2.8 KiB
2.8 KiB
Skill — GSAP
GSAP is used exclusively for cinematic sequences and UI transitions. It is never used for per-frame 3D animation (that's useFrame + AnimationMixer).
Cinematic timeline pattern
import gsap from "gsap";
export class CinematicManager {
private static _instance: CinematicManager | null = null;
private timeline: gsap.core.Timeline | null = null;
static getInstance(): CinematicManager {
if (!CinematicManager._instance) {
CinematicManager._instance = new CinematicManager();
}
return CinematicManager._instance;
}
play(id: string, camera: THREE.Camera): void {
this.timeline?.kill();
this.timeline = gsap.timeline({
onStart: () => {
GameManager.getInstance().setPhase("cinematic");
GameManager.getInstance().lockInput(true);
},
onComplete: () => {
GameManager.getInstance().setPhase("exploring");
GameManager.getInstance().lockInput(false);
},
});
// Example: camera pan to workshop
this.timeline
.to(camera.position, {
x: 5,
y: 3,
z: 10,
duration: 2,
ease: "power2.inOut",
})
.to(
camera.rotation,
{ y: Math.PI / 4, duration: 1.5, ease: "power2.out" },
"-=1",
);
}
destroy(): void {
this.timeline?.kill();
this.timeline = null;
CinematicManager._instance = null;
}
}
UI animation pattern
For HTML overlays (cinematic bars, dialogue fade-in):
import { useRef, useEffect } from "react";
import gsap from "gsap";
export function CinematicBars({ visible }: { visible: boolean }) {
const topRef = useRef<HTMLDivElement>(null);
const bottomRef = useRef<HTMLDivElement>(null);
useEffect(() => {
if (visible) {
gsap.to(topRef.current, { y: 0, duration: 0.6, ease: "power2.out" });
gsap.to(bottomRef.current, { y: 0, duration: 0.6, ease: "power2.out" });
} else {
gsap.to(topRef.current, { y: -60, duration: 0.4, ease: "power2.in" });
gsap.to(bottomRef.current, { y: 60, duration: 0.4, ease: "power2.in" });
}
}, [visible]);
return (
<>
<div
ref={topRef}
style={
{
/* black bar top */
}
}
/>
<div
ref={bottomRef}
style={
{
/* black bar bottom */
}
}
/>
</>
);
}
Rules
- Always
.kill()previous timeline before creating a new one - Lock input via
GameManager.lockInput(true)during cinematics - Set phase to
'cinematic'at start, restore to'exploring'at end - Use
ease: 'power2.inOut'for camera moves,'power2.out'for UI reveals - Never use GSAP to animate values that R3F's
useFramealready handles (positions updated every frame) - Timelines are owned by
CinematicManager— components trigger them, they don't create them