blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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//#region src/hooks/useMatchCountdown.ts
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const mergedConfig = useMemo(() => ({
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readyDuration: config.readyDuration ?? DEFAULT_CONFIG.readyDuration,
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countdownInterval: config.countdownInterval ?? DEFAULT_CONFIG.countdownInterval,
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fightDuration: config.fightDuration ?? DEFAULT_CONFIG.fightDuration,
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startNumber: config.startNumber ?? DEFAULT_CONFIG.startNumber
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}), [
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config.startNumber
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]);
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const [state, setState] = useState("idle");
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const [currentNumber, setCurrentNumber] = useState(mergedConfig.startNumber);
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const readyTimer = useRef(null);
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const countdownTimer = useRef(null);
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const fightTimer = useRef(null);
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const onCompleteRef = useRef(onComplete);
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useEffect(() => {
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onCompleteRef.current = onComplete;
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}, [onComplete]);
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/**
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* Clear all active timers
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*/
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const clearTimers = useCallback(() => {
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clearTimeout(readyTimer.current);
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clearInterval(countdownTimer.current);
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}
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}
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}, []);
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/**
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* Start the countdown sequence
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*/
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const startCountdown = useCallback(() => {
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clearTimers();
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setState("ready");
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setCurrentNumber(mergedConfig.startNumber);
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readyTimer.current = setTimeout(() => {
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setState("counting");
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setCurrentNumber(mergedConfig.startNumber);
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let count = mergedConfig.startNumber;
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countdownTimer.current = setInterval(() => {
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count -= 1;
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setCurrentNumber(count);
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if (count <= 0) {
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if (countdownTimer.current) {
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clearInterval(countdownTimer.current);
|
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countdownTimer.current = null;
|
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}
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setState("fight");
|
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|
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fightTimer.current = setTimeout(() => {
|
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setState("complete");
|
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onCompleteRef.current?.();
|
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}, mergedConfig.fightDuration * 1e3);
|
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}
|
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}, mergedConfig.countdownInterval * 1e3);
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}, mergedConfig.readyDuration * 1e3);
|
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}, [clearTimers, mergedConfig]);
|
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/**
|
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* Skip countdown and proceed immediately to fight state
|
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|
+
*/
|
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|
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const skipCountdown = useCallback(() => {
|
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clearTimers();
|
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setState("complete");
|
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onCompleteRef.current?.();
|
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}, [clearTimers]);
|
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/**
|
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* Reset countdown to idle state
|
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|
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*/
|
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const resetCountdown = useCallback(() => {
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clearTimers();
|
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setState("idle");
|
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setCurrentNumber(mergedConfig.startNumber);
|
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|
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}, [clearTimers, mergedConfig.startNumber]);
|
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|
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/**
|
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* Cleanup on unmount
|
|
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+
*/
|
|
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|
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useEffect(() => {
|
|
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return () => {
|
|
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clearTimers();
|
|
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};
|
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}, [clearTimers]);
|
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return {
|
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state,
|
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currentNumber,
|
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startCountdown,
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skipCountdown,
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resetCountdown,
|
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isActive: state !== "idle" && state !== "complete"
|
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};
|
|
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|
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}
|
|
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|
+
//#endregion
|
|
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|
+
export { useMatchCountdown as default };
|
|
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|
+
|
|
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|
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//# sourceMappingURL=useMatchCountdown.js.map
|
|
@@ -0,0 +1 @@
|
|
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1
|
+
{"version":3,"file":"useMatchCountdown.js","names":[],"sources":["../../src/hooks/useMatchCountdown.ts"],"sourcesContent":["/**\n * useMatchCountdown Hook - Manages match start countdown sequence\n *\n * Korean: 매치 시작 카운트다운 훅 (Match Start Countdown Hook)\n *\n * Handles the state machine for match start countdown:\n * - idle: Waiting to start\n * - ready: Showing \"Ready?\" message\n * - counting: Counting down \"3... 2... 1...\"\n * - fight: Showing \"Fight!\" announcement\n * - complete: Countdown finished, combat can begin\n *\n * @module hooks/useMatchCountdown\n * @category Combat Hooks\n */\n\nimport { useCallback, useEffect, useMemo, useRef, useState } from \"react\";\n\n/**\n * Match countdown states\n *\n * Korean: 매치 카운트다운 상태\n */\nexport type MatchCountdownState =\n | \"idle\"\n | \"ready\"\n | \"counting\"\n | \"fight\"\n | \"complete\";\n\n/**\n * Match countdown configuration\n */\nexport interface MatchCountdownConfig {\n /** Duration of \"Ready?\" display in seconds */\n readonly readyDuration?: number;\n /** Duration of each countdown number in seconds */\n readonly countdownInterval?: number;\n /** Duration of \"Fight!\" display in seconds */\n readonly fightDuration?: number;\n /** Starting countdown number */\n readonly startNumber?: number;\n}\n\n/**\n * Match countdown hook state\n */\nexport interface UseMatchCountdownResult {\n /** Current countdown state */\n readonly state: MatchCountdownState;\n /** Current countdown number (3, 2, 1, or 0) */\n readonly currentNumber: number;\n /** Start countdown sequence */\n readonly startCountdown: () => void;\n /** Skip countdown and proceed immediately */\n readonly skipCountdown: () => void;\n /** Reset countdown to idle state */\n readonly resetCountdown: () => void;\n /** Whether countdown is in progress */\n readonly isActive: boolean;\n}\n\n/**\n * Default configuration values\n */\nconst DEFAULT_CONFIG: Required<MatchCountdownConfig> = {\n readyDuration: 1,\n countdownInterval: 1,\n fightDuration: 1,\n startNumber: 3,\n};\n\n/**\n * useMatchCountdown Hook\n *\n * Manages the complete match start countdown flow:\n * 1. Idle state waiting for match start\n * 2. Ready state shows \"Ready?\" message (1s)\n * 3. Counting state counts down from 3 to 1 (1s intervals)\n * 4. Fight state shows \"Fight!\" message (1s)\n * 5. Complete state signals combat can begin\n *\n * @param config - Configuration for countdown timings\n * @param onComplete - Callback when countdown completes\n * @returns Match countdown state and control functions\n *\n * @example\n * ```typescript\n * const {\n * state,\n * currentNumber,\n * startCountdown,\n * skipCountdown,\n * } = useMatchCountdown(\n * { startNumber: 3 },\n * () => {\n * // Enable combat inputs\n * enableCombatControls();\n * }\n * );\n *\n * // When match initializes\n * startCountdown();\n * ```\n */\nexport function useMatchCountdown(\n config: MatchCountdownConfig = {},\n onComplete?: () => void\n): UseMatchCountdownResult {\n // Memoize with individual config values to avoid reference equality issues\n const mergedConfig = useMemo(\n () => ({\n readyDuration: config.readyDuration ?? DEFAULT_CONFIG.readyDuration,\n countdownInterval:\n config.countdownInterval ?? DEFAULT_CONFIG.countdownInterval,\n fightDuration: config.fightDuration ?? DEFAULT_CONFIG.fightDuration,\n startNumber: config.startNumber ?? DEFAULT_CONFIG.startNumber,\n }),\n [\n config.readyDuration,\n config.countdownInterval,\n config.fightDuration,\n config.startNumber,\n ]\n );\n\n const [state, setState] = useState<MatchCountdownState>(\"idle\");\n const [currentNumber, setCurrentNumber] = useState(mergedConfig.startNumber);\n\n // Use refs to track active timers\n const readyTimer = useRef<ReturnType<typeof setTimeout> | null>(null);\n const countdownTimer = useRef<ReturnType<typeof setInterval> | null>(null);\n const fightTimer = useRef<ReturnType<typeof setTimeout> | null>(null);\n\n // Use ref to always call the latest callback\n const onCompleteRef = useRef(onComplete);\n useEffect(() => {\n onCompleteRef.current = onComplete;\n }, [onComplete]);\n\n /**\n * Clear all active timers\n */\n const clearTimers = useCallback(() => {\n if (readyTimer.current) {\n clearTimeout(readyTimer.current);\n readyTimer.current = null;\n }\n if (countdownTimer.current) {\n clearInterval(countdownTimer.current);\n countdownTimer.current = null;\n }\n if (fightTimer.current) {\n clearTimeout(fightTimer.current);\n fightTimer.current = null;\n }\n }, []);\n\n /**\n * Start the countdown sequence\n */\n const startCountdown = useCallback(() => {\n clearTimers();\n setState(\"ready\");\n setCurrentNumber(mergedConfig.startNumber);\n\n // Show \"Ready?\" message\n readyTimer.current = setTimeout(() => {\n setState(\"counting\");\n setCurrentNumber(mergedConfig.startNumber);\n\n // Countdown timer\n let count = mergedConfig.startNumber;\n countdownTimer.current = setInterval(() => {\n count -= 1;\n setCurrentNumber(count);\n\n if (count <= 0) {\n if (countdownTimer.current) {\n clearInterval(countdownTimer.current);\n countdownTimer.current = null;\n }\n\n // Show \"Fight!\" message\n setState(\"fight\");\n\n fightTimer.current = setTimeout(() => {\n setState(\"complete\");\n onCompleteRef.current?.();\n }, mergedConfig.fightDuration * 1000);\n }\n }, mergedConfig.countdownInterval * 1000);\n }, mergedConfig.readyDuration * 1000);\n }, [clearTimers, mergedConfig]);\n\n /**\n * Skip countdown and proceed immediately to fight state\n */\n const skipCountdown = useCallback(() => {\n clearTimers();\n setState(\"complete\");\n onCompleteRef.current?.();\n }, [clearTimers]);\n\n /**\n * Reset countdown to idle state\n */\n const resetCountdown = useCallback(() => {\n clearTimers();\n setState(\"idle\");\n setCurrentNumber(mergedConfig.startNumber);\n }, [clearTimers, mergedConfig.startNumber]);\n\n /**\n * Cleanup on unmount\n */\n useEffect(() => {\n return () => {\n clearTimers();\n };\n }, [clearTimers]);\n\n return {\n state,\n currentNumber,\n startCountdown,\n skipCountdown,\n resetCountdown,\n isActive: state !== \"idle\" && state !== \"complete\",\n };\n}\n\nexport default useMatchCountdown;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;AAiEA,IAAM,iBAAiD;CACrD,eAAe;CACf,mBAAmB;CACnB,eAAe;CACf,aAAa;CACd;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmCD,SAAgB,kBACd,SAA+B,EAAE,EACjC,YACyB;CAEzB,MAAM,eAAe,eACZ;EACL,eAAe,OAAO,iBAAiB,eAAe;EACtD,mBACE,OAAO,qBAAqB,eAAe;EAC7C,eAAe,OAAO,iBAAiB,eAAe;EACtD,aAAa,OAAO,eAAe,eAAe;EACnD,GACD;EACE,OAAO;EACP,OAAO;EACP,OAAO;EACP,OAAO;EACR,CACF;CAED,MAAM,CAAC,OAAO,YAAY,SAA8B,OAAO;CAC/D,MAAM,CAAC,eAAe,oBAAoB,SAAS,aAAa,YAAY;CAG5E,MAAM,aAAa,OAA6C,KAAK;CACrE,MAAM,iBAAiB,OAA8C,KAAK;CAC1E,MAAM,aAAa,OAA6C,KAAK;CAGrE,MAAM,gBAAgB,OAAO,WAAW;AACxC,iBAAgB;AACd,gBAAc,UAAU;IACvB,CAAC,WAAW,CAAC;;;;CAKhB,MAAM,cAAc,kBAAkB;AACpC,MAAI,WAAW,SAAS;AACtB,gBAAa,WAAW,QAAQ;AAChC,cAAW,UAAU;;AAEvB,MAAI,eAAe,SAAS;AAC1B,iBAAc,eAAe,QAAQ;AACrC,kBAAe,UAAU;;AAE3B,MAAI,WAAW,SAAS;AACtB,gBAAa,WAAW,QAAQ;AAChC,cAAW,UAAU;;IAEtB,EAAE,CAAC;;;;CAKN,MAAM,iBAAiB,kBAAkB;AACvC,eAAa;AACb,WAAS,QAAQ;AACjB,mBAAiB,aAAa,YAAY;AAG1C,aAAW,UAAU,iBAAiB;AACpC,YAAS,WAAW;AACpB,oBAAiB,aAAa,YAAY;GAG1C,IAAI,QAAQ,aAAa;AACzB,kBAAe,UAAU,kBAAkB;AACzC,aAAS;AACT,qBAAiB,MAAM;AAEvB,QAAI,SAAS,GAAG;AACd,SAAI,eAAe,SAAS;AAC1B,oBAAc,eAAe,QAAQ;AACrC,qBAAe,UAAU;;AAI3B,cAAS,QAAQ;AAEjB,gBAAW,UAAU,iBAAiB;AACpC,eAAS,WAAW;AACpB,oBAAc,WAAW;QACxB,aAAa,gBAAgB,IAAK;;MAEtC,aAAa,oBAAoB,IAAK;KACxC,aAAa,gBAAgB,IAAK;IACpC,CAAC,aAAa,aAAa,CAAC;;;;CAK/B,MAAM,gBAAgB,kBAAkB;AACtC,eAAa;AACb,WAAS,WAAW;AACpB,gBAAc,WAAW;IACxB,CAAC,YAAY,CAAC;;;;CAKjB,MAAM,iBAAiB,kBAAkB;AACvC,eAAa;AACb,WAAS,OAAO;AAChB,mBAAiB,aAAa,YAAY;IACzC,CAAC,aAAa,aAAa,YAAY,CAAC;;;;AAK3C,iBAAgB;AACd,eAAa;AACX,gBAAa;;IAEd,CAAC,YAAY,CAAC;AAEjB,QAAO;EACL;EACA;EACA;EACA;EACA;EACA,UAAU,UAAU,UAAU,UAAU;EACzC"}
|
|
@@ -0,0 +1,76 @@
|
|
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1
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+
/**
|
|
2
|
+
* useMuscleActivation - Shared hook for muscle activation management
|
|
3
|
+
*
|
|
4
|
+
* Manages muscle activation state based on current actions and stamina.
|
|
5
|
+
* Reduces code duplication in skeletal animation components.
|
|
6
|
+
* Includes stance-based leg muscle tension for isometric holds.
|
|
7
|
+
*
|
|
8
|
+
* @module hooks/useMuscleActivation
|
|
9
|
+
* @category Hooks
|
|
10
|
+
* @korean 근육활성화훅
|
|
11
|
+
*/
|
|
12
|
+
import type { TrigramStance } from "../types/common";
|
|
13
|
+
import type { PlayerAnimation } from "../types/player-visual";
|
|
14
|
+
/**
|
|
15
|
+
* Options for useMuscleActivation hook
|
|
16
|
+
* @korean 근육활성화훅옵션
|
|
17
|
+
*/
|
|
18
|
+
export interface UseMuscleActivationOptions {
|
|
19
|
+
/** Current animation name */
|
|
20
|
+
readonly currentAnimation: PlayerAnimation;
|
|
21
|
+
/** Specific attack animation name (for attack state) */
|
|
22
|
+
readonly attackAnimation?: string;
|
|
23
|
+
/** Whether player is blocking */
|
|
24
|
+
readonly isBlocking?: boolean;
|
|
25
|
+
/** Current stamina level (0-100) */
|
|
26
|
+
readonly stamina: number;
|
|
27
|
+
/** Current trigram stance (for leg muscle tension) */
|
|
28
|
+
readonly currentStance?: TrigramStance;
|
|
29
|
+
}
|
|
30
|
+
/**
|
|
31
|
+
* Return type for useMuscleActivation hook
|
|
32
|
+
* @korean 근육활성화훅반환타입
|
|
33
|
+
*/
|
|
34
|
+
export interface UseMuscleActivationReturn {
|
|
35
|
+
/** Current muscle activation states (bone name -> activation 0-1) */
|
|
36
|
+
readonly muscleStates: Map<string, number>;
|
|
37
|
+
/** Update muscle activations (call in useFrame) */
|
|
38
|
+
readonly updateMuscleActivations: (delta: number, frameCounter: number) => void;
|
|
39
|
+
}
|
|
40
|
+
/**
|
|
41
|
+
* useMuscleActivation hook
|
|
42
|
+
*
|
|
43
|
+
* Manages muscle activation based on current actions (attack, defend, movement).
|
|
44
|
+
* Updates at 60fps with periodic state syncs to reduce re-renders.
|
|
45
|
+
*
|
|
46
|
+
* @param options - Muscle activation options
|
|
47
|
+
* @returns Muscle states and update function
|
|
48
|
+
*
|
|
49
|
+
* @example
|
|
50
|
+
* ```tsx
|
|
51
|
+
* const { muscleStates, updateMuscleActivations } = useMuscleActivation({
|
|
52
|
+
* currentAnimation: "attack",
|
|
53
|
+
* attackAnimation: "jab",
|
|
54
|
+
* isBlocking: false,
|
|
55
|
+
* stamina: 85,
|
|
56
|
+
* });
|
|
57
|
+
*
|
|
58
|
+
* // In useFrame callback
|
|
59
|
+
* let frameCounter = 0;
|
|
60
|
+
* useFrame((_, delta) => {
|
|
61
|
+
* frameCounter = (frameCounter + 1) % 10;
|
|
62
|
+
* updateMuscleActivations(delta, frameCounter);
|
|
63
|
+
* });
|
|
64
|
+
*
|
|
65
|
+
* // Use muscle states in rendering
|
|
66
|
+
* <BoneRenderer
|
|
67
|
+
* rig={rig}
|
|
68
|
+
* muscleStates={muscleStates}
|
|
69
|
+
* isExhausted={stamina < 20}
|
|
70
|
+
* />
|
|
71
|
+
* ```
|
|
72
|
+
*
|
|
73
|
+
* @korean 근육활성화훅
|
|
74
|
+
*/
|
|
75
|
+
export declare function useMuscleActivation(options: UseMuscleActivationOptions): UseMuscleActivationReturn;
|
|
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|
+
//# sourceMappingURL=useMuscleActivation.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"useMuscleActivation.d.ts","sourceRoot":"","sources":["../../src/hooks/useMuscleActivation.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAOH,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAErD,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,wBAAwB,CAAC;AAU9D;;;GAGG;AACH,MAAM,WAAW,0BAA0B;IACzC,6BAA6B;IAC7B,QAAQ,CAAC,gBAAgB,EAAE,eAAe,CAAC;IAC3C,wDAAwD;IACxD,QAAQ,CAAC,eAAe,CAAC,EAAE,MAAM,CAAC;IAClC,iCAAiC;IACjC,QAAQ,CAAC,UAAU,CAAC,EAAE,OAAO,CAAC;IAC9B,oCAAoC;IACpC,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,sDAAsD;IACtD,QAAQ,CAAC,aAAa,CAAC,EAAE,aAAa,CAAC;CACxC;AAED;;;GAGG;AACH,MAAM,WAAW,yBAAyB;IACxC,qEAAqE;IACrE,QAAQ,CAAC,YAAY,EAAE,GAAG,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IAC3C,mDAAmD;IACnD,QAAQ,CAAC,uBAAuB,EAAE,CAChC,KAAK,EAAE,MAAM,EACb,YAAY,EAAE,MAAM,KACjB,IAAI,CAAC;CACX;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAkCG;AACH,wBAAgB,mBAAmB,CACjC,OAAO,EAAE,0BAA0B,GAClC,yBAAyB,CA0F3B"}
|
|
@@ -0,0 +1,99 @@
|
|
|
1
|
+
import { MuscleActivationManager, getMuscleTensionForStance } from "../systems/animation/systems/MuscleActivation.js";
|
|
2
|
+
import "../systems/animation/index.js";
|
|
3
|
+
import { DEFAULT_MUSCLE_CONFIG } from "../types/muscle.js";
|
|
4
|
+
import { useEffect, useMemo, useRef, useState } from "react";
|
|
5
|
+
//#region src/hooks/useMuscleActivation.ts
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/**
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* useMuscleActivation - Shared hook for muscle activation management
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*
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* Manages muscle activation state based on current actions and stamina.
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* Reduces code duplication in skeletal animation components.
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* Includes stance-based leg muscle tension for isometric holds.
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*
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* @module hooks/useMuscleActivation
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* @category Hooks
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* @korean 근육활성화훅
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*/
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/**
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* Simple lerp function for muscle tension interpolation
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* Defined at module level to avoid recreation
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* @korean 선형보간함수
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*/
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var lerp = (start, end, t) => start + (end - start) * t;
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/**
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* useMuscleActivation hook
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*
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* Manages muscle activation based on current actions (attack, defend, movement).
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* Updates at 60fps with periodic state syncs to reduce re-renders.
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*
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* @param options - Muscle activation options
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* @returns Muscle states and update function
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*
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* @example
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* ```tsx
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* const { muscleStates, updateMuscleActivations } = useMuscleActivation({
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* currentAnimation: "attack",
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* attackAnimation: "jab",
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* isBlocking: false,
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* stamina: 85,
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* });
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*
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* // In useFrame callback
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* let frameCounter = 0;
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* useFrame((_, delta) => {
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* frameCounter = (frameCounter + 1) % 10;
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* updateMuscleActivations(delta, frameCounter);
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* });
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*
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* // Use muscle states in rendering
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* <BoneRenderer
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* rig={rig}
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* muscleStates={muscleStates}
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* isExhausted={stamina < 20}
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* />
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* ```
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*
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* @korean 근육활성화훅
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*/
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function useMuscleActivation(options) {
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const { currentAnimation, attackAnimation, isBlocking = false, stamina, currentStance } = options;
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const muscleManager = useRef(new MuscleActivationManager());
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const [muscleStates, setMuscleStates] = useState(/* @__PURE__ */ new Map());
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useEffect(() => {
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const manager = muscleManager.current;
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return () => {
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try {
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manager.reset();
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} catch (error) {
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console.warn("MuscleActivationManager reset failed:", error);
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}
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};
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}, []);
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const stanceTension = useMemo(() => {
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return currentStance ? getMuscleTensionForStance(currentStance) : null;
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}, [currentStance]);
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const updateMuscleActivations = (delta, frameCounter) => {
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if (currentAnimation === "attack" && attackAnimation) muscleManager.current.update(attackAnimation, stamina, delta);
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else if (currentAnimation === "defend" || isBlocking) muscleManager.current.update("block", stamina, delta);
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else if (currentAnimation === "walk" || currentAnimation === "stance_change") muscleManager.current.update("stance_change", stamina, delta);
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else if (currentAnimation === "idle" && stanceTension) {
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const allActivations = muscleManager.current.getAllActivations();
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stanceTension.forEach((tension, muscleGroup) => {
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const state = allActivations.get(muscleGroup);
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if (state) {
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state.targetTension = tension;
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state.tension = lerp(state.tension, state.targetTension, DEFAULT_MUSCLE_CONFIG.activationSpeed * delta);
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}
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});
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} else muscleManager.current.relaxAllMuscles(delta);
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if (frameCounter === 0) setMuscleStates(muscleManager.current.getScratchMapForSync());
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};
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return {
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muscleStates,
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updateMuscleActivations
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};
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}
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//#endregion
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export { useMuscleActivation };
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//# sourceMappingURL=useMuscleActivation.js.map
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1
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{"version":3,"file":"useMuscleActivation.js","names":[],"sources":["../../src/hooks/useMuscleActivation.ts"],"sourcesContent":["/**\n * useMuscleActivation - Shared hook for muscle activation management\n *\n * Manages muscle activation state based on current actions and stamina.\n * Reduces code duplication in skeletal animation components.\n * Includes stance-based leg muscle tension for isometric holds.\n *\n * @module hooks/useMuscleActivation\n * @category Hooks\n * @korean 근육활성화훅\n */\n\nimport { useEffect, useMemo, useRef, useState } from \"react\";\nimport {\n MuscleActivationManager,\n getMuscleTensionForStance,\n} from \"../systems/animation\";\nimport type { TrigramStance } from \"../types/common\";\nimport { DEFAULT_MUSCLE_CONFIG } from \"../types/muscle\";\nimport type { PlayerAnimation } from \"../types/player-visual\";\n\n/**\n * Simple lerp function for muscle tension interpolation\n * Defined at module level to avoid recreation\n * @korean 선형보간함수\n */\nconst lerp = (start: number, end: number, t: number): number =>\n start + (end - start) * t;\n\n/**\n * Options for useMuscleActivation hook\n * @korean 근육활성화훅옵션\n */\nexport interface UseMuscleActivationOptions {\n /** Current animation name */\n readonly currentAnimation: PlayerAnimation;\n /** Specific attack animation name (for attack state) */\n readonly attackAnimation?: string;\n /** Whether player is blocking */\n readonly isBlocking?: boolean;\n /** Current stamina level (0-100) */\n readonly stamina: number;\n /** Current trigram stance (for leg muscle tension) */\n readonly currentStance?: TrigramStance;\n}\n\n/**\n * Return type for useMuscleActivation hook\n * @korean 근육활성화훅반환타입\n */\nexport interface UseMuscleActivationReturn {\n /** Current muscle activation states (bone name -> activation 0-1) */\n readonly muscleStates: Map<string, number>;\n /** Update muscle activations (call in useFrame) */\n readonly updateMuscleActivations: (\n delta: number,\n frameCounter: number\n ) => void;\n}\n\n/**\n * useMuscleActivation hook\n *\n * Manages muscle activation based on current actions (attack, defend, movement).\n * Updates at 60fps with periodic state syncs to reduce re-renders.\n *\n * @param options - Muscle activation options\n * @returns Muscle states and update function\n *\n * @example\n * ```tsx\n * const { muscleStates, updateMuscleActivations } = useMuscleActivation({\n * currentAnimation: \"attack\",\n * attackAnimation: \"jab\",\n * isBlocking: false,\n * stamina: 85,\n * });\n *\n * // In useFrame callback\n * let frameCounter = 0;\n * useFrame((_, delta) => {\n * frameCounter = (frameCounter + 1) % 10;\n * updateMuscleActivations(delta, frameCounter);\n * });\n *\n * // Use muscle states in rendering\n * <BoneRenderer\n * rig={rig}\n * muscleStates={muscleStates}\n * isExhausted={stamina < 20}\n * />\n * ```\n *\n * @korean 근육활성화훅\n */\nexport function useMuscleActivation(\n options: UseMuscleActivationOptions\n): UseMuscleActivationReturn {\n const {\n currentAnimation,\n attackAnimation,\n isBlocking = false,\n stamina,\n currentStance,\n } = options;\n\n // Muscle activation manager\n const muscleManager = useRef(new MuscleActivationManager());\n const [muscleStates, setMuscleStates] = useState<Map<string, number>>(\n new Map()\n );\n\n // Cleanup muscle manager on unmount\n useEffect(() => {\n const manager = muscleManager.current;\n return () => {\n try {\n manager.reset();\n } catch (error) {\n console.warn(\"MuscleActivationManager reset failed:\", error);\n }\n };\n }, []);\n\n // Memoize stance tension to avoid recalculation at 60fps\n const stanceTension = useMemo(() => {\n return currentStance ? getMuscleTensionForStance(currentStance) : null;\n }, [currentStance]);\n\n // Update muscle activations (called at 60fps in useFrame)\n const updateMuscleActivations = (\n delta: number,\n frameCounter: number\n ): void => {\n // Update muscle system based on current action\n if (currentAnimation === \"attack\" && attackAnimation) {\n muscleManager.current.update(attackAnimation, stamina, delta);\n } else if (currentAnimation === \"defend\" || isBlocking) {\n muscleManager.current.update(\"block\", stamina, delta);\n } else if (\n currentAnimation === \"walk\" ||\n currentAnimation === \"stance_change\"\n ) {\n // Engage stance/leg/core muscles during movement and stance changes\n muscleManager.current.update(\"stance_change\", stamina, delta);\n } else if (currentAnimation === \"idle\" && stanceTension) {\n // Apply stance-based leg muscle tension for idle/guard positions\n // This provides realistic isometric contraction visualization\n\n // Get all activation states once (not in the loop)\n const allActivations = muscleManager.current.getAllActivations();\n\n // Update manager with stance muscle activations\n stanceTension.forEach((tension, muscleGroup) => {\n // Get existing activation state\n const state = allActivations.get(muscleGroup);\n\n if (state) {\n // Set target tension for smooth interpolation\n state.targetTension = tension;\n\n // Smoothly interpolate to target (using config activation speed)\n state.tension = lerp(\n state.tension,\n state.targetTension,\n DEFAULT_MUSCLE_CONFIG.activationSpeed * delta\n );\n }\n });\n } else {\n muscleManager.current.relaxAllMuscles(delta);\n }\n\n // Sync muscle states to React state deterministically\n // (every 10 frames at 60fps = ~6 times/sec)\n // Balances animation smoothness with performance and reduces GC pressure\n if (frameCounter === 0) {\n // Reuse scratch map from manager to avoid repeated allocations\n const scratchMap = muscleManager.current.getScratchMapForSync();\n setMuscleStates(scratchMap);\n }\n };\n\n return {\n muscleStates,\n updateMuscleActivations,\n };\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;AA0BA,IAAM,QAAQ,OAAe,KAAa,MACxC,SAAS,MAAM,SAAS;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAoE1B,SAAgB,oBACd,SAC2B;CAC3B,MAAM,EACJ,kBACA,iBACA,aAAa,OACb,SACA,kBACE;CAGJ,MAAM,gBAAgB,OAAO,IAAI,yBAAyB,CAAC;CAC3D,MAAM,CAAC,cAAc,mBAAmB,yBACtC,IAAI,KAAK,CACV;AAGD,iBAAgB;EACd,MAAM,UAAU,cAAc;AAC9B,eAAa;AACX,OAAI;AACF,YAAQ,OAAO;YACR,OAAO;AACd,YAAQ,KAAK,yCAAyC,MAAM;;;IAG/D,EAAE,CAAC;CAGN,MAAM,gBAAgB,cAAc;AAClC,SAAO,gBAAgB,0BAA0B,cAAc,GAAG;IACjE,CAAC,cAAc,CAAC;CAGnB,MAAM,2BACJ,OACA,iBACS;AAET,MAAI,qBAAqB,YAAY,gBACnC,eAAc,QAAQ,OAAO,iBAAiB,SAAS,MAAM;WACpD,qBAAqB,YAAY,WAC1C,eAAc,QAAQ,OAAO,SAAS,SAAS,MAAM;WAErD,qBAAqB,UACrB,qBAAqB,gBAGrB,eAAc,QAAQ,OAAO,iBAAiB,SAAS,MAAM;WACpD,qBAAqB,UAAU,eAAe;GAKvD,MAAM,iBAAiB,cAAc,QAAQ,mBAAmB;AAGhE,iBAAc,SAAS,SAAS,gBAAgB;IAE9C,MAAM,QAAQ,eAAe,IAAI,YAAY;AAE7C,QAAI,OAAO;AAET,WAAM,gBAAgB;AAGtB,WAAM,UAAU,KACd,MAAM,SACN,MAAM,eACN,sBAAsB,kBAAkB,MACzC;;KAEH;QAEF,eAAc,QAAQ,gBAAgB,MAAM;AAM9C,MAAI,iBAAiB,EAGnB,iBADmB,cAAc,QAAQ,sBAAsB,CACpC;;AAI/B,QAAO;EACL;EACA;EACD"}
|
|
@@ -0,0 +1,32 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* usePauseMenu Hook - State management for pause menu
|
|
3
|
+
*
|
|
4
|
+
* Manages:
|
|
5
|
+
* - Pause menu visibility
|
|
6
|
+
* - Active submenu (controls, settings)
|
|
7
|
+
* - Confirmation dialog state
|
|
8
|
+
*/
|
|
9
|
+
export type PauseSubmenu = "main" | "controls" | "settings" | null;
|
|
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|
+
export interface ConfirmDialogState {
|
|
11
|
+
readonly isOpen: boolean;
|
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12
|
+
readonly title: string;
|
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13
|
+
readonly titleKorean: string;
|
|
14
|
+
readonly message: string;
|
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15
|
+
readonly messageKorean: string;
|
|
16
|
+
readonly onConfirm: () => void;
|
|
17
|
+
}
|
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|
+
export interface UsePauseMenuResult {
|
|
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|
+
readonly activeSubmenu: PauseSubmenu;
|
|
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|
+
readonly confirmDialog: ConfirmDialogState;
|
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|
+
readonly showControls: () => void;
|
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|
+
readonly showSettings: () => void;
|
|
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|
+
readonly closeSubmenu: () => void;
|
|
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|
+
readonly openConfirmDialog: (config: Omit<ConfirmDialogState, "isOpen">) => void;
|
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|
+
readonly closeConfirmDialog: () => void;
|
|
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|
+
readonly confirmAndClose: () => void;
|
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|
+
}
|
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|
+
/**
|
|
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|
+
* Hook for managing pause menu state
|
|
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|
+
*/
|
|
31
|
+
export declare function usePauseMenu(): UsePauseMenuResult;
|
|
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|
+
//# sourceMappingURL=usePauseMenu.d.ts.map
|
|
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|
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|
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{"version":3,"file":"usePauseMenu.d.ts","sourceRoot":"","sources":["../../src/hooks/usePauseMenu.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AAIH,MAAM,MAAM,YAAY,GAAG,MAAM,GAAG,UAAU,GAAG,UAAU,GAAG,IAAI,CAAC;AAEnE,MAAM,WAAW,kBAAkB;IACjC,QAAQ,CAAC,MAAM,EAAE,OAAO,CAAC;IACzB,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAC7B,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,QAAQ,CAAC,SAAS,EAAE,MAAM,IAAI,CAAC;CAChC;AAED,MAAM,WAAW,kBAAkB;IACjC,QAAQ,CAAC,aAAa,EAAE,YAAY,CAAC;IACrC,QAAQ,CAAC,aAAa,EAAE,kBAAkB,CAAC;IAC3C,QAAQ,CAAC,YAAY,EAAE,MAAM,IAAI,CAAC;IAClC,QAAQ,CAAC,YAAY,EAAE,MAAM,IAAI,CAAC;IAClC,QAAQ,CAAC,YAAY,EAAE,MAAM,IAAI,CAAC;IAClC,QAAQ,CAAC,iBAAiB,EAAE,CAAC,MAAM,EAAE,IAAI,CAAC,kBAAkB,EAAE,QAAQ,CAAC,KAAK,IAAI,CAAC;IACjF,QAAQ,CAAC,kBAAkB,EAAE,MAAM,IAAI,CAAC;IACxC,QAAQ,CAAC,eAAe,EAAE,MAAM,IAAI,CAAC;CACtC;AAWD;;GAEG;AACH,wBAAgB,YAAY,IAAI,kBAAkB,CA+CjD"}
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/**
|
|
2
|
+
* usePlayerAnimation - React hook for player animation state
|
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|
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*
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+
* Provides a React interface to the PlayerAnimationStateMachine
|
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|
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* with automatic cleanup and event handling.
|
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|
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*
|
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7
|
+
* @module hooks/usePlayerAnimation
|
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|
+
* @category Hooks
|
|
9
|
+
* @korean 플레이어애니메이션훅
|
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+
*/
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|
+
import { AnimationEvents, AnimationState } from "../systems/animation";
|
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import type { AnimationConfig, AnimationUpdateResult } from "../systems/animation/core/types";
|
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import type { TrigramStance } from "../types/common";
|
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+
/**
|
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15
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+
* Options for usePlayerAnimation hook
|
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+
*
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* @korean 플레이어애니메이션훅옵션
|
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*/
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export interface UsePlayerAnimationOptions {
|
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/**
|
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* Custom animation configurations
|
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* If not provided, uses DEFAULT_ANIMATION_CONFIGS
|
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+
*
|
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|
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* @korean 커스텀애니메이션설정
|
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*/
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|
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readonly customConfigs?: Map<AnimationState, AnimationConfig>;
|
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/**
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* Animation event callbacks
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*
|
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|
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* **IMPORTANT**: The events object should be stable (memoized) to prevent
|
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|
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* unnecessary re-initialization of the animation system. Changes to event
|
|
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|
+
* callbacks after the hook is initialized will NOT be reflected in the
|
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|
+
* animation system. Use `useMemo` or define events outside the component
|
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|
+
* to ensure stability.
|
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|
+
*
|
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|
+
* @korean 이벤트콜백
|
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+
*/
|
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|
+
readonly events?: AnimationEvents;
|
|
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|
+
/**
|
|
40
|
+
* Initial animation state (defaults to "idle")
|
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|
+
*
|
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42
|
+
* @korean 초기상태
|
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|
+
*/
|
|
44
|
+
readonly initialState?: AnimationState;
|
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|
+
}
|
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|
+
/**
|
|
47
|
+
* Return type for usePlayerAnimation hook
|
|
48
|
+
*
|
|
49
|
+
* @korean 플레이어애니메이션훅반환타입
|
|
50
|
+
*/
|
|
51
|
+
export interface UsePlayerAnimationReturn {
|
|
52
|
+
/**
|
|
53
|
+
* Current animation state
|
|
54
|
+
*
|
|
55
|
+
* @korean 현재상태
|
|
56
|
+
*/
|
|
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|
+
readonly currentState: AnimationState;
|
|
58
|
+
/**
|
|
59
|
+
* Current frame index
|
|
60
|
+
*
|
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61
|
+
* @korean 현재프레임
|
|
62
|
+
*/
|
|
63
|
+
readonly currentFrame: number;
|
|
64
|
+
/**
|
|
65
|
+
* Update animation state (call in useFrame)
|
|
66
|
+
*
|
|
67
|
+
* @param deltaTime - Time elapsed since last update in seconds
|
|
68
|
+
* @returns Animation update result
|
|
69
|
+
*
|
|
70
|
+
* @korean 업데이트
|
|
71
|
+
*/
|
|
72
|
+
readonly update: (deltaTime: number) => AnimationUpdateResult;
|
|
73
|
+
/**
|
|
74
|
+
* Transition to a new animation state
|
|
75
|
+
*
|
|
76
|
+
* @param newState - Target animation state
|
|
77
|
+
* @returns Whether transition was successful
|
|
78
|
+
*
|
|
79
|
+
* @korean 상태전환
|
|
80
|
+
*/
|
|
81
|
+
readonly transitionTo: (newState: AnimationState) => boolean;
|
|
82
|
+
/**
|
|
83
|
+
* Transition to ATTACK state with technique-specific duration.
|
|
84
|
+
*
|
|
85
|
+
* The default ATTACK config is 200ms (12 frames), but real techniques
|
|
86
|
+
* range from 350ms to 1200ms. This method overrides the duration so
|
|
87
|
+
* the state machine stays in ATTACK for the full technique animation.
|
|
88
|
+
*
|
|
89
|
+
* @param durationSeconds - The skeletal animation duration in seconds
|
|
90
|
+
* @returns Whether transition was successful
|
|
91
|
+
*
|
|
92
|
+
* @korean 공격전환 (기술별 지속시간)
|
|
93
|
+
*/
|
|
94
|
+
readonly transitionToAttack: (durationSeconds: number) => boolean;
|
|
95
|
+
/**
|
|
96
|
+
* Transition to stance-specific guard animation
|
|
97
|
+
*
|
|
98
|
+
* @param stance - Trigram stance
|
|
99
|
+
* @returns Whether transition was successful
|
|
100
|
+
*
|
|
101
|
+
* @korean 자세가드전환
|
|
102
|
+
*/
|
|
103
|
+
readonly transitionToStanceGuard: (stance: TrigramStance) => boolean;
|
|
104
|
+
/**
|
|
105
|
+
* Transition to stance_change animation with specific transition data
|
|
106
|
+
*
|
|
107
|
+
* **Korean**: 자세 전환 애니메이션 시작
|
|
108
|
+
*
|
|
109
|
+
* Initiates a stance change animation with the specific transition data
|
|
110
|
+
* from the 64-transition matrix. This provides stance-specific keyframes
|
|
111
|
+
* and blend weights for smooth interpolation.
|
|
112
|
+
*
|
|
113
|
+
* @param fromStance - Source trigram stance
|
|
114
|
+
* @param toStance - Target trigram stance
|
|
115
|
+
* @returns Whether transition was successful
|
|
116
|
+
*
|
|
117
|
+
* @korean 자세전환애니메이션시작
|
|
118
|
+
*/
|
|
119
|
+
readonly transitionToStanceChange: (fromStance: TrigramStance, toStance: TrigramStance) => boolean;
|
|
120
|
+
/**
|
|
121
|
+
* Check if currently in a stance guard animation
|
|
122
|
+
*
|
|
123
|
+
* @returns True if in any stance guard state
|
|
124
|
+
*
|
|
125
|
+
* @korean 자세가드확인
|
|
126
|
+
*/
|
|
127
|
+
readonly isInStanceGuard: () => boolean;
|
|
128
|
+
/**
|
|
129
|
+
* Get current guard stance (if in guard animation)
|
|
130
|
+
*
|
|
131
|
+
* @returns Trigram stance or null
|
|
132
|
+
*
|
|
133
|
+
* @korean 현재가드자세
|
|
134
|
+
*/
|
|
135
|
+
readonly getCurrentGuardStance: () => TrigramStance | null;
|
|
136
|
+
/**
|
|
137
|
+
* Reset animation to idle state
|
|
138
|
+
*
|
|
139
|
+
* @korean 초기화
|
|
140
|
+
*/
|
|
141
|
+
readonly reset: () => void;
|
|
142
|
+
}
|
|
143
|
+
/**
|
|
144
|
+
* React hook for player animation state management
|
|
145
|
+
*
|
|
146
|
+
* Provides frame-accurate animation control with priority system
|
|
147
|
+
* and event callbacks. Integrates seamlessly with useFrame for
|
|
148
|
+
* 60fps updates.
|
|
149
|
+
*
|
|
150
|
+
* @param options - Animation options
|
|
151
|
+
* @returns Animation control interface
|
|
152
|
+
*
|
|
153
|
+
* @example
|
|
154
|
+
* ```typescript
|
|
155
|
+
* // Basic usage
|
|
156
|
+
* const { currentState, currentFrame, update, transitionTo } = usePlayerAnimation({
|
|
157
|
+
* events: {
|
|
158
|
+
* onAnimationStart: (state) => console.log(`Started ${state}`),
|
|
159
|
+
* onAnimationComplete: (state) => console.log(`Completed ${state}`),
|
|
160
|
+
* onFrame: (frame, state) => {
|
|
161
|
+
* if (state === "attack" && frame === 6) {
|
|
162
|
+
* // Execute attack at midpoint
|
|
163
|
+
* executeAttack();
|
|
164
|
+
* }
|
|
165
|
+
* }
|
|
166
|
+
* }
|
|
167
|
+
* });
|
|
168
|
+
*
|
|
169
|
+
* // In useFrame callback
|
|
170
|
+
* useFrame((state, delta) => {
|
|
171
|
+
* const result = update(delta);
|
|
172
|
+
* // Update visuals based on result.state and result.frame
|
|
173
|
+
* });
|
|
174
|
+
*
|
|
175
|
+
* // Trigger animations
|
|
176
|
+
* const handleAttackInput = () => {
|
|
177
|
+
* transitionTo("attack");
|
|
178
|
+
* };
|
|
179
|
+
*
|
|
180
|
+
* const handleMovement = (isMoving: boolean) => {
|
|
181
|
+
* transitionTo(isMoving ? "walk" : "idle");
|
|
182
|
+
* };
|
|
183
|
+
* ```
|
|
184
|
+
*
|
|
185
|
+
* @korean 플레이어애니메이션훅
|
|
186
|
+
*/
|
|
187
|
+
export declare function usePlayerAnimation(options?: UsePlayerAnimationOptions): UsePlayerAnimationReturn;
|
|
188
|
+
//# sourceMappingURL=usePlayerAnimation.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|