d29b01e398
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Render the exploded mission model during the repairing step so broken nodes (e.g. ebike refroidisseur) stay visible in the world, and surface their world positions to RepairRepairingStep so broken pieces spawn from where they belong on the model rather than from a static offset. - ExplodableModel: add hideNodeNames (mesh visibility off, restored on unmount) and nodeAnchorNames + onNodeAnchorsChange (per-frame world positions debounced via signature so React state updates only when the values actually move). - RepairGame: render ExplodableModel during 'repairing' with the broken node names hidden + anchors forwarded; threads brokenAnchors state to RepairRepairingStep. - RepairScanSequence + RepairRepairingStep: propagate targetNodeName through scanned and fallback broken-part lists. - RepairRepairingStep: broken parts spawn at brokenAnchors[targetNodeName] when set, falling back to legacy BROKEN_PART_START_OFFSETS otherwise.
225 lines
7.6 KiB
TypeScript
225 lines
7.6 KiB
TypeScript
import { Suspense, useEffect, useMemo, useState } from "react";
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import { useGLTF } from "@react-three/drei";
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import { ExplodableModel } from "@/components/three/models/ExplodableModel";
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import type { ExplodedNodeAnchors } from "@/components/three/models/ExplodableModel";
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import type {
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RepairCasePartAnchors,
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RepairCasePlaceholder,
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} from "@/components/three/gameplay/RepairCaseModel";
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import { RepairCompletionStep } from "@/components/three/gameplay/RepairCompletionStep";
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import { RepairInspectionObject } from "@/components/three/gameplay/RepairInspectionObject";
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import { RepairMissionCase } from "@/components/three/gameplay/RepairMissionCase";
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import { RepairRepairingStep } from "@/components/three/gameplay/RepairRepairingStep";
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import { RepairReassemblyStep } from "@/components/three/gameplay/RepairReassemblyStep";
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import { RepairScanSequence } from "@/components/three/gameplay/RepairScanSequence";
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import { REPAIR_CASE_MODEL_PATH } from "@/data/gameplay/repairCaseConfig";
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import { REPAIR_FRAGMENTATION_SEQUENCE_SECONDS } from "@/data/gameplay/repairGameConfig";
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import { REPAIR_MISSIONS } from "@/data/gameplay/repairMissions";
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import { useRepairFragmentationInput } from "@/hooks/gameplay/useRepairFragmentationInput";
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import { useRepairMissionStep } from "@/hooks/gameplay/useRepairMissionStep";
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import { useTerrainSnappedPosition } from "@/hooks/three/useTerrainHeight";
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import type {
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MissionStep,
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RepairMissionConfig,
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RepairMissionId,
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RepairScannedBrokenPart,
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} from "@/types/gameplay/repairMission";
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import { useGameStore } from "@/managers/stores/useGameStore";
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import type { ModelTransformProps, Vector3Tuple } from "@/types/three/three";
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import { toVector3Scale } from "@/utils/three/scale";
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interface RepairGameProps extends Required<
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Pick<ModelTransformProps, "position">
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> {
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mission: RepairMissionId;
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rotation?: Vector3Tuple;
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scale?: ModelTransformProps["scale"];
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}
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interface RepairMissionAssetPreloaderProps {
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config: RepairMissionConfig;
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}
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function RepairMissionAssetPreloader({
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config,
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}: RepairMissionAssetPreloaderProps): null {
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const modelPaths = useMemo(
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() => getRepairMissionModelPaths(config),
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[config],
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);
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useGLTF(modelPaths);
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return null;
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}
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export function RepairGame({
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mission,
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position,
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rotation = [0, 0, 0],
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scale = 1,
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}: RepairGameProps): React.JSX.Element | null {
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const config = REPAIR_MISSIONS[mission];
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const mainState = useGameStore((state) => state.mainState);
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const completeMission = useGameStore((state) => state.completeMission);
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const setMissionStep = useGameStore((state) => state.setMissionStep);
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const step = useRepairMissionStep(mission);
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const [casePlaceholders, setCasePlaceholders] = useState<
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readonly RepairCasePlaceholder[]
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>([]);
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const [caseAnchors, setCaseAnchors] = useState<RepairCasePartAnchors>({});
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const [brokenAnchors, setBrokenAnchors] = useState<ExplodedNodeAnchors>({});
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const [scannedBrokenParts, setScannedBrokenParts] = useState<
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readonly RepairScannedBrokenPart[]
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>([]);
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const parsedScale = toVector3Scale(scale);
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const snappedPosition = useTerrainSnappedPosition(position);
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const readyForFragmentation = step === "inspected";
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const brokenNodeNames = useMemo(() => getBrokenNodeNames(config), [config]);
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useRepairFragmentationInput({
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enabled: mainState === mission && readyForFragmentation,
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keyboardEnabled: false,
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onFragment: () => setMissionStep(mission, "fragmented"),
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});
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useEffect(() => {
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if (mainState === mission && shouldKeepRepairRuntimeState(step)) return;
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const timeoutId = window.setTimeout(() => {
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setCasePlaceholders([]);
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setCaseAnchors({});
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setBrokenAnchors({});
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setScannedBrokenParts([]);
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}, 0);
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return () => {
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window.clearTimeout(timeoutId);
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};
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}, [mainState, mission, step]);
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useEffect(() => {
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if (mainState !== mission) return undefined;
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if (step !== "fragmented") return undefined;
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const timeoutId = window.setTimeout(() => {
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setMissionStep(mission, "scanning");
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}, REPAIR_FRAGMENTATION_SEQUENCE_SECONDS * 1000);
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return () => {
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window.clearTimeout(timeoutId);
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};
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}, [mainState, mission, setMissionStep, step]);
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if (mainState !== mission) return null;
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if (step === "locked") return null;
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return (
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<group position={snappedPosition} rotation={rotation} scale={parsedScale}>
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<Suspense fallback={null}>
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<RepairMissionAssetPreloader config={config} />
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</Suspense>
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<Suspense fallback={null}>
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{step === "waiting" && mission !== "ebike" ? (
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<RepairInspectionObject
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config={config}
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worldPosition={snappedPosition}
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onInspect={() => setMissionStep(mission, "inspected")}
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/>
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) : null}
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{step === "fragmented" ? (
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<ExplodableModel
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modelPath={config.modelPath}
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scale={config.modelScale ?? 1}
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split
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/>
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) : null}
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{step === "scanning" ? (
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<RepairScanSequence
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config={config}
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onComplete={(brokenParts) => {
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setScannedBrokenParts(brokenParts);
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setMissionStep(mission, "repairing");
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}}
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/>
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) : null}
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{step === "repairing" ? (
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<>
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<ExplodableModel
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modelPath={config.modelPath}
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scale={config.modelScale ?? 1}
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split
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hideNodeNames={brokenNodeNames}
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nodeAnchorNames={brokenNodeNames}
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onNodeAnchorsChange={setBrokenAnchors}
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/>
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<RepairRepairingStep
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anchors={caseAnchors}
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brokenAnchors={brokenAnchors}
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brokenParts={scannedBrokenParts}
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config={config}
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placeholders={casePlaceholders}
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onRepair={() => setMissionStep(mission, "reassembling")}
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/>
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</>
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) : null}
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{step === "reassembling" ? (
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<RepairReassemblyStep
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config={config}
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onComplete={() => setMissionStep(mission, "done")}
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/>
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) : null}
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{step === "done" ? (
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<RepairCompletionStep
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config={config}
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onComplete={() => completeMission(mission)}
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/>
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) : null}
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{step !== "waiting" && step !== "done" && step !== "reassembling" ? (
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<RepairMissionCase
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config={config}
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onPlaceholdersChange={setCasePlaceholders}
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onAnchorsChange={setCaseAnchors}
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open={step === "repairing"}
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zoomed={step === "repairing"}
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showFragmentationPrompt={readyForFragmentation}
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onInteract={
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readyForFragmentation
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? () => setMissionStep(mission, "fragmented")
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: undefined
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}
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/>
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) : null}
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</Suspense>
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</group>
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);
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}
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function shouldKeepRepairRuntimeState(step: MissionStep): boolean {
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return step === "repairing" || step === "reassembling" || step === "done";
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}
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function getRepairMissionModelPaths(config: RepairMissionConfig): string[] {
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return [
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...new Set([
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REPAIR_CASE_MODEL_PATH,
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config.modelPath,
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...config.brokenParts.flatMap((part) => part.modelPath ?? []),
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...config.replacementParts.flatMap((part) => part.modelPath ?? []),
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]),
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];
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}
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function getBrokenNodeNames(config: RepairMissionConfig): readonly string[] {
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const names = new Set<string>();
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config.brokenParts.forEach((part) => {
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if (part.targetNodeName) names.add(part.targetNodeName);
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else if (part.nodeName) names.add(part.nodeName);
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});
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config.replacementParts.forEach((part) => {
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if (part.targetNodeName) names.add(part.targetNodeName);
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});
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return Array.from(names);
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}
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