shouldKeepRepairRuntimeState(step: MissionStep): boolean {
|
|||||||
return step === "repairing" || step === "reassembling" || step === "done";
|
return step === "repairing" || step === "reassembling" || step === "done";
|
||||||
}
|
}
|
||||||
|
|
||||||
|
function shouldFocusBubbleBeActive(step: MissionStep): boolean {
|
||||||
|
return (
|
||||||
|
step === "fragmented" ||
|
||||||
|
step === "scanning" ||
|
||||||
|
step === "repairing" ||
|
||||||
|
step === "reassembling"
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
function getRepairMissionModelPaths(config: RepairMissionConfig): string[] {
|
function getRepairMissionModelPaths(config: RepairMissionConfig): string[] {
|
||||||
return [
|
return [
|
||||||
...new Set([
|
...new Set([
|
||||||
|
|||||||
@@ -4,7 +4,7 @@ import { GameSettingsMenu } from "@/components/ui/GameSettingsMenu";
|
|||||||
import { HandTrackingFallback } from "@/components/ui/HandTrackingFallback";
|
import { HandTrackingFallback } from "@/components/ui/HandTrackingFallback";
|
||||||
import { HandTrackingVisualizer } from "@/components/ui/HandTrackingVisualizer";
|
import { HandTrackingVisualizer } from "@/components/ui/HandTrackingVisualizer";
|
||||||
import { InteractPrompt } from "@/components/ui/InteractPrompt";
|
import { InteractPrompt } from "@/components/ui/InteractPrompt";
|
||||||
import { RepairMovementLockIndicator } from "@/components/ui/RepairMovementLockIndicator";
|
import { OutroVideoOverlay } from "@/components/ui/OutroVideoOverlay";
|
||||||
import { Subtitles } from "@/components/ui/Subtitles";
|
import { Subtitles } from "@/components/ui/Subtitles";
|
||||||
import { TalkieDialogueOverlay } from "@/components/ui/TalkieDialogueOverlay";
|
import { TalkieDialogueOverlay } from "@/components/ui/TalkieDialogueOverlay";
|
||||||
|
|
||||||
@@ -13,13 +13,13 @@ export function GameUI(): React.JSX.Element {
|
|||||||
<>
|
<>
|
||||||
<DebugOverlayLayout />
|
<DebugOverlayLayout />
|
||||||
<Crosshair />
|
<Crosshair />
|
||||||
<RepairMovementLockIndicator />
|
|
||||||
<InteractPrompt />
|
<InteractPrompt />
|
||||||
<HandTrackingVisualizer />
|
<HandTrackingVisualizer />
|
||||||
<HandTrackingFallback />
|
<HandTrackingFallback />
|
||||||
<Subtitles />
|
<Subtitles />
|
||||||
<TalkieDialogueOverlay />
|
<TalkieDialogueOverlay />
|
||||||
<GameSettingsMenu />
|
<GameSettingsMenu />
|
||||||
|
<OutroVideoOverlay />
|
||||||
</>
|
</>
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -9,10 +9,14 @@ export function InteractPrompt(): React.JSX.Element | null {
|
|||||||
if (cameraMode !== "player") return null;
|
if (cameraMode !== "player") return null;
|
||||||
if (!focused || holding || focused.kind !== "trigger") return null;
|
if (!focused || holding || focused.kind !== "trigger") return null;
|
||||||
|
|
||||||
|
const label = focused.label?.trim() ?? "";
|
||||||
|
|
||||||
return (
|
return (
|
||||||
<div className="interact-prompt" aria-live="polite">
|
<div className="interact-prompt" aria-live="polite">
|
||||||
<kbd className="interact-prompt__key">{INTERACT_KEY.toUpperCase()}</kbd>
|
<kbd className="interact-prompt__key">{INTERACT_KEY.toUpperCase()}</kbd>
|
||||||
<span className="interact-prompt__label">{focused.label}</span>
|
{label.length > 0 ? (
|
||||||
|
<span className="interact-prompt__label">{label}</span>
|
||||||
|
) : null}
|
||||||
</div>
|
</div>
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,55 @@
|
|||||||
|
import { useEffect, useRef, useState } from "react";
|
||||||
|
|
||||||
|
const OUTRO_VIDEO_SRC = "/cinematics/outro.mp4";
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 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.
|
||||||
|
*/
|
||||||
|
export function OutroVideoOverlay(): React.JSX.Element | null {
|
||||||
|
const [visible, setVisible] = useState(false);
|
||||||
|
const videoRef = useRef<HTMLVideoElement>(null);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
function handleCinematicComplete(): void {
|
||||||
|
setVisible(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
window.addEventListener("outro-cinematic-complete", handleCinematicComplete);
|
||||||
|
return () => {
|
||||||
|
window.removeEventListener(
|
||||||
|
"outro-cinematic-complete",
|
||||||
|
handleCinematicComplete,
|
||||||
|
);
|
||||||
|
};
|
||||||
|
}, []);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
if (!visible) return;
|
||||||
|
void videoRef.current?.play();
|
||||||
|
}, [visible]);
|
||||||
|
|
||||||
|
if (!visible) return null;
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div
|
||||||
|
style={{
|
||||||
|
position: "fixed",
|
||||||
|
inset: 0,
|
||||||
|
zIndex: 10000,
|
||||||
|
background: "#000",
|
||||||
|
display: "flex",
|
||||||
|
alignItems: "center",
|
||||||
|
justifyContent: "center",
|
||||||
|
}}
|
||||||
|
>
|
||||||
|
<video
|
||||||
|
ref={videoRef}
|
||||||
|
src={OUTRO_VIDEO_SRC}
|
||||||
|
style={{ width: "100%", height: "100%", objectFit: "cover" }}
|
||||||
|
playsInline
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -1,20 +0,0 @@
|
|||||||
import { useCameraMode } from "@/hooks/debug/useCameraMode";
|
|
||||||
import { useRepairMovementLocked } from "@/hooks/gameplay/useRepairMovementLocked";
|
|
||||||
|
|
||||||
export function RepairMovementLockIndicator(): React.JSX.Element | null {
|
|
||||||
const cameraMode = useCameraMode();
|
|
||||||
const movementLocked = useRepairMovementLocked();
|
|
||||||
|
|
||||||
if (cameraMode !== "player") return null;
|
|
||||||
if (!movementLocked) return null;
|
|
||||||
|
|
||||||
return (
|
|
||||||
<div className="repair-movement-lock-indicator" aria-live="polite">
|
|
||||||
<span
|
|
||||||
className="repair-movement-lock-indicator__dot"
|
|
||||||
aria-hidden="true"
|
|
||||||
/>
|
|
||||||
<span>Déplacement verrouillé pendant la réparation</span>
|
|
||||||
</div>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
@@ -5,8 +5,8 @@ import {
|
|||||||
MAIN_GAME_STATES,
|
MAIN_GAME_STATES,
|
||||||
} from "@/data/game/gameStateConfig";
|
} from "@/data/game/gameStateConfig";
|
||||||
import {
|
import {
|
||||||
|
getMissionStepsFor,
|
||||||
isMissionStep,
|
isMissionStep,
|
||||||
MISSION_STEPS,
|
|
||||||
} from "@/data/gameplay/repairMissionState";
|
} from "@/data/gameplay/repairMissionState";
|
||||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||||
import type { MainGameState } from "@/types/game";
|
import type { MainGameState } from "@/types/game";
|
||||||
@@ -53,7 +53,9 @@ export function GameStateDebugPanel(): React.JSX.Element {
|
|||||||
? GAME_STEPS
|
? GAME_STEPS
|
||||||
: mainState === "outro"
|
: mainState === "outro"
|
||||||
? ["waiting", "started"]
|
? ["waiting", "started"]
|
||||||
: MISSION_STEPS;
|
: mainState === "ebike" || mainState === "pylon" || mainState === "farm"
|
||||||
|
? getMissionStepsFor(mainState)
|
||||||
|
: [];
|
||||||
|
|
||||||
function setSubState(nextSubState: string): void {
|
function setSubState(nextSubState: string): void {
|
||||||
if (mainState === "intro") {
|
if (mainState === "intro") {
|
||||||
|
|||||||
@@ -6,11 +6,7 @@ export const PYLON_DOWNED_ROTATION: Vector3Tuple = [0, 0, -0.9];
|
|||||||
|
|
||||||
export const PYLON_UPRIGHT_ROTATION: Vector3Tuple = [0, 0, 0];
|
export const PYLON_UPRIGHT_ROTATION: Vector3Tuple = [0, 0, 0];
|
||||||
|
|
||||||
export const PYLON_FARMER_NPC_POSITION: Vector3Tuple = [
|
export const PYLON_FARMER_NPC_POSITION: Vector3Tuple = [-16.13, 3.2, 52.46];
|
||||||
-16.13,
|
|
||||||
3.2,
|
|
||||||
52.46
|
|
||||||
];
|
|
||||||
|
|
||||||
export const PYLON_FARMER_NPC_AFTER_POSITION: Vector3Tuple = [
|
export const PYLON_FARMER_NPC_AFTER_POSITION: Vector3Tuple = [
|
||||||
PYLON_WORLD_POSITION[0] + 3,
|
PYLON_WORLD_POSITION[0] + 3,
|
||||||
|
|||||||
@@ -24,6 +24,20 @@ export const MISSION_STEPS = [
|
|||||||
] as const satisfies readonly MissionStep[];
|
] as const satisfies readonly MissionStep[];
|
||||||
const MISSION_STEP_VALUES: ReadonlySet<string> = new Set(MISSION_STEPS);
|
const MISSION_STEP_VALUES: ReadonlySet<string> = new Set(MISSION_STEPS);
|
||||||
|
|
||||||
|
const PYLON_ONLY_MISSION_STEPS = new Set<MissionStep>([
|
||||||
|
"approaching",
|
||||||
|
"arrived",
|
||||||
|
"npc-return",
|
||||||
|
"narrator-outro",
|
||||||
|
]);
|
||||||
|
|
||||||
|
export function getMissionStepsFor(
|
||||||
|
mission: RepairMissionId,
|
||||||
|
): readonly MissionStep[] {
|
||||||
|
if (mission === "pylon") return MISSION_STEPS;
|
||||||
|
return MISSION_STEPS.filter((step) => !PYLON_ONLY_MISSION_STEPS.has(step));
|
||||||
|
}
|
||||||
|
|
||||||
export function isRepairMissionId(value: string): value is RepairMissionId {
|
export function isRepairMissionId(value: string): value is RepairMissionId {
|
||||||
return REPAIR_MISSION_ID_VALUES.has(value);
|
return REPAIR_MISSION_ID_VALUES.has(value);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -3,6 +3,10 @@ import type {
|
|||||||
RepairMissionConfig,
|
RepairMissionConfig,
|
||||||
RepairMissionId,
|
RepairMissionId,
|
||||||
} from "@/types/gameplay/repairMission";
|
} from "@/types/gameplay/repairMission";
|
||||||
|
import {
|
||||||
|
EBIKE_WORLD_ROTATION_Y,
|
||||||
|
EBIKE_WORLD_SCALE,
|
||||||
|
} from "@/data/ebike/ebikeConfig";
|
||||||
|
|
||||||
const REPAIR_INTERACT_UI_PATH = "/assets/world/UI/interagir.webm";
|
const REPAIR_INTERACT_UI_PATH = "/assets/world/UI/interagir.webm";
|
||||||
const REPAIR_BROKEN_UI_PATH = "/assets/world/UI/cassé.webm";
|
const REPAIR_BROKEN_UI_PATH = "/assets/world/UI/cassé.webm";
|
||||||
@@ -20,7 +24,8 @@ export const REPAIR_MISSIONS: Record<RepairMissionId, RepairMissionConfig> = {
|
|||||||
description:
|
description:
|
||||||
"Repair the damaged cooling module before relaunching the bike",
|
"Repair the damaged cooling module before relaunching the bike",
|
||||||
modelPath: "/models/ebike/model.gltf",
|
modelPath: "/models/ebike/model.gltf",
|
||||||
modelScale: 0.3,
|
modelScale: EBIKE_WORLD_SCALE,
|
||||||
|
modelRotation: [0, EBIKE_WORLD_ROTATION_Y, 0],
|
||||||
stageUiPath: "/assets/world/UI/ebike-mission-notification.webm",
|
stageUiPath: "/assets/world/UI/ebike-mission-notification.webm",
|
||||||
interactUiPath: REPAIR_INTERACT_UI_PATH,
|
interactUiPath: REPAIR_INTERACT_UI_PATH,
|
||||||
brokenUiPath: REPAIR_BROKEN_UI_PATH,
|
brokenUiPath: REPAIR_BROKEN_UI_PATH,
|
||||||
|
|||||||
@@ -4,11 +4,7 @@ import { PYLON_WORLD_POSITION } from "@/data/gameplay/pylonConfig";
|
|||||||
// Zones qui active la coupure de courant
|
// Zones qui active la coupure de courant
|
||||||
export const PYLON_APPROACH_ZONE: ZoneConfig = {
|
export const PYLON_APPROACH_ZONE: ZoneConfig = {
|
||||||
id: "pylon-approach",
|
id: "pylon-approach",
|
||||||
position: [
|
position: [5, 4, -21.5],
|
||||||
5,
|
|
||||||
4,
|
|
||||||
-21.5
|
|
||||||
],
|
|
||||||
radius: 10,
|
radius: 10,
|
||||||
height: 18,
|
height: 18,
|
||||||
oneShot: true,
|
oneShot: true,
|
||||||
|
|||||||
@@ -30,8 +30,8 @@ export const CHARACTER_CONFIGS = {
|
|||||||
position: [-40.5, 0, 45.5],
|
position: [-40.5, 0, 45.5],
|
||||||
rotation: [0, -0.35, 0],
|
rotation: [0, -0.35, 0],
|
||||||
scale: [1.55, 1.55, 1.55],
|
scale: [1.55, 1.55, 1.55],
|
||||||
animations: ["Dance"],
|
animations: ["idle", "walk"],
|
||||||
defaultAnimation: "Dance",
|
defaultAnimation: "idle",
|
||||||
},
|
},
|
||||||
gerant: {
|
gerant: {
|
||||||
id: "gerant",
|
id: "gerant",
|
||||||
|
|||||||
@@ -1,29 +0,0 @@
|
|||||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
|
||||||
import type { MissionStep } from "@/types/gameplay/repairMission";
|
|
||||||
|
|
||||||
export function useRepairMovementLocked(): boolean {
|
|
||||||
return useGameStore((state) => {
|
|
||||||
switch (state.mainState) {
|
|
||||||
case "ebike":
|
|
||||||
return isRepairMovementLocked(state.ebike.currentStep);
|
|
||||||
case "pylon":
|
|
||||||
return isRepairMovementLocked(state.pylon.currentStep);
|
|
||||||
case "farm":
|
|
||||||
return isRepairMovementLocked(state.farm.currentStep);
|
|
||||||
case "intro":
|
|
||||||
case "outro":
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
function isRepairMovementLocked(step: MissionStep): boolean {
|
|
||||||
return (
|
|
||||||
step === "inspected" ||
|
|
||||||
step === "fragmented" ||
|
|
||||||
step === "scanning" ||
|
|
||||||
step === "repairing" ||
|
|
||||||
step === "reassembling" ||
|
|
||||||
step === "done"
|
|
||||||
);
|
|
||||||
}
|
|
||||||
+26
-13
@@ -809,35 +809,48 @@ canvas {
|
|||||||
|
|
||||||
.interact-prompt {
|
.interact-prompt {
|
||||||
position: fixed;
|
position: fixed;
|
||||||
bottom: 30%;
|
bottom: 12%;
|
||||||
left: 50%;
|
left: 50%;
|
||||||
transform: translateX(-50%);
|
transform: translateX(-50%);
|
||||||
display: flex;
|
display: flex;
|
||||||
align-items: center;
|
align-items: stretch;
|
||||||
gap: 8px;
|
gap: 8px;
|
||||||
pointer-events: none;
|
pointer-events: none;
|
||||||
z-index: 10;
|
z-index: 10;
|
||||||
}
|
}
|
||||||
|
|
||||||
.interact-prompt__key {
|
.interact-prompt__key,
|
||||||
|
.interact-prompt__label {
|
||||||
display: inline-flex;
|
display: inline-flex;
|
||||||
align-items: center;
|
align-items: center;
|
||||||
justify-content: center;
|
justify-content: center;
|
||||||
width: 24px;
|
height: 36px;
|
||||||
height: 24px;
|
background: rgba(10, 12, 20, 0.55);
|
||||||
background: rgba(255, 255, 255, 0.15);
|
border: 1px solid rgba(255, 255, 255, 0.7);
|
||||||
border: 1px solid rgba(255, 255, 255, 0.5);
|
font-family: "Inter", sans-serif;
|
||||||
border-radius: 4px;
|
color: #ffffff;
|
||||||
font-size: 13px;
|
}
|
||||||
font-weight: 600;
|
|
||||||
color: white;
|
.interact-prompt__key {
|
||||||
|
width: 36px;
|
||||||
|
font-size: 15px;
|
||||||
|
font-weight: 900;
|
||||||
font-style: normal;
|
font-style: normal;
|
||||||
|
letter-spacing: 0;
|
||||||
|
/* 3D keyboard key effect: top highlight, bottom inner darkening,
|
||||||
|
and a thin bottom drop so the key reads as physically pressed-up. */
|
||||||
|
box-shadow:
|
||||||
|
inset 0 1px 0 rgba(255, 255, 255, 0.25),
|
||||||
|
inset 0 -3px 0 rgba(0, 0, 0, 0.45),
|
||||||
|
0 2px 0 rgba(0, 0, 0, 0.55);
|
||||||
}
|
}
|
||||||
|
|
||||||
.interact-prompt__label {
|
.interact-prompt__label {
|
||||||
|
padding: 0 12px;
|
||||||
font-size: 13px;
|
font-size: 13px;
|
||||||
color: rgba(255, 255, 255, 0.85);
|
font-weight: 700;
|
||||||
letter-spacing: 0.03em;
|
letter-spacing: 0.02em;
|
||||||
|
line-height: 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
.repair-movement-lock-indicator {
|
.repair-movement-lock-indicator {
|
||||||
|
|||||||
@@ -0,0 +1,25 @@
|
|||||||
|
import { create } from "zustand";
|
||||||
|
import type { Vector3Tuple } from "@/types/three/three";
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Tracks whether a repair mini-game is currently in its "focused" phase
|
||||||
|
* (fragmented / scanning / repairing / reassembling). When active, a dark
|
||||||
|
* sphere expands around the repair model to visually isolate the player
|
||||||
|
* from the rest of the map. The store also exposes the world-space center
|
||||||
|
* of the bubble so map content can dim/hide content outside it if needed.
|
||||||
|
*/
|
||||||
|
interface RepairFocusStore {
|
||||||
|
active: boolean;
|
||||||
|
center: Vector3Tuple;
|
||||||
|
setFocus: (active: boolean, center?: Vector3Tuple) => void;
|
||||||
|
}
|
||||||
|
|
||||||
|
export const useRepairFocusStore = create<RepairFocusStore>((set) => ({
|
||||||
|
active: false,
|
||||||
|
center: [0, 0, 0],
|
||||||
|
setFocus: (active, center) =>
|
||||||
|
set((state) => ({
|
||||||
|
active,
|
||||||
|
center: center ?? state.center,
|
||||||
|
})),
|
||||||
|
}));
|
||||||
@@ -64,6 +64,13 @@ export interface RepairMissionConfig {
|
|||||||
description: string;
|
description: string;
|
||||||
modelPath: string;
|
modelPath: string;
|
||||||
modelScale?: ModelTransformProps["scale"];
|
modelScale?: ModelTransformProps["scale"];
|
||||||
|
/**
|
||||||
|
* World-space rotation applied to the model when mounted by RepairGame
|
||||||
|
* (fragmented + repairing steps). Should match the rotation used by the
|
||||||
|
* source object in the world (e.g. parked Ebike) so the fragmented model
|
||||||
|
* lines up visually with the inspection model.
|
||||||
|
*/
|
||||||
|
modelRotation?: Vector3Tuple;
|
||||||
stageUiPath: string;
|
stageUiPath: string;
|
||||||
interactUiPath: string;
|
interactUiPath: string;
|
||||||
brokenUiPath: string;
|
brokenUiPath: string;
|
||||||
|
|||||||
@@ -85,7 +85,7 @@ export class Debug {
|
|||||||
fogEnabled: boolean;
|
fogEnabled: boolean;
|
||||||
handTrackingSource: HandTrackingSource;
|
handTrackingSource: HandTrackingSource;
|
||||||
showDebugOverlay: boolean;
|
showDebugOverlay: boolean;
|
||||||
showHandTrackingSvg: boolean;
|
showHandTrackingModel: boolean;
|
||||||
showInteractionSpheres: boolean;
|
showInteractionSpheres: boolean;
|
||||||
showPerf: boolean;
|
showPerf: boolean;
|
||||||
sceneMode: SceneMode;
|
sceneMode: SceneMode;
|
||||||
@@ -108,7 +108,7 @@ export class Debug {
|
|||||||
fogEnabled: FOG_CONFIG.enabled,
|
fogEnabled: FOG_CONFIG.enabled,
|
||||||
handTrackingSource: storedControls.handTrackingSource ?? "browser",
|
handTrackingSource: storedControls.handTrackingSource ?? "browser",
|
||||||
showDebugOverlay: true,
|
showDebugOverlay: true,
|
||||||
showHandTrackingSvg: false,
|
showHandTrackingModel: false,
|
||||||
showInteractionSpheres: false,
|
showInteractionSpheres: false,
|
||||||
showPerf: true,
|
showPerf: true,
|
||||||
sceneMode: storedControls.sceneMode ?? "game",
|
sceneMode: storedControls.sceneMode ?? "game",
|
||||||
@@ -156,10 +156,10 @@ export class Debug {
|
|||||||
const handTrackingFolder = this.createFolder("Hand Tracking");
|
const handTrackingFolder = this.createFolder("Hand Tracking");
|
||||||
|
|
||||||
handTrackingFolder
|
handTrackingFolder
|
||||||
?.add(this.controls, "showHandTrackingSvg")
|
?.add(this.controls, "showHandTrackingModel")
|
||||||
.name("Show SVG")
|
.name("Show Model")
|
||||||
.onChange((value: boolean) => {
|
.onChange((value: boolean) => {
|
||||||
this.controls.showHandTrackingSvg = value;
|
this.controls.showHandTrackingModel = value;
|
||||||
this.emit();
|
this.emit();
|
||||||
});
|
});
|
||||||
|
|
||||||
@@ -281,12 +281,12 @@ export class Debug {
|
|||||||
return this.controls.showInteractionSpheres;
|
return this.controls.showInteractionSpheres;
|
||||||
}
|
}
|
||||||
|
|
||||||
getShowHandTrackingSvg(): boolean {
|
getShowHandTrackingModel(): boolean {
|
||||||
return this.controls.showHandTrackingSvg;
|
return this.controls.showHandTrackingModel;
|
||||||
}
|
}
|
||||||
|
|
||||||
setShowHandTrackingSvg(value: boolean): void {
|
setShowHandTrackingModel(value: boolean): void {
|
||||||
this.controls.showHandTrackingSvg = value;
|
this.controls.showHandTrackingModel = value;
|
||||||
this.emit();
|
this.emit();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -53,13 +53,23 @@ export class ExplodedModel {
|
|||||||
}
|
}
|
||||||
|
|
||||||
private createParts(model: THREE.Object3D): ExplodedPart[] {
|
private createParts(model: THREE.Object3D): ExplodedPart[] {
|
||||||
const root =
|
// Drill down through single-mesh-bearing branches until we find a node
|
||||||
model.children.length === 1 && model.children[0]
|
// with multiple mesh-bearing children (the natural "explosion group" the
|
||||||
? model.children[0]
|
// modeler authored). Falls back to flat mesh list only if no such group
|
||||||
: model;
|
// exists. This avoids exploding leaves in local space when wrapper nodes
|
||||||
const directChildren = root.children.filter((child) => hasMesh(child));
|
// (e.g. "Empty" + "Moto" > "Eclatement") sit above the actual group.
|
||||||
|
let current = model;
|
||||||
|
while (true) {
|
||||||
|
const meshChildren = current.children.filter((child) => hasMesh(child));
|
||||||
|
if (meshChildren.length === 1 && meshChildren[0]) {
|
||||||
|
current = meshChildren[0];
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
const directChildren = current.children.filter((child) => hasMesh(child));
|
||||||
const sourceObjects =
|
const sourceObjects =
|
||||||
directChildren.length > 1 ? directChildren : getMeshes(root);
|
directChildren.length > 1 ? directChildren : getMeshes(current);
|
||||||
|
|
||||||
if (sourceObjects.length === 0) return [];
|
if (sourceObjects.length === 0) return [];
|
||||||
|
|
||||||
|
|||||||
@@ -11,6 +11,7 @@ import {
|
|||||||
isMapModelVisible,
|
isMapModelVisible,
|
||||||
useMapPerformanceStore,
|
useMapPerformanceStore,
|
||||||
} from "@/managers/stores/useMapPerformanceStore";
|
} from "@/managers/stores/useMapPerformanceStore";
|
||||||
|
import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
|
||||||
import { SkyModel } from "@/components/three/world/SkyModel";
|
import { SkyModel } from "@/components/three/world/SkyModel";
|
||||||
import { CloudSystem } from "@/world/clouds/CloudSystem";
|
import { CloudSystem } from "@/world/clouds/CloudSystem";
|
||||||
import { FogSystem } from "@/world/fog/FogSystem";
|
import { FogSystem } from "@/world/fog/FogSystem";
|
||||||
@@ -24,6 +25,9 @@ export function Environment(): React.JSX.Element {
|
|||||||
const groups = useMapPerformanceStore((state) => state.groups);
|
const groups = useMapPerformanceStore((state) => state.groups);
|
||||||
const models = useMapPerformanceStore((state) => state.models);
|
const models = useMapPerformanceStore((state) => state.models);
|
||||||
const showSky = isMapModelVisible("sky", { groups, models });
|
const showSky = isMapModelVisible("sky", { groups, models });
|
||||||
|
// Hide vegetation while the repair focus bubble is active so the cocoon
|
||||||
|
// shroud is not pierced by tall trees / bushes around the repair model.
|
||||||
|
const repairFocusActive = useRepairFocusStore((state) => state.active);
|
||||||
|
|
||||||
if (sceneMode === "physics") {
|
if (sceneMode === "physics") {
|
||||||
return (
|
return (
|
||||||
@@ -52,7 +56,7 @@ export function Environment(): React.JSX.Element {
|
|||||||
<WaterSystem />
|
<WaterSystem />
|
||||||
<CloudSystem />
|
<CloudSystem />
|
||||||
<GrassSystem />
|
<GrassSystem />
|
||||||
<VegetationSystem />
|
{repairFocusActive ? null : <VegetationSystem />}
|
||||||
</>
|
</>
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -118,7 +118,15 @@ function playCinematic(
|
|||||||
onUpdate: () => camera.lookAt(target),
|
onUpdate: () => camera.lookAt(target),
|
||||||
onComplete: () => {
|
onComplete: () => {
|
||||||
timelineRef.current = null;
|
timelineRef.current = null;
|
||||||
|
// During the outro the camera is intentionally left at its final
|
||||||
|
// position — don't release cinematic lock so the player camera system
|
||||||
|
// can't snap it back to the player's eye position.
|
||||||
|
const { mainState } = useGameStore.getState();
|
||||||
|
if (mainState === "outro") {
|
||||||
|
window.dispatchEvent(new CustomEvent("outro-cinematic-complete"));
|
||||||
|
} else {
|
||||||
useGameStore.getState().setCinematicPlaying(false);
|
useGameStore.getState().setCinematicPlaying(false);
|
||||||
|
}
|
||||||
},
|
},
|
||||||
});
|
});
|
||||||
|
|
||||||
@@ -242,7 +250,10 @@ export function animateCameraTransformTransition(
|
|||||||
targetRotation: Vector3Tuple,
|
targetRotation: Vector3Tuple,
|
||||||
duration: number = 1,
|
duration: number = 1,
|
||||||
onComplete?: () => void,
|
onComplete?: () => void,
|
||||||
|
options: { lockInput?: boolean } = {},
|
||||||
): void {
|
): void {
|
||||||
|
const { lockInput = true } = options;
|
||||||
|
|
||||||
if (!globalCamera) {
|
if (!globalCamera) {
|
||||||
logger.warn("GameCinematics", "Camera not found for transition");
|
logger.warn("GameCinematics", "Camera not found for transition");
|
||||||
onComplete?.();
|
onComplete?.();
|
||||||
@@ -252,7 +263,9 @@ export function animateCameraTransformTransition(
|
|||||||
const camera = globalCamera;
|
const camera = globalCamera;
|
||||||
|
|
||||||
cameraTransitionTimeline?.kill();
|
cameraTransitionTimeline?.kill();
|
||||||
|
if (lockInput) {
|
||||||
useGameStore.getState().setCinematicPlaying(true);
|
useGameStore.getState().setCinematicPlaying(true);
|
||||||
|
}
|
||||||
|
|
||||||
// Convert target rotation in degrees to quaternion
|
// Convert target rotation in degrees to quaternion
|
||||||
const targetEuler = new THREE.Euler(
|
const targetEuler = new THREE.Euler(
|
||||||
@@ -274,7 +287,9 @@ export function animateCameraTransformTransition(
|
|||||||
},
|
},
|
||||||
onComplete: () => {
|
onComplete: () => {
|
||||||
cameraTransitionTimeline = null;
|
cameraTransitionTimeline = null;
|
||||||
|
if (lockInput) {
|
||||||
useGameStore.getState().setCinematicPlaying(false);
|
useGameStore.getState().setCinematicPlaying(false);
|
||||||
|
}
|
||||||
onComplete?.();
|
onComplete?.();
|
||||||
},
|
},
|
||||||
});
|
});
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
import { Ebike } from "@/components/ebike/Ebike";
|
import { Ebike } from "@/components/ebike/Ebike";
|
||||||
import { InteractableObject } from "@/components/three/interaction/InteractableObject";
|
import { InteractableObject } from "@/components/three/interaction/InteractableObject";
|
||||||
|
import { RepairFocusBubble } from "@/components/three/gameplay/RepairFocusBubble";
|
||||||
import { RepairGame } from "@/components/three/gameplay/RepairGame";
|
import { RepairGame } from "@/components/three/gameplay/RepairGame";
|
||||||
import { FarmNarrativeFlow } from "@/components/gameplay/farm/FarmNarrativeFlow";
|
import { FarmNarrativeFlow } from "@/components/gameplay/farm/FarmNarrativeFlow";
|
||||||
import { PylonDownedPylon } from "@/components/gameplay/pylon/PylonDownedPylon";
|
import { PylonDownedPylon } from "@/components/gameplay/pylon/PylonDownedPylon";
|
||||||
@@ -17,6 +18,7 @@ import {
|
|||||||
OUTRO_STAGE_ANCHOR,
|
OUTRO_STAGE_ANCHOR,
|
||||||
} from "@/data/gameplay/gameStageAnchors";
|
} from "@/data/gameplay/gameStageAnchors";
|
||||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||||
|
import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
|
||||||
import { useRepairMissionAnchorStore } from "@/managers/stores/useRepairMissionAnchorStore";
|
import { useRepairMissionAnchorStore } from "@/managers/stores/useRepairMissionAnchorStore";
|
||||||
import {
|
import {
|
||||||
isFarmNarrativeStep,
|
isFarmNarrativeStep,
|
||||||
@@ -25,13 +27,7 @@ import {
|
|||||||
import type { RepairMissionTriggerConfig } from "@/types/gameplay/repairMission";
|
import type { RepairMissionTriggerConfig } from "@/types/gameplay/repairMission";
|
||||||
import type { Vector3Tuple } from "@/types/three/three";
|
import type { Vector3Tuple } from "@/types/three/three";
|
||||||
import { getRepairMissionPosition } from "@/utils/gameplay/repairMissionPosition";
|
import { getRepairMissionPosition } from "@/utils/gameplay/repairMissionPosition";
|
||||||
import {
|
import { EBIKE_WORLD_POSITION } from "@/data/ebike/ebikeConfig";
|
||||||
EBIKE_WORLD_POSITION,
|
|
||||||
EBIKE_WORLD_ROTATION_Y,
|
|
||||||
EBIKE_WORLD_SCALE,
|
|
||||||
} from "@/data/ebike/ebikeConfig";
|
|
||||||
|
|
||||||
const EBIKE_CONFIG_KEY = `${EBIKE_WORLD_POSITION.join(",")}:${EBIKE_WORLD_ROTATION_Y}:${EBIKE_WORLD_SCALE}`;
|
|
||||||
|
|
||||||
interface StageAnchorProps {
|
interface StageAnchorProps {
|
||||||
color: string;
|
color: string;
|
||||||
@@ -96,6 +92,7 @@ export function GameStageContent(): React.JSX.Element {
|
|||||||
const mainState = useGameStore((state) => state.mainState);
|
const mainState = useGameStore((state) => state.mainState);
|
||||||
const pylonStep = useGameStore((state) => state.pylon.currentStep);
|
const pylonStep = useGameStore((state) => state.pylon.currentStep);
|
||||||
const anchors = useRepairMissionAnchorStore((state) => state.anchors);
|
const anchors = useRepairMissionAnchorStore((state) => state.anchors);
|
||||||
|
const repairFocusActive = useRepairFocusStore((state) => state.active);
|
||||||
|
|
||||||
const farmStep = useGameStore((state) => state.farm.currentStep);
|
const farmStep = useGameStore((state) => state.farm.currentStep);
|
||||||
|
|
||||||
@@ -110,7 +107,7 @@ export function GameStageContent(): React.JSX.Element {
|
|||||||
<Ebike position={EBIKE_WORLD_POSITION} />
|
<Ebike position={EBIKE_WORLD_POSITION} />
|
||||||
<PylonLightingEffect />
|
<PylonLightingEffect />
|
||||||
<PylonDownedPylon />
|
<PylonDownedPylon />
|
||||||
{isDebugEnabled() ? (
|
{isDebugEnabled() && !repairFocusActive ? (
|
||||||
<>
|
<>
|
||||||
<ZoneDebugVisual zone={PYLON_APPROACH_ZONE} active={false} />
|
<ZoneDebugVisual zone={PYLON_APPROACH_ZONE} active={false} />
|
||||||
<ZoneDebugVisual zone={PYLON_ARRIVED_ZONE} active={false} />
|
<ZoneDebugVisual zone={PYLON_ARRIVED_ZONE} active={false} />
|
||||||
@@ -131,6 +128,7 @@ export function GameStageContent(): React.JSX.Element {
|
|||||||
<RepairMissionTrigger key={config.mission} config={config} />
|
<RepairMissionTrigger key={config.mission} config={config} />
|
||||||
))}
|
))}
|
||||||
{mainState === "outro" ? <StageAnchor {...OUTRO_STAGE_ANCHOR} /> : null}
|
{mainState === "outro" ? <StageAnchor {...OUTRO_STAGE_ANCHOR} /> : null}
|
||||||
|
<RepairFocusBubble />
|
||||||
</>
|
</>
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|||||||
+9
-3
@@ -6,6 +6,7 @@ import {
|
|||||||
} from "@/data/player/playerConfig";
|
} from "@/data/player/playerConfig";
|
||||||
import { LA_FABRIK_INITIAL_LOOK_AT } from "@/data/world/laFabrikConfig";
|
import { LA_FABRIK_INITIAL_LOOK_AT } from "@/data/world/laFabrikConfig";
|
||||||
import { useCameraMode } from "@/hooks/debug/useCameraMode";
|
import { useCameraMode } from "@/hooks/debug/useCameraMode";
|
||||||
|
import { useDebugStore } from "@/hooks/debug/useDebugStore";
|
||||||
import { useEnvironmentDebug } from "@/hooks/debug/useEnvironmentDebug";
|
import { useEnvironmentDebug } from "@/hooks/debug/useEnvironmentDebug";
|
||||||
import { useMapPerformanceDebug } from "@/hooks/debug/useMapPerformanceDebug";
|
import { useMapPerformanceDebug } from "@/hooks/debug/useMapPerformanceDebug";
|
||||||
import { useCharacterDebug } from "@/hooks/debug/useCharacterDebug";
|
import { useCharacterDebug } from "@/hooks/debug/useCharacterDebug";
|
||||||
@@ -32,7 +33,6 @@ import { CharacterSystem } from "@/world/characters/CharacterSystem";
|
|||||||
import { Player } from "@/world/player/Player";
|
import { Player } from "@/world/player/Player";
|
||||||
import { TestMap } from "@/world/debug/TestMap";
|
import { TestMap } from "@/world/debug/TestMap";
|
||||||
import type { SceneLoadingChangeHandler } from "@/types/world/sceneLoading";
|
import type { SceneLoadingChangeHandler } from "@/types/world/sceneLoading";
|
||||||
import type { HandTrackingGloveHandedness } from "@/hooks/handTracking/useHandTrackingGloveStatus";
|
|
||||||
import type { HandTrackingHand } from "@/types/handTracking/handTracking";
|
import type { HandTrackingHand } from "@/types/handTracking/handTracking";
|
||||||
|
|
||||||
interface WorldProps {
|
interface WorldProps {
|
||||||
@@ -41,7 +41,7 @@ interface WorldProps {
|
|||||||
|
|
||||||
function hasTrackedHand(
|
function hasTrackedHand(
|
||||||
hands: HandTrackingHand[],
|
hands: HandTrackingHand[],
|
||||||
handedness: HandTrackingGloveHandedness,
|
handedness: "left" | "right",
|
||||||
): boolean {
|
): boolean {
|
||||||
return hands.some((hand) => hand.handedness.toLowerCase() === handedness);
|
return hands.some((hand) => hand.handedness.toLowerCase() === handedness);
|
||||||
}
|
}
|
||||||
@@ -60,6 +60,9 @@ export function World({ onLoadingStateChange }: WorldProps): React.JSX.Element {
|
|||||||
(state) => state.showPlayerModel,
|
(state) => state.showPlayerModel,
|
||||||
);
|
);
|
||||||
const showDebugOctree = useDebugVisualsStore((state) => state.showOctree);
|
const showDebugOctree = useDebugVisualsStore((state) => state.showOctree);
|
||||||
|
const showHandTrackingModel = useDebugStore((debug) =>
|
||||||
|
debug.getShowHandTrackingModel(),
|
||||||
|
);
|
||||||
const { hands, status, usageStatus } = useHandTrackingSnapshot();
|
const { hands, status, usageStatus } = useHandTrackingSnapshot();
|
||||||
const {
|
const {
|
||||||
octree,
|
octree,
|
||||||
@@ -74,7 +77,10 @@ export function World({ onLoadingStateChange }: WorldProps): React.JSX.Element {
|
|||||||
? PLAYER_SPAWN_POSITION_GAME
|
? PLAYER_SPAWN_POSITION_GAME
|
||||||
: PLAYER_SPAWN_POSITION_PHYSICS;
|
: PLAYER_SPAWN_POSITION_PHYSICS;
|
||||||
const showHandTrackingGloves =
|
const showHandTrackingGloves =
|
||||||
status === "connected" && usageStatus !== "inactive" && hands.length > 0;
|
showHandTrackingModel &&
|
||||||
|
status === "connected" &&
|
||||||
|
usageStatus !== "inactive" &&
|
||||||
|
hands.length > 0;
|
||||||
const showLeftHandTrackingGlove =
|
const showLeftHandTrackingGlove =
|
||||||
showHandTrackingGloves && hasTrackedHand(hands, "left");
|
showHandTrackingGloves && hasTrackedHand(hands, "left");
|
||||||
const showRightHandTrackingGlove =
|
const showRightHandTrackingGlove =
|
||||||
|
|||||||
@@ -3,7 +3,9 @@ import { Component, useRef, useState, useEffect } from "react";
|
|||||||
import * as THREE from "three";
|
import * as THREE from "three";
|
||||||
import { Physics, RigidBody, CuboidCollider } from "@react-three/rapier";
|
import { Physics, RigidBody, CuboidCollider } from "@react-three/rapier";
|
||||||
import { Line } from "@react-three/drei";
|
import { Line } from "@react-three/drei";
|
||||||
|
import { Ebike } from "@/components/ebike/Ebike";
|
||||||
import { RepairGame } from "@/components/three/gameplay/RepairGame";
|
import { RepairGame } from "@/components/three/gameplay/RepairGame";
|
||||||
|
import { RepairFocusBubble } from "@/components/three/gameplay/RepairFocusBubble";
|
||||||
import { GrabbableObject } from "@/components/three/interaction/GrabbableObject";
|
import { GrabbableObject } from "@/components/three/interaction/GrabbableObject";
|
||||||
import { AnimatedModel } from "@/components/three/models/AnimatedModel";
|
import { AnimatedModel } from "@/components/three/models/AnimatedModel";
|
||||||
import { TriggerObject } from "@/components/three/interaction/TriggerObject";
|
import { TriggerObject } from "@/components/three/interaction/TriggerObject";
|
||||||
@@ -239,11 +241,16 @@ export function TestMap({ onOctreeReady }: TestMapProps): React.JSX.Element {
|
|||||||
<group position={zone.position}>
|
<group position={zone.position}>
|
||||||
<RepairPlaygroundZoneMarker color={zone.color} />
|
<RepairPlaygroundZoneMarker color={zone.color} />
|
||||||
</group>
|
</group>
|
||||||
|
{zone.mission === "ebike" ? (
|
||||||
|
<Ebike position={zone.position} snapToTerrain={false} />
|
||||||
|
) : null}
|
||||||
<RepairGame mission={zone.mission} position={zone.position} />
|
<RepairGame mission={zone.mission} position={zone.position} />
|
||||||
</group>
|
</group>
|
||||||
))}
|
))}
|
||||||
</Physics>
|
</Physics>
|
||||||
|
|
||||||
|
<RepairFocusBubble />
|
||||||
|
|
||||||
{/* Dynamic Futuristic 3D GPS Dashboard Preview */}
|
{/* Dynamic Futuristic 3D GPS Dashboard Preview */}
|
||||||
<group
|
<group
|
||||||
position={TEST_SCENE_GPS_PREVIEW_POSITION}
|
position={TEST_SCENE_GPS_PREVIEW_POSITION}
|
||||||
|
|||||||
@@ -23,7 +23,6 @@ import {
|
|||||||
PLAYER_MAX_DELTA,
|
PLAYER_MAX_DELTA,
|
||||||
PLAYER_XZ_DAMPING_FACTOR,
|
PLAYER_XZ_DAMPING_FACTOR,
|
||||||
} from "@/data/player/playerConfig";
|
} from "@/data/player/playerConfig";
|
||||||
import { useRepairMovementLocked } from "@/hooks/gameplay/useRepairMovementLocked";
|
|
||||||
import { useTerrainHeightSampler } from "@/hooks/three/useTerrainHeight";
|
import { useTerrainHeightSampler } from "@/hooks/three/useTerrainHeight";
|
||||||
import { InteractionManager } from "@/managers/InteractionManager";
|
import { InteractionManager } from "@/managers/InteractionManager";
|
||||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||||
@@ -154,9 +153,7 @@ export function PlayerController({
|
|||||||
}: PlayerControllerProps): null {
|
}: PlayerControllerProps): null {
|
||||||
const camera = useThree((state) => state.camera);
|
const camera = useThree((state) => state.camera);
|
||||||
const sceneMode = useSceneMode();
|
const sceneMode = useSceneMode();
|
||||||
const movementLocked = useRepairMovementLocked();
|
|
||||||
const terrainHeight = useTerrainHeightSampler();
|
const terrainHeight = useTerrainHeightSampler();
|
||||||
const movementLockedRef = useRef(movementLocked);
|
|
||||||
const keys = useRef<Keys>({ ...DEFAULT_KEYS });
|
const keys = useRef<Keys>({ ...DEFAULT_KEYS });
|
||||||
const velocity = useRef(new THREE.Vector3());
|
const velocity = useRef(new THREE.Vector3());
|
||||||
const fallDuration = useRef(0);
|
const fallDuration = useRef(0);
|
||||||
@@ -249,17 +246,6 @@ export function PlayerController({
|
|||||||
initializedRef.current = true;
|
initializedRef.current = true;
|
||||||
}, [camera, initialLookAt, spawnPosition]);
|
}, [camera, initialLookAt, spawnPosition]);
|
||||||
|
|
||||||
useEffect(() => {
|
|
||||||
movementLockedRef.current = movementLocked;
|
|
||||||
|
|
||||||
if (!movementLocked) return;
|
|
||||||
|
|
||||||
keys.current = { ...DEFAULT_KEYS };
|
|
||||||
wantsJump.current = false;
|
|
||||||
velocity.current.setX(0);
|
|
||||||
velocity.current.setZ(0);
|
|
||||||
}, [movementLocked]);
|
|
||||||
|
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
const interaction = InteractionManager.getInstance();
|
const interaction = InteractionManager.getInstance();
|
||||||
|
|
||||||
@@ -267,20 +253,11 @@ export function PlayerController({
|
|||||||
if (isPlayerInputLocked()) return;
|
if (isPlayerInputLocked()) return;
|
||||||
|
|
||||||
if (setMovementKey(keys.current, event.key, true)) {
|
if (setMovementKey(keys.current, event.key, true)) {
|
||||||
if (movementLockedRef.current) {
|
|
||||||
keys.current = { ...DEFAULT_KEYS };
|
|
||||||
}
|
|
||||||
event.preventDefault();
|
event.preventDefault();
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (event.key === JUMP_KEY) {
|
if (event.key === JUMP_KEY) {
|
||||||
if (movementLockedRef.current) {
|
|
||||||
wantsJump.current = false;
|
|
||||||
event.preventDefault();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
wantsJump.current = true;
|
wantsJump.current = true;
|
||||||
event.preventDefault();
|
event.preventDefault();
|
||||||
return;
|
return;
|
||||||
@@ -386,7 +363,7 @@ export function PlayerController({
|
|||||||
}
|
}
|
||||||
|
|
||||||
_wishDir.set(0, 0, 0);
|
_wishDir.set(0, 0, 0);
|
||||||
if (!movementLocked && !isEbikeBreakdown) {
|
if (!isEbikeBreakdown) {
|
||||||
if (keys.current.forward) _wishDir.add(_forward);
|
if (keys.current.forward) _wishDir.add(_forward);
|
||||||
if (keys.current.backward) _wishDir.sub(_forward);
|
if (keys.current.backward) _wishDir.sub(_forward);
|
||||||
if (!isEbikeMounted) {
|
if (!isEbikeMounted) {
|
||||||
|
|||||||
Reference in New Issue
Block a user