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feat/intro
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@@ -0,0 +1,226 @@
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# Game States & Substates
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Documentation technique pour le testing et debugging du flow de jeu.
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## Vue d'ensemble
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```
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intro ──► bike ──► pylone ──► ferme ──► outro
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```
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---
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## Main States
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| State | Description |
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| -------- | ------------------------------------------------------------------ |
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| `intro` | Séquence d'introduction (cinématique, naming, premier déplacement) |
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| `bike` | Mission de réparation du vélo |
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| `pylone` | Quête du pylone (alert → searching → helped → manipulation) |
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| `ferme` | Mission de réparation de la ferme |
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| `outro` | Fin du jeu |
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---
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## Intro (GameStep)
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```
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┌─────────────────────────────────────────────────────────────┐
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│ intro.currentStep │
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└─────────────────────────────────────────────────────────────┘
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intro ──► sequence_video ──► naming ──► start-move ──► bike
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```
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### Étapes
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| Step | Trigger | Action | Passage vers |
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| ---------------- | -------- | ---------------------------------------------- | ------------------------------------------------ |
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| `intro` | Initial | État initial | Auto → `sequence_video` quand `sceneReady: true` |
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| `sequence_video` | GameFlow | Déclenche la cinématique dans `GameCinematics` | Fin cinématique → `naming` |
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| `naming` | IntroUI | Affiche l'input pour le prénom | Submit → `start-move` |
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| `start-move` | GameFlow | Active le mouvement (`canMove: true`) | Via zone "fabrikExit" → `bike` |
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### Transition vers bike
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- **Trigger**: Zone `fabrikExit` dans `zones.ts`
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- **Action**: `advanceGameState()` dans `ZoneDetection.tsx`
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- **Résultat**: `mainState: "bike"`, `intro.hasCompleted: true`
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---
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## Bike (MissionStep)
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```
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┌─────────────────────────────────────────────────────────────┐
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│ bike.currentStep (MissionStep) │
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└─────────────────────────────────────────────────────────────┘
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locked ──► waiting ──► inspected ──► fragmented ──► scanning ──► repairing ──► reassembling ──► done
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```
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### Transition vers pylone
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- **Trigger**: `bike.currentStep: "done"`
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- **Action**: `completeBikeState()` dans useGameStore
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- **Résultat**: `mainState: "pylone"`, `pylone.currentStep: "locked"`
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---
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## Pylone (PyloneStep)
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```
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┌─────────────────────────────────────────────────────────────┐
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│ pylone.currentStep (PyloneStep) │
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└─────────────────────────────────────────────────────────────┘
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locked (bypass) ──► alert ──► searching ──► helped ──► manipulation ──► outro
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```
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### Étapes
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| Step | Trigger | Action | Passage vers |
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| -------------- | ---------------------------------- | ---------------------------------- | --------------------------------------------------------- |
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| `locked` | Initial (après bike) | État initial | **Bypass automatique** → `alert` via `advanceGameState()` |
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| `alert` | `advanceGameState()` | Affiche l'alerte (à implémenter) | Via `advanceGameState()` |
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| `searching` | `advanceGameState()` | Déclenché par zone "searchingZone" | Via `advanceGameState()` |
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| `helped` | Interaction avec `NPCHelper` | Dialogue avec le villageois | Via interaction 3D |
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| `manipulation` | Interaction avec `PyloneDestroyed` | Interaction avec l'objet central | Via `advanceGameState()` → `outro` |
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### Bypass automatique
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```typescript
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// useGameStore.ts - advancePyloneStep()
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if (state.pylone.currentStep === "locked") {
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return { pylone: { ...state.pylone, currentStep: "alert" } };
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}
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```
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### Transition vers outro
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- **Trigger**: `pylone.currentStep: "manipulation"` + `advanceGameState()`
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- **Action**: `advancePyloneStep()` détecte fin de la séquence
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- **Résultat**: `mainState: "outro"`
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---
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## Ferme (MissionStep)
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```
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┌─────────────────────────────────────────────────────────────┐
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│ ferme.currentStep (MissionStep) │
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└─────────────────────────────────────────────────────────────┘
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locked ──► waiting ──► inspected ──► fragmented ──► scanning ──► repairing ──► reassembling ──► done
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```
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### Transition vers outro
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- **Trigger**: `ferme.currentStep: "done"`
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- **Action**: `completeFermeState()` dans useGameStore
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- **Résultat**: `mainState: "outro"`, `ferme.irrigationFixed: true`
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---
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## Outro
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```
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┌─────────────────────────────────────────────────────────────┐
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│ outro.hasStarted │
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└─────────────────────────────────────────────────────────────┘
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waiting ──► started
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```
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---
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## Debug Panel
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Le debug panel permet de tester toutes les transitions :
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### Utilisation
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1. Ouvrir le jeu en mode debug (`Debug: true` dans `Debug.ts`)
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2. Le panneau "Game State" apparaît en bas à gauche
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3. **Main state**: Sélectionner le state principal
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4. **Sub state**: Sélectionner le sub-state
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5. **Previous/Next step**: Avancer ou reculer d'un step
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6. **Reset**: Remettre à l'état initial
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### Raccourcis clavier
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| Action | Clavier |
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| ------- | ------------------ |
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| Avancer | Debug panel button |
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| Reculer | Debug panel button |
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| Reset | Debug panel button |
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---
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## Comment tester chaque section
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### Tester l'intro
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1. Vérifier que `sceneReady: false` au démarrage
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2. Attendre que le loader termine (`sceneReady: true`)
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3. Vérifier `intro.currentStep: "intro"` → auto vers `sequence_video`
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4. Si cinématique fonctionne : `sequence_video` → `naming`
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5. Entrer un prénom : `naming` → `start-move`
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6. Vérifier `canMove: true` après `start-move`
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7. Entrer dans la zone `fabrikExit` → `mainState: "bike"`
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### Tester bike
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1. Via debug panel, avancer jusqu'à `done`
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2. Vérifier `mainState: "pylone"`
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### Tester pylone
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1. Via debug panel, avancer (bypass `locked` → `alert`)
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2. Vérifier `pylone.currentStep: "alert"`
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3. Avancer : `alert` → `searching` → `helped` → `manipulation`
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4. Après `manipulation`, vérifier `mainState: "outro"`
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### Tester ferme
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1. Via debug panel, avancer dans bike jusqu'à `done`
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2. Vérifier `mainState: "pylone"` → `ferme` (après pylone)
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3. Avancer jusqu'à `done`
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4. Vérifier `mainState: "outro"`
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---
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## Fichiers clés
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| Fichier | Rôle |
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| ------------------------------------------------- | ------------------------------------- |
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| `src/managers/stores/useGameStore.ts` | Store Zustand avec toutes les actions |
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| `src/types/game.ts` | Définition de `GameStep` |
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| `src/types/gameplay/pylone.ts` | Définition de `PyloneStep` |
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| `src/types/gameplay/repairMission.ts` | Définition de `MissionStep` |
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| `src/components/game/GameFlow.tsx` | Logique de transition de l'intro |
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| `src/components/zone/ZoneDetection.tsx` | Déclenchement des zones |
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| `src/components/ui/debug/GameStateDebugPanel.tsx` | Outil de debug |
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---
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## État initial
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```typescript
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{
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mainState: "intro",
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isCinematicPlaying: false,
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sceneReady: false,
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missionFlow: {
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activityCity: true,
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canMove: false,
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dialogMessage: null,
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playerName: "",
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},
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intro: { currentStep: "intro", dialogueAudio: null, hasCompleted: false, isBikeUnlocked: false },
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bike: { currentStep: "locked", dialogueAudio: null, isRepaired: false },
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pylone: { currentStep: "locked", dialogueAudio: null, isPowered: false },
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ferme: { currentStep: "locked", dialogueAudio: null, irrigationFixed: false },
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outro: { dialogueAudio: null, hasStarted: false },
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}
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```
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@@ -1,6 +1,21 @@
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{
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"version": 1,
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"cinematics": [
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{
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"id": "intro_sequence",
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"trigger": "intro_sequence",
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"cameraKeyframes": [
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{ "time": 0, "position": [8, 5, 12], "target": [0, 2, 0] },
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{ "time": 8, "position": [12, 4, -6], "target": [10, 1.4, -8] },
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{ "time": 16, "position": [5, 6, -15], "target": [0, 3, -20] },
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{ "time": 24, "position": [0, 8, -30], "target": [0, 0, -40] }
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],
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"dialogueCues": [
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{ "time": 0, "dialogueId": "intro_welcome" },
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{ "time": 8, "dialogueId": "intro_explanation" },
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{ "time": 16, "dialogueId": "intro_mission" }
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]
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},
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{
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"id": "intro_overview",
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"timecode": 0,
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@@ -1,64 +1,36 @@
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import { useEffect, useRef } from "react";
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import { AudioManager } from "@/managers/AudioManager";
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import { useGameStore } from "@/managers/stores/useGameStore";
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import { AUDIO_PATHS } from "@/data/audioConfig";
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export function GameFlow(): null {
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const step = useGameStore((state) => state.intro.currentStep);
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const setStep = useGameStore((state) => state.setIntroStep);
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const setActivityCity = useGameStore((state) => state.setActivityCity);
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const playVideo = useGameStore((state) => state.playVideo);
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const isCinematicPlaying = useGameStore((state) => state.isCinematicPlaying);
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const sceneReady = useGameStore((state) => state.sceneReady);
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const setCanMove = useGameStore((state) => state.setCanMove);
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const hasInitialized = useRef(false);
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useEffect(() => {
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if (!hasInitialized.current && step === "intro") {
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if (!hasInitialized.current && step === "intro" && sceneReady) {
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hasInitialized.current = true;
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setStep("start-intro");
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setStep("sequence_video");
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playVideo("/videos/intro.webm");
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}
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}, [step, setStep]);
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}, [step, setStep, sceneReady, playVideo]);
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useEffect(() => {
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if (step === "start-intro") {
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const audio = AudioManager.getInstance();
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audio.playSoundWithCallback(AUDIO_PATHS.intro, 0.5, () => {
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setStep("naming");
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});
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return () => {};
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if (step === "sequence_video" && !isCinematicPlaying) {
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setStep("start-move");
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}
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}, [step, isCinematicPlaying, setStep]);
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if (step === "bienvenue") {
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const audio = AudioManager.getInstance();
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audio.playSoundWithCallback(AUDIO_PATHS.bienvenue, 0.5, () => {
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setCanMove(true);
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setStep("star-move");
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});
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return () => {};
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}
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if (step === "mission2") {
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setActivityCity(false);
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const audio = AudioManager.getInstance();
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audio.playSound(AUDIO_PATHS.alertCentral, 0.5);
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}
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if (step === "searching") {
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const audio = AudioManager.getInstance();
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audio.playSound(AUDIO_PATHS.searching, 0.5);
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}
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if (step === "helped") {
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const audio = AudioManager.getInstance();
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audio.playSound(AUDIO_PATHS.helped, 0.5);
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}
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if (step === "manipulation") {
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setCanMove(false);
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useEffect(() => {
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if (step === "start-move") {
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setCanMove(true);
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}
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return undefined;
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}, [step, setStep, setActivityCity, setCanMove]);
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}, [step, setCanMove]);
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return null;
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}
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@@ -0,0 +1,25 @@
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import { useRef } from "react";
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import { useFrame } from "@react-three/fiber";
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import * as THREE from "three";
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import { createNetShader } from "@/shaders/NetShader";
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export function NetTest(): React.JSX.Element {
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const materialRef = useRef<THREE.ShaderMaterial>(null);
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useFrame((_, delta) => {
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if (materialRef.current) {
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materialRef.current.uniforms.uTime.value += delta;
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}
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});
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return (
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<mesh position={[0, 2, -5]}>
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<planeGeometry args={[2, 2, 1, 1]} />
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<primitive
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object={createNetShader()}
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ref={materialRef}
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attach="material"
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/>
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</mesh>
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);
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}
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@@ -8,17 +8,17 @@ interface NPCHelperProps {
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}
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export function NPCHelper({ position }: NPCHelperProps): React.JSX.Element {
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const step = useGameStore((state) => state.intro.currentStep);
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const setStep = useGameStore((state) => state.setIntroStep);
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const step = useGameStore((state) => state.pylone.currentStep);
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const setPyloneStep = useGameStore((state) => state.setPyloneState);
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const debug = Debug.getInstance();
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const handlePress = (): void => {
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if (step === "searching") {
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setStep("helped");
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setPyloneStep({ currentStep: "helped" });
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}
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};
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const shouldShow = step === "searching" || debug.active;
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const shouldShow = step === "searching" || step === "helped" || debug.active;
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if (!shouldShow) {
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return <></>;
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@@ -10,8 +10,8 @@ interface PyloneDestroyedProps {
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export function PyloneDestroyed({
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position,
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}: PyloneDestroyedProps): React.JSX.Element {
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const step = useGameStore((state) => state.intro.currentStep);
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const setStep = useGameStore((state) => state.setIntroStep);
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const step = useGameStore((state) => state.pylone.currentStep);
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const setPyloneStep = useGameStore((state) => state.setPyloneState);
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const setCanMove = useGameStore((state) => state.setCanMove);
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const showDialog = useGameStore((state) => state.showDialog);
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const debug = Debug.getInstance();
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@@ -19,7 +19,7 @@ export function PyloneDestroyed({
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const handlePress = (): void => {
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if (step === "helped") {
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setCanMove(false);
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setStep("manipulation");
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setPyloneStep({ currentStep: "manipulation" });
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} else if (step === "searching") {
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showDialog(
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"Cet objet est trop lourd pour le porter tout seul, trouve de l'aide",
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@@ -1,106 +1,10 @@
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import { useState } from "react";
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import { useGameStore } from "@/managers/stores/useGameStore";
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export function IntroUI(): React.JSX.Element | null {
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const step = useGameStore((state) => state.intro.currentStep);
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const setPlayerName = useGameStore((state) => state.setPlayerName);
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const setStep = useGameStore((state) => state.setIntroStep);
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const [inputValue, setInputValue] = useState("");
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if (step !== "naming") return null;
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const handleSubmit = (): void => {
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if (inputValue.trim() === "") return;
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setPlayerName(inputValue.trim());
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setStep("bienvenue");
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};
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const handleKeyDown = (e: React.KeyboardEvent): void => {
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if (e.key === "Enter") {
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handleSubmit();
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||||
}
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||||
};
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||||
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||||
return (
|
||||
<div
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||||
style={{
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||||
position: "fixed",
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||||
top: 0,
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||||
left: 0,
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||||
width: "100%",
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||||
height: "100%",
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||||
display: "flex",
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||||
alignItems: "center",
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||||
justifyContent: "center",
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backgroundColor: "rgba(0, 0, 0, 0.7)",
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||||
zIndex: 1000,
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||||
}}
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||||
>
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||||
<div
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||||
style={{
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||||
backgroundColor: "#1a1a1a",
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||||
padding: "2rem",
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||||
borderRadius: "12px",
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||||
display: "flex",
|
||||
flexDirection: "column",
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||||
gap: "1.5rem",
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||||
minWidth: "300px",
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||||
}}
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||||
>
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||||
<h2
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||||
style={{
|
||||
color: "#fff",
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||||
margin: 0,
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||||
fontSize: "1.5rem",
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||||
textAlign: "center",
|
||||
}}
|
||||
>
|
||||
Quel est votre prenom ?
|
||||
</h2>
|
||||
<input
|
||||
type="text"
|
||||
value={inputValue}
|
||||
onChange={(e) => setInputValue(e.target.value)}
|
||||
onKeyDown={handleKeyDown}
|
||||
placeholder="Votre prenom"
|
||||
autoFocus
|
||||
style={{
|
||||
padding: "0.75rem",
|
||||
fontSize: "1rem",
|
||||
borderRadius: "6px",
|
||||
border: "1px solid #444",
|
||||
backgroundColor: "#2a2a2a",
|
||||
color: "#fff",
|
||||
outline: "none",
|
||||
}}
|
||||
/>
|
||||
<button
|
||||
onClick={handleSubmit}
|
||||
disabled={inputValue.trim() === ""}
|
||||
style={{
|
||||
padding: "0.75rem",
|
||||
fontSize: "1rem",
|
||||
borderRadius: "6px",
|
||||
border: "none",
|
||||
backgroundColor: inputValue.trim() ? "#4a9" : "#444",
|
||||
color: "#fff",
|
||||
cursor: inputValue.trim() ? "pointer" : "not-allowed",
|
||||
transition: "background-color 0.2s",
|
||||
}}
|
||||
>
|
||||
Valider
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
export function BienvenueDisplay(): React.JSX.Element | null {
|
||||
const step = useGameStore((state) => state.intro.currentStep);
|
||||
const playerName = useGameStore((state) => state.missionFlow.playerName);
|
||||
|
||||
if (step !== "bienvenue") return null;
|
||||
if (step !== "start-move") return null;
|
||||
|
||||
return (
|
||||
<div
|
||||
|
||||
@@ -0,0 +1,80 @@
|
||||
import { useEffect, useRef } from "react";
|
||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||
|
||||
export function VideoPlayer(): null {
|
||||
const currentVideo = useGameStore((state) => state.missionFlow.currentVideo);
|
||||
const clearVideo = useGameStore((state) => state.clearVideo);
|
||||
const setCinematicPlaying = useGameStore(
|
||||
(state) => state.setCinematicPlaying,
|
||||
);
|
||||
const videoRef = useRef<HTMLVideoElement>(null);
|
||||
|
||||
useEffect(() => {
|
||||
if (currentVideo) {
|
||||
setCinematicPlaying(true);
|
||||
}
|
||||
}, [currentVideo, setCinematicPlaying]);
|
||||
|
||||
useEffect(() => {
|
||||
const handleKeyDown = (e: KeyboardEvent) => {
|
||||
if (e.key === "Escape" && currentVideo) {
|
||||
closeVideo();
|
||||
}
|
||||
};
|
||||
|
||||
window.addEventListener("keydown", handleKeyDown);
|
||||
return () => window.removeEventListener("keydown", handleKeyDown);
|
||||
}, [currentVideo]);
|
||||
|
||||
const closeVideo = () => {
|
||||
if (videoRef.current) {
|
||||
videoRef.current.pause();
|
||||
}
|
||||
clearVideo();
|
||||
setCinematicPlaying(false);
|
||||
};
|
||||
|
||||
useEffect(() => {
|
||||
const video = videoRef.current;
|
||||
if (!video) return;
|
||||
|
||||
const handleEnded = () => {
|
||||
closeVideo();
|
||||
};
|
||||
|
||||
video.addEventListener("ended", handleEnded);
|
||||
return () => video.removeEventListener("ended", handleEnded);
|
||||
}, []);
|
||||
|
||||
if (!currentVideo) return null;
|
||||
|
||||
return (
|
||||
<div
|
||||
style={{
|
||||
position: "fixed",
|
||||
top: 0,
|
||||
left: 0,
|
||||
width: "100vw",
|
||||
height: "100vh",
|
||||
backgroundColor: "rgba(0, 0, 0, 0.95)",
|
||||
display: "flex",
|
||||
alignItems: "center",
|
||||
justifyContent: "center",
|
||||
zIndex: 9999,
|
||||
}}
|
||||
>
|
||||
<video
|
||||
ref={videoRef}
|
||||
src={currentVideo}
|
||||
autoPlay
|
||||
playsInline
|
||||
style={{
|
||||
maxWidth: "100%",
|
||||
maxHeight: "100%",
|
||||
cursor: "pointer",
|
||||
}}
|
||||
onClick={closeVideo}
|
||||
/>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -5,6 +5,7 @@ import {
|
||||
} from "@/managers/stores/useGameStore";
|
||||
import { isMissionStep, MISSION_STEPS } from "@/types/gameplay/repairMission";
|
||||
import { GAME_STEPS, type GameStep } from "@/types/game";
|
||||
import { PYLONE_STEPS, type PyloneStep } from "@/types/gameplay/pylone";
|
||||
|
||||
const MAIN_STATES: MainGameState[] = [
|
||||
"intro",
|
||||
@@ -54,9 +55,11 @@ export function GameStateDebugPanel(): React.JSX.Element {
|
||||
const subStateOptions =
|
||||
mainState === "intro"
|
||||
? GAME_STEPS
|
||||
: mainState === "outro"
|
||||
? ["waiting", "started"]
|
||||
: MISSION_STEPS;
|
||||
: mainState === "pylone"
|
||||
? PYLONE_STEPS
|
||||
: mainState === "outro"
|
||||
? ["waiting", "started"]
|
||||
: MISSION_STEPS;
|
||||
|
||||
function setSubState(nextSubState: string): void {
|
||||
if (mainState === "intro") {
|
||||
@@ -64,6 +67,11 @@ export function GameStateDebugPanel(): React.JSX.Element {
|
||||
return;
|
||||
}
|
||||
|
||||
if (mainState === "pylone") {
|
||||
setPyloneState({ currentStep: nextSubState as PyloneStep });
|
||||
return;
|
||||
}
|
||||
|
||||
if (mainState === "outro") {
|
||||
setOutroState({ hasStarted: nextSubState === "started" });
|
||||
return;
|
||||
@@ -76,11 +84,6 @@ export function GameStateDebugPanel(): React.JSX.Element {
|
||||
return;
|
||||
}
|
||||
|
||||
if (mainState === "pylone") {
|
||||
setPyloneState({ currentStep: nextSubState });
|
||||
return;
|
||||
}
|
||||
|
||||
if (mainState === "ferme") {
|
||||
setFermeState({ currentStep: nextSubState });
|
||||
return;
|
||||
@@ -95,11 +98,6 @@ export function GameStateDebugPanel(): React.JSX.Element {
|
||||
return;
|
||||
}
|
||||
|
||||
if (nextMainState === "pylone" && pyloneStep === "locked") {
|
||||
setPyloneState({ currentStep: "waiting" });
|
||||
return;
|
||||
}
|
||||
|
||||
if (nextMainState === "ferme" && fermeStep === "locked") {
|
||||
setFermeState({ currentStep: "waiting" });
|
||||
}
|
||||
|
||||
@@ -14,7 +14,10 @@ export function ZoneDetection(): null {
|
||||
const triggeredZones = useRef<Set<string>>(new Set());
|
||||
const debug = Debug.getInstance();
|
||||
const step = useGameStore((state) => state.intro.currentStep);
|
||||
const mainState = useGameStore((state) => state.mainState);
|
||||
const setStep = useGameStore((state) => state.setIntroStep);
|
||||
const setPyloneStep = useGameStore((state) => state.setPyloneState);
|
||||
const advanceGameState = useGameStore((state) => state.advanceGameState);
|
||||
|
||||
useEffect(() => {
|
||||
if (!debug.active) return;
|
||||
@@ -65,7 +68,11 @@ export function ZoneDetection(): null {
|
||||
const distanceSq = _playerPos.distanceToSquared(_zonePos);
|
||||
|
||||
if (distanceSq <= zone.radius * zone.radius) {
|
||||
setStep(zone.targetStep);
|
||||
if (zone.targetStep === "bike" && mainState === "intro") {
|
||||
advanceGameState();
|
||||
} else {
|
||||
setStep(zone.targetStep);
|
||||
}
|
||||
triggeredZones.current.add(zone.id);
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -85,51 +85,6 @@ export const REPAIR_MISSIONS: Record<RepairMissionId, RepairMissionConfig> = {
|
||||
},
|
||||
],
|
||||
},
|
||||
pylone: {
|
||||
id: "pylone",
|
||||
label: "Power pylon",
|
||||
description:
|
||||
"Restore the pylon lamp relay and damaged panel before reconnecting the grid",
|
||||
modelPath: "/models/pylone/model.gltf",
|
||||
stageUiPath: "/assets/UI/centrale.webm",
|
||||
interactUiPath: REPAIR_INTERACT_UI_PATH,
|
||||
brokenUiPath: REPAIR_BROKEN_UI_PATH,
|
||||
case: DEFAULT_REPAIR_CASE,
|
||||
reassemblySeconds: 1.8,
|
||||
requiredReplacementPartId: "pylone-grid-relay-replacement",
|
||||
scanPartSeconds: 1.4,
|
||||
brokenParts: [
|
||||
{
|
||||
id: "pylone-grid-relay",
|
||||
label: "Grid relay",
|
||||
nodeName: "lampe",
|
||||
placeholderName: "placeholder_1",
|
||||
},
|
||||
{
|
||||
id: "pylone-damaged-panel",
|
||||
label: "Damaged solar panel",
|
||||
nodeName: "panneau2",
|
||||
placeholderName: "placeholder_2",
|
||||
},
|
||||
],
|
||||
replacementParts: [
|
||||
{
|
||||
id: "pylone-grid-relay-replacement",
|
||||
label: "Replacement grid relay",
|
||||
modelPath: "/models/pylone/model.gltf",
|
||||
},
|
||||
{
|
||||
id: "pylone-stone-decoy",
|
||||
label: "Stone counterweight",
|
||||
modelPath: "/models/galet/model.gltf",
|
||||
},
|
||||
{
|
||||
id: "pylone-cooling-decoy",
|
||||
label: "Cooling core",
|
||||
modelPath: "/models/refroidisseur/model.gltf",
|
||||
},
|
||||
],
|
||||
},
|
||||
ferme: {
|
||||
id: "ferme",
|
||||
label: "Vertical farm",
|
||||
|
||||
@@ -11,5 +11,5 @@ export const PLAYER_MAX_DELTA = 0.05;
|
||||
export const PLAYER_ACCELERATION_MULTIPLIER = 9;
|
||||
export const PLAYER_XZ_DAMPING_FACTOR = 8;
|
||||
|
||||
export const PLAYER_SPAWN_POSITION_GAME: Vector3Tuple = [0, 50, 0];
|
||||
export const PLAYER_SPAWN_POSITION_GAME: Vector3Tuple = [6.56,5,71.55];
|
||||
export const PLAYER_SPAWN_POSITION_PHYSICS: Vector3Tuple = [0, 3, 0];
|
||||
|
||||
+5
-12
@@ -1,19 +1,12 @@
|
||||
import type { Zone } from "@/types/game";
|
||||
import type { Zone, GameStep } from "@/types/game";
|
||||
import type { Vector3Tuple } from "@/types/three/three";
|
||||
|
||||
export const ZONES: Zone[] = [
|
||||
{
|
||||
id: "fabrikExit",
|
||||
position: [-5, 25, -15] as Vector3Tuple,
|
||||
radius: 10,
|
||||
height: 20,
|
||||
targetStep: "mission2",
|
||||
},
|
||||
{
|
||||
id: "searchingZone",
|
||||
position: [-5, 25, -30] as Vector3Tuple,
|
||||
radius: 10,
|
||||
height: 20,
|
||||
targetStep: "searching",
|
||||
position: [18.43,0,75.3] as Vector3Tuple,
|
||||
radius: 4,
|
||||
height: 10,
|
||||
targetStep: "bike" as GameStep,
|
||||
},
|
||||
];
|
||||
|
||||
@@ -2,14 +2,12 @@ import { useGameStore } from "@/managers/stores/useGameStore";
|
||||
import type { MissionStep } from "@/types/gameplay/repairMission";
|
||||
|
||||
export function useRepairMovementLocked(): boolean {
|
||||
return false;
|
||||
|
||||
return useGameStore((state) => {
|
||||
switch (state.mainState) {
|
||||
case "bike":
|
||||
return isRepairMovementLocked(state.bike.currentStep);
|
||||
case "pylone":
|
||||
return isRepairMovementLocked(state.pylone.currentStep);
|
||||
return state.pylone.currentStep === "manipulation";
|
||||
case "ferme":
|
||||
return isRepairMovementLocked(state.ferme.currentStep);
|
||||
case "intro":
|
||||
|
||||
@@ -7,9 +7,10 @@ import {
|
||||
type MissionStep,
|
||||
type RepairMissionId,
|
||||
} from "@/types/gameplay/repairMission";
|
||||
import { type PyloneStep } from "@/types/gameplay/pylone";
|
||||
|
||||
export type MainGameState = "intro" | "bike" | "pylone" | "ferme" | "outro";
|
||||
export type { MissionStep, RepairMissionId };
|
||||
export type { MissionStep, RepairMissionId, PyloneStep };
|
||||
|
||||
interface IntroState {
|
||||
currentStep: GameStep;
|
||||
@@ -28,17 +29,21 @@ interface MissionFlowState {
|
||||
canMove: boolean;
|
||||
dialogMessage: string | null;
|
||||
playerName: string;
|
||||
currentVideo: string | null;
|
||||
}
|
||||
|
||||
interface GameState {
|
||||
mainState: MainGameState;
|
||||
isCinematicPlaying: boolean;
|
||||
sceneReady: boolean;
|
||||
missionFlow: MissionFlowState;
|
||||
intro: IntroState;
|
||||
bike: MissionState & {
|
||||
isRepaired: boolean;
|
||||
};
|
||||
pylone: MissionState & {
|
||||
pylone: {
|
||||
currentStep: PyloneStep;
|
||||
dialogueAudio: string | null;
|
||||
isPowered: boolean;
|
||||
};
|
||||
ferme: MissionState & {
|
||||
@@ -53,6 +58,7 @@ interface GameState {
|
||||
interface GameActions {
|
||||
setMainState: (mainState: MainGameState) => void;
|
||||
setCinematicPlaying: (isCinematicPlaying: boolean) => void;
|
||||
setSceneReady: (sceneReady: boolean) => void;
|
||||
hideDialog: () => void;
|
||||
setActivityCity: (activityCity: boolean) => void;
|
||||
setCanMove: (canMove: boolean) => void;
|
||||
@@ -66,7 +72,6 @@ interface GameActions {
|
||||
setMissionStep: (mission: RepairMissionId, step: MissionStep) => void;
|
||||
completeIntro: () => void;
|
||||
completeBike: () => void;
|
||||
completePylone: () => void;
|
||||
completeFerme: () => void;
|
||||
completeMission: (mission: RepairMissionId) => void;
|
||||
startOutro: () => void;
|
||||
@@ -74,6 +79,8 @@ interface GameActions {
|
||||
rewindGameState: () => void;
|
||||
resetGame: () => void;
|
||||
showDialog: (dialogMessage: string) => void;
|
||||
playVideo: (videoSrc: string) => void;
|
||||
clearVideo: () => void;
|
||||
}
|
||||
|
||||
type GameStore = GameState & GameActions;
|
||||
@@ -104,22 +111,7 @@ function completeBikeState(state: GameState): GameStateUpdate {
|
||||
},
|
||||
pylone: {
|
||||
...state.pylone,
|
||||
currentStep: "waiting",
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
function completePyloneState(state: GameState): GameStateUpdate {
|
||||
return {
|
||||
mainState: "ferme",
|
||||
pylone: {
|
||||
...state.pylone,
|
||||
currentStep: "done",
|
||||
isPowered: true,
|
||||
},
|
||||
ferme: {
|
||||
...state.ferme,
|
||||
currentStep: "waiting",
|
||||
currentStep: "locked",
|
||||
},
|
||||
};
|
||||
}
|
||||
@@ -159,13 +151,48 @@ function completeMissionState(
|
||||
switch (mission) {
|
||||
case "bike":
|
||||
return completeBikeState(state);
|
||||
case "pylone":
|
||||
return completePyloneState(state);
|
||||
case "ferme":
|
||||
return completeFermeState(state);
|
||||
}
|
||||
}
|
||||
|
||||
function getNextPyloneStep(step: PyloneStep): PyloneStep {
|
||||
switch (step) {
|
||||
case "locked":
|
||||
return "alert";
|
||||
case "alert":
|
||||
return "searching";
|
||||
case "searching":
|
||||
return "helped";
|
||||
case "helped":
|
||||
return "manipulation";
|
||||
case "manipulation":
|
||||
return "manipulation";
|
||||
}
|
||||
}
|
||||
|
||||
function advancePyloneStep(state: GameState): GameStateUpdate {
|
||||
if (state.pylone.currentStep === "locked") {
|
||||
return {
|
||||
pylone: { ...state.pylone, currentStep: "alert" },
|
||||
};
|
||||
}
|
||||
|
||||
const nextStep = getNextPyloneStep(state.pylone.currentStep);
|
||||
if (
|
||||
nextStep === "manipulation" &&
|
||||
state.pylone.currentStep === "manipulation"
|
||||
) {
|
||||
return {
|
||||
mainState: "outro",
|
||||
pylone: { ...state.pylone, currentStep: "manipulation" },
|
||||
};
|
||||
}
|
||||
return {
|
||||
pylone: { ...state.pylone, currentStep: nextStep },
|
||||
};
|
||||
}
|
||||
|
||||
function advanceRepairMissionState(
|
||||
state: GameState,
|
||||
mission: RepairMissionId,
|
||||
@@ -203,11 +230,13 @@ function createInitialGameState(): GameState {
|
||||
return {
|
||||
mainState: "intro",
|
||||
isCinematicPlaying: false,
|
||||
sceneReady: false,
|
||||
missionFlow: {
|
||||
activityCity: true,
|
||||
canMove: false,
|
||||
dialogMessage: null,
|
||||
playerName: "",
|
||||
currentVideo: null,
|
||||
},
|
||||
intro: {
|
||||
currentStep: "intro",
|
||||
@@ -241,6 +270,7 @@ export const useGameStore = create<GameStore>()((set) => ({
|
||||
...createInitialGameState(),
|
||||
setMainState: (mainState) => set({ mainState }),
|
||||
setCinematicPlaying: (isCinematicPlaying) => set({ isCinematicPlaying }),
|
||||
setSceneReady: (sceneReady) => set({ sceneReady }),
|
||||
hideDialog: () =>
|
||||
set((state) => ({
|
||||
missionFlow: { ...state.missionFlow, dialogMessage: null },
|
||||
@@ -273,7 +303,6 @@ export const useGameStore = create<GameStore>()((set) => ({
|
||||
set((state) => setMissionStepState(state, mission, step)),
|
||||
completeIntro: () => set(completeIntroState),
|
||||
completeBike: () => set((state) => completeMissionState(state, "bike")),
|
||||
completePylone: () => set((state) => completeMissionState(state, "pylone")),
|
||||
completeFerme: () => set((state) => completeMissionState(state, "ferme")),
|
||||
completeMission: (mission) =>
|
||||
set((state) => completeMissionState(state, mission)),
|
||||
@@ -281,9 +310,19 @@ export const useGameStore = create<GameStore>()((set) => ({
|
||||
advanceGameState: () =>
|
||||
set((state) => {
|
||||
if (state.mainState === "intro") {
|
||||
if (state.intro.currentStep === "bike") {
|
||||
return {
|
||||
mainState: "bike",
|
||||
intro: { ...state.intro, hasCompleted: true },
|
||||
};
|
||||
}
|
||||
return completeIntroState(state);
|
||||
}
|
||||
|
||||
if (state.mainState === "pylone") {
|
||||
return advancePyloneStep(state);
|
||||
}
|
||||
|
||||
if (isRepairMissionId(state.mainState)) {
|
||||
return advanceRepairMissionState(state, state.mainState);
|
||||
}
|
||||
@@ -307,4 +346,12 @@ export const useGameStore = create<GameStore>()((set) => ({
|
||||
set((state) => ({
|
||||
missionFlow: { ...state.missionFlow, dialogMessage },
|
||||
})),
|
||||
playVideo: (videoSrc) =>
|
||||
set((state) => ({
|
||||
missionFlow: { ...state.missionFlow, currentVideo: videoSrc },
|
||||
})),
|
||||
clearVideo: () =>
|
||||
set((state) => ({
|
||||
missionFlow: { ...state.missionFlow, currentVideo: null },
|
||||
})),
|
||||
}));
|
||||
|
||||
+7
-3
@@ -4,7 +4,7 @@ import * as THREE from "three";
|
||||
import { DebugPerf } from "@/components/debug/DebugPerf";
|
||||
import { DialogMessage } from "@/components/ui/DialogMessage";
|
||||
import { GameUI } from "@/components/ui/GameUI";
|
||||
import { BienvenueDisplay, IntroUI } from "@/components/ui/IntroUI";
|
||||
import { BienvenueDisplay } from "@/components/ui/IntroUI";
|
||||
import { SceneLoadingOverlay } from "@/components/ui/SceneLoadingOverlay";
|
||||
import { useGameStore } from "@/managers/stores/useGameStore";
|
||||
import { HandTrackingProvider } from "@/providers/gameplay/HandTrackingProvider";
|
||||
@@ -19,6 +19,7 @@ export function HomePage(): React.JSX.Element {
|
||||
(state) => state.missionFlow.dialogMessage,
|
||||
);
|
||||
const hideDialog = useGameStore((state) => state.hideDialog);
|
||||
const setSceneReady = useGameStore((state) => state.setSceneReady);
|
||||
const [sceneLoadingState, setSceneLoadingState] = useState<SceneLoadingState>(
|
||||
INITIAL_SCENE_LOADING_STATE,
|
||||
);
|
||||
@@ -42,13 +43,17 @@ export function HomePage(): React.JSX.Element {
|
||||
return currentState;
|
||||
}
|
||||
|
||||
if (nextState.status === "ready" && currentState.status !== "ready") {
|
||||
setSceneReady(true);
|
||||
}
|
||||
|
||||
return {
|
||||
...nextState,
|
||||
progress: Math.max(currentState.progress, nextState.progress),
|
||||
};
|
||||
});
|
||||
},
|
||||
[],
|
||||
[setSceneReady],
|
||||
);
|
||||
|
||||
return (
|
||||
@@ -63,7 +68,6 @@ export function HomePage(): React.JSX.Element {
|
||||
</Suspense>
|
||||
</Canvas>
|
||||
<GameUI />
|
||||
<IntroUI />
|
||||
<BienvenueDisplay />
|
||||
{dialogMessage ? (
|
||||
<DialogMessage
|
||||
|
||||
@@ -0,0 +1,62 @@
|
||||
import { ShaderMaterial } from "three";
|
||||
|
||||
export const createNetShader = (): ShaderMaterial => {
|
||||
return new ShaderMaterial({
|
||||
transparent: true,
|
||||
depthWrite: false,
|
||||
uniforms: {
|
||||
uTime: { value: 0 },
|
||||
uGridScale: { value: 11.3 },
|
||||
uPincushionStrength: { value: 0.4 },
|
||||
uBloomIntensity: { value: 0.8 },
|
||||
uGridThickness: { value: 0.05 },
|
||||
},
|
||||
vertexShader: `
|
||||
varying vec2 vUv;
|
||||
|
||||
void main() {
|
||||
vUv = uv;
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
|
||||
}
|
||||
`,
|
||||
fragmentShader: `
|
||||
uniform float uTime;
|
||||
uniform float uGridScale;
|
||||
uniform float uPincushionStrength;
|
||||
uniform float uBloomIntensity;
|
||||
uniform float uGridThickness;
|
||||
|
||||
varying vec2 vUv;
|
||||
|
||||
vec2 applyPincushion(vec2 uv, float strength) {
|
||||
vec2 center = uv - 0.5;
|
||||
float dist = length(center);
|
||||
float distortion = 1.0 + dist * dist * strength;
|
||||
return center * distortion + 0.5;
|
||||
}
|
||||
|
||||
float grid(vec2 uv, float scale, float thickness) {
|
||||
vec2 gridUV = fract(uv * scale);
|
||||
|
||||
float edgeX = step(gridUV.x, thickness) + step(1.0 - thickness, gridUV.x);
|
||||
float edgeY = step(gridUV.y, thickness) + step(1.0 - thickness, gridUV.y);
|
||||
|
||||
float line = min(edgeX + edgeY, 1.0);
|
||||
|
||||
return line;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 uv = applyPincushion(vUv, uPincushionStrength);
|
||||
|
||||
float gridPattern = grid(uv, uGridScale, uGridThickness);
|
||||
|
||||
vec3 gridColor = vec3(1.0, 0.8, 0.2);
|
||||
float bloom = gridPattern * uBloomIntensity;
|
||||
vec3 col = gridColor * (0.3 + bloom);
|
||||
|
||||
gl_FragColor = vec4(col, gridPattern * 0.95);
|
||||
}
|
||||
`,
|
||||
});
|
||||
};
|
||||
@@ -14,6 +14,7 @@ export interface CinematicDialogueCue {
|
||||
export interface CinematicDefinition {
|
||||
id: string;
|
||||
timecode?: number;
|
||||
trigger?: string;
|
||||
cameraKeyframes: CinematicCameraKeyframe[];
|
||||
dialogueCues?: CinematicDialogueCue[];
|
||||
}
|
||||
|
||||
+4
-20
@@ -1,28 +1,12 @@
|
||||
import type { Vector3Tuple } from "@/types/three/three";
|
||||
|
||||
export type GameStep =
|
||||
| "intro"
|
||||
| "start-intro"
|
||||
| "naming"
|
||||
| "bienvenue"
|
||||
| "star-move"
|
||||
| "mission2"
|
||||
| "searching"
|
||||
| "helped"
|
||||
| "manipulation"
|
||||
| "outOfFabrik";
|
||||
export type GameStep = "intro" | "sequence_video" | "start-move" | "bike";
|
||||
|
||||
export const GAME_STEPS: readonly GameStep[] = [
|
||||
"intro",
|
||||
"start-intro",
|
||||
"naming",
|
||||
"bienvenue",
|
||||
"star-move",
|
||||
"mission2",
|
||||
"searching",
|
||||
"helped",
|
||||
"manipulation",
|
||||
"outOfFabrik",
|
||||
"sequence_video",
|
||||
"start-move",
|
||||
"bike",
|
||||
] as const;
|
||||
|
||||
export interface Zone {
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
export type PyloneStep =
|
||||
| "locked"
|
||||
| "alert"
|
||||
| "searching"
|
||||
| "helped"
|
||||
| "manipulation";
|
||||
|
||||
export const PYLONE_STEPS: readonly PyloneStep[] = [
|
||||
"locked",
|
||||
"alert",
|
||||
"searching",
|
||||
"helped",
|
||||
"manipulation",
|
||||
] as const;
|
||||
|
||||
export function isPyloneStep(value: string): value is PyloneStep {
|
||||
return PYLONE_STEPS.includes(value as PyloneStep);
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
export type RepairMissionId = "bike" | "pylone" | "ferme";
|
||||
export type RepairMissionId = "bike" | "ferme";
|
||||
|
||||
export type MissionStep =
|
||||
| "locked"
|
||||
@@ -10,7 +10,7 @@ export type MissionStep =
|
||||
| "reassembling"
|
||||
| "done";
|
||||
|
||||
export const REPAIR_MISSION_IDS = ["bike", "pylone", "ferme"] as const;
|
||||
export const REPAIR_MISSION_IDS = ["bike", "ferme"] as const;
|
||||
|
||||
export const MISSION_STEPS = [
|
||||
"locked",
|
||||
|
||||
@@ -20,6 +20,7 @@ export function GameCinematics(): null {
|
||||
const [dialogueManifest, setDialogueManifest] =
|
||||
useState<DialogueManifest | null>(null);
|
||||
const playedCinematicsRef = useRef(new Set<string>());
|
||||
const triggeredCinematicsRef = useRef(new Set<string>());
|
||||
const timelineRef = useRef<gsap.core.Timeline | null>(null);
|
||||
const activeAudiosRef = useRef(new Set<HTMLAudioElement>());
|
||||
const startedAtRef = useRef<number | null>(null);
|
||||
@@ -64,7 +65,25 @@ export function GameCinematics(): null {
|
||||
|
||||
const elapsedTime = clock.getElapsedTime() - startedAtRef.current;
|
||||
|
||||
const currentStep = useGameStore.getState().intro.currentStep;
|
||||
|
||||
manifest.cinematics.forEach((cinematic) => {
|
||||
if (cinematic.trigger) {
|
||||
if (triggeredCinematicsRef.current.has(cinematic.id)) return;
|
||||
if (currentStep !== cinematic.trigger) return;
|
||||
if (cinematic.dialogueCues && !dialogueManifest) return;
|
||||
|
||||
triggeredCinematicsRef.current.add(cinematic.id);
|
||||
playCinematic(camera, cinematic, timelineRef, {
|
||||
dialogueManifest,
|
||||
activeAudiosRef,
|
||||
onComplete: () => {
|
||||
triggeredCinematicsRef.current.delete(cinematic.id);
|
||||
},
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
if (cinematic.timecode === undefined) return;
|
||||
if (cinematic.timecode > elapsedTime) return;
|
||||
if (cinematic.dialogueCues && !dialogueManifest) return;
|
||||
@@ -95,6 +114,7 @@ function playCinematic(
|
||||
dialogueOptions: {
|
||||
dialogueManifest: DialogueManifest | null;
|
||||
activeAudiosRef: MutableRefObject<Set<HTMLAudioElement>>;
|
||||
onComplete?: () => void;
|
||||
},
|
||||
): void {
|
||||
const firstKeyframe = cinematic.cameraKeyframes[0];
|
||||
@@ -113,6 +133,7 @@ function playCinematic(
|
||||
onComplete: () => {
|
||||
timelineRef.current = null;
|
||||
useGameStore.getState().setCinematicPlaying(false);
|
||||
dialogueOptions.onComplete?.();
|
||||
},
|
||||
});
|
||||
|
||||
|
||||
@@ -19,10 +19,6 @@ const GAME_REPAIR_ZONES = [
|
||||
mission: "bike",
|
||||
position: [8, 0, -6],
|
||||
},
|
||||
{
|
||||
mission: "pylone",
|
||||
position: [64, 0, -66],
|
||||
},
|
||||
{
|
||||
mission: "ferme",
|
||||
position: [-24, 0, 42],
|
||||
|
||||
+7
-1
@@ -28,6 +28,8 @@ import { GameMap } from "@/world/GameMap";
|
||||
import { GameStageContent } from "@/world/GameStageContent";
|
||||
import { Player } from "@/world/player/Player";
|
||||
import { TestMap } from "@/world/debug/TestMap";
|
||||
import { NetTest } from "@/components/three/NetTest";
|
||||
import { VideoPlayer } from "@/components/ui/VideoPlayer";
|
||||
import type { SceneLoadingChangeHandler } from "@/types/world/sceneLoading";
|
||||
|
||||
interface WorldProps {
|
||||
@@ -61,6 +63,7 @@ export function World({ onLoadingStateChange }: WorldProps): React.JSX.Element {
|
||||
return (
|
||||
<>
|
||||
<Environment />
|
||||
<VideoPlayer />
|
||||
<Lighting />
|
||||
<DebugHelpers />
|
||||
{showHandTrackingGloves ? (
|
||||
@@ -98,7 +101,10 @@ export function World({ onLoadingStateChange }: WorldProps): React.JSX.Element {
|
||||
) : null}
|
||||
</>
|
||||
) : (
|
||||
<TestMap onOctreeReady={handleOctreeReady} />
|
||||
<>
|
||||
<TestMap onOctreeReady={handleOctreeReady} />
|
||||
<NetTest />
|
||||
</>
|
||||
)}
|
||||
|
||||
{sceneMode !== "game" && spawnPlayer ? (
|
||||
|
||||
Reference in New Issue
Block a user