import { useEffect, useRef } from "react"; import { AudioManager } from "@/managers/AudioManager"; import { useGameStore } from "@/managers/stores/useGameStore"; import { AUDIO_PATHS } from "@/data/audioConfig"; export function GameFlow(): null { const step = useGameStore((state) => state.intro.currentStep); const setStep = useGameStore((state) => state.setIntroStep); const setActivityCity = useGameStore((state) => state.setActivityCity); const setCanMove = useGameStore((state) => state.setCanMove); const hasInitialized = useRef(false); useEffect(() => { console.log("[GameFlow] Current step:", step); if (!hasInitialized.current && step === "intro") { hasInitialized.current = true; console.log("[GameFlow] Transition to start-intro"); setStep("start-intro"); } }, [step, setStep]); useEffect(() => { console.log("[GameFlow] useEffect triggered, step:", step); if (step === "start-intro") { console.log("[GameFlow] Playing intro audio"); const audio = AudioManager.getInstance(); audio.playSoundWithCallback(AUDIO_PATHS.intro, 0.5, () => { console.log("[GameFlow] Intro audio ended, transition to naming"); setStep("naming"); }); return () => {}; } if (step === "bienvenue") { console.log("[GameFlow] Playing bienvenue audio"); const audio = AudioManager.getInstance(); audio.playSoundWithCallback(AUDIO_PATHS.bienvenue, 0.5, () => { console.log("[GameFlow] Bienvenue audio ended, enable movement"); setCanMove(true); setStep("star-move"); }); return () => {}; } if (step === "mission2") { console.log("[GameFlow] mission2 - setting activityCity to false"); setActivityCity(false); const audio = AudioManager.getInstance(); audio.playSound(AUDIO_PATHS.alertCentral, 0.5); } if (step === "searching") { console.log("[GameFlow] Playing searching audio"); const audio = AudioManager.getInstance(); audio.playSoundWithCallback(AUDIO_PATHS.searching, 0.5, () => { console.log("[GameFlow] searching audio ended"); }); return () => {}; } if (step === "helped") { console.log("[GameFlow] Playing helped audio"); const audio = AudioManager.getInstance(); audio.playSound(AUDIO_PATHS.helped, 0.5); } if (step === "manipulation") { console.log("[GameFlow] manipulation - blocking movement"); setCanMove(false); } return undefined; }, [step, setStep, setActivityCity, setCanMove]); return null; }