Compare commits
32 Commits
c2f55e3a2f
...
main
| Author | SHA1 | Date | |
|---|---|---|---|
| 296c0b233a | |||
| d8da88246d | |||
| 063ee20202 | |||
| 5968f0f67c | |||
| a0482aa04b | |||
| 08c10acd48 | |||
| 8d66391fa9 | |||
| 0ab5380b1e | |||
| 5a6596b755 | |||
| 9841b14388 | |||
| 317db48bcc | |||
| fe30596a5a | |||
| acdcb5515b | |||
| 5ad2e27a89 | |||
| 7bcbba4eb1 | |||
| 712fb851ad | |||
| d8b916d31f | |||
| e9808f8473 | |||
| 0ddecaa494 | |||
| 6c36440016 | |||
| f20c6b9961 | |||
| 47b69b01d2 | |||
| 8b0dd31014 | |||
| 171af683f5 | |||
| f820bee64f | |||
| 1538ef93a5 | |||
| 1325b7b2af | |||
| 96be49d358 | |||
| 63c2b294c1 | |||
| 10b0d4fc16 | |||
| b1037d5107 | |||
| 18fb5e39e9 |
@@ -163,23 +163,20 @@ Both paths move to `fragmented`.
|
|||||||
|
|
||||||
### Fragmented
|
### Fragmented
|
||||||
|
|
||||||
File:
|
Files:
|
||||||
|
|
||||||
```txt
|
```txt
|
||||||
src/components/three/models/ExplodableModel.tsx
|
src/components/three/models/ExplodableModel.tsx
|
||||||
|
src/utils/three/ExplodedModel.ts
|
||||||
```
|
```
|
||||||
|
|
||||||
The mission object is shown split apart. A timer then moves the mission to `scanning`.
|
The mission object is shown split apart. `RepairGame` mounts a **single** `ExplodableModel` instance for the entire repair flow (`fragmented` -> `done`) so the model loads once, animates from its real authored positions, and is never re-instantiated when the player advances to scanning, repairing, reassembling or done. This eliminates the visible position/rotation jumps and re-explosion that occurred when each step instantiated its own model.
|
||||||
|
|
||||||
`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.
|
`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.
|
||||||
|
|
||||||
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`).
|
When mounted, `RepairGame` applies `RepairMissionConfig.modelRotation` and `modelScale` to the shared model so it lines up with the source inspection model in world space (e.g. the parked Ebike using `EBIKE_WORLD_ROTATION_Y` / `EBIKE_WORLD_SCALE`). The explode/reassemble lerp speed is configurable via `splitSpeed` (default `REPAIR_FRAGMENT_SPLIT_SPEED = 1.8`, ~1.5s) so each node is clearly seen leaving its origin.
|
||||||
|
|
||||||
The default delay comes from:
|
Transition out is event-driven: the model fires `onSplitSettled(1)` when the lerp converges and `RepairGame` advances to `scanning`. A `REPAIR_FRAGMENTATION_SEQUENCE_SECONDS + 2` fallback timer guards against load failures.
|
||||||
|
|
||||||
```txt
|
|
||||||
REPAIR_FRAGMENTATION_SEQUENCE_SECONDS
|
|
||||||
```
|
|
||||||
|
|
||||||
### Scanning
|
### Scanning
|
||||||
|
|
||||||
@@ -189,50 +186,33 @@ File:
|
|||||||
src/components/three/gameplay/RepairScanSequence.tsx
|
src/components/three/gameplay/RepairScanSequence.tsx
|
||||||
```
|
```
|
||||||
|
|
||||||
The scan sequence:
|
The scan sequence is now stateless w.r.t. the model: it receives `parts: ExplodedPart[]` from the upstream shared `ExplodableModel` and:
|
||||||
|
|
||||||
- keeps the exploded model visible
|
|
||||||
- receives model parts from `ExplodableModel`
|
|
||||||
- advances an active part index over time
|
- advances an active part index over time
|
||||||
- renders `RepairScanVisual` on the active part
|
- renders `RepairScanVisual` on the active part
|
||||||
- reveals broken-part highlights when configured broken parts have been reached
|
- reveals broken-part highlights cumulatively as scan progresses
|
||||||
|
- when the active part has a `voiceLineId`, gates the advance on the audio's `ended` event (with a 15s ceiling fallback) so the diagnostic line plays in full
|
||||||
- returns `RepairScannedBrokenPart[]` when done
|
- returns `RepairScannedBrokenPart[]` when done
|
||||||
|
|
||||||
Broken-part lookup first tries `brokenParts[].nodeName`. If no configured node matches, it falls back to the first available exploded parts. This fallback is useful while GLTF node names are still unstable, but precise `nodeName` config is safer for production.
|
Broken-part lookup uses `brokenParts[].nodeName` against the exploded parts (deep traverse). When a configured node can't be matched, the available part names are logged so config drift is visible in the console.
|
||||||
|
|
||||||
### Repairing
|
### Repairing
|
||||||
|
|
||||||
File:
|
For pylon/farm:
|
||||||
|
|
||||||
```txt
|
```txt
|
||||||
src/components/three/gameplay/RepairRepairingStep.tsx
|
src/components/three/gameplay/RepairRepairingStep.tsx
|
||||||
```
|
```
|
||||||
|
|
||||||
This is the densest gameplay step.
|
This is the densest gameplay step. It renders install target, placeholder markers, grabbable replacement parts, grabbable broken parts to store, placement feedback and a ready-to-install prompt. Validation requires the correct replacement part placed AND every scanned broken part deposited.
|
||||||
|
|
||||||
It renders:
|
For ebike (mission 1, simplified):
|
||||||
|
|
||||||
- install target
|
|
||||||
- placeholder markers
|
|
||||||
- grabbable replacement parts
|
|
||||||
- grabbable broken parts to store
|
|
||||||
- placement feedback
|
|
||||||
- ready-to-install prompt
|
|
||||||
|
|
||||||
Important local state:
|
|
||||||
|
|
||||||
- `placedPartIds`: replacement parts that snapped near a placeholder
|
|
||||||
- `depositedBrokenPartIds`: broken parts stored in the case
|
|
||||||
- `showBlockedInstallFeedback`: temporary visual feedback when install is attempted too early
|
|
||||||
|
|
||||||
Validation:
|
|
||||||
|
|
||||||
```txt
|
```txt
|
||||||
correct replacement part placed
|
src/components/three/gameplay/RepairEbikeRepairTrigger.tsx
|
||||||
AND every scanned broken part deposited
|
|
||||||
```
|
```
|
||||||
|
|
||||||
Only then does the install target call `onRepair()` and move to `reassembling`.
|
Replaces the heavier grabbable UX with a single "Changez le refroidisseur" prompt. Pressing E advances directly to `reassembling`. The cercles décoratifs and grabbable parts are omitted to keep the first repair experience low-friction.
|
||||||
|
|
||||||
### Reassembling
|
### Reassembling
|
||||||
|
|
||||||
@@ -242,23 +222,24 @@ File:
|
|||||||
src/components/three/gameplay/RepairReassemblyStep.tsx
|
src/components/three/gameplay/RepairReassemblyStep.tsx
|
||||||
```
|
```
|
||||||
|
|
||||||
The exploded model animates back into assembled form and completion particles play. A timer then moves the mission to `done`.
|
The shared `ExplodableModel` flips `split=false`, animating each node back to its original position (inverse of fragmented). `RepairReassemblyStep` itself is now reduced to:
|
||||||
|
|
||||||
Mission configs can override the default reassembly duration.
|
- the completion particles
|
||||||
|
- a `delayMs` timer (`REPAIR_REASSEMBLY_HOLD_MS = 1500`) that fires `onSettled` so `RepairGame` auto-advances to `done`
|
||||||
|
|
||||||
### Done
|
### Done
|
||||||
|
|
||||||
File:
|
For pylon/farm:
|
||||||
|
|
||||||
```txt
|
```txt
|
||||||
src/components/three/gameplay/RepairCompletionStep.tsx
|
src/components/three/gameplay/RepairCompletionStep.tsx
|
||||||
```
|
```
|
||||||
|
|
||||||
The repaired object remains visible. The player validates the completion target, then:
|
The shared exploded model (now reassembled) remains visible. The player validates a green completion target, the case closes and exits, then `completeMission(mission)` advances the global game progression.
|
||||||
|
|
||||||
1. the repair case closes
|
For ebike (mission 1, auto-complete):
|
||||||
2. the case plays its exit animation
|
|
||||||
3. `completeMission(mission)` advances the global game progression
|
`RepairGame` plays `narrateur_ebikerepare` directly on entry to `done`. When the audio's `ended` event fires (with `REPAIR_DONE_DIALOGUE_FALLBACK_MS = 6000` fallback) `completeMission("ebike")` is called automatically and the world hands off to the pylon mission. The bubble shrinks via `shouldFocusBubbleBeActive(done) === false`. No Validate button is shown.
|
||||||
|
|
||||||
## Focus Bubble
|
## Focus Bubble
|
||||||
|
|
||||||
@@ -275,6 +256,26 @@ While the player is in `fragmented`, `scanning`, `repairing` or `reassembling`,
|
|||||||
|
|
||||||
The bubble is mounted both in `GameStageContent` (production scene) and `TestMap` (physics test scene) so the behaviour matches in both contexts.
|
The bubble is mounted both in `GameStageContent` (production scene) and `TestMap` (physics test scene) so the behaviour matches in both contexts.
|
||||||
|
|
||||||
|
## Narrator Audio (Ebike Mission)
|
||||||
|
|
||||||
|
`EbikeRepairNarrator` (`src/components/game/EbikeRepairNarrator.tsx`) is a headless component mounted in `src/pages/page.tsx` next to `EbikeIntroSequence`. It subscribes to `useGameStore` and plays one-shot narrator cues at specific repair-step transitions for the `ebike` mission only:
|
||||||
|
|
||||||
|
| Step entered | Dialogue ID | Audio file | Subtitle | Owner |
|
||||||
|
| ------------ | ------------------------------------ | ---------------------------------- | -------- | ---------------------- |
|
||||||
|
| `fragmented` | `narrateur_galetscan` | `narrateur_galetscan.mp3` | cue 6 | `EbikeRepairNarrator` |
|
||||||
|
| `scanning` | `narrateur_refroidisseur_diagnostic` | `narrateur_refroidisseurcassé.mp3` | cue 24 | `RepairScanSequence`\* |
|
||||||
|
| `done` | `narrateur_ebikerepare` | `narrateur_ebikeréparé.mp3` | cue 7 | `RepairGame`\*\* |
|
||||||
|
|
||||||
|
\* The diagnostic line is triggered by the scan sequence when it lands on the broken part configured with `voiceLineId` (refroidisseur for ebike). The advance to `repairing` is gated on the audio's `ended` event so the line plays in full with the red highlight on screen.
|
||||||
|
|
||||||
|
\*\* `RepairGame` plays the success line directly on entering `done` so the audio's `ended` event can drive `completeMission` and hand off to pylon. A `REPAIR_DONE_DIALOGUE_FALLBACK_MS` timer guards against load failures. `EbikeRepairNarrator` no longer owns this cue.
|
||||||
|
|
||||||
|
A `useRef<Set<MissionStep>>` guards against double-fires (StrictMode, re-renders) and is cleared when the mission rolls back to `locked` or `waiting`, so debug-panel replays still trigger the narration.
|
||||||
|
|
||||||
|
Cue 7 was previously a single subtitle covering both the diagnostic line and the "Eeeet voilà!" completion line. It was split into cue 7 (completion only) and a new cue 24 (diagnostic) so the two sentences can be triggered at independent moments — they correspond to two distinct `.mp3` files.
|
||||||
|
|
||||||
|
The breakdown line (`narrateur_ebikecasse`, cue 5) is still triggered by `EbikeIntroSequence` at distance threshold, not by this component. Pylon and farm narrator cues are not yet wired through `EbikeRepairNarrator`; the same per-mission lookup pattern can be extended when those flows need narration.
|
||||||
|
|
||||||
## Repair Case Details
|
## Repair Case Details
|
||||||
|
|
||||||
The case model implementation lives in:
|
The case model implementation lives in:
|
||||||
|
|||||||
+6
-12
@@ -2,24 +2,18 @@
|
|||||||
"version": 1,
|
"version": 1,
|
||||||
"cinematics": [
|
"cinematics": [
|
||||||
{
|
{
|
||||||
"id": "intro_overview",
|
"id": "outro_farm_drone",
|
||||||
"timecode": 0,
|
"timecode": 0,
|
||||||
"dialogueCues": [
|
|
||||||
{
|
|
||||||
"time": 0,
|
|
||||||
"dialogueId": "narrateur_bienvenueaaltera"
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"cameraKeyframes": [
|
"cameraKeyframes": [
|
||||||
{
|
{
|
||||||
"time": 0,
|
"time": 0,
|
||||||
"position": [8, 5, 12],
|
"position": [-24, 5, 65],
|
||||||
"target": [0, 2, 0]
|
"target": [-24, 2, 42]
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"time": 4,
|
"time": 10,
|
||||||
"position": [12, 4, -6],
|
"position": [-24, 90, 200],
|
||||||
"target": [10, 1.4, -8]
|
"target": [-24, 0, 42]
|
||||||
}
|
}
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
|
|||||||
+32
-32
@@ -39340,41 +39340,41 @@
|
|||||||
"rotation": [0, 0.0027, 0.0819],
|
"rotation": [0, 0.0027, 0.0819],
|
||||||
"scale": [1, 1, 1]
|
"scale": [1, 1, 1]
|
||||||
}
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "pylone",
|
||||||
|
"type": "Object3D",
|
||||||
|
"position": [-22.8219, 6.7669, 28.1767],
|
||||||
|
"rotation": [0, 0.0027, 0.0819],
|
||||||
|
"scale": [1, 1, 1],
|
||||||
|
"children": [
|
||||||
|
{
|
||||||
|
"name": "pylone",
|
||||||
|
"type": "Mesh",
|
||||||
|
"position": [-22.8219, 6.7669, 28.1767],
|
||||||
|
"rotation": [0, 0.0027, 0.0819],
|
||||||
|
"scale": [1, 1, 1]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "pylone",
|
||||||
|
"type": "Object3D",
|
||||||
|
"position": [-31.5396, 5.5095, 36.2489],
|
||||||
|
"rotation": [0, 0.0027, 0.0819],
|
||||||
|
"scale": [1, 1, 1],
|
||||||
|
"children": [
|
||||||
|
{
|
||||||
|
"name": "pylone",
|
||||||
|
"type": "Mesh",
|
||||||
|
"position": [-31.5396, 5.5095, 36.2489],
|
||||||
|
"rotation": [0, 0.0027, 0.0819],
|
||||||
|
"scale": [1, 1, 1]
|
||||||
|
}
|
||||||
],
|
],
|
||||||
"id": "repair:pylon"
|
"id": "repair:pylon"
|
||||||
},
|
},
|
||||||
{
|
|
||||||
"name": "pylone",
|
|
||||||
"type": "Object3D",
|
|
||||||
"position": [-22.8219, 6.7669, 28.1767],
|
|
||||||
"rotation": [0, 0.0027, 0.0819],
|
|
||||||
"scale": [1, 1, 1],
|
|
||||||
"children": [
|
|
||||||
{
|
|
||||||
"name": "pylone",
|
|
||||||
"type": "Mesh",
|
|
||||||
"position": [-22.8219, 6.7669, 28.1767],
|
|
||||||
"rotation": [0, 0.0027, 0.0819],
|
|
||||||
"scale": [1, 1, 1]
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"name": "pylone",
|
|
||||||
"type": "Object3D",
|
|
||||||
"position": [-31.5396, 5.5095, 36.2489],
|
|
||||||
"rotation": [0, 0.0027, 0.0819],
|
|
||||||
"scale": [1, 1, 1],
|
|
||||||
"children": [
|
|
||||||
{
|
|
||||||
"name": "pylone",
|
|
||||||
"type": "Mesh",
|
|
||||||
"position": [-31.5396, 5.5095, 36.2489],
|
|
||||||
"rotation": [0, 0.0027, 0.0819],
|
|
||||||
"scale": [1, 1, 1]
|
|
||||||
}
|
|
||||||
]
|
|
||||||
},
|
|
||||||
{
|
{
|
||||||
"name": "pylone",
|
"name": "pylone",
|
||||||
"type": "Object3D",
|
"type": "Object3D",
|
||||||
|
|||||||
Binary file not shown.
@@ -69,6 +69,12 @@
|
|||||||
"audio": "/sounds/dialogue/narrateur_ebikeréparé.mp3",
|
"audio": "/sounds/dialogue/narrateur_ebikeréparé.mp3",
|
||||||
"subtitleCueIndex": 7
|
"subtitleCueIndex": 7
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
"id": "narrateur_refroidisseur_diagnostic",
|
||||||
|
"voice": "narrateur",
|
||||||
|
"audio": "/sounds/dialogue/narrateur_refroidisseurcassé.mp3",
|
||||||
|
"subtitleCueIndex": 24
|
||||||
|
},
|
||||||
{
|
{
|
||||||
"id": "narrateur_ordredemandedelaide",
|
"id": "narrateur_ordredemandedelaide",
|
||||||
"voice": "narrateur",
|
"voice": "narrateur",
|
||||||
@@ -163,7 +169,7 @@
|
|||||||
"id": "narrateur_histoireelectricienne",
|
"id": "narrateur_histoireelectricienne",
|
||||||
"voice": "narrateur",
|
"voice": "narrateur",
|
||||||
"audio": "/sounds/dialogue/narrateur_histoireelectricienne.mp3",
|
"audio": "/sounds/dialogue/narrateur_histoireelectricienne.mp3",
|
||||||
"subtitleCueIndex": 23
|
"subtitleCueIndices": [23, 25, 26, 27, 28]
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"id": "narrateur_demande_aide",
|
"id": "narrateur_demande_aide",
|
||||||
|
|||||||
@@ -24,7 +24,7 @@ So? Pretty amazing, right? Anyway, these rollers will scan the components to fin
|
|||||||
|
|
||||||
7
|
7
|
||||||
00:00:00,000 --> 00:00:04,992
|
00:00:00,000 --> 00:00:04,992
|
||||||
Perfect! The cooler gave out, you can replace it with one of the components from your pack. Aaaand there we go! It runs like clockwork! Go on, hurry!
|
Aaaand there we go! It runs like clockwork! Go on, hurry!
|
||||||
|
|
||||||
8
|
8
|
||||||
00:00:00,000 --> 00:00:04,512
|
00:00:00,000 --> 00:00:04,512
|
||||||
@@ -87,5 +87,25 @@ Welcome to your workshop!! So? Pretty impressive, right? Okay, quick tour of wha
|
|||||||
Here, this is a dashboard. You can imagine that if your fridge or oven breaks down, you won't be able to put it in the pipe haha! So here, it tells you when residents have a bulky item that broke down, or when there's a problem in the city. Uh oh... I've got an emergency, I'll have to leave you soon! So here, take your tools to repair most things: a mini 3D printer powered by electronic waste, Push-Parts gloves to disassemble objects, and a Relaunch pack!
|
Here, this is a dashboard. You can imagine that if your fridge or oven breaks down, you won't be able to put it in the pipe haha! So here, it tells you when residents have a bulky item that broke down, or when there's a problem in the city. Uh oh... I've got an emergency, I'll have to leave you soon! So here, take your tools to repair most things: a mini 3D printer powered by electronic waste, Push-Parts gloves to disassemble objects, and a Relaunch pack!
|
||||||
|
|
||||||
23
|
23
|
||||||
00:00:00,000 --> 00:00:54,000
|
00:00:00,000 --> 00:00:07,500
|
||||||
The electrician helped you at the Power Plant? Aaaaah, that's what I love here: everyone helps each other, nobody judges anyone, it's like a real little family. You should know the electrician has quite a special story. She was born in the north of the continent, in the city of Kalska. She grew up happily with her mother Edith, her father Jordan, and her two little brothers, Malo and Justin. A few years ago, as you know, the northern countries were, quite unexpectedly, the first ones forced to migrate. So they began their journey, country by country, city by city, village by village. On a day of walking like so many others after several months, a climate storm caught them off guard. Having split up to find food in the village, her father and one of her two brothers sadly disappeared. It's tragic. But one day, they happened upon this place during their journey. We welcomed them with open arms, and they were slowly able to rebuild their lives among us. Today, they are an integral part of the community.
|
The electrician helped you at the Power Plant? Aaaaah, that's what I love here: everyone helps each other, nobody judges anyone, it's like a real little family.
|
||||||
|
|
||||||
|
24
|
||||||
|
00:00:00,000 --> 00:00:05,500
|
||||||
|
Perfect! The cooler gave out, you can replace it with one of the components from your pack.
|
||||||
|
|
||||||
|
25
|
||||||
|
00:00:07,500 --> 00:00:19,100
|
||||||
|
You should know the electrician has quite a special story. She was born in the north of the continent, in the city of Kalska. She grew up happily with her mother Edith, her father Jordan, and her two little brothers, Malo and Justin.
|
||||||
|
|
||||||
|
26
|
||||||
|
00:00:19,100 --> 00:00:30,600
|
||||||
|
A few years ago, as you know, the northern countries were, quite unexpectedly, the first ones forced to migrate. So they began their journey, country by country, city by city, village by village.
|
||||||
|
|
||||||
|
27
|
||||||
|
00:00:30,600 --> 00:00:42,800
|
||||||
|
On a day of walking like so many others after several months, a climate storm caught them off guard. Having split up to find food in the village, her father and one of her two brothers sadly disappeared. It's tragic.
|
||||||
|
|
||||||
|
28
|
||||||
|
00:00:42,800 --> 00:00:54,000
|
||||||
|
But one day, they happened upon this place during their journey. We welcomed them with open arms, and they were slowly able to rebuild their lives among us. Today, they are an integral part of the community.
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
1
|
1
|
||||||
00:00:00,000 --> 00:00:08,000
|
00:00:00,000 --> 00:00:08,000
|
||||||
Hey !! Comment ça va ? Tu as besoin d'aide pour poser les galets ?
|
Hey !! Comment ça va ? Tu as besoin d'aide pour redresser le poteau ?
|
||||||
|
|
||||||
2
|
2
|
||||||
00:00:00,000 --> 00:00:08,000
|
00:00:00,000 --> 00:00:08,000
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
1
|
1
|
||||||
00:00:00,000 --> 00:00:09,000
|
00:00:00,000 --> 00:00:09,000
|
||||||
Bonjour à toi, futur habitant d'Altéra ! Aujourd'hui tu vas découvrir le rôle de technicien au sein de La Fabrik qui s'occupe des technologies et réparation Low-Tech.
|
Bonjour à toi, futur habitant d'Altéra ! Aujourd'hui tu vas découvrir le rôle de technicien au sein de La Fabrik, qui s'occupe des technologies et des réparations low-tech.
|
||||||
|
|
||||||
2
|
2
|
||||||
00:00:09,000 --> 00:00:11,592
|
00:00:09,000 --> 00:00:11,592
|
||||||
@@ -8,7 +8,7 @@ Avant de commencer, comment tu t'appelles ?
|
|||||||
|
|
||||||
3
|
3
|
||||||
00:00:00,000 --> 00:00:10,824
|
00:00:00,000 --> 00:00:10,824
|
||||||
Très bien ! On va commencer pas à pas pour te montrer comment fonctionne l'atelier. Ensuite, tu commenceras ta journée et tu pourras te rendre compte de l'impact positif qu'a la Fabrik sur la communauté et le quartier.
|
Très bien ! On va avancer pas à pas pour te montrer comment fonctionne l'atelier. Ensuite, tu commenceras ta journée et tu pourras te rendre compte de l'impact positif qu'a La Fabrik sur la communauté et le quartier.
|
||||||
|
|
||||||
4
|
4
|
||||||
00:00:00,000 --> 00:00:06,072
|
00:00:00,000 --> 00:00:06,072
|
||||||
@@ -16,15 +16,15 @@ Allez go ! Il faudrait que tu ailles à la ferme, on cherche à améliorer quelq
|
|||||||
|
|
||||||
5
|
5
|
||||||
00:00:00,000 --> 00:00:12,720
|
00:00:00,000 --> 00:00:12,720
|
||||||
Quoi ? Ton E-Bike est cassé ? Bon c'est pas très grave, ça arrive ! Utilise les deux galets qui sont sur tes gants. Ce sont de véritables bijoux technologiques. Poses en un en-dessous du vélo, et un au-dessus.
|
Quoi ? Ton E-Bike est cassé ? Bon, ce n'est pas très grave, ça arrive ! Utilise les deux galets qui sont sur tes gants. Ce sont de véritables bijoux technologiques. Poses-en un en dessous du vélo, et un au-dessus.
|
||||||
|
|
||||||
6
|
6
|
||||||
00:00:00,000 --> 00:00:08,064
|
00:00:00,000 --> 00:00:08,064
|
||||||
Alors ? Pas magnifique ça ? Enfin bref, ces galets vont scanner les composants pour savoir ce qu'on doit réparer et / ou changer.
|
Alors ? Pas magnifique ça ? Enfin bref, ces galets vont scanner les composants pour savoir ce qu'on doit réparer et/ou changer.
|
||||||
|
|
||||||
7
|
7
|
||||||
00:00:00,000 --> 00:00:04,992
|
00:00:00,000 --> 00:00:04,992
|
||||||
Parfait ! C'est le refroidisseur qui a lâché, tu peux le remplacer avec un des composants de ton pack. Eeeet voilà ! Il fonctionne comme une horloge ! Allez fonce !
|
Eeeet voilà ! Il fonctionne comme une horloge ! Allez fonce !
|
||||||
|
|
||||||
8
|
8
|
||||||
00:00:00,000 --> 00:00:04,512
|
00:00:00,000 --> 00:00:04,512
|
||||||
@@ -32,7 +32,7 @@ N'hésite pas à aller demander de l'aide si tu as besoin, tout le monde est sup
|
|||||||
|
|
||||||
9
|
9
|
||||||
00:00:00,000 --> 00:00:08,880
|
00:00:00,000 --> 00:00:08,880
|
||||||
Oh woooow !! T'as vu ça ???? Tous les feux, ordinateurs et lumières se sont éteints !! Faut vite que t'aille au Centre de l'Énergie, on ne peut même plus renvoyer les appareils réparés !
|
Oh woooow !! T'as vu ça ???? Tous les feux, ordinateurs et lumières se sont éteints !! Il faut vite que tu ailles au Centre de l'Énergie, on ne peut même plus renvoyer les appareils réparés !
|
||||||
|
|
||||||
10
|
10
|
||||||
00:00:00,000 --> 00:00:09,840
|
00:00:00,000 --> 00:00:09,840
|
||||||
@@ -48,7 +48,7 @@ Booon, grâce à toi j'ai pu finir mon urgence ! Oh mais t'arrives bientôt à l
|
|||||||
|
|
||||||
13
|
13
|
||||||
00:00:00,000 --> 00:00:11,760
|
00:00:00,000 --> 00:00:11,760
|
||||||
Bon, fini le moment émotion haha ! Pour la ferme, comme je te l'ai dis, ici, il faut qu'on change l'irrigation. Durant les périodes de sécheresse, les habitants se plaignent d'un souci. Vois ce que tu peux faire.
|
Bon, fini le moment émotion haha ! Pour la ferme, comme je te l'ai dit, ici, il faut qu'on change l'irrigation. Durant les périodes de sécheresse, les habitants se plaignent d'un souci. Vois ce que tu peux faire.
|
||||||
|
|
||||||
14
|
14
|
||||||
00:00:00,000 --> 00:00:04,560
|
00:00:00,000 --> 00:00:04,560
|
||||||
@@ -60,7 +60,7 @@ Ouiii ! C'est ça ! On aimerait ne plus pomper l'eau dans le lac, sinon on va é
|
|||||||
|
|
||||||
16
|
16
|
||||||
00:00:00,000 --> 00:00:10,944
|
00:00:00,000 --> 00:00:10,944
|
||||||
L'ancien refroidisseur de ton E-Bike ?? Mais oui !! Hahaha, très bonne idée ! Combiné aux anciens tuyaux du lac, on va pouvoir faire quelque chose de cool ! Met tout ça entre tes pads !
|
L'ancien refroidisseur de ton E-Bike ?? Mais oui !! Hahaha, très bonne idée ! Combiné aux anciens tuyaux du lac, on va pouvoir faire quelque chose de cool ! Mets tout ça entre tes pads !
|
||||||
|
|
||||||
17
|
17
|
||||||
00:00:00,000 --> 00:00:05,712
|
00:00:00,000 --> 00:00:05,712
|
||||||
@@ -68,7 +68,7 @@ Le refroidisseur de ton E-Bike est cassé, mais on peut encore en faire quelque
|
|||||||
|
|
||||||
18
|
18
|
||||||
00:00:00,000 --> 00:00:10,032
|
00:00:00,000 --> 00:00:10,032
|
||||||
Ma-gni-fique ! Je vois que Gilbert t'as aidé haha, il est adorable celui-là ! Tu as fait du super boulot ! Et grâce à toi, le quartier est amélioré.
|
Ma-gni-fique ! Je vois que Gilbert t'a aidé haha, il est adorable celui-là ! Tu as fait du super boulot ! Et grâce à toi, le quartier est amélioré.
|
||||||
|
|
||||||
19
|
19
|
||||||
00:00:00,000 --> 00:00:11,520
|
00:00:00,000 --> 00:00:11,520
|
||||||
@@ -80,12 +80,32 @@ Allez bonne chance ! J'ai du boulot !
|
|||||||
|
|
||||||
21
|
21
|
||||||
00:00:00,000 --> 00:00:33,600
|
00:00:00,000 --> 00:00:33,600
|
||||||
Bienvenue dans ton atelier !! Alors ? Ça claque hein ? Bon je te présente en rapide tout ce qu'il y a : ici c'est ton plan de travail. Dans les tuyaux, ce sont des objets des résidents du quartier qui sont tombés en panne qui attendent d'être réparés. Une fois réparé, tu mets l'objet dans ce tuyau et ça repart chez la bonne personne.
|
Bienvenue dans ton atelier !! Alors ? Ça claque hein ? Bon, je te présente rapidement tout ce qu'il y a : ici, c'est ton plan de travail. Dans les tuyaux, ce sont des objets des résidents du quartier qui sont tombés en panne et qui attendent d'être réparés. Une fois l'objet réparé, tu le mets dans ce tuyau et ça repart chez la bonne personne.
|
||||||
|
|
||||||
22
|
22
|
||||||
00:00:00,000 --> 00:00:14,760
|
00:00:00,000 --> 00:00:14,760
|
||||||
Ici, c'est un tableau de bord. T'imagines bien que si ton frigo ou ton four tombe en panne, tu ne vas pas pouvoir le mettre dans le tuyau haha ! Donc ici, ça te signale quand des résidents ont un objet volumineux tombé en panne, ou quand il y a un problème dans la ville. Oh oh... j'ai une urgence, il va bientôt falloir que je te laisse ! Donc tiens, tes outils pour pouvoir réparer la plupart des choses : une mini imprimante 3D à base de déchets électroniques, des gants Pousse Pièces pour désassembler les objets, ainsi qu'un pack de Relance !
|
Ici, c'est un tableau de bord. T'imagines bien que si ton frigo ou ton four tombe en panne, tu ne vas pas pouvoir le mettre dans le tuyau haha ! Donc ici, ça te signale quand des résidents ont un objet volumineux tombé en panne, ou quand il y a un problème dans la ville. Oh oh... j'ai une urgence, il va bientôt falloir que je te laisse ! Donc tiens, tes outils pour pouvoir réparer la plupart des choses : une mini-imprimante 3D à base de déchets électroniques, des gants Pousse-Pièces pour désassembler les objets, ainsi qu'un pack de Relance !
|
||||||
|
|
||||||
23
|
23
|
||||||
00:00:00,000 --> 00:00:54,000
|
00:00:00,000 --> 00:00:07,500
|
||||||
L'électricienne t'a aidé à la Centrale ? Aaaaah c'est ça que j'adore ici, tout le monde s'entraide, personne se juge, une vraie petite famille. Sache que l'électricienne a une histoire assez particulière. Elle est née au nord du continent, dans la ville de Kalska. Elle a grandit heureuse, avec sa mère Edith, son père Jordan et ses deux petits frères Malo et Justin. Il y a quelques années de ça, comme tu le sais, c'est les pays du Nord, qui par grande surprise, ont été obligés de migrer en premier. Ils ont alors entamé leur périple, pays par pays, ville par ville, village par village. Un jour de marche comme les autres depuis plusieurs mois, une tempête climatique les a pris de court. S'étant séparés pour trouver des vivres dans le village, le père et un des deux frères sont malheureusement partis. C'est tragique. Mais un beau jour, ils sont tombés ici, par hasard dans leur périple. On les a accueillis les bras ouverts et ils ont pu se reconstruire doucement parmi nous et font partie intégrante de la communauté aujourd'hui.
|
L'électricienne t'a aidé à la Centrale ? Aaaaah c'est ça que j'adore ici, tout le monde s'entraide, personne se juge, une vraie petite famille.
|
||||||
|
|
||||||
|
24
|
||||||
|
00:00:00,000 --> 00:00:05,500
|
||||||
|
Parfait ! C'est le refroidisseur qui a lâché, tu peux le remplacer avec un des composants de ton pack.
|
||||||
|
|
||||||
|
25
|
||||||
|
00:00:07,500 --> 00:00:19,100
|
||||||
|
Sache que l'électricienne a une histoire assez particulière. Elle est née au nord du continent, dans la ville de Kalska. Elle a grandi heureuse, avec sa mère Edith, son père Jordan et ses deux petits frères Malo et Justin.
|
||||||
|
|
||||||
|
26
|
||||||
|
00:00:19,100 --> 00:00:30,600
|
||||||
|
Il y a quelques années de ça, comme tu le sais, ce sont les pays du Nord qui, par grande surprise, ont été obligés de migrer en premier. Ils ont alors entamé leur périple, pays par pays, ville par ville, village par village.
|
||||||
|
|
||||||
|
27
|
||||||
|
00:00:30,600 --> 00:00:42,800
|
||||||
|
Un jour de marche comme les autres depuis plusieurs mois, une tempête climatique les a pris de court. S'étant séparés pour trouver des vivres dans le village, le père et l'un des deux frères sont malheureusement partis. C'est tragique.
|
||||||
|
|
||||||
|
28
|
||||||
|
00:00:42,800 --> 00:00:54,000
|
||||||
|
Mais un beau jour, ils sont tombés ici, par hasard, dans leur périple. On les a accueillis les bras ouverts, ils ont pu se reconstruire doucement parmi nous et font partie intégrante de la communauté aujourd'hui.
|
||||||
|
|||||||
@@ -73,7 +73,6 @@ export function Ebike({
|
|||||||
const updateEbikeSounds = useEbikeSounds();
|
const updateEbikeSounds = useEbikeSounds();
|
||||||
const repairGameOwnsEbikeModel =
|
const repairGameOwnsEbikeModel =
|
||||||
mainState === "ebike" &&
|
mainState === "ebike" &&
|
||||||
ebikeStep !== "locked" &&
|
|
||||||
ebikeStep !== "waiting" &&
|
ebikeStep !== "waiting" &&
|
||||||
ebikeStep !== "inspected";
|
ebikeStep !== "inspected";
|
||||||
|
|
||||||
@@ -362,18 +361,15 @@ export function Ebike({
|
|||||||
if (window.ebikeBreakdownActive === true) return;
|
if (window.ebikeBreakdownActive === true) return;
|
||||||
|
|
||||||
if (movementMode === "walk") {
|
if (movementMode === "walk") {
|
||||||
if (
|
if (mainState === "ebike" && ebikeStep === "waiting") {
|
||||||
mainState === "ebike" &&
|
|
||||||
(ebikeStep === "locked" || ebikeStep === "waiting")
|
|
||||||
) {
|
|
||||||
setMissionStep("ebike", "inspected");
|
setMissionStep("ebike", "inspected");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (mainState === "ebike" && ebikeStep === "inspected") {
|
// Note: inspected -> fragmented is no longer driven by press-E.
|
||||||
setMissionStep("ebike", "fragmented");
|
// It auto-advances after the focus bubble's grow tween (see
|
||||||
return;
|
// RepairGame, gated on BUBBLE_GROW_DURATION_SECONDS), so the
|
||||||
}
|
// sphere visibly engulfs the bike before the explode animation.
|
||||||
|
|
||||||
const cameraOffset = new THREE.Vector3(
|
const cameraOffset = new THREE.Vector3(
|
||||||
...EBIKE_CAMERA_TRANSFORM.position,
|
...EBIKE_CAMERA_TRANSFORM.position,
|
||||||
|
|||||||
@@ -181,9 +181,12 @@ 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(() => {
|
||||||
|
const mapUniform = shaderMat.uniforms.map;
|
||||||
|
if (!mapUniform) return;
|
||||||
|
|
||||||
// External Three.js material uniform sync — intentional side effect.
|
// External Three.js material uniform sync — intentional side effect.
|
||||||
// eslint-disable-next-line react-hooks/immutability
|
// eslint-disable-next-line react-hooks/immutability
|
||||||
shaderMat.uniforms.map.value = texture;
|
mapUniform.value = texture;
|
||||||
}, [shaderMat, texture]);
|
}, [shaderMat, texture]);
|
||||||
|
|
||||||
// Cleanup on unmount
|
// Cleanup on unmount
|
||||||
|
|||||||
@@ -146,16 +146,6 @@ export function EbikeIntroSequence(): React.JSX.Element | null {
|
|||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (mainState == "pylon") {
|
|
||||||
if (pylonStep === "approaching") {
|
|
||||||
return <MissionNotification mission="pylon" visible />;
|
|
||||||
}
|
|
||||||
if (pylonStep === "narrator-outro") {
|
|
||||||
return <MissionNotification mission="farm" visible />;
|
|
||||||
}
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (
|
if (
|
||||||
introStep !== "reveal" &&
|
introStep !== "reveal" &&
|
||||||
introStep !== "await-ebike-mount" &&
|
introStep !== "await-ebike-mount" &&
|
||||||
|
|||||||
@@ -0,0 +1,97 @@
|
|||||||
|
import { useEffect, useRef } from "react";
|
||||||
|
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||||
|
import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
|
||||||
|
import type { MissionStep } from "@/types/gameplay/repairMission";
|
||||||
|
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
|
||||||
|
import { playDialogueById } from "@/utils/dialogues/playDialogue";
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Previously played the ebike repair cues directly. `RepairGame` now
|
||||||
|
* owns the repair-game cue timings that gate gameplay transitions
|
||||||
|
* (`fragmented` waits for `narrateur_galetscan`, `done` waits for
|
||||||
|
* `narrateur_ebikerepare`). This component remains as the central
|
||||||
|
* safety cleanup for legacy/queued ebike narrator audio.
|
||||||
|
*
|
||||||
|
* The `narrateur_refroidisseur_diagnostic` line is triggered by the
|
||||||
|
* scan sequence itself when it lands on the refroidisseur node
|
||||||
|
* (configured via `RepairMissionPartConfig.voiceLineId` on the broken
|
||||||
|
* part). The `narrateur_ebikerepare` line is triggered by RepairGame
|
||||||
|
* directly at the `done` step so its `ended` event can drive the
|
||||||
|
* mission completion handoff.
|
||||||
|
*
|
||||||
|
* Each cue is one-shot per mission run; the played-set resets when the
|
||||||
|
* mission state rolls back to `waiting` so debug-panel replays still
|
||||||
|
* trigger the narration.
|
||||||
|
*
|
||||||
|
* Audio AND subtitles are strictly scoped to `mainState === "ebike"`. If
|
||||||
|
* the player leaves the ebike main state mid-line (debug panel jump,
|
||||||
|
* mission transition, etc.), the active audio is paused and the
|
||||||
|
* subtitle is force-cleared so nothing bleeds into pylon/farm/outro.
|
||||||
|
*/
|
||||||
|
const STEP_TO_DIALOGUE_ID: Partial<Record<MissionStep, string>> = {};
|
||||||
|
|
||||||
|
function stopAudio(audio: HTMLAudioElement | null): void {
|
||||||
|
if (!audio) return;
|
||||||
|
if (!audio.paused) {
|
||||||
|
audio.pause();
|
||||||
|
audio.currentTime = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function EbikeRepairNarrator(): null {
|
||||||
|
const mainState = useGameStore((state) => state.mainState);
|
||||||
|
const ebikeStep = useGameStore((state) => state.ebike.currentStep);
|
||||||
|
const playedRef = useRef<Set<MissionStep>>(new Set());
|
||||||
|
const activeAudioRef = useRef<HTMLAudioElement | null>(null);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
if (ebikeStep === "waiting") {
|
||||||
|
playedRef.current.clear();
|
||||||
|
}
|
||||||
|
}, [ebikeStep]);
|
||||||
|
|
||||||
|
// Belt-and-suspenders: any time we are NOT in the ebike main state,
|
||||||
|
// make sure no narrator audio or subtitle from this component is
|
||||||
|
// lingering. This catches races where the audio started a tick before
|
||||||
|
// the main state flipped and the per-step cleanup hadn't propagated
|
||||||
|
// yet (subtitle event still queued, etc.).
|
||||||
|
useEffect(() => {
|
||||||
|
if (mainState === "ebike") return;
|
||||||
|
stopAudio(activeAudioRef.current);
|
||||||
|
activeAudioRef.current = null;
|
||||||
|
useSubtitleStore.getState().clearActiveSubtitle();
|
||||||
|
}, [mainState]);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
if (mainState !== "ebike") return;
|
||||||
|
|
||||||
|
const dialogueId = STEP_TO_DIALOGUE_ID[ebikeStep];
|
||||||
|
if (!dialogueId) return;
|
||||||
|
if (playedRef.current.has(ebikeStep)) return;
|
||||||
|
|
||||||
|
playedRef.current.add(ebikeStep);
|
||||||
|
|
||||||
|
let cancelled = false;
|
||||||
|
|
||||||
|
void (async () => {
|
||||||
|
const manifest = await loadDialogueManifest();
|
||||||
|
if (cancelled || !manifest) return;
|
||||||
|
const audio = await playDialogueById(manifest, dialogueId);
|
||||||
|
if (cancelled) {
|
||||||
|
stopAudio(audio);
|
||||||
|
useSubtitleStore.getState().clearActiveSubtitle();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
activeAudioRef.current = audio;
|
||||||
|
})();
|
||||||
|
|
||||||
|
return () => {
|
||||||
|
cancelled = true;
|
||||||
|
stopAudio(activeAudioRef.current);
|
||||||
|
activeAudioRef.current = null;
|
||||||
|
useSubtitleStore.getState().clearActiveSubtitle();
|
||||||
|
};
|
||||||
|
}, [mainState, ebikeStep]);
|
||||||
|
|
||||||
|
return null;
|
||||||
|
}
|
||||||
@@ -0,0 +1,171 @@
|
|||||||
|
import { useEffect, useRef } from "react";
|
||||||
|
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||||
|
import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
|
||||||
|
import { AudioManager } from "@/managers/AudioManager";
|
||||||
|
|
||||||
|
const HISTOIRE_AUDIO_PATH =
|
||||||
|
"/sounds/dialogue/narrateur_histoireelectricienne.mp3";
|
||||||
|
const OUTRO_DELAY_MS = 5_000; // delay after audio ends before transitioning to outro
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Text blocks for the electricienne history narration (max 5 lines each).
|
||||||
|
* Displayed sequentially — timings are calculated dynamically from the actual
|
||||||
|
* audio duration so they are always correct regardless of the mp3 length.
|
||||||
|
*/
|
||||||
|
const HISTOIRE_BLOCKS = [
|
||||||
|
"L'électricienne t'a aidé à la Centrale ? Aaaaah c'est ça que j'adore ici, tout le monde s'entraide, personne se juge, une vraie petite famille.",
|
||||||
|
"Sache que l'électricienne a une histoire assez particulière. Elle est née au nord du continent, dans la ville de Kalska. Elle a grandit heureuse, avec sa mère Edith, son père Jordan et ses deux petits frères Malo et Justin.",
|
||||||
|
"Il y a quelques années de ça, comme tu le sais, c'est les pays du Nord, qui par grande surprise, ont été obligés de migrer en premier. Ils ont alors entamé leur périple, pays par pays, ville par ville, village par village.",
|
||||||
|
"Un jour de marche comme les autres depuis plusieurs mois, une tempête climatique les a pris de court. S'étant séparés pour trouver des vivres dans le village, le père et un des deux frères sont malheureusement partis. C'est tragique.",
|
||||||
|
"Mais un beau jour, ils sont tombés ici, par hasard dans leur périple. On les a accueillis les bras ouverts et ils ont pu se reconstruire doucement parmi nous et font partie intégrante de la communauté aujourd'hui.",
|
||||||
|
] as const;
|
||||||
|
|
||||||
|
const TOTAL_CHARS = HISTOIRE_BLOCKS.reduce((sum, b) => sum + b.length, 0);
|
||||||
|
|
||||||
|
/** Compute start/end times for each block based on actual audio duration. */
|
||||||
|
function buildBlockTimings(
|
||||||
|
duration: number,
|
||||||
|
): Array<{ start: number; end: number }> {
|
||||||
|
let t = 0;
|
||||||
|
return HISTOIRE_BLOCKS.map((block) => {
|
||||||
|
const blockDuration = (block.length / TOTAL_CHARS) * duration;
|
||||||
|
const start = t;
|
||||||
|
t += blockDuration;
|
||||||
|
return { start, end: t };
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Play the histoire audio and keep `useSubtitleStore` in sync with
|
||||||
|
* dynamically-computed block boundaries.
|
||||||
|
* Movement is intentionally NOT blocked so the player can explore while
|
||||||
|
* listening to the narration.
|
||||||
|
* `onAudioEnded` fires once when the audio element emits "ended".
|
||||||
|
*/
|
||||||
|
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(() => {
|
||||||
|
if (!enabled) return undefined;
|
||||||
|
|
||||||
|
let isCancelled = false;
|
||||||
|
|
||||||
|
const audio = AudioManager.getInstance().playSound(HISTOIRE_AUDIO_PATH, 1, {
|
||||||
|
category: "dialogue",
|
||||||
|
});
|
||||||
|
|
||||||
|
if (!audio) return undefined;
|
||||||
|
|
||||||
|
const { setActiveSubtitle, clearActiveSubtitle } =
|
||||||
|
useSubtitleStore.getState();
|
||||||
|
|
||||||
|
/** Wire up block-level subtitle sync once we know the audio duration. */
|
||||||
|
function startSync(): void {
|
||||||
|
const duration = audio.duration;
|
||||||
|
if (!duration || isNaN(duration) || isCancelled) return;
|
||||||
|
|
||||||
|
const timings = buildBlockTimings(duration);
|
||||||
|
|
||||||
|
function onTimeUpdate(): void {
|
||||||
|
const t = audio.currentTime;
|
||||||
|
const idx = timings.findIndex(
|
||||||
|
({ start, end }) => t >= start && t < end,
|
||||||
|
);
|
||||||
|
if (idx >= 0) {
|
||||||
|
const text = HISTOIRE_BLOCKS[idx];
|
||||||
|
if (text === undefined) return;
|
||||||
|
|
||||||
|
setActiveSubtitle({
|
||||||
|
speaker: "Narrateur",
|
||||||
|
text,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function onEnded(): void {
|
||||||
|
clearActiveSubtitle();
|
||||||
|
onAudioEndedRef.current?.();
|
||||||
|
}
|
||||||
|
|
||||||
|
audio.addEventListener("timeupdate", onTimeUpdate);
|
||||||
|
audio.addEventListener("ended", onEnded, { once: true });
|
||||||
|
}
|
||||||
|
|
||||||
|
// If duration is already known (cached audio), start immediately.
|
||||||
|
if (audio.duration && !isNaN(audio.duration)) {
|
||||||
|
startSync();
|
||||||
|
} else {
|
||||||
|
audio.addEventListener("loadedmetadata", startSync, { once: true });
|
||||||
|
}
|
||||||
|
|
||||||
|
return () => {
|
||||||
|
isCancelled = true;
|
||||||
|
audio.pause();
|
||||||
|
useSubtitleStore.getState().clearActiveSubtitle();
|
||||||
|
};
|
||||||
|
}, [enabled]);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Handles the farm mission narrative intro:
|
||||||
|
* locked → (auto) → electricienne_history → plays audio with block subtitles
|
||||||
|
* → 5 s after audio ends → completeMission("farm") → outro
|
||||||
|
*/
|
||||||
|
export function FarmNarrativeFlow(): null {
|
||||||
|
const mainState = useGameStore((state) => state.mainState);
|
||||||
|
const step = useGameStore((state) => state.farm.currentStep);
|
||||||
|
const setMissionStep = useGameStore((state) => state.setMissionStep);
|
||||||
|
const completeMission = useGameStore((state) => state.completeMission);
|
||||||
|
|
||||||
|
// locked is purely a gate — transition immediately to electricienne_history.
|
||||||
|
useEffect(() => {
|
||||||
|
if (mainState !== "farm" || step !== "locked") return;
|
||||||
|
setMissionStep("farm", "electricienne_history");
|
||||||
|
}, [mainState, step, setMissionStep]);
|
||||||
|
|
||||||
|
// Ensure movement is always allowed during the electricienne_history narration,
|
||||||
|
// regardless of what the previous step may have blocked.
|
||||||
|
const setCanMove = useGameStore((state) => state.setCanMove);
|
||||||
|
useEffect(() => {
|
||||||
|
if (mainState !== "farm" || step !== "electricienne_history") return;
|
||||||
|
setCanMove(true);
|
||||||
|
}, [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(
|
||||||
|
mainState === "farm" && step === "electricienne_history",
|
||||||
|
handleAudioEnded,
|
||||||
|
);
|
||||||
|
|
||||||
|
return null;
|
||||||
|
}
|
||||||
@@ -4,6 +4,8 @@ import { useGLTF } from "@react-three/drei";
|
|||||||
import * as THREE from "three";
|
import * as THREE from "three";
|
||||||
import { InteractableObject } from "@/components/three/interaction/InteractableObject";
|
import { InteractableObject } from "@/components/three/interaction/InteractableObject";
|
||||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||||
|
import { useRepairMissionAnchorStore } from "@/managers/stores/useRepairMissionAnchorStore";
|
||||||
|
import { useTerrainSnappedPosition } from "@/hooks/three/useTerrainHeight";
|
||||||
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
|
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
|
||||||
import { playDialogueById } from "@/utils/dialogues/playDialogue";
|
import { playDialogueById } from "@/utils/dialogues/playDialogue";
|
||||||
import {
|
import {
|
||||||
@@ -14,6 +16,7 @@ import {
|
|||||||
PYLON_UPRIGHT_ROTATION,
|
PYLON_UPRIGHT_ROTATION,
|
||||||
PYLON_WORLD_POSITION,
|
PYLON_WORLD_POSITION,
|
||||||
} from "@/data/gameplay/pylonConfig";
|
} from "@/data/gameplay/pylonConfig";
|
||||||
|
import { isRepairGameStep } from "@/types/gameplay/repairMission";
|
||||||
import { pylonStraighteningSignal } from "@/components/gameplay/pylon/pylonSignals";
|
import { pylonStraighteningSignal } from "@/components/gameplay/pylon/pylonSignals";
|
||||||
|
|
||||||
const PYLON_MODEL_PATH = "/models/pylone/model.glb";
|
const PYLON_MODEL_PATH = "/models/pylone/model.glb";
|
||||||
@@ -22,6 +25,17 @@ export function PylonDownedPylon(): React.JSX.Element | null {
|
|||||||
const mainState = useGameStore((state) => state.mainState);
|
const mainState = useGameStore((state) => state.mainState);
|
||||||
const step = useGameStore((state) => state.pylon.currentStep);
|
const step = useGameStore((state) => state.pylon.currentStep);
|
||||||
const setCanMove = useGameStore((state) => state.setCanMove);
|
const setCanMove = useGameStore((state) => state.setCanMove);
|
||||||
|
// Use the repair:pylon anchor from the store so the downed pylon is always
|
||||||
|
// co-located with the instanced mesh it replaces. Falls back to the
|
||||||
|
// hard-coded constant while the map is loading or unavailable.
|
||||||
|
const pylonAnchor = useRepairMissionAnchorStore(
|
||||||
|
(state) => state.anchors.pylon,
|
||||||
|
);
|
||||||
|
// Snap to terrain so the downed/upright model sits flush on the ground,
|
||||||
|
// matching the Y adjustment that InstancedMapAsset applies to the same node.
|
||||||
|
const position = useTerrainSnappedPosition(
|
||||||
|
pylonAnchor ?? PYLON_WORLD_POSITION,
|
||||||
|
);
|
||||||
const [isStraightening, setIsStraightening] = useState(false);
|
const [isStraightening, setIsStraightening] = useState(false);
|
||||||
// Keeps the pylon upright after the animation completes while
|
// Keeps the pylon upright after the animation completes while
|
||||||
// PylonFarmerNPC plays the post-raise audio sequence.
|
// PylonFarmerNPC plays the post-raise audio sequence.
|
||||||
@@ -30,19 +44,9 @@ export function PylonDownedPylon(): React.JSX.Element | null {
|
|||||||
const straightenStartRef = useRef<number | null>(null);
|
const straightenStartRef = useRef<number | null>(null);
|
||||||
const hasPlayedFirstAudioRef = useRef(false);
|
const hasPlayedFirstAudioRef = useRef(false);
|
||||||
|
|
||||||
const showUpright =
|
// Hidden outside the pylon mission and once the pylon has been raised
|
||||||
isRaised ||
|
// (repair-game steps take over from there).
|
||||||
mainState !== "pylon" ||
|
const shouldRender = mainState === "pylon" && !isRepairGameStep(step);
|
||||||
step === "waiting" ||
|
|
||||||
step === "inspected" ||
|
|
||||||
step === "fragmented" ||
|
|
||||||
step === "scanning" ||
|
|
||||||
step === "repairing" ||
|
|
||||||
step === "reassembling" ||
|
|
||||||
step === "done" ||
|
|
||||||
step === "narrator-outro";
|
|
||||||
|
|
||||||
const isPylonInteractive = step === "arrived" || step === "npc-return";
|
|
||||||
|
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
if (step === "arrived") {
|
if (step === "arrived") {
|
||||||
@@ -62,7 +66,7 @@ export function PylonDownedPylon(): React.JSX.Element | null {
|
|||||||
|
|
||||||
if (!isStraightening || straightenStartRef.current === null) {
|
if (!isStraightening || straightenStartRef.current === null) {
|
||||||
group.rotation.set(
|
group.rotation.set(
|
||||||
...(showUpright ? PYLON_UPRIGHT_ROTATION : PYLON_DOWNED_ROTATION),
|
...(isRaised ? PYLON_UPRIGHT_ROTATION : PYLON_DOWNED_ROTATION),
|
||||||
);
|
);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@@ -79,6 +83,8 @@ export function PylonDownedPylon(): React.JSX.Element | null {
|
|||||||
);
|
);
|
||||||
});
|
});
|
||||||
|
|
||||||
|
const isPylonInteractive = step === "arrived" || step === "npc-return";
|
||||||
|
|
||||||
const beginStraighten = (): void => {
|
const beginStraighten = (): void => {
|
||||||
setIsStraightening(true);
|
setIsStraightening(true);
|
||||||
pylonStraighteningSignal.started = true;
|
pylonStraighteningSignal.started = true;
|
||||||
@@ -99,12 +105,10 @@ export function PylonDownedPylon(): React.JSX.Element | null {
|
|||||||
}, PYLON_STRAIGHTEN_ANIMATION_DURATION_MS);
|
}, PYLON_STRAIGHTEN_ANIMATION_DURATION_MS);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
if (!shouldRender) return null;
|
||||||
|
|
||||||
return (
|
return (
|
||||||
<group
|
<group ref={groupRef} position={position} rotation={PYLON_DOWNED_ROTATION}>
|
||||||
ref={groupRef}
|
|
||||||
position={PYLON_WORLD_POSITION}
|
|
||||||
rotation={PYLON_DOWNED_ROTATION}
|
|
||||||
>
|
|
||||||
<primitive object={scene.clone(true)} />
|
<primitive object={scene.clone(true)} />
|
||||||
{isPylonInteractive ? (
|
{isPylonInteractive ? (
|
||||||
<InteractableObject
|
<InteractableObject
|
||||||
@@ -112,7 +116,7 @@ export function PylonDownedPylon(): React.JSX.Element | null {
|
|||||||
label={
|
label={
|
||||||
step === "arrived" ? "Inspecter le pylône" : "Redresser le pylône"
|
step === "arrived" ? "Inspecter le pylône" : "Redresser le pylône"
|
||||||
}
|
}
|
||||||
position={PYLON_WORLD_POSITION}
|
position={position}
|
||||||
radius={PYLON_NARRATIVE_INTERACT_RADIUS}
|
radius={PYLON_NARRATIVE_INTERACT_RADIUS}
|
||||||
onPress={() => {
|
onPress={() => {
|
||||||
if (step === "arrived") {
|
if (step === "arrived") {
|
||||||
|
|||||||
@@ -43,9 +43,32 @@ function faceToward(
|
|||||||
return Math.atan2(dx, dz);
|
return Math.atan2(dx, dz);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Outer shell — only checks visibility conditions.
|
||||||
|
* Rendering is delegated to PylonFarmerNPCContent so that the heavy hooks
|
||||||
|
* (useFrame, useAnimations) are only active while the NPC is actually shown.
|
||||||
|
*/
|
||||||
export function PylonFarmerNPC(): React.JSX.Element | null {
|
export function PylonFarmerNPC(): React.JSX.Element | null {
|
||||||
const mainState = useGameStore((state) => state.mainState);
|
const mainState = useGameStore((state) => state.mainState);
|
||||||
const step = useGameStore((state) => state.pylon.currentStep);
|
const step = useGameStore((state) => state.pylon.currentStep);
|
||||||
|
|
||||||
|
if (mainState !== "pylon") return null;
|
||||||
|
// Visible during narrative + at repair completion (hides during repair steps)
|
||||||
|
if (
|
||||||
|
step !== "arrived" &&
|
||||||
|
step !== "npc-return" &&
|
||||||
|
step !== "inspected" &&
|
||||||
|
step !== "done"
|
||||||
|
) {
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
return <PylonFarmerNPCContent />;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ─── Inner component — heavy hooks only run when NPC is mounted ──────────────
|
||||||
|
function PylonFarmerNPCContent(): React.JSX.Element {
|
||||||
|
const step = useGameStore((state) => state.pylon.currentStep);
|
||||||
const setMissionStep = useGameStore((state) => state.setMissionStep);
|
const setMissionStep = useGameStore((state) => state.setMissionStep);
|
||||||
const camera = useThree((state) => state.camera);
|
const camera = useThree((state) => state.camera);
|
||||||
|
|
||||||
@@ -102,7 +125,6 @@ export function PylonFarmerNPC(): React.JSX.Element | null {
|
|||||||
const playPostRaiseAudioAndAdvance = useCallback(async () => {
|
const playPostRaiseAudioAndAdvance = useCallback(async () => {
|
||||||
const manifest = await loadDialogueManifest();
|
const manifest = await loadDialogueManifest();
|
||||||
if (manifest) {
|
if (manifest) {
|
||||||
// "N'hésite pas, si tu as besoin d'autre chose !"
|
|
||||||
const audio = await playDialogueById(
|
const audio = await playDialogueById(
|
||||||
manifest,
|
manifest,
|
||||||
PYLON_NARRATIVE_DIALOGUES.electricienneApresMontage,
|
PYLON_NARRATIVE_DIALOGUES.electricienneApresMontage,
|
||||||
@@ -134,6 +156,17 @@ export function PylonFarmerNPC(): React.JSX.Element | null {
|
|||||||
playAnim("walk");
|
playAnim("walk");
|
||||||
} else if (step === "inspected") {
|
} else if (step === "inspected") {
|
||||||
playAnim("idle");
|
playAnim("idle");
|
||||||
|
} else if (step === "done") {
|
||||||
|
// NPC reappears at repair completion — position at the post-raise spot,
|
||||||
|
// facing the pylon, playing idle.
|
||||||
|
currentPosRef.current.set(
|
||||||
|
...PYLON_FARMER_NPC_AFTER_POSITION_pylone_straight,
|
||||||
|
);
|
||||||
|
savedRotationYRef.current = faceToward(
|
||||||
|
currentPosRef.current,
|
||||||
|
PYLON_WORLD_POSITION,
|
||||||
|
);
|
||||||
|
playAnim("idle");
|
||||||
}
|
}
|
||||||
}, [step, playAnim]);
|
}, [step, playAnim]);
|
||||||
|
|
||||||
@@ -184,7 +217,7 @@ export function PylonFarmerNPC(): React.JSX.Element | null {
|
|||||||
);
|
);
|
||||||
}
|
}
|
||||||
group.position.copy(currentPosRef.current);
|
group.position.copy(currentPosRef.current);
|
||||||
} else if (step === "inspected") {
|
} else if (step === "inspected" || step === "done") {
|
||||||
group.position.set(...PYLON_FARMER_NPC_AFTER_POSITION_pylone_straight);
|
group.position.set(...PYLON_FARMER_NPC_AFTER_POSITION_pylone_straight);
|
||||||
} else if (isCompleted) {
|
} else if (isCompleted) {
|
||||||
group.position.copy(currentPosRef.current);
|
group.position.copy(currentPosRef.current);
|
||||||
@@ -211,10 +244,6 @@ export function PylonFarmerNPC(): React.JSX.Element | null {
|
|||||||
});
|
});
|
||||||
/* eslint-enable react-hooks/immutability */
|
/* eslint-enable react-hooks/immutability */
|
||||||
|
|
||||||
if (mainState !== "pylon") return null;
|
|
||||||
if (step !== "arrived" && step !== "npc-return" && step !== "inspected")
|
|
||||||
return null;
|
|
||||||
|
|
||||||
return (
|
return (
|
||||||
<group ref={groupRef} position={PYLON_FARMER_NPC_POSITION}>
|
<group ref={groupRef} position={PYLON_FARMER_NPC_POSITION}>
|
||||||
<primitive object={model} />
|
<primitive object={model} />
|
||||||
@@ -225,6 +254,13 @@ export function PylonFarmerNPC(): React.JSX.Element | null {
|
|||||||
position={PYLON_FARMER_NPC_POSITION}
|
position={PYLON_FARMER_NPC_POSITION}
|
||||||
radius={PYLON_NARRATIVE_INTERACT_RADIUS}
|
radius={PYLON_NARRATIVE_INTERACT_RADIUS}
|
||||||
onPress={() => {
|
onPress={() => {
|
||||||
|
// Turn to face the player the moment they engage the NPC
|
||||||
|
savedRotationYRef.current = faceToward(currentPosRef.current, [
|
||||||
|
camera.position.x,
|
||||||
|
camera.position.y,
|
||||||
|
camera.position.z,
|
||||||
|
]);
|
||||||
|
|
||||||
void (async () => {
|
void (async () => {
|
||||||
const manifest = await loadDialogueManifest();
|
const manifest = await loadDialogueManifest();
|
||||||
if (!manifest) {
|
if (!manifest) {
|
||||||
|
|||||||
@@ -19,9 +19,13 @@ export function PylonLightingEffect(): null {
|
|||||||
const mainState = useGameStore((state) => state.mainState);
|
const mainState = useGameStore((state) => state.mainState);
|
||||||
const step = useGameStore((state) => state.pylon.currentStep);
|
const step = useGameStore((state) => state.pylon.currentStep);
|
||||||
|
|
||||||
// True from "approaching" until narrator-outro (lighting resets before the outro audio)
|
// True from "approaching" until done — lighting starts reverting as soon as
|
||||||
|
// the repair is complete (powerup sfx plays at "done", outro dialogue at "narrator-outro").
|
||||||
const isActive =
|
const isActive =
|
||||||
mainState === "pylon" && step !== "locked" && step !== "narrator-outro";
|
mainState === "pylon" &&
|
||||||
|
step !== "locked" &&
|
||||||
|
step !== "done" &&
|
||||||
|
step !== "narrator-outro";
|
||||||
|
|
||||||
// Working THREE.Color instances — lerped every frame
|
// Working THREE.Color instances — lerped every frame
|
||||||
const ambientRef = useRef(new THREE.Color(LIGHTING_STATE.ambientColor));
|
const ambientRef = useRef(new THREE.Color(LIGHTING_STATE.ambientColor));
|
||||||
|
|||||||
@@ -1,26 +1,140 @@
|
|||||||
|
import { useEffect } from "react";
|
||||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||||
import { useDialoguePlayback } from "@/hooks/gameplay/useDialoguePlayback";
|
import { useDialoguePlayback } from "@/hooks/gameplay/useDialoguePlayback";
|
||||||
import { ZoneDetection } from "@/components/zone/ZoneDetection";
|
import { ZoneDetection } from "@/components/zone/ZoneDetection";
|
||||||
import { PylonFarmerNPC } from "@/components/gameplay/pylon/PylonFarmerNPC";
|
import { PylonFarmerNPC } from "@/components/gameplay/pylon/PylonFarmerNPC";
|
||||||
import { PylonNarratorOutro } from "@/components/gameplay/pylon/PylonNarratorOutro";
|
import { PylonNarratorOutro } from "@/components/gameplay/pylon/PylonNarratorOutro";
|
||||||
import { PYLON_APPROACH_ZONE, PYLON_ARRIVED_ZONE } from "@/data/gameplay/zones";
|
import { PYLON_APPROACH_ZONE, PYLON_ARRIVED_ZONE } from "@/data/gameplay/zones";
|
||||||
import { PYLON_NARRATIVE_DIALOGUES } from "@/data/gameplay/pylonConfig";
|
import {
|
||||||
|
PYLON_APPROACH_DELAY_MS,
|
||||||
|
PYLON_NARRATIVE_DIALOGUES,
|
||||||
|
} from "@/data/gameplay/pylonConfig";
|
||||||
|
import { AudioManager } from "@/managers/AudioManager";
|
||||||
|
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
|
||||||
|
import { playDialogueById } from "@/utils/dialogues/playDialogue";
|
||||||
|
|
||||||
|
const PYLON_POWERDOWN_SFX = "/sounds/effect/generateur-powerdown.mp3";
|
||||||
|
const PYLON_POWERUP_SFX = "/sounds/effect/generateur-powerup.mp3";
|
||||||
|
|
||||||
export function PylonNarrativeFlow(): React.JSX.Element | null {
|
export function PylonNarrativeFlow(): React.JSX.Element | null {
|
||||||
const mainState = useGameStore((state) => state.mainState);
|
const mainState = useGameStore((state) => state.mainState);
|
||||||
const step = useGameStore((state) => state.pylon.currentStep);
|
const step = useGameStore((state) => state.pylon.currentStep);
|
||||||
const setMissionStep = useGameStore((state) => state.setMissionStep);
|
const setMissionStep = useGameStore((state) => state.setMissionStep);
|
||||||
|
const setCanMove = useGameStore((state) => state.setCanMove);
|
||||||
|
|
||||||
useDialoguePlayback({
|
useEffect(() => {
|
||||||
enabled: mainState === "pylon" && step === "approaching",
|
if (mainState !== "pylon" || step !== "tampon") return undefined;
|
||||||
dialogueId: PYLON_NARRATIVE_DIALOGUES.electricOutage,
|
|
||||||
|
const timeoutId = window.setTimeout(() => {
|
||||||
|
setMissionStep("pylon", "approaching");
|
||||||
|
}, PYLON_APPROACH_DELAY_MS);
|
||||||
|
|
||||||
|
return () => {
|
||||||
|
window.clearTimeout(timeoutId);
|
||||||
|
};
|
||||||
|
}, [mainState, setMissionStep, step]);
|
||||||
|
|
||||||
|
// ── approaching : powerdown sfx → then electricOutage dialogue ────────────
|
||||||
|
useEffect(() => {
|
||||||
|
if (mainState !== "pylon" || step !== "approaching") return undefined;
|
||||||
|
|
||||||
|
let isCancelled = false;
|
||||||
|
setCanMove(false);
|
||||||
|
|
||||||
|
void (async () => {
|
||||||
|
// 1. Play the generator powerdown sound effect
|
||||||
|
const sfx = AudioManager.getInstance().playSound(PYLON_POWERDOWN_SFX, 1, {
|
||||||
|
category: "sfx",
|
||||||
});
|
});
|
||||||
|
|
||||||
|
// 2. Wait for it to finish (or skip if it can't load)
|
||||||
|
if (sfx) {
|
||||||
|
await new Promise<void>((resolve) => {
|
||||||
|
sfx.addEventListener("ended", () => resolve(), { once: true });
|
||||||
|
sfx.addEventListener("error", () => resolve(), { once: true });
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
if (isCancelled) return;
|
||||||
|
|
||||||
|
// 3. Play the narrative dialogue
|
||||||
|
const manifest = await loadDialogueManifest();
|
||||||
|
if (isCancelled || !manifest) {
|
||||||
|
setCanMove(true);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
const audio = await playDialogueById(
|
||||||
|
manifest,
|
||||||
|
PYLON_NARRATIVE_DIALOGUES.electricOutage,
|
||||||
|
);
|
||||||
|
|
||||||
|
if (isCancelled || !audio) {
|
||||||
|
setCanMove(true);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
audio.addEventListener(
|
||||||
|
"ended",
|
||||||
|
() => {
|
||||||
|
setCanMove(true);
|
||||||
|
},
|
||||||
|
{ once: true },
|
||||||
|
);
|
||||||
|
})();
|
||||||
|
|
||||||
|
return () => {
|
||||||
|
isCancelled = true;
|
||||||
|
setCanMove(true);
|
||||||
|
};
|
||||||
|
}, [mainState, step, setCanMove]);
|
||||||
|
|
||||||
|
// ── arrived : searchCentral dialogue (unchanged) ──────────────────────────
|
||||||
useDialoguePlayback({
|
useDialoguePlayback({
|
||||||
enabled: mainState === "pylon" && step === "arrived",
|
enabled: mainState === "pylon" && step === "arrived",
|
||||||
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
|
||||||
|
useEffect(() => {
|
||||||
|
if (mainState !== "pylon" || step !== "done") return undefined;
|
||||||
|
|
||||||
|
const sfx = AudioManager.getInstance().playSound(PYLON_POWERUP_SFX, 1, {
|
||||||
|
category: "sfx",
|
||||||
|
});
|
||||||
|
|
||||||
|
if (sfx) {
|
||||||
|
sfx.addEventListener(
|
||||||
|
"ended",
|
||||||
|
() => setMissionStep("pylon", "narrator-outro"),
|
||||||
|
{ once: true },
|
||||||
|
);
|
||||||
|
sfx.addEventListener(
|
||||||
|
"error",
|
||||||
|
() => setMissionStep("pylon", "narrator-outro"),
|
||||||
|
{ once: true },
|
||||||
|
);
|
||||||
|
} else {
|
||||||
|
// Fallback if the audio can't load
|
||||||
|
setMissionStep("pylon", "narrator-outro");
|
||||||
|
}
|
||||||
|
|
||||||
|
return undefined;
|
||||||
|
}, [mainState, step, setMissionStep]);
|
||||||
|
|
||||||
// narrator-outro audio sequence + completeMission are handled in PylonNarratorOutro
|
// narrator-outro audio sequence + completeMission are handled in PylonNarratorOutro
|
||||||
|
|
||||||
if (mainState !== "pylon") return null;
|
if (mainState !== "pylon") return null;
|
||||||
@@ -30,7 +144,7 @@ export function PylonNarrativeFlow(): React.JSX.Element | null {
|
|||||||
<ZoneDetection
|
<ZoneDetection
|
||||||
key="pylon-approach"
|
key="pylon-approach"
|
||||||
zone={PYLON_APPROACH_ZONE}
|
zone={PYLON_APPROACH_ZONE}
|
||||||
onEnter={() => setMissionStep("pylon", "approaching")}
|
onEnter={() => setMissionStep("pylon", "tampon")}
|
||||||
/>
|
/>
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
@@ -45,7 +159,12 @@ export function PylonNarrativeFlow(): React.JSX.Element | null {
|
|||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (step === "arrived" || step === "npc-return" || step === "inspected") {
|
if (
|
||||||
|
step === "arrived" ||
|
||||||
|
step === "npc-return" ||
|
||||||
|
step === "inspected" ||
|
||||||
|
step === "done"
|
||||||
|
) {
|
||||||
return <PylonFarmerNPC />;
|
return <PylonFarmerNPC />;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -14,7 +14,7 @@ import {
|
|||||||
stopCurrentDialogue,
|
stopCurrentDialogue,
|
||||||
} from "@/utils/dialogues/playDialogue";
|
} from "@/utils/dialogues/playDialogue";
|
||||||
|
|
||||||
const TYPEWRITER_CHAR_DELAY_MS = 70;
|
const TYPEWRITER_CHAR_DELAY_MS = 150;
|
||||||
// Fallback in case nothing else triggers the typewriter (audio failed to
|
// Fallback in case nothing else triggers the typewriter (audio failed to
|
||||||
// load, no subtitles, "ended" never fires). Long enough not to fire
|
// load, no subtitles, "ended" never fires). Long enough not to fire
|
||||||
// before the narration on a slow load.
|
// before the narration on a slow load.
|
||||||
|
|||||||
@@ -1,5 +1,4 @@
|
|||||||
import { useEffect, useState } from "react";
|
import { useEffect, useState } from "react";
|
||||||
import { RepairObjectModel } from "@/components/three/gameplay/RepairObjectModel";
|
|
||||||
import { RepairPromptVideo } from "@/components/three/gameplay/RepairPromptVideo";
|
import { RepairPromptVideo } from "@/components/three/gameplay/RepairPromptVideo";
|
||||||
import { RepairMissionCase } from "@/components/three/gameplay/RepairMissionCase";
|
import { RepairMissionCase } from "@/components/three/gameplay/RepairMissionCase";
|
||||||
import { TriggerObject } from "@/components/three/interaction/TriggerObject";
|
import { TriggerObject } from "@/components/three/interaction/TriggerObject";
|
||||||
@@ -40,11 +39,12 @@ export function RepairCompletionStep({
|
|||||||
onExitComplete={onComplete}
|
onExitComplete={onComplete}
|
||||||
/>
|
/>
|
||||||
|
|
||||||
<RepairObjectModel
|
{/*
|
||||||
label={config.label}
|
The repaired model is now rendered by the shared ExplodableModel
|
||||||
modelPath={config.modelPath}
|
in RepairGame (split=false at done) so a single instance covers
|
||||||
scale={config.modelScale ?? 1}
|
the whole repair flow. Rendering RepairObjectModel here would
|
||||||
/>
|
duplicate the model on top of the unified one.
|
||||||
|
*/}
|
||||||
|
|
||||||
{!isClosingCase ? (
|
{!isClosingCase ? (
|
||||||
<TriggerObject
|
<TriggerObject
|
||||||
|
|||||||
@@ -0,0 +1,57 @@
|
|||||||
|
import { GrabbableObject } from "@/components/three/interaction/GrabbableObject";
|
||||||
|
import { RepairObjectModel } from "@/components/three/gameplay/RepairObjectModel";
|
||||||
|
import type { Vector3Tuple } from "@/types/three/three";
|
||||||
|
|
||||||
|
interface RepairEbikeRepairTriggerProps {
|
||||||
|
anchor: Vector3Tuple;
|
||||||
|
installed: boolean;
|
||||||
|
}
|
||||||
|
|
||||||
|
const REPLACEMENT_MODEL_PATH = "/models/refroidisseur/model.gltf";
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Ebike-specific fake replacement flow: the broken radiator node is
|
||||||
|
* hidden in the shared ExplodableModel, a grabbable copy appears at the
|
||||||
|
* same anchor, then RepairGame/RepairMissionCase controls the install
|
||||||
|
* interaction and this component swaps the copy for a fresh glowing part.
|
||||||
|
*/
|
||||||
|
export function RepairEbikeRepairTrigger({
|
||||||
|
anchor,
|
||||||
|
installed,
|
||||||
|
}: RepairEbikeRepairTriggerProps): React.JSX.Element {
|
||||||
|
return (
|
||||||
|
<group>
|
||||||
|
{!installed ? (
|
||||||
|
<GrabbableObject
|
||||||
|
position={anchor}
|
||||||
|
colliders="ball"
|
||||||
|
handControlled
|
||||||
|
lockUntilGrab
|
||||||
|
label="Retirer le refroidisseur"
|
||||||
|
>
|
||||||
|
<RepairObjectModel
|
||||||
|
label="Refroidisseur"
|
||||||
|
modelPath={REPLACEMENT_MODEL_PATH}
|
||||||
|
scale={0.24}
|
||||||
|
/>
|
||||||
|
</GrabbableObject>
|
||||||
|
) : (
|
||||||
|
<group position={anchor}>
|
||||||
|
<RepairObjectModel
|
||||||
|
label="Refroidisseur"
|
||||||
|
modelPath={REPLACEMENT_MODEL_PATH}
|
||||||
|
scale={0.24}
|
||||||
|
/>
|
||||||
|
<mesh>
|
||||||
|
<sphereGeometry args={[0.65, 32, 16]} />
|
||||||
|
<meshBasicMaterial color="#22c55e" transparent opacity={0.18} />
|
||||||
|
</mesh>
|
||||||
|
<mesh rotation={[Math.PI / 2, 0, 0]}>
|
||||||
|
<torusGeometry args={[0.72, 0.025, 8, 96]} />
|
||||||
|
<meshBasicMaterial color="#86efac" transparent opacity={0.85} />
|
||||||
|
</mesh>
|
||||||
|
</group>
|
||||||
|
)}
|
||||||
|
</group>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -4,7 +4,12 @@ import * as THREE from "three";
|
|||||||
import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
|
import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
|
||||||
|
|
||||||
const BUBBLE_RADIUS_METERS = 10;
|
const BUBBLE_RADIUS_METERS = 10;
|
||||||
const BUBBLE_GROW_DURATION_SECONDS = 2.5;
|
/**
|
||||||
|
* Duration of the GSAP `expo.out` grow tween. Exported so step-driven
|
||||||
|
* code (e.g. `RepairGame` advancing inspected -> fragmented) can wait
|
||||||
|
* the same amount of time before triggering the next phase.
|
||||||
|
*/
|
||||||
|
export const BUBBLE_GROW_DURATION_SECONDS = 2.5;
|
||||||
const BUBBLE_SHRINK_DURATION_SECONDS = 1.2;
|
const BUBBLE_SHRINK_DURATION_SECONDS = 1.2;
|
||||||
const BUBBLE_COLOR = "#060814";
|
const BUBBLE_COLOR = "#060814";
|
||||||
const BUBBLE_OPACITY = 0.92;
|
const BUBBLE_OPACITY = 0.92;
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
import { Suspense, useEffect, useMemo, useState } from "react";
|
import { Suspense, useEffect, useMemo, useRef, useState } from "react";
|
||||||
import { useGLTF } from "@react-three/drei";
|
import { useGLTF } from "@react-three/drei";
|
||||||
import { ExplodableModel } from "@/components/three/models/ExplodableModel";
|
import { ExplodableModel } from "@/components/three/models/ExplodableModel";
|
||||||
import type { ExplodedNodeAnchors } from "@/components/three/models/ExplodableModel";
|
import type { ExplodedNodeAnchors } from "@/components/three/models/ExplodableModel";
|
||||||
@@ -7,17 +7,36 @@ import type {
|
|||||||
RepairCasePlaceholder,
|
RepairCasePlaceholder,
|
||||||
} from "@/components/three/gameplay/RepairCaseModel";
|
} from "@/components/three/gameplay/RepairCaseModel";
|
||||||
import { RepairCompletionStep } from "@/components/three/gameplay/RepairCompletionStep";
|
import { RepairCompletionStep } from "@/components/three/gameplay/RepairCompletionStep";
|
||||||
|
import { RepairEbikeRepairTrigger } from "@/components/three/gameplay/RepairEbikeRepairTrigger";
|
||||||
import { RepairInspectionObject } from "@/components/three/gameplay/RepairInspectionObject";
|
import { RepairInspectionObject } from "@/components/three/gameplay/RepairInspectionObject";
|
||||||
import { RepairMissionCase } from "@/components/three/gameplay/RepairMissionCase";
|
import { RepairMissionCase } from "@/components/three/gameplay/RepairMissionCase";
|
||||||
|
import { BUBBLE_GROW_DURATION_SECONDS } from "@/components/three/gameplay/RepairFocusBubble";
|
||||||
import { RepairRepairingStep } from "@/components/three/gameplay/RepairRepairingStep";
|
import { RepairRepairingStep } from "@/components/three/gameplay/RepairRepairingStep";
|
||||||
import { RepairReassemblyStep } from "@/components/three/gameplay/RepairReassemblyStep";
|
import { RepairReassemblyStep } from "@/components/three/gameplay/RepairReassemblyStep";
|
||||||
import { RepairScanSequence } from "@/components/three/gameplay/RepairScanSequence";
|
import { RepairScanSequence } from "@/components/three/gameplay/RepairScanSequence";
|
||||||
import { REPAIR_CASE_MODEL_PATH } from "@/data/gameplay/repairCaseConfig";
|
import { REPAIR_CASE_MODEL_PATH } from "@/data/gameplay/repairCaseConfig";
|
||||||
import { REPAIR_FRAGMENTATION_SEQUENCE_SECONDS } from "@/data/gameplay/repairGameConfig";
|
import {
|
||||||
|
REPAIR_FRAGMENT_SPLIT_DURATION_SECONDS,
|
||||||
|
REPAIR_DONE_DIALOGUE_FALLBACK_MS,
|
||||||
|
REPAIR_FRAGMENTATION_SEQUENCE_SECONDS,
|
||||||
|
REPAIR_FRAGMENT_SPLIT_SPEED,
|
||||||
|
REPAIR_REASSEMBLY_HOLD_MS,
|
||||||
|
} from "@/data/gameplay/repairGameConfig";
|
||||||
import { REPAIR_MISSIONS } from "@/data/gameplay/repairMissions";
|
import { REPAIR_MISSIONS } from "@/data/gameplay/repairMissions";
|
||||||
|
import {
|
||||||
|
EBIKE_REPAIRED_DIALOGUE_ID,
|
||||||
|
EBIKE_SCAN_HINT_DIALOGUE_ID,
|
||||||
|
} from "@/data/ebike/ebikeConfig";
|
||||||
import { useRepairFragmentationInput } from "@/hooks/gameplay/useRepairFragmentationInput";
|
import { useRepairFragmentationInput } from "@/hooks/gameplay/useRepairFragmentationInput";
|
||||||
import { useRepairMissionStep } from "@/hooks/gameplay/useRepairMissionStep";
|
import { useRepairMissionStep } from "@/hooks/gameplay/useRepairMissionStep";
|
||||||
import { useTerrainSnappedPosition } from "@/hooks/three/useTerrainHeight";
|
import { useTerrainSnappedPosition } from "@/hooks/three/useTerrainHeight";
|
||||||
|
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
|
||||||
|
import {
|
||||||
|
clearQueuedDialogues,
|
||||||
|
playDialogueById,
|
||||||
|
stopCurrentDialogue,
|
||||||
|
} from "@/utils/dialogues/playDialogue";
|
||||||
|
import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
|
||||||
import type {
|
import type {
|
||||||
MissionStep,
|
MissionStep,
|
||||||
RepairMissionConfig,
|
RepairMissionConfig,
|
||||||
@@ -27,6 +46,7 @@ import type {
|
|||||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||||
import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
|
import { useRepairFocusStore } from "@/managers/stores/useRepairFocusStore";
|
||||||
import type { ModelTransformProps, Vector3Tuple } from "@/types/three/three";
|
import type { ModelTransformProps, Vector3Tuple } from "@/types/three/three";
|
||||||
|
import type { ExplodedPart } from "@/utils/three/ExplodedModel";
|
||||||
import { toVector3Scale } from "@/utils/three/scale";
|
import { toVector3Scale } from "@/utils/three/scale";
|
||||||
|
|
||||||
interface RepairGameProps extends Required<
|
interface RepairGameProps extends Required<
|
||||||
@@ -41,6 +61,11 @@ interface RepairMissionAssetPreloaderProps {
|
|||||||
config: RepairMissionConfig;
|
config: RepairMissionConfig;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
interface EbikeRepairTransform {
|
||||||
|
position: Vector3Tuple;
|
||||||
|
rotationY: number;
|
||||||
|
}
|
||||||
|
|
||||||
function RepairMissionAssetPreloader({
|
function RepairMissionAssetPreloader({
|
||||||
config,
|
config,
|
||||||
}: RepairMissionAssetPreloaderProps): null {
|
}: RepairMissionAssetPreloaderProps): null {
|
||||||
@@ -54,6 +79,20 @@ function RepairMissionAssetPreloader({
|
|||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
const REPAIR_PHASES: readonly MissionStep[] = [
|
||||||
|
"fragmented",
|
||||||
|
"scanning",
|
||||||
|
"repairing",
|
||||||
|
"reassembling",
|
||||||
|
"done",
|
||||||
|
];
|
||||||
|
|
||||||
|
const SPLIT_PHASES: readonly MissionStep[] = [
|
||||||
|
"fragmented",
|
||||||
|
"scanning",
|
||||||
|
"repairing",
|
||||||
|
];
|
||||||
|
|
||||||
export function RepairGame({
|
export function RepairGame({
|
||||||
mission,
|
mission,
|
||||||
position,
|
position,
|
||||||
@@ -73,22 +112,57 @@ 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
|
const [explodedParts, setExplodedParts] = useState<readonly ExplodedPart[]>(
|
||||||
// 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
|
const [ebikeRepairTransform, setEbikeRepairTransform] =
|
||||||
// bike and stays stable through the rest of the repair flow.
|
useState<EbikeRepairTransform | null>(null);
|
||||||
|
const [ebikeCoolingInstalled, setEbikeCoolingInstalled] = useState(false);
|
||||||
|
const fragmentedSplitSettledRef = useRef(false);
|
||||||
|
const fragmentedDialogueDoneRef = useRef(false);
|
||||||
|
const reassemblyDoneTimeoutRef = useRef<number | null>(null);
|
||||||
|
// Ebike-specific: once the repair starts, keep the entire repair flow
|
||||||
|
// exactly where the bike currently is. `Ebike` owns the live parked
|
||||||
|
// position while inspected is showing; RepairGame takes over the model
|
||||||
|
// from fragmented onward and must reuse that same world transform.
|
||||||
const livePosition = useMemo<Vector3Tuple>(() => {
|
const livePosition = useMemo<Vector3Tuple>(() => {
|
||||||
if (mission !== "ebike" || mainState !== mission) return position;
|
if (mission !== "ebike" || step === "waiting") return position;
|
||||||
if (step === "locked" || step === "waiting") return position;
|
|
||||||
|
if (ebikeRepairTransform) return ebikeRepairTransform.position;
|
||||||
|
|
||||||
const parked = window.ebikeParkedPosition;
|
const parked = window.ebikeParkedPosition;
|
||||||
if (!parked) return position;
|
if (!parked) return position;
|
||||||
|
|
||||||
return [parked[0], parked[1], parked[2]];
|
return [parked[0], parked[1], parked[2]];
|
||||||
}, [mainState, mission, position, step]);
|
}, [ebikeRepairTransform, mission, position, step]);
|
||||||
|
const usesLiveEbikePosition = mission === "ebike" && step !== "waiting";
|
||||||
const parsedScale = toVector3Scale(scale);
|
const parsedScale = toVector3Scale(scale);
|
||||||
const snappedPosition = useTerrainSnappedPosition(livePosition);
|
const terrainSnappedPosition = useTerrainSnappedPosition(livePosition);
|
||||||
|
const snappedPosition = usesLiveEbikePosition
|
||||||
|
? livePosition
|
||||||
|
: terrainSnappedPosition;
|
||||||
const readyForFragmentation = step === "inspected";
|
const readyForFragmentation = step === "inspected";
|
||||||
const brokenNodeNames = useMemo(() => getBrokenNodeNames(config), [config]);
|
const brokenNodeNames = useMemo(() => getBrokenNodeNames(config), [config]);
|
||||||
|
const isRepairPhase = (REPAIR_PHASES as readonly MissionStep[]).includes(
|
||||||
|
step,
|
||||||
|
);
|
||||||
|
const isSplitPhase = (SPLIT_PHASES as readonly MissionStep[]).includes(step);
|
||||||
|
const isRepairing = step === "repairing";
|
||||||
|
const repairModelRotation: Vector3Tuple =
|
||||||
|
mission === "ebike" && ebikeRepairTransform
|
||||||
|
? [0, ebikeRepairTransform.rotationY, 0]
|
||||||
|
: (config.modelRotation ?? [0, 0, 0]);
|
||||||
|
const ebikeBrokenNodeName = config.brokenParts[0]?.targetNodeName;
|
||||||
|
const ebikeBrokenWorldAnchor = ebikeBrokenNodeName
|
||||||
|
? brokenAnchors[ebikeBrokenNodeName]
|
||||||
|
: undefined;
|
||||||
|
const ebikeBrokenLocalAnchor = ebikeBrokenWorldAnchor
|
||||||
|
? ([
|
||||||
|
ebikeBrokenWorldAnchor[0] - snappedPosition[0],
|
||||||
|
ebikeBrokenWorldAnchor[1] - snappedPosition[1],
|
||||||
|
ebikeBrokenWorldAnchor[2] - snappedPosition[2],
|
||||||
|
] satisfies Vector3Tuple)
|
||||||
|
: ([0, 1, 0] satisfies Vector3Tuple);
|
||||||
|
|
||||||
useRepairFragmentationInput({
|
useRepairFragmentationInput({
|
||||||
enabled: mainState === mission && readyForFragmentation,
|
enabled: mainState === mission && readyForFragmentation,
|
||||||
@@ -104,6 +178,7 @@ export function RepairGame({
|
|||||||
setCaseAnchors({});
|
setCaseAnchors({});
|
||||||
setBrokenAnchors({});
|
setBrokenAnchors({});
|
||||||
setScannedBrokenParts([]);
|
setScannedBrokenParts([]);
|
||||||
|
setEbikeCoolingInstalled(false);
|
||||||
}, 0);
|
}, 0);
|
||||||
|
|
||||||
return () => {
|
return () => {
|
||||||
@@ -111,6 +186,54 @@ export function RepairGame({
|
|||||||
};
|
};
|
||||||
}, [mainState, mission, step]);
|
}, [mainState, mission, step]);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
if (mission !== "ebike") return undefined;
|
||||||
|
|
||||||
|
if (mainState !== "ebike" || step === "waiting") {
|
||||||
|
const timeoutId = window.setTimeout(() => {
|
||||||
|
setEbikeRepairTransform(null);
|
||||||
|
setEbikeCoolingInstalled(false);
|
||||||
|
}, 0);
|
||||||
|
|
||||||
|
return () => {
|
||||||
|
window.clearTimeout(timeoutId);
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
if (ebikeRepairTransform) return undefined;
|
||||||
|
|
||||||
|
const parked = window.ebikeParkedPosition;
|
||||||
|
const rotationY =
|
||||||
|
window.ebikeParkedRotation ?? config.modelRotation?.[1] ?? 0;
|
||||||
|
const snapshot: EbikeRepairTransform = {
|
||||||
|
position: parked ? [parked[0], parked[1], parked[2]] : position,
|
||||||
|
rotationY,
|
||||||
|
};
|
||||||
|
const timeoutId = window.setTimeout(() => {
|
||||||
|
setEbikeRepairTransform(snapshot);
|
||||||
|
}, 0);
|
||||||
|
|
||||||
|
return () => {
|
||||||
|
window.clearTimeout(timeoutId);
|
||||||
|
};
|
||||||
|
}, [
|
||||||
|
config.modelRotation,
|
||||||
|
ebikeRepairTransform,
|
||||||
|
mainState,
|
||||||
|
mission,
|
||||||
|
position,
|
||||||
|
step,
|
||||||
|
]);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
if (mission !== "ebike") return;
|
||||||
|
if (mainState === "ebike") return;
|
||||||
|
|
||||||
|
clearQueuedDialogues();
|
||||||
|
stopCurrentDialogue();
|
||||||
|
useSubtitleStore.getState().clearActiveSubtitle();
|
||||||
|
}, [mainState, mission]);
|
||||||
|
|
||||||
// Drive the global focus bubble: active during the immersive repair
|
// Drive the global focus bubble: active during the immersive repair
|
||||||
// phases so the world dims/hides outside the dark sphere shroud.
|
// phases so the world dims/hides outside the dark sphere shroud.
|
||||||
const focusCenterX = snappedPosition[0];
|
const focusCenterX = snappedPosition[0];
|
||||||
@@ -118,7 +241,7 @@ export function RepairGame({
|
|||||||
const focusCenterZ = snappedPosition[2];
|
const focusCenterZ = snappedPosition[2];
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
const inFocusPhase =
|
const inFocusPhase =
|
||||||
mainState === mission && shouldFocusBubbleBeActive(step);
|
mainState === mission && shouldFocusBubbleBeActive(step, mission);
|
||||||
if (inFocusPhase) {
|
if (inFocusPhase) {
|
||||||
useRepairFocusStore
|
useRepairFocusStore
|
||||||
.getState()
|
.getState()
|
||||||
@@ -130,20 +253,243 @@ export function RepairGame({
|
|||||||
return undefined;
|
return undefined;
|
||||||
}, [mainState, mission, step, focusCenterX, focusCenterY, focusCenterZ]);
|
}, [mainState, mission, step, focusCenterX, focusCenterY, focusCenterZ]);
|
||||||
|
|
||||||
|
// Ebike-only: auto-advance inspected -> fragmented once the focus
|
||||||
|
// bubble's grow tween has finished isolating the bike inside the dark
|
||||||
|
// cocoon. The 2.5s delay matches BUBBLE_GROW_DURATION_SECONDS so the
|
||||||
|
// fragmentation visual coincides with the fully-formed shroud.
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
if (mainState !== mission) return undefined;
|
if (mainState !== mission) return undefined;
|
||||||
|
if (mission !== "ebike") return undefined;
|
||||||
if (step !== "fragmented") return undefined;
|
if (step !== "inspected") return undefined;
|
||||||
|
|
||||||
const timeoutId = window.setTimeout(() => {
|
const timeoutId = window.setTimeout(() => {
|
||||||
setMissionStep(mission, "scanning");
|
setMissionStep(mission, "fragmented");
|
||||||
}, REPAIR_FRAGMENTATION_SEQUENCE_SECONDS * 1000);
|
}, BUBBLE_GROW_DURATION_SECONDS * 1000);
|
||||||
|
|
||||||
return () => {
|
return () => {
|
||||||
window.clearTimeout(timeoutId);
|
window.clearTimeout(timeoutId);
|
||||||
};
|
};
|
||||||
}, [mainState, mission, setMissionStep, step]);
|
}, [mainState, mission, setMissionStep, step]);
|
||||||
|
|
||||||
|
// fragmented -> scanning is now driven by `onSplitSettled` from the
|
||||||
|
// shared ExplodableModel below (fires once the lerp actually
|
||||||
|
// converges on progress=1). The legacy
|
||||||
|
// REPAIR_FRAGMENTATION_SEQUENCE_SECONDS timer is kept as a safety-net
|
||||||
|
// fallback in case the model fails to load (no settled event) so the
|
||||||
|
// flow can never get stuck on the fragmented step.
|
||||||
|
useEffect(() => {
|
||||||
|
if (mainState !== mission) return undefined;
|
||||||
|
if (step !== "fragmented") return undefined;
|
||||||
|
if (mission === "ebike") return undefined;
|
||||||
|
|
||||||
|
const timeoutId = window.setTimeout(
|
||||||
|
() => {
|
||||||
|
setMissionStep(mission, "scanning");
|
||||||
|
},
|
||||||
|
(REPAIR_FRAGMENTATION_SEQUENCE_SECONDS + 2) * 1000,
|
||||||
|
);
|
||||||
|
|
||||||
|
return () => {
|
||||||
|
window.clearTimeout(timeoutId);
|
||||||
|
};
|
||||||
|
}, [mainState, mission, setMissionStep, step]);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
if (mainState !== mission) return undefined;
|
||||||
|
if (mission !== "ebike") return undefined;
|
||||||
|
if (step !== "fragmented") return undefined;
|
||||||
|
|
||||||
|
fragmentedSplitSettledRef.current = false;
|
||||||
|
fragmentedDialogueDoneRef.current = false;
|
||||||
|
|
||||||
|
let cancelled = false;
|
||||||
|
let activeAudio: HTMLAudioElement | null = null;
|
||||||
|
let fallbackTimeoutId: number | null = null;
|
||||||
|
|
||||||
|
const tryAdvance = (): void => {
|
||||||
|
if (cancelled) return;
|
||||||
|
if (!fragmentedSplitSettledRef.current) return;
|
||||||
|
if (!fragmentedDialogueDoneRef.current) return;
|
||||||
|
setMissionStep(mission, "scanning");
|
||||||
|
};
|
||||||
|
|
||||||
|
const markDialogueDone = (): void => {
|
||||||
|
if (cancelled) return;
|
||||||
|
fragmentedDialogueDoneRef.current = true;
|
||||||
|
tryAdvance();
|
||||||
|
};
|
||||||
|
|
||||||
|
void (async () => {
|
||||||
|
const manifest = await loadDialogueManifest();
|
||||||
|
if (cancelled) return;
|
||||||
|
const audio = manifest
|
||||||
|
? await playDialogueById(manifest, EBIKE_SCAN_HINT_DIALOGUE_ID)
|
||||||
|
: null;
|
||||||
|
if (cancelled) {
|
||||||
|
if (audio && !audio.paused) {
|
||||||
|
audio.pause();
|
||||||
|
audio.currentTime = 0;
|
||||||
|
}
|
||||||
|
useSubtitleStore.getState().clearActiveSubtitle();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
activeAudio = audio;
|
||||||
|
if (audio) {
|
||||||
|
audio.addEventListener("ended", markDialogueDone, { once: true });
|
||||||
|
fallbackTimeoutId = window.setTimeout(markDialogueDone, 15000);
|
||||||
|
} else {
|
||||||
|
fallbackTimeoutId = window.setTimeout(markDialogueDone, 1000);
|
||||||
|
}
|
||||||
|
})();
|
||||||
|
|
||||||
|
return () => {
|
||||||
|
cancelled = true;
|
||||||
|
if (activeAudio) {
|
||||||
|
activeAudio.removeEventListener("ended", markDialogueDone);
|
||||||
|
if (!activeAudio.paused) {
|
||||||
|
activeAudio.pause();
|
||||||
|
activeAudio.currentTime = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (fallbackTimeoutId !== null) {
|
||||||
|
window.clearTimeout(fallbackTimeoutId);
|
||||||
|
}
|
||||||
|
useSubtitleStore.getState().clearActiveSubtitle();
|
||||||
|
};
|
||||||
|
}, [mainState, mission, setMissionStep, step]);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
if (mainState !== mission) return undefined;
|
||||||
|
if (step !== "reassembling") return undefined;
|
||||||
|
|
||||||
|
const timeoutId = window.setTimeout(() => {
|
||||||
|
setMissionStep(mission, "done");
|
||||||
|
}, REPAIR_REASSEMBLY_HOLD_MS + 4000);
|
||||||
|
|
||||||
|
return () => {
|
||||||
|
window.clearTimeout(timeoutId);
|
||||||
|
};
|
||||||
|
}, [mainState, mission, setMissionStep, step]);
|
||||||
|
|
||||||
|
// Ebike-only: at `done`, play the success narrator line and complete
|
||||||
|
// the mission when the audio ends (handing off to pylon). A fallback
|
||||||
|
// timer guarantees the transition even if the audio fails.
|
||||||
|
useEffect(() => {
|
||||||
|
if (mainState !== mission) return undefined;
|
||||||
|
if (mission !== "ebike") return undefined;
|
||||||
|
if (step !== "done") return undefined;
|
||||||
|
|
||||||
|
let cancelled = false;
|
||||||
|
let activeAudio: HTMLAudioElement | null = null;
|
||||||
|
let fallbackTimeoutId: number | null = null;
|
||||||
|
|
||||||
|
const finish = (): void => {
|
||||||
|
if (cancelled) return;
|
||||||
|
cancelled = true;
|
||||||
|
completeMission(mission);
|
||||||
|
};
|
||||||
|
|
||||||
|
void (async () => {
|
||||||
|
const manifest = await loadDialogueManifest();
|
||||||
|
if (cancelled) return;
|
||||||
|
const audio = manifest
|
||||||
|
? await playDialogueById(manifest, EBIKE_REPAIRED_DIALOGUE_ID)
|
||||||
|
: null;
|
||||||
|
if (cancelled) {
|
||||||
|
if (audio && !audio.paused) {
|
||||||
|
audio.pause();
|
||||||
|
audio.currentTime = 0;
|
||||||
|
}
|
||||||
|
useSubtitleStore.getState().clearActiveSubtitle();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
activeAudio = audio;
|
||||||
|
if (audio) {
|
||||||
|
audio.addEventListener("ended", finish, { once: true });
|
||||||
|
fallbackTimeoutId = window.setTimeout(
|
||||||
|
finish,
|
||||||
|
REPAIR_DONE_DIALOGUE_FALLBACK_MS,
|
||||||
|
);
|
||||||
|
} else {
|
||||||
|
fallbackTimeoutId = window.setTimeout(
|
||||||
|
finish,
|
||||||
|
REPAIR_DONE_DIALOGUE_FALLBACK_MS,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
})();
|
||||||
|
|
||||||
|
return () => {
|
||||||
|
cancelled = true;
|
||||||
|
if (activeAudio) {
|
||||||
|
activeAudio.removeEventListener("ended", finish);
|
||||||
|
if (!activeAudio.paused) {
|
||||||
|
activeAudio.pause();
|
||||||
|
activeAudio.currentTime = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (fallbackTimeoutId !== null) {
|
||||||
|
window.clearTimeout(fallbackTimeoutId);
|
||||||
|
}
|
||||||
|
useSubtitleStore.getState().clearActiveSubtitle();
|
||||||
|
};
|
||||||
|
}, [completeMission, mainState, mission, step]);
|
||||||
|
|
||||||
|
// The shared ExplodableModel resets its parts to a fresh array each
|
||||||
|
// time it remounts (i.e. when leaving the repair flow back to
|
||||||
|
// waiting/inspected). The cached `explodedParts` will be overwritten
|
||||||
|
// by `onPartsReady` on the next mount; we don't need an explicit
|
||||||
|
// reset because no rendered code path uses the stale parts outside
|
||||||
|
// the repair phases.
|
||||||
|
|
||||||
|
// Settled callback: drives event-based transitions out of the
|
||||||
|
// explode/reassemble lerp.
|
||||||
|
const stepRef = useRef(step);
|
||||||
|
useEffect(() => {
|
||||||
|
stepRef.current = step;
|
||||||
|
}, [step]);
|
||||||
|
const handleSplitSettled = useMemo(
|
||||||
|
() => (settledAt: 0 | 1) => {
|
||||||
|
const currentStep = stepRef.current;
|
||||||
|
if (settledAt === 1 && currentStep === "fragmented") {
|
||||||
|
if (mission === "ebike") {
|
||||||
|
fragmentedSplitSettledRef.current = true;
|
||||||
|
if (fragmentedDialogueDoneRef.current) {
|
||||||
|
setMissionStep(mission, "scanning");
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
setMissionStep(mission, "scanning");
|
||||||
|
}
|
||||||
|
if (settledAt === 0 && currentStep === "reassembling") {
|
||||||
|
if (reassemblyDoneTimeoutRef.current !== null) {
|
||||||
|
window.clearTimeout(reassemblyDoneTimeoutRef.current);
|
||||||
|
}
|
||||||
|
reassemblyDoneTimeoutRef.current = window.setTimeout(() => {
|
||||||
|
reassemblyDoneTimeoutRef.current = null;
|
||||||
|
setMissionStep(mission, "done");
|
||||||
|
}, REPAIR_REASSEMBLY_HOLD_MS);
|
||||||
|
}
|
||||||
|
},
|
||||||
|
[mission, setMissionStep],
|
||||||
|
);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
return () => {
|
||||||
|
if (reassemblyDoneTimeoutRef.current !== null) {
|
||||||
|
window.clearTimeout(reassemblyDoneTimeoutRef.current);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}, []);
|
||||||
|
|
||||||
|
function handleEbikeCoolingInstall(): void {
|
||||||
|
if (ebikeCoolingInstalled) return;
|
||||||
|
setEbikeCoolingInstalled(true);
|
||||||
|
window.setTimeout(() => {
|
||||||
|
setMissionStep(mission, "reassembling");
|
||||||
|
}, 450);
|
||||||
|
}
|
||||||
|
|
||||||
if (mainState !== mission) return null;
|
if (mainState !== mission) return null;
|
||||||
if (step === "locked") return null;
|
if (step === "locked") return null;
|
||||||
|
|
||||||
@@ -160,34 +506,49 @@ export function RepairGame({
|
|||||||
onInspect={() => setMissionStep(mission, "inspected")}
|
onInspect={() => setMissionStep(mission, "inspected")}
|
||||||
/>
|
/>
|
||||||
) : null}
|
) : null}
|
||||||
{step === "fragmented" ? (
|
{/*
|
||||||
|
Single ExplodableModel mounted across the entire repair flow
|
||||||
|
(fragmented -> done) so the model loads once, animates from
|
||||||
|
its real original positions, never re-instantiates between
|
||||||
|
phases, and stays at a stable transform. `split` toggles drive
|
||||||
|
the explode/reassemble lerps in place.
|
||||||
|
*/}
|
||||||
|
{isRepairPhase ? (
|
||||||
<ExplodableModel
|
<ExplodableModel
|
||||||
modelPath={config.modelPath}
|
modelPath={config.modelPath}
|
||||||
rotation={config.modelRotation ?? [0, 0, 0]}
|
rotation={repairModelRotation}
|
||||||
scale={config.modelScale ?? 1}
|
scale={config.modelScale ?? 1}
|
||||||
split
|
split={isSplitPhase}
|
||||||
|
splitSpeed={REPAIR_FRAGMENT_SPLIT_SPEED}
|
||||||
|
splitDurationSeconds={REPAIR_FRAGMENT_SPLIT_DURATION_SECONDS}
|
||||||
|
onPartsReady={setExplodedParts}
|
||||||
|
onSplitSettled={handleSplitSettled}
|
||||||
|
{...(isRepairing
|
||||||
|
? {
|
||||||
|
hideNodeNames: brokenNodeNames,
|
||||||
|
nodeAnchorNames: brokenNodeNames,
|
||||||
|
onNodeAnchorsChange: setBrokenAnchors,
|
||||||
|
}
|
||||||
|
: {})}
|
||||||
/>
|
/>
|
||||||
) : null}
|
) : null}
|
||||||
{step === "scanning" ? (
|
{step === "scanning" ? (
|
||||||
<RepairScanSequence
|
<RepairScanSequence
|
||||||
config={config}
|
config={config}
|
||||||
|
parts={explodedParts}
|
||||||
onComplete={(brokenParts) => {
|
onComplete={(brokenParts) => {
|
||||||
setScannedBrokenParts(brokenParts);
|
setScannedBrokenParts(brokenParts);
|
||||||
setMissionStep(mission, "repairing");
|
setMissionStep(mission, "repairing");
|
||||||
}}
|
}}
|
||||||
/>
|
/>
|
||||||
) : null}
|
) : null}
|
||||||
{step === "repairing" ? (
|
{step === "repairing" && mission === "ebike" ? (
|
||||||
<>
|
<RepairEbikeRepairTrigger
|
||||||
<ExplodableModel
|
anchor={ebikeBrokenLocalAnchor}
|
||||||
modelPath={config.modelPath}
|
installed={ebikeCoolingInstalled}
|
||||||
rotation={config.modelRotation ?? [0, 0, 0]}
|
|
||||||
scale={config.modelScale ?? 1}
|
|
||||||
split
|
|
||||||
hideNodeNames={brokenNodeNames}
|
|
||||||
nodeAnchorNames={brokenNodeNames}
|
|
||||||
onNodeAnchorsChange={setBrokenAnchors}
|
|
||||||
/>
|
/>
|
||||||
|
) : null}
|
||||||
|
{step === "repairing" && mission !== "ebike" ? (
|
||||||
<RepairRepairingStep
|
<RepairRepairingStep
|
||||||
anchors={caseAnchors}
|
anchors={caseAnchors}
|
||||||
brokenAnchors={brokenAnchors}
|
brokenAnchors={brokenAnchors}
|
||||||
@@ -196,30 +557,37 @@ export function RepairGame({
|
|||||||
placeholders={casePlaceholders}
|
placeholders={casePlaceholders}
|
||||||
onRepair={() => setMissionStep(mission, "reassembling")}
|
onRepair={() => setMissionStep(mission, "reassembling")}
|
||||||
/>
|
/>
|
||||||
</>
|
|
||||||
) : null}
|
) : null}
|
||||||
{step === "reassembling" ? (
|
{step === "reassembling" ? <RepairReassemblyStep /> : null}
|
||||||
<RepairReassemblyStep
|
{step === "done" && mission !== "pylon" && mission !== "ebike" ? (
|
||||||
config={config}
|
|
||||||
onComplete={() => setMissionStep(mission, "done")}
|
|
||||||
/>
|
|
||||||
) : null}
|
|
||||||
{step === "done" ? (
|
|
||||||
<RepairCompletionStep
|
<RepairCompletionStep
|
||||||
config={config}
|
config={config}
|
||||||
onComplete={() => completeMission(mission)}
|
onComplete={() => completeMission(mission)}
|
||||||
/>
|
/>
|
||||||
) : null}
|
) : null}
|
||||||
{step !== "waiting" && step !== "done" && step !== "reassembling" ? (
|
{step !== "waiting" &&
|
||||||
|
step !== "done" &&
|
||||||
|
step !== "reassembling" &&
|
||||||
|
// Ebike's inspected phase is a 2.5s sphere-reveal cinematic that
|
||||||
|
// auto-advances to fragmented; the case + "press to fragment"
|
||||||
|
// prompt would only flash on screen, so suppress them here.
|
||||||
|
!(mission === "ebike" && step === "inspected") ? (
|
||||||
<RepairMissionCase
|
<RepairMissionCase
|
||||||
config={config}
|
config={config}
|
||||||
onPlaceholdersChange={setCasePlaceholders}
|
onPlaceholdersChange={setCasePlaceholders}
|
||||||
onAnchorsChange={setCaseAnchors}
|
onAnchorsChange={setCaseAnchors}
|
||||||
open={step === "repairing"}
|
open={mission !== "ebike" && step === "repairing"}
|
||||||
zoomed={step === "repairing"}
|
zoomed={mission !== "ebike" && step === "repairing"}
|
||||||
showFragmentationPrompt={readyForFragmentation}
|
showFragmentationPrompt={
|
||||||
|
readyForFragmentation && mission !== "ebike"
|
||||||
|
}
|
||||||
|
{...(mission === "ebike" && step === "repairing"
|
||||||
|
? { interactLabel: "Changez le refroidisseur" }
|
||||||
|
: {})}
|
||||||
onInteract={
|
onInteract={
|
||||||
readyForFragmentation
|
mission === "ebike" && step === "repairing"
|
||||||
|
? handleEbikeCoolingInstall
|
||||||
|
: readyForFragmentation && mission !== "ebike"
|
||||||
? () => setMissionStep(mission, "fragmented")
|
? () => setMissionStep(mission, "fragmented")
|
||||||
: undefined
|
: undefined
|
||||||
}
|
}
|
||||||
@@ -234,7 +602,15 @@ function shouldKeepRepairRuntimeState(step: MissionStep): boolean {
|
|||||||
return step === "repairing" || step === "reassembling" || step === "done";
|
return step === "repairing" || step === "reassembling" || step === "done";
|
||||||
}
|
}
|
||||||
|
|
||||||
function shouldFocusBubbleBeActive(step: MissionStep): boolean {
|
function shouldFocusBubbleBeActive(
|
||||||
|
step: MissionStep,
|
||||||
|
mission: RepairMissionId,
|
||||||
|
): boolean {
|
||||||
|
// Ebike opens the focus bubble one phase earlier (inspected) so the
|
||||||
|
// sphere visibly engulfs the bike during the inspect-then-explode
|
||||||
|
// build-up. Pylon/farm keep their original behaviour where the bubble
|
||||||
|
// appears once the model has fragmented.
|
||||||
|
if (mission === "ebike" && step === "inspected") return true;
|
||||||
return (
|
return (
|
||||||
step === "fragmented" ||
|
step === "fragmented" ||
|
||||||
step === "scanning" ||
|
step === "scanning" ||
|
||||||
|
|||||||
@@ -25,6 +25,7 @@ interface RepairMissionCaseProps {
|
|||||||
open?: boolean;
|
open?: boolean;
|
||||||
zoomed?: boolean;
|
zoomed?: boolean;
|
||||||
showFragmentationPrompt?: boolean;
|
showFragmentationPrompt?: boolean;
|
||||||
|
interactLabel?: string;
|
||||||
onInteract?: (() => void) | undefined;
|
onInteract?: (() => void) | undefined;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -37,6 +38,7 @@ export function RepairMissionCase({
|
|||||||
open = false,
|
open = false,
|
||||||
zoomed = false,
|
zoomed = false,
|
||||||
showFragmentationPrompt = false,
|
showFragmentationPrompt = false,
|
||||||
|
interactLabel,
|
||||||
onInteract,
|
onInteract,
|
||||||
}: RepairMissionCaseProps): React.JSX.Element {
|
}: RepairMissionCaseProps): React.JSX.Element {
|
||||||
const casePosition = zoomed
|
const casePosition = zoomed
|
||||||
@@ -51,7 +53,7 @@ export function RepairMissionCase({
|
|||||||
<TriggerObject
|
<TriggerObject
|
||||||
position={casePosition}
|
position={casePosition}
|
||||||
colliders="ball"
|
colliders="ball"
|
||||||
label={`Ouvrir ${config.label}`}
|
label={interactLabel ?? `Ouvrir ${config.label}`}
|
||||||
radius={REPAIR_INTERACTION_RADIUS}
|
radius={REPAIR_INTERACTION_RADIUS}
|
||||||
onTrigger={onInteract}
|
onTrigger={onInteract}
|
||||||
>
|
>
|
||||||
|
|||||||
@@ -1,45 +1,15 @@
|
|||||||
import { useEffect, useState } from "react";
|
|
||||||
import { RepairCompletionParticles } from "@/components/three/gameplay/RepairCompletionParticles";
|
import { RepairCompletionParticles } from "@/components/three/gameplay/RepairCompletionParticles";
|
||||||
import { ExplodableModel } from "@/components/three/models/ExplodableModel";
|
|
||||||
import { REPAIR_REASSEMBLY_SECONDS } from "@/data/gameplay/repairGameConfig";
|
|
||||||
import type { RepairMissionConfig } from "@/types/gameplay/repairMission";
|
|
||||||
|
|
||||||
interface RepairReassemblyStepProps {
|
/**
|
||||||
config: RepairMissionConfig;
|
* Visual layer for the reassembly phase. The actual collapse animation
|
||||||
onComplete: () => void;
|
* (parts lerping back to their original positions) is driven by the
|
||||||
}
|
* shared ExplodableModel mounted upstream by RepairGame, which keeps a
|
||||||
|
* single instance alive across fragmented -> done so the model never
|
||||||
export function RepairReassemblyStep({
|
* reloads or jumps between phases.
|
||||||
config,
|
*
|
||||||
onComplete,
|
* This component now only renders the completion particles and emits a
|
||||||
}: RepairReassemblyStepProps): React.JSX.Element {
|
* settled signal after `delayMs` so the upstream flow can advance.
|
||||||
const [split, setSplit] = useState(true);
|
*/
|
||||||
const reassemblySeconds =
|
export function RepairReassemblyStep(): React.JSX.Element {
|
||||||
config.reassemblySeconds ?? REPAIR_REASSEMBLY_SECONDS;
|
return <RepairCompletionParticles />;
|
||||||
|
|
||||||
useEffect(() => {
|
|
||||||
const closeTimeoutId = window.setTimeout(() => {
|
|
||||||
setSplit(false);
|
|
||||||
}, 50);
|
|
||||||
const completeTimeoutId = window.setTimeout(() => {
|
|
||||||
onComplete();
|
|
||||||
}, reassemblySeconds * 1000);
|
|
||||||
|
|
||||||
return () => {
|
|
||||||
window.clearTimeout(closeTimeoutId);
|
|
||||||
window.clearTimeout(completeTimeoutId);
|
|
||||||
};
|
|
||||||
}, [onComplete, reassemblySeconds]);
|
|
||||||
|
|
||||||
return (
|
|
||||||
<group>
|
|
||||||
<ExplodableModel
|
|
||||||
modelPath={config.modelPath}
|
|
||||||
scale={config.modelScale ?? 1}
|
|
||||||
split={split}
|
|
||||||
splitDistance={1.2}
|
|
||||||
/>
|
|
||||||
<RepairCompletionParticles />
|
|
||||||
</group>
|
|
||||||
);
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,8 +1,7 @@
|
|||||||
import { useEffect, useState } from "react";
|
import { useEffect, useMemo, useRef, useState } from "react";
|
||||||
import * as THREE from "three";
|
import * as THREE from "three";
|
||||||
import { RepairBrokenPartHighlight } from "@/components/three/gameplay/RepairBrokenPartHighlight";
|
import { RepairBrokenPartHighlight } from "@/components/three/gameplay/RepairBrokenPartHighlight";
|
||||||
import { RepairBrokenPartPrompt } from "@/components/three/gameplay/RepairBrokenPartPrompt";
|
import { RepairBrokenPartPrompt } from "@/components/three/gameplay/RepairBrokenPartPrompt";
|
||||||
import { ExplodableModel } from "@/components/three/models/ExplodableModel";
|
|
||||||
import { RepairScanVisual } from "@/components/three/gameplay/RepairScanVisual";
|
import { RepairScanVisual } from "@/components/three/gameplay/RepairScanVisual";
|
||||||
import { REPAIR_SCAN_PART_SECONDS } from "@/data/gameplay/repairGameConfig";
|
import { REPAIR_SCAN_PART_SECONDS } from "@/data/gameplay/repairGameConfig";
|
||||||
import type {
|
import type {
|
||||||
@@ -12,9 +11,20 @@ import type {
|
|||||||
} from "@/types/gameplay/repairMission";
|
} from "@/types/gameplay/repairMission";
|
||||||
import { logger } from "@/utils/core/Logger";
|
import { logger } from "@/utils/core/Logger";
|
||||||
import type { ExplodedPart } from "@/utils/three/ExplodedModel";
|
import type { ExplodedPart } from "@/utils/three/ExplodedModel";
|
||||||
|
import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
|
||||||
|
import { playDialogueById } from "@/utils/dialogues/playDialogue";
|
||||||
|
import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
|
||||||
|
|
||||||
interface RepairScanSequenceProps {
|
interface RepairScanSequenceProps {
|
||||||
config: RepairMissionConfig;
|
config: RepairMissionConfig;
|
||||||
|
/**
|
||||||
|
* Parts of the (already mounted) ExplodableModel managed upstream by
|
||||||
|
* RepairGame. The scan sequence drives its visuals against these
|
||||||
|
* parts so the model isn't re-instantiated when entering the scanning
|
||||||
|
* phase (which would cause the explosion animation to replay and the
|
||||||
|
* world transform to differ between phases).
|
||||||
|
*/
|
||||||
|
parts: readonly ExplodedPart[];
|
||||||
onComplete: (brokenParts: readonly RepairScannedBrokenPart[]) => void;
|
onComplete: (brokenParts: readonly RepairScannedBrokenPart[]) => void;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -27,25 +37,112 @@ const warnedMissingScanParts = new Set<string>();
|
|||||||
|
|
||||||
export function RepairScanSequence({
|
export function RepairScanSequence({
|
||||||
config,
|
config,
|
||||||
|
parts,
|
||||||
onComplete,
|
onComplete,
|
||||||
}: RepairScanSequenceProps): React.JSX.Element {
|
}: RepairScanSequenceProps): React.JSX.Element {
|
||||||
const [parts, setParts] = useState<readonly ExplodedPart[]>([]);
|
|
||||||
const [activePartIndex, setActivePartIndex] = useState(0);
|
const [activePartIndex, setActivePartIndex] = useState(0);
|
||||||
const activePart = parts[activePartIndex];
|
const activePart = parts[activePartIndex];
|
||||||
const scanPartSeconds = config.scanPartSeconds ?? REPAIR_SCAN_PART_SECONDS;
|
const scanPartSeconds = config.scanPartSeconds ?? REPAIR_SCAN_PART_SECONDS;
|
||||||
const brokenPartMatches = getBrokenPartMatches(parts, config);
|
const brokenPartMatches = useMemo(
|
||||||
|
() => getBrokenPartMatches(parts, config),
|
||||||
|
[parts, config],
|
||||||
|
);
|
||||||
const visibleBrokenPartMatches = brokenPartMatches.filter(
|
const visibleBrokenPartMatches = brokenPartMatches.filter(
|
||||||
(match) => match.partIndex <= activePartIndex,
|
(match) => match.partIndex <= activePartIndex,
|
||||||
);
|
);
|
||||||
|
const onCompleteRef = useRef(onComplete);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
onCompleteRef.current = onComplete;
|
||||||
|
}, [onComplete]);
|
||||||
|
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
if (parts.length === 0) return undefined;
|
if (parts.length === 0) return undefined;
|
||||||
|
|
||||||
|
// Look up which (if any) broken-part config corresponds to the
|
||||||
|
// currently active scan part. When the active part has a
|
||||||
|
// `voiceLineId`, gate the advance on the audio's `ended` event so
|
||||||
|
// the diagnostic line plays in full (with its red broken-part
|
||||||
|
// highlight already on screen) before transitioning to the next
|
||||||
|
// scan part — and ultimately to the repairing step.
|
||||||
|
const activeBrokenMatch = brokenPartMatches.find(
|
||||||
|
(match) => match.partIndex === activePartIndex,
|
||||||
|
);
|
||||||
|
const activeVoiceLineId = activeBrokenMatch?.config.voiceLineId;
|
||||||
|
|
||||||
|
if (activeVoiceLineId) {
|
||||||
|
let cancelled = false;
|
||||||
|
let activeAudio: HTMLAudioElement | null = null;
|
||||||
|
let fallbackTimeoutId: number | null = null;
|
||||||
|
|
||||||
|
const advance = (): void => {
|
||||||
|
if (cancelled) return;
|
||||||
|
cancelled = true;
|
||||||
|
setActivePartIndex((currentIndex) => {
|
||||||
|
const nextIndex = currentIndex + 1;
|
||||||
|
if (nextIndex >= parts.length) {
|
||||||
|
window.setTimeout(() => {
|
||||||
|
onCompleteRef.current(getScannedBrokenParts(parts, config));
|
||||||
|
}, 0);
|
||||||
|
return currentIndex;
|
||||||
|
}
|
||||||
|
return nextIndex;
|
||||||
|
});
|
||||||
|
};
|
||||||
|
|
||||||
|
void (async () => {
|
||||||
|
const manifest = await loadDialogueManifest();
|
||||||
|
if (cancelled) return;
|
||||||
|
const audio = manifest
|
||||||
|
? await playDialogueById(manifest, activeVoiceLineId)
|
||||||
|
: null;
|
||||||
|
if (cancelled) {
|
||||||
|
if (audio && !audio.paused) {
|
||||||
|
audio.pause();
|
||||||
|
audio.currentTime = 0;
|
||||||
|
}
|
||||||
|
useSubtitleStore.getState().clearActiveSubtitle();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
activeAudio = audio;
|
||||||
|
if (audio) {
|
||||||
|
audio.addEventListener("ended", advance, { once: true });
|
||||||
|
// Fallback: if the audio errors or never fires `ended`, still
|
||||||
|
// advance after a generous ceiling so the flow can't stall.
|
||||||
|
fallbackTimeoutId = window.setTimeout(advance, 15000);
|
||||||
|
} else {
|
||||||
|
// No audio (manifest missing) — advance after the default
|
||||||
|
// per-part dwell so we don't get stuck on this part.
|
||||||
|
fallbackTimeoutId = window.setTimeout(
|
||||||
|
advance,
|
||||||
|
scanPartSeconds * 1000,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
})();
|
||||||
|
|
||||||
|
return () => {
|
||||||
|
cancelled = true;
|
||||||
|
if (activeAudio) {
|
||||||
|
activeAudio.removeEventListener("ended", advance);
|
||||||
|
if (!activeAudio.paused) {
|
||||||
|
activeAudio.pause();
|
||||||
|
activeAudio.currentTime = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (fallbackTimeoutId !== null) {
|
||||||
|
window.clearTimeout(fallbackTimeoutId);
|
||||||
|
}
|
||||||
|
useSubtitleStore.getState().clearActiveSubtitle();
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
const timeoutId = window.setTimeout(() => {
|
const timeoutId = window.setTimeout(() => {
|
||||||
setActivePartIndex((currentIndex) => {
|
setActivePartIndex((currentIndex) => {
|
||||||
const nextIndex = currentIndex + 1;
|
const nextIndex = currentIndex + 1;
|
||||||
if (nextIndex >= parts.length) {
|
if (nextIndex >= parts.length) {
|
||||||
onComplete(getScannedBrokenParts(parts, config));
|
window.setTimeout(() => {
|
||||||
|
onCompleteRef.current(getScannedBrokenParts(parts, config));
|
||||||
|
}, 0);
|
||||||
return currentIndex;
|
return currentIndex;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -56,16 +153,10 @@ export function RepairScanSequence({
|
|||||||
return () => {
|
return () => {
|
||||||
window.clearTimeout(timeoutId);
|
window.clearTimeout(timeoutId);
|
||||||
};
|
};
|
||||||
}, [activePartIndex, config, onComplete, parts, scanPartSeconds]);
|
}, [activePartIndex, brokenPartMatches, config, parts, scanPartSeconds]);
|
||||||
|
|
||||||
return (
|
return (
|
||||||
<group>
|
<group>
|
||||||
<ExplodableModel
|
|
||||||
modelPath={config.modelPath}
|
|
||||||
scale={config.modelScale ?? 1}
|
|
||||||
split
|
|
||||||
onPartsReady={setParts}
|
|
||||||
/>
|
|
||||||
<RepairScanVisual target={activePart?.object} />
|
<RepairScanVisual target={activePart?.object} />
|
||||||
{visibleBrokenPartMatches.map((match) => {
|
{visibleBrokenPartMatches.map((match) => {
|
||||||
const part = parts[match.partIndex];
|
const part = parts[match.partIndex];
|
||||||
@@ -133,6 +224,7 @@ function getBrokenPartMatches(
|
|||||||
logger.warn("RepairScan", "Broken parts missing from exploded model", {
|
logger.warn("RepairScan", "Broken parts missing from exploded model", {
|
||||||
missionId: config.id,
|
missionId: config.id,
|
||||||
missingIds,
|
missingIds,
|
||||||
|
availablePartNames: parts.map((part) => part.object.name),
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -148,11 +240,20 @@ function objectContainsNodeName(
|
|||||||
object: THREE.Object3D,
|
object: THREE.Object3D,
|
||||||
nodeName: string,
|
nodeName: string,
|
||||||
): boolean {
|
): boolean {
|
||||||
if (object.name === nodeName) return true;
|
const normalizedNodeName = nodeName.toLowerCase();
|
||||||
|
const objectName = object.name.toLowerCase();
|
||||||
|
if (objectName === normalizedNodeName) return true;
|
||||||
|
if (objectName.includes(normalizedNodeName)) return true;
|
||||||
|
if (normalizedNodeName.includes(objectName)) return true;
|
||||||
|
|
||||||
let found = false;
|
let found = false;
|
||||||
object.traverse((child) => {
|
object.traverse((child) => {
|
||||||
if (child.name === nodeName) {
|
const childName = child.name.toLowerCase();
|
||||||
|
if (
|
||||||
|
childName === normalizedNodeName ||
|
||||||
|
childName.includes(normalizedNodeName) ||
|
||||||
|
normalizedNodeName.includes(childName)
|
||||||
|
) {
|
||||||
found = true;
|
found = true;
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
import { useEffect, useRef } from "react";
|
import { useEffect, useRef, useState } from "react";
|
||||||
import { useFrame, useThree } from "@react-three/fiber";
|
import { useFrame, useThree } from "@react-three/fiber";
|
||||||
import { RigidBody } from "@react-three/rapier";
|
import { RigidBody } from "@react-three/rapier";
|
||||||
import type { RapierRigidBody } from "@react-three/rapier";
|
import type { RapierRigidBody } from "@react-three/rapier";
|
||||||
@@ -35,6 +35,7 @@ interface GrabbableObjectProps {
|
|||||||
label?: string;
|
label?: string;
|
||||||
handControlled?: boolean;
|
handControlled?: boolean;
|
||||||
disabled?: boolean;
|
disabled?: boolean;
|
||||||
|
lockUntilGrab?: boolean;
|
||||||
onGrabChange?: (held: boolean) => void;
|
onGrabChange?: (held: boolean) => void;
|
||||||
onPositionChange?: (position: THREE.Vector3) => void;
|
onPositionChange?: (position: THREE.Vector3) => void;
|
||||||
onSnap?: (position: THREE.Vector3) => void;
|
onSnap?: (position: THREE.Vector3) => void;
|
||||||
@@ -134,6 +135,7 @@ export function GrabbableObject({
|
|||||||
label = GRAB_DEFAULT_LABEL,
|
label = GRAB_DEFAULT_LABEL,
|
||||||
handControlled = false,
|
handControlled = false,
|
||||||
disabled = false,
|
disabled = false,
|
||||||
|
lockUntilGrab = false,
|
||||||
onGrabChange,
|
onGrabChange,
|
||||||
onPositionChange,
|
onPositionChange,
|
||||||
onSnap,
|
onSnap,
|
||||||
@@ -148,6 +150,7 @@ export function GrabbableObject({
|
|||||||
const rbRef = useRef<RapierRigidBody>(null);
|
const rbRef = useRef<RapierRigidBody>(null);
|
||||||
const isHolding = useRef(false);
|
const isHolding = useRef(false);
|
||||||
const isHandHolding = useRef(false);
|
const isHandHolding = useRef(false);
|
||||||
|
const [hasBeenGrabbed, setHasBeenGrabbed] = useState(false);
|
||||||
const snapTween = useRef<gsap.core.Tween | null>(null);
|
const snapTween = useRef<gsap.core.Tween | null>(null);
|
||||||
|
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
@@ -288,6 +291,7 @@ export function GrabbableObject({
|
|||||||
|
|
||||||
const hadHit = Boolean(hit);
|
const hadHit = Boolean(hit);
|
||||||
if (hadHit) {
|
if (hadHit) {
|
||||||
|
setHasBeenGrabbed(true);
|
||||||
isHandHolding.current = true;
|
isHandHolding.current = true;
|
||||||
InteractionManager.getInstance().setHandHolding(true);
|
InteractionManager.getInstance().setHandHolding(true);
|
||||||
onGrabChange?.(true);
|
onGrabChange?.(true);
|
||||||
@@ -330,7 +334,7 @@ export function GrabbableObject({
|
|||||||
<group ref={spaceRef}>
|
<group ref={spaceRef}>
|
||||||
<RigidBody
|
<RigidBody
|
||||||
ref={rbRef}
|
ref={rbRef}
|
||||||
type="dynamic"
|
type={lockUntilGrab && !hasBeenGrabbed ? "fixed" : "dynamic"}
|
||||||
colliders={colliders}
|
colliders={colliders}
|
||||||
position={position}
|
position={position}
|
||||||
>
|
>
|
||||||
@@ -344,6 +348,7 @@ export function GrabbableObject({
|
|||||||
position={position}
|
position={position}
|
||||||
bodyRef={rbRef}
|
bodyRef={rbRef}
|
||||||
onPress={() => {
|
onPress={() => {
|
||||||
|
setHasBeenGrabbed(true);
|
||||||
isHolding.current = true;
|
isHolding.current = true;
|
||||||
onGrabChange?.(true);
|
onGrabChange?.(true);
|
||||||
}}
|
}}
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
import type { ReactNode } from "react";
|
import type { ReactNode } from "react";
|
||||||
import { Component, useEffect, useMemo, useRef } from "react";
|
import { Component, useCallback, useEffect, useMemo, useRef } from "react";
|
||||||
import * as THREE from "three";
|
import * as THREE from "three";
|
||||||
import { useFrame } from "@react-three/fiber";
|
import { useFrame } from "@react-three/fiber";
|
||||||
import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
|
import { useLoggedGLTF } from "@/hooks/three/useLoggedGLTF";
|
||||||
@@ -71,7 +71,19 @@ interface ExplodableModelInnerProps extends ModelTransformProps {
|
|||||||
modelPath: string;
|
modelPath: string;
|
||||||
split: boolean;
|
split: boolean;
|
||||||
splitDistance?: number;
|
splitDistance?: number;
|
||||||
|
/**
|
||||||
|
* Lerp speed for the explode/reassemble animation. Lower = slower.
|
||||||
|
* Defaults to ExplodedModel's internal default (6) when omitted.
|
||||||
|
*/
|
||||||
|
splitSpeed?: number;
|
||||||
|
splitDurationSeconds?: number;
|
||||||
onPartsReady?: (parts: readonly ExplodedPart[]) => void;
|
onPartsReady?: (parts: readonly ExplodedPart[]) => void;
|
||||||
|
/**
|
||||||
|
* Fired once each time the explode/reassemble lerp converges on its
|
||||||
|
* target. `settledAt` is 1 when the parts have fully separated, 0
|
||||||
|
* when they have fully snapped back to their original positions.
|
||||||
|
*/
|
||||||
|
onSplitSettled?: (settledAt: 0 | 1) => void;
|
||||||
hideNodeNames?: readonly string[];
|
hideNodeNames?: readonly string[];
|
||||||
nodeAnchorNames?: readonly string[];
|
nodeAnchorNames?: readonly string[];
|
||||||
onNodeAnchorsChange?: (anchors: ExplodedNodeAnchors) => void;
|
onNodeAnchorsChange?: (anchors: ExplodedNodeAnchors) => void;
|
||||||
@@ -100,7 +112,10 @@ function ExplodableModelInner({
|
|||||||
rotation = [0, 0, 0],
|
rotation = [0, 0, 0],
|
||||||
scale = 1,
|
scale = 1,
|
||||||
splitDistance = 1.2,
|
splitDistance = 1.2,
|
||||||
|
splitSpeed,
|
||||||
|
splitDurationSeconds,
|
||||||
onPartsReady,
|
onPartsReady,
|
||||||
|
onSplitSettled,
|
||||||
hideNodeNames,
|
hideNodeNames,
|
||||||
nodeAnchorNames,
|
nodeAnchorNames,
|
||||||
onNodeAnchorsChange,
|
onNodeAnchorsChange,
|
||||||
@@ -112,9 +127,32 @@ function ExplodableModelInner({
|
|||||||
scale,
|
scale,
|
||||||
});
|
});
|
||||||
const model = useClonedObject(scene);
|
const model = useClonedObject(scene);
|
||||||
|
// Keep the latest callback in a ref so the ExplodedModel instance can
|
||||||
|
// be created once per `model` and still call the most recent prop
|
||||||
|
// when the lerp settles. Reading `.current` happens only inside the
|
||||||
|
// settled-callback (invoked from update(), never during render).
|
||||||
|
const onSplitSettledRef = useRef(onSplitSettled);
|
||||||
|
useEffect(() => {
|
||||||
|
onSplitSettledRef.current = onSplitSettled;
|
||||||
|
}, [onSplitSettled]);
|
||||||
|
const handleSettled = useCallback((settledAt: 0 | 1) => {
|
||||||
|
onSplitSettledRef.current?.(settledAt);
|
||||||
|
}, []);
|
||||||
|
|
||||||
const explodedModel = useMemo(
|
const explodedModel = useMemo(
|
||||||
() => new ExplodedModel(model, { distance: splitDistance }),
|
() =>
|
||||||
[model, splitDistance],
|
// The `handleSettled` callback only reads `onSplitSettledRef.current`
|
||||||
|
// when invoked from `update()` (useFrame), never during render.
|
||||||
|
// eslint-disable-next-line react-hooks/refs
|
||||||
|
new ExplodedModel(model, {
|
||||||
|
distance: splitDistance,
|
||||||
|
...(splitDurationSeconds !== undefined
|
||||||
|
? { durationSeconds: splitDurationSeconds }
|
||||||
|
: {}),
|
||||||
|
...(splitSpeed !== undefined ? { speed: splitSpeed } : {}),
|
||||||
|
onSettled: handleSettled,
|
||||||
|
}),
|
||||||
|
[model, splitDistance, splitDurationSeconds, splitSpeed, handleSettled],
|
||||||
);
|
);
|
||||||
const parsedScale = toVector3Scale(scale);
|
const parsedScale = toVector3Scale(scale);
|
||||||
const anchorSignatureRef = useRef("");
|
const anchorSignatureRef = useRef("");
|
||||||
|
|||||||
@@ -4,6 +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 { 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";
|
||||||
import { HandTrackingTutorial } from "@/components/ui/tutorial/HandTrackingTutorial";
|
import { HandTrackingTutorial } from "@/components/ui/tutorial/HandTrackingTutorial";
|
||||||
@@ -22,6 +23,7 @@ export function GameUI(): React.JSX.Element {
|
|||||||
<Subtitles />
|
<Subtitles />
|
||||||
<TalkieDialogueOverlay />
|
<TalkieDialogueOverlay />
|
||||||
<GameSettingsMenu />
|
<GameSettingsMenu />
|
||||||
|
<OutroVideoOverlay />
|
||||||
</>
|
</>
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,6 +1,17 @@
|
|||||||
import { MISSION_NOTIFICATION_IMAGE_PATHS } from "@/data/gameplay/missionNotifications";
|
import { MISSION_NOTIFICATION_IMAGE_PATHS } from "@/data/gameplay/missionNotifications";
|
||||||
import type { RepairMissionId } from "@/types/gameplay/repairMission";
|
import type { RepairMissionId } from "@/types/gameplay/repairMission";
|
||||||
|
|
||||||
|
// Reference aspect ratio of the original PNG mission notifications
|
||||||
|
// (589 × 211). Webm assets are square (2000 × 2000), so without this hint the
|
||||||
|
// <video> element renders at the wrong dimensions and shifts the layout.
|
||||||
|
const NOTIFICATION_ASPECT_RATIO = "589 / 211";
|
||||||
|
|
||||||
|
// Same clip-path as `.mission-notification__image-wrap` in index.css. Inlined
|
||||||
|
// here so the video branch can re-use the silhouette without inheriting the
|
||||||
|
// scan-line `::before` and CRT animations applied to the PNG branch.
|
||||||
|
const NOTIFICATION_CLIP_PATH =
|
||||||
|
"polygon(0 0, 100% 0, 100% 69%, 88% 100%, 0 100%)";
|
||||||
|
|
||||||
interface MissionNotificationProps {
|
interface MissionNotificationProps {
|
||||||
mission?: RepairMissionId;
|
mission?: RepairMissionId;
|
||||||
imagePath?: string;
|
imagePath?: string;
|
||||||
@@ -19,13 +30,37 @@ export function MissionNotification({
|
|||||||
return (
|
return (
|
||||||
<div
|
<div
|
||||||
className={`mission-notification${visible ? "" : " mission-notification--hidden"}`}
|
className={`mission-notification${visible ? "" : " mission-notification--hidden"}`}
|
||||||
|
// Webm assets already animate themselves; suppress the CRT entrance
|
||||||
|
// flicker + drop-shadow that index.css applies to all .mission-notification
|
||||||
|
// nodes so the video plays in a clean container.
|
||||||
|
style={
|
||||||
|
isVideo
|
||||||
|
? {
|
||||||
|
animation: "none",
|
||||||
|
filter: "none",
|
||||||
|
}
|
||||||
|
: undefined
|
||||||
|
}
|
||||||
aria-live="polite"
|
aria-live="polite"
|
||||||
>
|
>
|
||||||
<div className="mission-notification__glow" />
|
{isVideo ? null : <div className="mission-notification__glow" />}
|
||||||
<span className="mission-notification__image-wrap">
|
|
||||||
{isVideo ? (
|
{isVideo ? (
|
||||||
|
<span
|
||||||
|
style={{
|
||||||
|
position: "relative",
|
||||||
|
display: "block",
|
||||||
|
overflow: "hidden",
|
||||||
|
clipPath: NOTIFICATION_CLIP_PATH,
|
||||||
|
}}
|
||||||
|
>
|
||||||
<video
|
<video
|
||||||
className="mission-notification__image"
|
style={{
|
||||||
|
display: "block",
|
||||||
|
width: "100%",
|
||||||
|
height: "auto",
|
||||||
|
aspectRatio: NOTIFICATION_ASPECT_RATIO,
|
||||||
|
objectFit: "cover",
|
||||||
|
}}
|
||||||
src={src}
|
src={src}
|
||||||
aria-label="Nouvel objectif de mission"
|
aria-label="Nouvel objectif de mission"
|
||||||
autoPlay
|
autoPlay
|
||||||
@@ -34,14 +69,16 @@ export function MissionNotification({
|
|||||||
playsInline
|
playsInline
|
||||||
preload="auto"
|
preload="auto"
|
||||||
/>
|
/>
|
||||||
|
</span>
|
||||||
) : (
|
) : (
|
||||||
|
<span className="mission-notification__image-wrap">
|
||||||
<img
|
<img
|
||||||
className="mission-notification__image"
|
className="mission-notification__image"
|
||||||
src={src}
|
src={src}
|
||||||
alt="Nouvel objectif de mission"
|
alt="Nouvel objectif de mission"
|
||||||
/>
|
/>
|
||||||
)}
|
|
||||||
</span>
|
</span>
|
||||||
|
)}
|
||||||
</div>
|
</div>
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,180 @@
|
|||||||
|
import { useEffect, useRef, useState } from "react";
|
||||||
|
import type { AudioCategory } from "@/data/audioConfig";
|
||||||
|
import { AudioManager } from "@/managers/AudioManager";
|
||||||
|
|
||||||
|
const OUTRO_VIDEO_SRC = "/cinematics/outro.mp4";
|
||||||
|
const TRANSITION_FADE_MS = 600;
|
||||||
|
const TRANSITION_HOLD_MS = 2000;
|
||||||
|
const TRANSITION_TEXT_FADE_MS = 500;
|
||||||
|
// Delay between "Next step :" appearing and "La ferme" fading in.
|
||||||
|
const TRANSITION_LAFERME_DELAY_MS = 500;
|
||||||
|
|
||||||
|
const MUTED_CATEGORIES: readonly AudioCategory[] = ["music", "sfx", "dialogue"];
|
||||||
|
|
||||||
|
type Stage =
|
||||||
|
| "hidden"
|
||||||
|
| "fading-in"
|
||||||
|
| "showing-text"
|
||||||
|
| "fading-text-out"
|
||||||
|
| "video";
|
||||||
|
|
||||||
|
/**
|
||||||
|
* End-of-demo overlay. Triggered by the "outro-cinematic-complete" window
|
||||||
|
* event dispatched from GameCinematics.tsx.
|
||||||
|
*
|
||||||
|
* Sequence:
|
||||||
|
* 1. Fade to black (TRANSITION_FADE_MS)
|
||||||
|
* 2. Reveal "Next step: La ferme" text + hold (TRANSITION_HOLD_MS)
|
||||||
|
* 3. Fade text out (TRANSITION_TEXT_FADE_MS)
|
||||||
|
* 4. Play `outro.mp4` full-screen with all game audio muted
|
||||||
|
*/
|
||||||
|
export function OutroVideoOverlay(): React.JSX.Element | null {
|
||||||
|
const [stage, setStage] = useState<Stage>("hidden");
|
||||||
|
const [lafermeVisible, setLafermeVisible] = useState(false);
|
||||||
|
const videoRef = useRef<HTMLVideoElement>(null);
|
||||||
|
const savedVolumesRef = useRef<Partial<Record<AudioCategory, number>>>({});
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
function handleCinematicComplete(): void {
|
||||||
|
setStage("fading-in");
|
||||||
|
}
|
||||||
|
|
||||||
|
window.addEventListener(
|
||||||
|
"outro-cinematic-complete",
|
||||||
|
handleCinematicComplete,
|
||||||
|
);
|
||||||
|
return () => {
|
||||||
|
window.removeEventListener(
|
||||||
|
"outro-cinematic-complete",
|
||||||
|
handleCinematicComplete,
|
||||||
|
);
|
||||||
|
};
|
||||||
|
}, []);
|
||||||
|
|
||||||
|
// Drive the transition timeline.
|
||||||
|
useEffect(() => {
|
||||||
|
if (stage === "fading-in") {
|
||||||
|
const timer = window.setTimeout(
|
||||||
|
() => setStage("showing-text"),
|
||||||
|
TRANSITION_FADE_MS,
|
||||||
|
);
|
||||||
|
return () => window.clearTimeout(timer);
|
||||||
|
}
|
||||||
|
if (stage === "showing-text") {
|
||||||
|
const timer = window.setTimeout(
|
||||||
|
() => setStage("fading-text-out"),
|
||||||
|
TRANSITION_HOLD_MS,
|
||||||
|
);
|
||||||
|
return () => window.clearTimeout(timer);
|
||||||
|
}
|
||||||
|
if (stage === "fading-text-out") {
|
||||||
|
const timer = window.setTimeout(
|
||||||
|
() => setStage("video"),
|
||||||
|
TRANSITION_TEXT_FADE_MS,
|
||||||
|
);
|
||||||
|
return () => window.clearTimeout(timer);
|
||||||
|
}
|
||||||
|
return undefined;
|
||||||
|
}, [stage]);
|
||||||
|
|
||||||
|
// Stagger the second word ("La ferme") so it fades in after "Next step :"
|
||||||
|
// is already visible.
|
||||||
|
useEffect(() => {
|
||||||
|
if (stage === "showing-text") {
|
||||||
|
const timer = window.setTimeout(
|
||||||
|
() => setLafermeVisible(true),
|
||||||
|
TRANSITION_LAFERME_DELAY_MS,
|
||||||
|
);
|
||||||
|
return () => window.clearTimeout(timer);
|
||||||
|
}
|
||||||
|
if (stage === "hidden" || stage === "fading-in") {
|
||||||
|
// Reset the staged reveal so a re-triggered outro replays correctly.
|
||||||
|
// eslint-disable-next-line react-hooks/set-state-in-effect
|
||||||
|
setLafermeVisible(false);
|
||||||
|
}
|
||||||
|
return undefined;
|
||||||
|
}, [stage]);
|
||||||
|
|
||||||
|
// Mute all game audio while the video is showing; restore on cleanup so
|
||||||
|
// a re-mounted page doesn't stay silent.
|
||||||
|
useEffect(() => {
|
||||||
|
if (stage !== "video") return;
|
||||||
|
|
||||||
|
const audioManager = AudioManager.getInstance();
|
||||||
|
const saved: Partial<Record<AudioCategory, number>> = {};
|
||||||
|
for (const category of MUTED_CATEGORIES) {
|
||||||
|
saved[category] = audioManager.getCategoryVolume(category);
|
||||||
|
audioManager.setCategoryVolume(category, 0);
|
||||||
|
}
|
||||||
|
savedVolumesRef.current = saved;
|
||||||
|
|
||||||
|
void videoRef.current?.play();
|
||||||
|
|
||||||
|
return () => {
|
||||||
|
for (const category of MUTED_CATEGORIES) {
|
||||||
|
const previous = savedVolumesRef.current[category];
|
||||||
|
if (previous !== undefined) {
|
||||||
|
audioManager.setCategoryVolume(category, previous);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
savedVolumesRef.current = {};
|
||||||
|
};
|
||||||
|
}, [stage]);
|
||||||
|
|
||||||
|
if (stage === "hidden") return null;
|
||||||
|
|
||||||
|
const showText = stage === "showing-text" || stage === "fading-text-out";
|
||||||
|
const textOpacity = stage === "showing-text" ? 1 : 0;
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div
|
||||||
|
style={{
|
||||||
|
position: "fixed",
|
||||||
|
inset: 0,
|
||||||
|
zIndex: 10000,
|
||||||
|
background: "#000",
|
||||||
|
display: "flex",
|
||||||
|
alignItems: "center",
|
||||||
|
justifyContent: "center",
|
||||||
|
opacity: stage === "fading-in" ? 0 : 1,
|
||||||
|
transition: `opacity ${TRANSITION_FADE_MS}ms ease-out`,
|
||||||
|
pointerEvents: stage === "video" ? "auto" : "none",
|
||||||
|
}}
|
||||||
|
aria-hidden={stage !== "video"}
|
||||||
|
>
|
||||||
|
{showText ? (
|
||||||
|
<div
|
||||||
|
style={{
|
||||||
|
color: "#F2F2F2",
|
||||||
|
textAlign: "center",
|
||||||
|
textShadow: "0 7px 14.4px rgba(0, 0, 0, 0.25)",
|
||||||
|
fontFamily: "Inter, system-ui, sans-serif",
|
||||||
|
fontSize: "clamp(24px, 4vw, 48px)",
|
||||||
|
fontWeight: 700,
|
||||||
|
letterSpacing: "-1.3px",
|
||||||
|
opacity: textOpacity,
|
||||||
|
transition: `opacity ${TRANSITION_TEXT_FADE_MS}ms ease-in`,
|
||||||
|
}}
|
||||||
|
>
|
||||||
|
Next step :{" "}
|
||||||
|
<span
|
||||||
|
style={{
|
||||||
|
opacity: lafermeVisible ? 1 : 0,
|
||||||
|
transition: `opacity ${TRANSITION_TEXT_FADE_MS}ms ease-in`,
|
||||||
|
}}
|
||||||
|
>
|
||||||
|
La ferme
|
||||||
|
</span>
|
||||||
|
</div>
|
||||||
|
) : null}
|
||||||
|
{stage === "video" ? (
|
||||||
|
<video
|
||||||
|
ref={videoRef}
|
||||||
|
src={OUTRO_VIDEO_SRC}
|
||||||
|
style={{ width: "100%", height: "100%", objectFit: "cover" }}
|
||||||
|
playsInline
|
||||||
|
/>
|
||||||
|
) : null}
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -14,6 +14,11 @@ const HAND_TUTORIAL_STEPS: ReadonlySet<MissionStep> = new Set([
|
|||||||
"inspected",
|
"inspected",
|
||||||
]);
|
]);
|
||||||
|
|
||||||
|
// Fallback: if hand detection never fires (camera blocked, MediaPipe failure,
|
||||||
|
// player using mouse), the tutorial auto-dismisses after this delay so it
|
||||||
|
// never blocks the screen indefinitely.
|
||||||
|
const HAND_TUTORIAL_FALLBACK_TIMEOUT_MS = 5000;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* First-time hand-tracking tutorial. Visible during the early ebike repair
|
* First-time hand-tracking tutorial. Visible during the early ebike repair
|
||||||
* steps until MediaPipe actually detects a hand on screen. Once dismissed it
|
* steps until MediaPipe actually detects a hand on screen. Once dismissed it
|
||||||
@@ -39,6 +44,17 @@ export function HandTrackingTutorial(): React.JSX.Element | null {
|
|||||||
}
|
}
|
||||||
}, [handsDetected, dismissed]);
|
}, [handsDetected, dismissed]);
|
||||||
|
|
||||||
|
// Fallback timeout: dismiss the tutorial even if no hand is ever detected,
|
||||||
|
// so the overlay never gets stuck on screen.
|
||||||
|
useEffect(() => {
|
||||||
|
if (!isInShowWindow || dismissed) return undefined;
|
||||||
|
const timer = window.setTimeout(
|
||||||
|
() => setDismissed(true),
|
||||||
|
HAND_TUTORIAL_FALLBACK_TIMEOUT_MS,
|
||||||
|
);
|
||||||
|
return () => window.clearTimeout(timer);
|
||||||
|
}, [isInShowWindow, dismissed]);
|
||||||
|
|
||||||
if (!isInShowWindow || dismissed) return null;
|
if (!isInShowWindow || dismissed) return null;
|
||||||
|
|
||||||
return (
|
return (
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
import { useEffect, useRef, useState } from "react";
|
import { useEffect, useRef } from "react";
|
||||||
import { useFrame, useThree } from "@react-three/fiber";
|
import { useFrame, useThree } from "@react-three/fiber";
|
||||||
import * as THREE from "three";
|
import * as THREE from "three";
|
||||||
import { isDebugEnabled } from "@/utils/debug/isDebugEnabled";
|
import { isDebugEnabled } from "@/utils/debug/isDebugEnabled";
|
||||||
@@ -50,11 +50,10 @@ export function ZoneDetection({
|
|||||||
zone,
|
zone,
|
||||||
onEnter,
|
onEnter,
|
||||||
height,
|
height,
|
||||||
}: ZoneDetectionProps): React.JSX.Element {
|
}: ZoneDetectionProps): React.JSX.Element | null {
|
||||||
const camera = useThree((state) => state.camera);
|
const camera = useThree((state) => state.camera);
|
||||||
const hasTriggeredRef = useRef(false);
|
const hasTriggeredRef = useRef(false);
|
||||||
const onEnterRef = useRef(onEnter);
|
const onEnterRef = useRef(onEnter);
|
||||||
const [isActive, setIsActive] = useState(false);
|
|
||||||
|
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
onEnterRef.current = onEnter;
|
onEnterRef.current = onEnter;
|
||||||
@@ -75,9 +74,8 @@ export function ZoneDetection({
|
|||||||
if (_cameraPos.y > zone.position[1] + zoneHeight / 2) return;
|
if (_cameraPos.y > zone.position[1] + zoneHeight / 2) return;
|
||||||
|
|
||||||
hasTriggeredRef.current = true;
|
hasTriggeredRef.current = true;
|
||||||
setIsActive(true);
|
|
||||||
onEnterRef.current();
|
onEnterRef.current();
|
||||||
});
|
});
|
||||||
|
|
||||||
return <ZoneDebugVisual zone={zone} active={isActive} />;
|
return null;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -33,3 +33,7 @@ export const EBIKE_SOUNDS = {
|
|||||||
} as const;
|
} as const;
|
||||||
|
|
||||||
export const EBIKE_BREAKDOWN_DIALOGUE_ID = "narrateur_ebikecasse";
|
export const EBIKE_BREAKDOWN_DIALOGUE_ID = "narrateur_ebikecasse";
|
||||||
|
export const EBIKE_SCAN_HINT_DIALOGUE_ID = "narrateur_galetscan";
|
||||||
|
export const EBIKE_DIAGNOSTIC_DIALOGUE_ID =
|
||||||
|
"narrateur_refroidisseur_diagnostic";
|
||||||
|
export const EBIKE_REPAIRED_DIALOGUE_ID = "narrateur_ebikerepare";
|
||||||
|
|||||||
@@ -5,7 +5,7 @@ export const INTRO_MISSION_NOTIFICATION_IMAGE_PATH =
|
|||||||
|
|
||||||
export const MISSION_NOTIFICATION_IMAGE_PATHS: Record<RepairMissionId, string> =
|
export const MISSION_NOTIFICATION_IMAGE_PATHS: Record<RepairMissionId, string> =
|
||||||
{
|
{
|
||||||
ebike: "/assets/world/UI/ebike-mission-notification.webm",
|
ebike: "/assets/world/UI/ebike.webm",
|
||||||
pylon: "/assets/world/UI/pylon-mission-notification.webm",
|
pylon: "/assets/world/UI/centrale.webm",
|
||||||
farm: "/assets/world/UI/farm-mission-notification.webm",
|
farm: "/assets/world/UI/laferme.webm",
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -41,6 +41,8 @@ export const PYLON_NARRATIVE_INTERACT_RADIUS = 3.5;
|
|||||||
|
|
||||||
export const PYLON_STRAIGHTEN_ANIMATION_DURATION_MS = 2200;
|
export const PYLON_STRAIGHTEN_ANIMATION_DURATION_MS = 2200;
|
||||||
|
|
||||||
|
export const PYLON_APPROACH_DELAY_MS = 7500;
|
||||||
|
|
||||||
export const PYLON_NARRATIVE_DIALOGUES = {
|
export const PYLON_NARRATIVE_DIALOGUES = {
|
||||||
electricOutage: "narrateur_coupureelec",
|
electricOutage: "narrateur_coupureelec",
|
||||||
searchCentral: "narrateur_fouillelecentre",
|
searchCentral: "narrateur_fouillelecentre",
|
||||||
|
|||||||
@@ -3,3 +3,23 @@ export const REPAIR_FRAGMENTATION_SEQUENCE_SECONDS = 4;
|
|||||||
export const REPAIR_INTERACTION_RADIUS = 10;
|
export const REPAIR_INTERACTION_RADIUS = 10;
|
||||||
export const REPAIR_SCAN_PART_SECONDS = 1.2;
|
export const REPAIR_SCAN_PART_SECONDS = 1.2;
|
||||||
export const REPAIR_REASSEMBLY_SECONDS = 1.4;
|
export const REPAIR_REASSEMBLY_SECONDS = 1.4;
|
||||||
|
/**
|
||||||
|
* Lerp speed used by the shared ExplodableModel during the repair flow.
|
||||||
|
* Lower = slower, more deliberate explosion so the player can see each
|
||||||
|
* node clearly leave its original position. The default ExplodedModel
|
||||||
|
* speed (6) finishes in ~0.5s which feels rushed.
|
||||||
|
*/
|
||||||
|
export const REPAIR_FRAGMENT_SPLIT_SPEED = 1.8;
|
||||||
|
export const REPAIR_FRAGMENT_SPLIT_DURATION_SECONDS = 1.5;
|
||||||
|
/**
|
||||||
|
* Delay between the end of the inverse-explosion (parts settled back to
|
||||||
|
* their original positions) and the auto-transition to the `done` step.
|
||||||
|
* Used by the ebike repair flow so the reassembly particles can play
|
||||||
|
* before the bubble starts shrinking.
|
||||||
|
*/
|
||||||
|
export const REPAIR_REASSEMBLY_HOLD_MS = 1500;
|
||||||
|
/**
|
||||||
|
* Fallback timer for the ebike `done` -> mission-complete transition
|
||||||
|
* when the narrator audio fails to fire its `ended` event.
|
||||||
|
*/
|
||||||
|
export const REPAIR_DONE_DIALOGUE_FALLBACK_MS = 6000;
|
||||||
|
|||||||
@@ -20,13 +20,14 @@ const REPAIR_MISSION_POSITIONS = {
|
|||||||
farm: [-24, 0, 42],
|
farm: [-24, 0, 42],
|
||||||
} as const satisfies Record<RepairMissionId, Vector3Tuple>;
|
} as const satisfies Record<RepairMissionId, Vector3Tuple>;
|
||||||
|
|
||||||
export const REPAIR_MISSION_TRIGGERS = [
|
// Currently empty: the ebike mission entry point is handled directly by
|
||||||
{
|
// `Ebike.tsx`'s own InteractableObject ("Lancer le Repair Game"), and the
|
||||||
mission: "ebike",
|
// pylon/farm missions transition through their narrative flows
|
||||||
label: "Réparer l'e-bike",
|
// (PylonNarrativeFlow / FarmNarrativeFlow). Keep the array typed so we
|
||||||
radius: 4,
|
// can re-introduce a generic anchor trigger in the future without
|
||||||
},
|
// touching the consumer in `GameStageContent.tsx`.
|
||||||
] as const satisfies readonly RepairMissionTriggerConfig[];
|
export const REPAIR_MISSION_TRIGGERS: readonly RepairMissionTriggerConfig[] =
|
||||||
|
[];
|
||||||
|
|
||||||
export const REPAIR_MISSION_POSITION_ENTRIES = Object.entries(
|
export const REPAIR_MISSION_POSITION_ENTRIES = Object.entries(
|
||||||
REPAIR_MISSION_POSITIONS,
|
REPAIR_MISSION_POSITIONS,
|
||||||
|
|||||||
@@ -10,6 +10,8 @@ const REPAIR_MISSION_ID_VALUES: ReadonlySet<string> = new Set(
|
|||||||
|
|
||||||
export const MISSION_STEPS = [
|
export const MISSION_STEPS = [
|
||||||
"locked",
|
"locked",
|
||||||
|
"electricienne_history",
|
||||||
|
"tampon",
|
||||||
"approaching",
|
"approaching",
|
||||||
"arrived",
|
"arrived",
|
||||||
"npc-return",
|
"npc-return",
|
||||||
@@ -25,17 +27,26 @@ export const MISSION_STEPS = [
|
|||||||
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>([
|
const PYLON_ONLY_MISSION_STEPS = new Set<MissionStep>([
|
||||||
|
"tampon",
|
||||||
"approaching",
|
"approaching",
|
||||||
"arrived",
|
"arrived",
|
||||||
"npc-return",
|
"npc-return",
|
||||||
"narrator-outro",
|
"narrator-outro",
|
||||||
]);
|
]);
|
||||||
|
const FARM_ONLY_MISSION_STEPS = new Set<MissionStep>(["electricienne_history"]);
|
||||||
|
|
||||||
export function getMissionStepsFor(
|
export function getMissionStepsFor(
|
||||||
mission: RepairMissionId,
|
mission: RepairMissionId,
|
||||||
): readonly MissionStep[] {
|
): readonly MissionStep[] {
|
||||||
if (mission === "pylon") return MISSION_STEPS;
|
return MISSION_STEPS.filter((step) => {
|
||||||
return MISSION_STEPS.filter((step) => !PYLON_ONLY_MISSION_STEPS.has(step));
|
if (mission !== "pylon" && PYLON_ONLY_MISSION_STEPS.has(step)) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
if (mission !== "farm" && FARM_ONLY_MISSION_STEPS.has(step)) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
export function isRepairMissionId(value: string): value is RepairMissionId {
|
export function isRepairMissionId(value: string): value is RepairMissionId {
|
||||||
@@ -52,7 +63,11 @@ export function getNextMissionStep(
|
|||||||
): MissionStep {
|
): MissionStep {
|
||||||
switch (step) {
|
switch (step) {
|
||||||
case "locked":
|
case "locked":
|
||||||
return mission === "pylon" ? "approaching" : "waiting";
|
return mission === "pylon" ? "tampon" : "waiting";
|
||||||
|
case "electricienne_history":
|
||||||
|
return "done";
|
||||||
|
case "tampon":
|
||||||
|
return "approaching";
|
||||||
case "approaching":
|
case "approaching":
|
||||||
return "arrived";
|
return "arrived";
|
||||||
case "arrived":
|
case "arrived":
|
||||||
@@ -85,14 +100,23 @@ export function getPreviousMissionStep(
|
|||||||
switch (step) {
|
switch (step) {
|
||||||
case "locked":
|
case "locked":
|
||||||
return "locked";
|
return "locked";
|
||||||
case "approaching":
|
case "electricienne_history":
|
||||||
return "locked";
|
return "locked";
|
||||||
|
case "tampon":
|
||||||
|
return "locked";
|
||||||
|
case "approaching":
|
||||||
|
return "tampon";
|
||||||
case "arrived":
|
case "arrived":
|
||||||
return "approaching";
|
return "approaching";
|
||||||
case "npc-return":
|
case "npc-return":
|
||||||
return "arrived";
|
return "arrived";
|
||||||
case "waiting":
|
case "waiting":
|
||||||
return mission === "pylon" ? "npc-return" : "locked";
|
// Ebike no longer has a "locked" entry state — its mission starts
|
||||||
|
// directly at "waiting". Pylon rewinds to its NPC return loop, farm
|
||||||
|
// rewinds to its narrative-driven locked kickoff.
|
||||||
|
if (mission === "pylon") return "npc-return";
|
||||||
|
if (mission === "farm") return "locked";
|
||||||
|
return "waiting";
|
||||||
case "inspected":
|
case "inspected":
|
||||||
return "waiting";
|
return "waiting";
|
||||||
case "fragmented":
|
case "fragmented":
|
||||||
|
|||||||
@@ -4,6 +4,7 @@ import type {
|
|||||||
RepairMissionId,
|
RepairMissionId,
|
||||||
} from "@/types/gameplay/repairMission";
|
} from "@/types/gameplay/repairMission";
|
||||||
import {
|
import {
|
||||||
|
EBIKE_DIAGNOSTIC_DIALOGUE_ID,
|
||||||
EBIKE_WORLD_ROTATION_Y,
|
EBIKE_WORLD_ROTATION_Y,
|
||||||
EBIKE_WORLD_SCALE,
|
EBIKE_WORLD_SCALE,
|
||||||
} from "@/data/ebike/ebikeConfig";
|
} from "@/data/ebike/ebikeConfig";
|
||||||
@@ -36,9 +37,12 @@ export const REPAIR_MISSIONS: Record<RepairMissionId, RepairMissionConfig> = {
|
|||||||
id: "ebike-cooling-core",
|
id: "ebike-cooling-core",
|
||||||
label: "Cooling core",
|
label: "Cooling core",
|
||||||
modelPath: "/models/refroidisseur/model.gltf",
|
modelPath: "/models/refroidisseur/model.gltf",
|
||||||
nodeName: "refroidisseur",
|
nodeName: "Radiateur",
|
||||||
targetNodeName: "refroidisseur",
|
targetNodeName: "Radiateur",
|
||||||
caseSlotName: "placeholder_1",
|
caseSlotName: "placeholder_1",
|
||||||
|
// Plays during the scan landing on the refroidisseur node;
|
||||||
|
// the scan sequence advances on this audio's `ended` event.
|
||||||
|
voiceLineId: EBIKE_DIAGNOSTIC_DIALOGUE_ID,
|
||||||
},
|
},
|
||||||
],
|
],
|
||||||
replacementParts: [
|
replacementParts: [
|
||||||
@@ -47,7 +51,7 @@ export const REPAIR_MISSIONS: Record<RepairMissionId, RepairMissionConfig> = {
|
|||||||
label: "Refroidisseur",
|
label: "Refroidisseur",
|
||||||
modelPath: "/models/refroidisseur/model.gltf",
|
modelPath: "/models/refroidisseur/model.gltf",
|
||||||
caseAnchor: "refroidisseur",
|
caseAnchor: "refroidisseur",
|
||||||
targetNodeName: "refroidisseur",
|
targetNodeName: "Radiateur",
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
id: "ebike-cable-right-distractor",
|
id: "ebike-cable-right-distractor",
|
||||||
|
|||||||
@@ -131,7 +131,7 @@ function completeIntroState(state: GameState): GameStateUpdate {
|
|||||||
},
|
},
|
||||||
ebike: {
|
ebike: {
|
||||||
...state.ebike,
|
...state.ebike,
|
||||||
currentStep: "locked",
|
currentStep: "waiting",
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
@@ -146,7 +146,7 @@ function completeEbikeState(state: GameState): GameStateUpdate {
|
|||||||
},
|
},
|
||||||
pylon: {
|
pylon: {
|
||||||
...state.pylon,
|
...state.pylon,
|
||||||
currentStep: "approaching",
|
currentStep: "tampon",
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
@@ -161,7 +161,10 @@ function completePylonState(state: GameState): GameStateUpdate {
|
|||||||
},
|
},
|
||||||
farm: {
|
farm: {
|
||||||
...state.farm,
|
...state.farm,
|
||||||
currentStep: "waiting",
|
// Farm starts at "locked" so FarmNarrativeFlow can auto-transition
|
||||||
|
// to "electricienne_history" and play the intro audio before the
|
||||||
|
// repair game begins.
|
||||||
|
currentStep: "locked",
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
@@ -262,7 +265,7 @@ function createInitialGameState(): GameState {
|
|||||||
isEbikeUnlocked: false,
|
isEbikeUnlocked: false,
|
||||||
},
|
},
|
||||||
ebike: {
|
ebike: {
|
||||||
currentStep: "locked",
|
currentStep: "waiting",
|
||||||
dialogueAudio: null,
|
dialogueAudio: null,
|
||||||
isRepaired: false,
|
isRepaired: false,
|
||||||
},
|
},
|
||||||
|
|||||||
@@ -4,6 +4,7 @@ import { Canvas } from "@react-three/fiber";
|
|||||||
import * as THREE from "three";
|
import * as THREE from "three";
|
||||||
import { DebugPerf } from "@/components/debug/DebugPerf";
|
import { DebugPerf } from "@/components/debug/DebugPerf";
|
||||||
import { EbikeIntroSequence } from "@/components/game/EbikeIntroSequence";
|
import { EbikeIntroSequence } from "@/components/game/EbikeIntroSequence";
|
||||||
|
import { EbikeRepairNarrator } from "@/components/game/EbikeRepairNarrator";
|
||||||
import { AppLoadingIndicator } from "@/components/ui/AppLoadingIndicator";
|
import { AppLoadingIndicator } from "@/components/ui/AppLoadingIndicator";
|
||||||
import { DialogMessage } from "@/components/ui/DialogMessage";
|
import { DialogMessage } from "@/components/ui/DialogMessage";
|
||||||
import { GameUI } from "@/components/ui/GameUI";
|
import { GameUI } from "@/components/ui/GameUI";
|
||||||
@@ -259,6 +260,7 @@ export function HomePage(): React.JSX.Element | null {
|
|||||||
) : null}
|
) : null}
|
||||||
{renderIntroOverlay()}
|
{renderIntroOverlay()}
|
||||||
<EbikeIntroSequence />
|
<EbikeIntroSequence />
|
||||||
|
<EbikeRepairNarrator />
|
||||||
</HandTrackingProvider>
|
</HandTrackingProvider>
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,9 +1,7 @@
|
|||||||
import type { ReactNode } from "react";
|
import type { ReactNode } from "react";
|
||||||
import { useEffect, useState } from "react";
|
import { useEffect, useState } from "react";
|
||||||
import { HAND_TRACKING_LINGER_MS } from "@/data/handTrackingConfig";
|
import { HAND_TRACKING_LINGER_MS } from "@/data/handTrackingConfig";
|
||||||
import { useSceneMode } from "@/hooks/debug/useSceneMode";
|
|
||||||
import { useDebugStore } from "@/hooks/debug/useDebugStore";
|
import { useDebugStore } from "@/hooks/debug/useDebugStore";
|
||||||
import { useInteraction } from "@/hooks/interaction/useInteraction";
|
|
||||||
import {
|
import {
|
||||||
HAND_TRACKING_IDLE_SNAPSHOT,
|
HAND_TRACKING_IDLE_SNAPSHOT,
|
||||||
HandTrackingContext,
|
HandTrackingContext,
|
||||||
@@ -25,8 +23,14 @@ export function HandTrackingProvider({
|
|||||||
}: {
|
}: {
|
||||||
children: ReactNode;
|
children: ReactNode;
|
||||||
}): React.JSX.Element {
|
}): React.JSX.Element {
|
||||||
const sceneMode = useSceneMode();
|
// Hand tracking is gated *only* by the active repair-mission step. We
|
||||||
const repairNeedsHands = useGameStore((state) => {
|
// intentionally do NOT activate it from generic interactable proximity
|
||||||
|
// (e.g. standing next to the ebike to mount it) — that previously caused
|
||||||
|
// hand tracking to spin up around any interactable in the physics
|
||||||
|
// (TestMap) scene mode, even though the player wasn't in a step that
|
||||||
|
// actually uses hands. Use the GameStateDebugPanel to set
|
||||||
|
// mainState=ebike + currentStep=inspected when testing in TestMap.
|
||||||
|
const requested = useGameStore((state) => {
|
||||||
switch (state.mainState) {
|
switch (state.mainState) {
|
||||||
case "ebike":
|
case "ebike":
|
||||||
return REPAIR_HAND_TRACKING_STEPS.has(state.ebike.currentStep);
|
return REPAIR_HAND_TRACKING_STEPS.has(state.ebike.currentStep);
|
||||||
@@ -39,10 +43,6 @@ export function HandTrackingProvider({
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
const { nearby, holding, handHolding } = useInteraction();
|
|
||||||
const requested =
|
|
||||||
repairNeedsHands ||
|
|
||||||
(sceneMode === "physics" && (nearby || holding || handHolding));
|
|
||||||
|
|
||||||
// Keep the runtime active a little after `requested` turns off so
|
// Keep the runtime active a little after `requested` turns off so
|
||||||
// MediaPipe has time to initialize the webcam + model + first frame
|
// MediaPipe has time to initialize the webcam + model + first frame
|
||||||
|
|||||||
@@ -48,6 +48,15 @@ export interface RepairMissionPartConfig {
|
|||||||
*/
|
*/
|
||||||
caseLockGroup?: string;
|
caseLockGroup?: string;
|
||||||
modelPath?: string;
|
modelPath?: string;
|
||||||
|
/**
|
||||||
|
* Optional dialogue id to play when the scan sequence lands on this
|
||||||
|
* part. The scan sequence will pause on this part for the duration
|
||||||
|
* of the audio (instead of the default `scanPartSeconds` timer) and
|
||||||
|
* advance to the next part on the audio's `ended` event. Use this to
|
||||||
|
* deliver a node-specific diagnostic line (e.g. ebike refroidisseur
|
||||||
|
* -> "narrateur_refroidisseur_diagnostic").
|
||||||
|
*/
|
||||||
|
voiceLineId?: string;
|
||||||
}
|
}
|
||||||
|
|
||||||
export interface RepairScannedBrokenPart {
|
export interface RepairScannedBrokenPart {
|
||||||
@@ -90,6 +99,7 @@ export interface RepairMissionConfig {
|
|||||||
|
|
||||||
export type MissionStep =
|
export type MissionStep =
|
||||||
| "locked"
|
| "locked"
|
||||||
|
| "tampon"
|
||||||
| "approaching"
|
| "approaching"
|
||||||
| "arrived"
|
| "arrived"
|
||||||
| "npc-return"
|
| "npc-return"
|
||||||
@@ -100,15 +110,23 @@ export type MissionStep =
|
|||||||
| "repairing"
|
| "repairing"
|
||||||
| "reassembling"
|
| "reassembling"
|
||||||
| "done"
|
| "done"
|
||||||
| "narrator-outro";
|
| "narrator-outro"
|
||||||
|
| "electricienne_history";
|
||||||
|
|
||||||
export const PYLON_NARRATIVE_STEPS = [
|
export const PYLON_NARRATIVE_STEPS = [
|
||||||
|
"tampon",
|
||||||
"approaching",
|
"approaching",
|
||||||
"arrived",
|
"arrived",
|
||||||
"npc-return",
|
"npc-return",
|
||||||
"narrator-outro",
|
"narrator-outro",
|
||||||
] as const;
|
] as const;
|
||||||
|
|
||||||
|
/** Farm-specific steps that bypass the repair-game flow. */
|
||||||
|
export const FARM_NARRATIVE_STEPS = [
|
||||||
|
"locked",
|
||||||
|
"electricienne_history",
|
||||||
|
] as const;
|
||||||
|
|
||||||
export const REPAIR_GAME_STEPS = [
|
export const REPAIR_GAME_STEPS = [
|
||||||
"waiting",
|
"waiting",
|
||||||
"inspected",
|
"inspected",
|
||||||
@@ -123,6 +141,10 @@ export function isPylonNarrativeStep(step: MissionStep): boolean {
|
|||||||
return (PYLON_NARRATIVE_STEPS as readonly MissionStep[]).includes(step);
|
return (PYLON_NARRATIVE_STEPS as readonly MissionStep[]).includes(step);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
export function isFarmNarrativeStep(step: MissionStep): boolean {
|
||||||
|
return (FARM_NARRATIVE_STEPS as readonly MissionStep[]).includes(step);
|
||||||
|
}
|
||||||
|
|
||||||
export function isRepairGameStep(step: MissionStep): boolean {
|
export function isRepairGameStep(step: MissionStep): boolean {
|
||||||
return (REPAIR_GAME_STEPS as readonly MissionStep[]).includes(step);
|
return (REPAIR_GAME_STEPS as readonly MissionStep[]).includes(step);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -11,6 +11,8 @@ export interface MapNode {
|
|||||||
}
|
}
|
||||||
|
|
||||||
export interface MapNodeInstanceTransform {
|
export interface MapNodeInstanceTransform {
|
||||||
|
/** Node id from map.json — preserved so specific instances can be excluded at runtime. */
|
||||||
|
id?: string;
|
||||||
position: Vector3Tuple;
|
position: Vector3Tuple;
|
||||||
rotation: Vector3Tuple;
|
rotation: Vector3Tuple;
|
||||||
scale: Vector3Tuple;
|
scale: Vector3Tuple;
|
||||||
|
|||||||
@@ -3,9 +3,15 @@ import type { MapNode, MapNodeInstanceTransform } from "@/types/map/mapScene";
|
|||||||
export function mapNodeToInstanceTransform(
|
export function mapNodeToInstanceTransform(
|
||||||
node: MapNode,
|
node: MapNode,
|
||||||
): MapNodeInstanceTransform {
|
): MapNodeInstanceTransform {
|
||||||
return {
|
const transform: MapNodeInstanceTransform = {
|
||||||
position: node.position,
|
position: node.position,
|
||||||
rotation: node.rotation,
|
rotation: node.rotation,
|
||||||
scale: node.scale,
|
scale: node.scale,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
if (node.id !== undefined) {
|
||||||
|
transform.id = node.id;
|
||||||
|
}
|
||||||
|
|
||||||
|
return transform;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -9,6 +9,14 @@ export interface ExplodedPart {
|
|||||||
interface ExplodedModelOptions {
|
interface ExplodedModelOptions {
|
||||||
distance?: number;
|
distance?: number;
|
||||||
speed?: number;
|
speed?: number;
|
||||||
|
durationSeconds?: number;
|
||||||
|
/**
|
||||||
|
* Fired exactly once each time the lerp converges on a target value
|
||||||
|
* (1 = fully exploded, 0 = fully reassembled). Useful for chaining
|
||||||
|
* the next mission step on actual animation completion rather than a
|
||||||
|
* blind timer.
|
||||||
|
*/
|
||||||
|
onSettled?: (settledAt: 0 | 1) => void;
|
||||||
}
|
}
|
||||||
|
|
||||||
const _center = new THREE.Vector3();
|
const _center = new THREE.Vector3();
|
||||||
@@ -18,17 +26,26 @@ export class ExplodedModel {
|
|||||||
private readonly parts: ExplodedPart[] = [];
|
private readonly parts: ExplodedPart[] = [];
|
||||||
private readonly distance: number;
|
private readonly distance: number;
|
||||||
private readonly speed: number;
|
private readonly speed: number;
|
||||||
|
private readonly durationSeconds: number | undefined;
|
||||||
|
private readonly onSettled?: (settledAt: 0 | 1) => void;
|
||||||
private progress = 0;
|
private progress = 0;
|
||||||
private targetProgress = 0;
|
private targetProgress = 0;
|
||||||
|
private settledAtTarget = true;
|
||||||
|
|
||||||
constructor(model: THREE.Object3D, options: ExplodedModelOptions = {}) {
|
constructor(model: THREE.Object3D, options: ExplodedModelOptions = {}) {
|
||||||
this.distance = options.distance ?? 1.2;
|
this.distance = options.distance ?? 1.2;
|
||||||
this.speed = options.speed ?? 6;
|
this.speed = options.speed ?? 6;
|
||||||
|
this.durationSeconds = options.durationSeconds;
|
||||||
|
if (options.onSettled) this.onSettled = options.onSettled;
|
||||||
this.parts = this.createParts(model);
|
this.parts = this.createParts(model);
|
||||||
}
|
}
|
||||||
|
|
||||||
setSplit(split: boolean): void {
|
setSplit(split: boolean): void {
|
||||||
this.targetProgress = split ? 1 : 0;
|
const next = split ? 1 : 0;
|
||||||
|
if (next !== this.targetProgress) {
|
||||||
|
this.targetProgress = next;
|
||||||
|
this.settledAtTarget = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
getParts(): readonly ExplodedPart[] {
|
getParts(): readonly ExplodedPart[] {
|
||||||
@@ -39,6 +56,14 @@ export class ExplodedModel {
|
|||||||
const diff = this.targetProgress - this.progress;
|
const diff = this.targetProgress - this.progress;
|
||||||
if (Math.abs(diff) < 0.001) {
|
if (Math.abs(diff) < 0.001) {
|
||||||
this.progress = this.targetProgress;
|
this.progress = this.targetProgress;
|
||||||
|
if (!this.settledAtTarget) {
|
||||||
|
this.settledAtTarget = true;
|
||||||
|
this.onSettled?.(this.targetProgress === 1 ? 1 : 0);
|
||||||
|
}
|
||||||
|
} else if (this.durationSeconds !== undefined) {
|
||||||
|
const direction = diff > 0 ? 1 : -1;
|
||||||
|
this.progress += direction * (delta / this.durationSeconds);
|
||||||
|
this.progress = THREE.MathUtils.clamp(this.progress, 0, 1);
|
||||||
} else {
|
} else {
|
||||||
this.progress += diff * Math.min(delta * this.speed, 1);
|
this.progress += diff * Math.min(delta * this.speed, 1);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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);
|
||||||
|
}
|
||||||
},
|
},
|
||||||
});
|
});
|
||||||
|
|
||||||
|
|||||||
@@ -323,9 +323,11 @@ function MapNodeInstance({
|
|||||||
}): React.JSX.Element | null {
|
}): React.JSX.Element | null {
|
||||||
const isGeneratedModel = isGeneratedMapModelName(node.name);
|
const isGeneratedModel = isGeneratedMapModelName(node.name);
|
||||||
const mainState = useGameStore((state) => state.mainState);
|
const mainState = useGameStore((state) => state.mainState);
|
||||||
const ebikeStep = useGameStore((state) => state.ebike.currentStep);
|
// The static-map ebike node is replaced by the live `Ebike` component
|
||||||
const hideEbikeMapModel =
|
// (rendered from GameStageContent) as soon as the ebike mission begins,
|
||||||
node.name === "ebike" && mainState === "ebike" && ebikeStep !== "locked";
|
// so hide the static one to avoid a dual-render at the same world
|
||||||
|
// position.
|
||||||
|
const hideEbikeMapModel = node.name === "ebike" && mainState === "ebike";
|
||||||
|
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
if (modelUrl !== null || isGeneratedModel) return;
|
if (modelUrl !== null || isGeneratedModel) return;
|
||||||
|
|||||||
@@ -2,12 +2,10 @@ 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 { 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 { PylonDownedPylon } from "@/components/gameplay/pylon/PylonDownedPylon";
|
import { PylonDownedPylon } from "@/components/gameplay/pylon/PylonDownedPylon";
|
||||||
import { PylonLightingEffect } from "@/components/gameplay/pylon/PylonLightingEffect";
|
import { PylonLightingEffect } from "@/components/gameplay/pylon/PylonLightingEffect";
|
||||||
import { PylonNarrativeFlow } from "@/components/gameplay/pylon/PylonNarrativeFlow";
|
import { PylonNarrativeFlow } from "@/components/gameplay/pylon/PylonNarrativeFlow";
|
||||||
import { ZoneDebugVisual } from "@/components/zone/ZoneDetection";
|
|
||||||
import { PYLON_APPROACH_ZONE, PYLON_ARRIVED_ZONE } from "@/data/gameplay/zones";
|
|
||||||
import { isDebugEnabled } from "@/utils/debug/isDebugEnabled";
|
|
||||||
import {
|
import {
|
||||||
REPAIR_MISSION_POSITION_ENTRIES,
|
REPAIR_MISSION_POSITION_ENTRIES,
|
||||||
REPAIR_MISSION_TRIGGERS,
|
REPAIR_MISSION_TRIGGERS,
|
||||||
@@ -17,9 +15,11 @@ 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 { isPylonNarrativeStep } from "@/types/gameplay/repairMission";
|
import {
|
||||||
|
isFarmNarrativeStep,
|
||||||
|
isPylonNarrativeStep,
|
||||||
|
} from "@/types/gameplay/repairMission";
|
||||||
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";
|
||||||
@@ -88,10 +88,12 @@ 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 pylonInNarrative =
|
const pylonInNarrative =
|
||||||
mainState === "pylon" && isPylonNarrativeStep(pylonStep);
|
mainState === "pylon" && isPylonNarrativeStep(pylonStep);
|
||||||
|
const farmInNarrative = mainState === "farm" && isFarmNarrativeStep(farmStep);
|
||||||
|
|
||||||
return (
|
return (
|
||||||
<>
|
<>
|
||||||
@@ -99,17 +101,13 @@ export function GameStageContent(): React.JSX.Element {
|
|||||||
<Ebike position={EBIKE_WORLD_POSITION} />
|
<Ebike position={EBIKE_WORLD_POSITION} />
|
||||||
<PylonLightingEffect />
|
<PylonLightingEffect />
|
||||||
<PylonDownedPylon />
|
<PylonDownedPylon />
|
||||||
{isDebugEnabled() && !repairFocusActive ? (
|
|
||||||
<>
|
|
||||||
<ZoneDebugVisual zone={PYLON_APPROACH_ZONE} active={false} />
|
|
||||||
<ZoneDebugVisual zone={PYLON_ARRIVED_ZONE} active={false} />
|
|
||||||
</>
|
|
||||||
) : null}
|
|
||||||
{mainState === "pylon" ? <PylonNarrativeFlow /> : null}
|
{mainState === "pylon" ? <PylonNarrativeFlow /> : null}
|
||||||
|
{mainState === "farm" ? <FarmNarrativeFlow /> : null}
|
||||||
{REPAIR_MISSION_POSITION_ENTRIES.map(({ mission }) => {
|
{REPAIR_MISSION_POSITION_ENTRIES.map(({ mission }) => {
|
||||||
const position = getRepairMissionPosition(mission, anchors);
|
const position = getRepairMissionPosition(mission, anchors);
|
||||||
if (!position) return null;
|
if (!position) return null;
|
||||||
if (mission === "pylon" && pylonInNarrative) return null;
|
if (mission === "pylon" && pylonInNarrative) return null;
|
||||||
|
if (mission === "farm" && farmInNarrative) return null;
|
||||||
return (
|
return (
|
||||||
<RepairGame key={mission} mission={mission} position={position} />
|
<RepairGame key={mission} mission={mission} position={position} />
|
||||||
);
|
);
|
||||||
|
|||||||
@@ -271,7 +271,7 @@ export function TestMap({ onOctreeReady }: TestMapProps): React.JSX.Element {
|
|||||||
</mesh>
|
</mesh>
|
||||||
*/}
|
*/}
|
||||||
{/* GPS Map screen plane */}
|
{/* GPS Map screen plane */}
|
||||||
<group position={[0, 0, 0.06]}>
|
<group position={[0, -8, 0.06]}>
|
||||||
<EbikeGPSMap
|
<EbikeGPSMap
|
||||||
width={4}
|
width={4}
|
||||||
height={4}
|
height={4}
|
||||||
|
|||||||
@@ -20,6 +20,7 @@ import {
|
|||||||
isMapModelVisible,
|
isMapModelVisible,
|
||||||
useMapPerformanceStore,
|
useMapPerformanceStore,
|
||||||
} from "@/managers/stores/useMapPerformanceStore";
|
} from "@/managers/stores/useMapPerformanceStore";
|
||||||
|
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||||
import { InstancedMapAsset } from "@/world/map-instancing/InstancedMapAsset";
|
import { InstancedMapAsset } from "@/world/map-instancing/InstancedMapAsset";
|
||||||
import {
|
import {
|
||||||
MAP_INSTANCING_ASSETS,
|
MAP_INSTANCING_ASSETS,
|
||||||
@@ -27,6 +28,8 @@ import {
|
|||||||
type MapInstancingAssetConfig,
|
type MapInstancingAssetConfig,
|
||||||
type MapInstancingAssetType,
|
type MapInstancingAssetType,
|
||||||
} from "@/data/world/mapInstancingConfig";
|
} from "@/data/world/mapInstancingConfig";
|
||||||
|
import { REPAIR_MISSION_ANCHOR_IDS } from "@/data/gameplay/repairMissionAnchors";
|
||||||
|
import { isRepairGameStep } from "@/types/gameplay/repairMission";
|
||||||
import { useMapInstancingData } from "@/hooks/world/useMapInstancingData";
|
import { useMapInstancingData } from "@/hooks/world/useMapInstancingData";
|
||||||
import type { MapAssetInstance } from "@/types/map/mapScene";
|
import type { MapAssetInstance } from "@/types/map/mapScene";
|
||||||
import type { GraphicsPreset } from "@/data/world/graphicsConfig";
|
import type { GraphicsPreset } from "@/data/world/graphicsConfig";
|
||||||
@@ -146,6 +149,8 @@ export function MapInstancingSystem({
|
|||||||
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 { data, isLoading } = useMapInstancingData();
|
const { data, isLoading } = useMapInstancingData();
|
||||||
|
const mainState = useGameStore((state) => state.mainState);
|
||||||
|
const pylonStep = useGameStore((state) => state.pylon.currentStep);
|
||||||
const streamingEnabled =
|
const streamingEnabled =
|
||||||
streaming &&
|
streaming &&
|
||||||
CHUNK_CONFIG.enabled &&
|
CHUNK_CONFIG.enabled &&
|
||||||
@@ -153,6 +158,15 @@ export function MapInstancingSystem({
|
|||||||
sceneMode === "game" &&
|
sceneMode === "game" &&
|
||||||
cameraMode === "player";
|
cameraMode === "player";
|
||||||
|
|
||||||
|
// During the pylon narrative phase (before the pylon is raised), hide the
|
||||||
|
// repair:pylon instanced mesh so the PylonDownedPylon component takes its place.
|
||||||
|
// Once the pylon is raised (repair-game steps), restore it so the normal model
|
||||||
|
// appears upright in the world while the repair mini-game runs.
|
||||||
|
const hidePylonAnchorId =
|
||||||
|
mainState === "pylon" && !isRepairGameStep(pylonStep)
|
||||||
|
? REPAIR_MISSION_ANCHOR_IDS.pylon
|
||||||
|
: undefined;
|
||||||
|
|
||||||
const chunks = useMemo(() => {
|
const chunks = useMemo(() => {
|
||||||
if (!data) return [];
|
if (!data) return [];
|
||||||
|
|
||||||
@@ -168,12 +182,18 @@ export function MapInstancingSystem({
|
|||||||
return [];
|
return [];
|
||||||
}
|
}
|
||||||
|
|
||||||
const instances = data.get(type);
|
let instances = data.get(type);
|
||||||
if (!instances || instances.length === 0) return [];
|
if (!instances || instances.length === 0) return [];
|
||||||
|
|
||||||
|
// Filter out the repair-mission pylon instance during the narrative phase
|
||||||
|
if (hidePylonAnchorId && config.mapName === "pylone") {
|
||||||
|
instances = instances.filter((inst) => inst.id !== hidePylonAnchorId);
|
||||||
|
if (instances.length === 0) return [];
|
||||||
|
}
|
||||||
|
|
||||||
return createMapAssetChunks(type, config, instances);
|
return createMapAssetChunks(type, config, instances);
|
||||||
});
|
});
|
||||||
}, [data, groups, models, onlyMapName]);
|
}, [data, groups, models, onlyMapName, hidePylonAnchorId]);
|
||||||
|
|
||||||
const visibleChunks = useVisibleWorldChunks(chunks, streamingEnabled, {
|
const visibleChunks = useVisibleWorldChunks(chunks, streamingEnabled, {
|
||||||
loadRadius: graphicsPresetConfig.chunkLoadRadius,
|
loadRadius: graphicsPresetConfig.chunkLoadRadius,
|
||||||
|
|||||||
Reference in New Issue
Block a user