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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const reset = useCallback(() => {
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}, [stateMachine]);
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const transitionToAttack = useCallback((durationSeconds) => {
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return success;
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const transitionToStanceChange = useCallback((fromStance, toStance) => {
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const success = stateMachine.transitionToStanceChange(fromStance, toStance);
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}
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return success;
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}, [stateMachine]);
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const isInStanceGuard = useCallback(() => {
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}, [stateMachine]);
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return {
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currentState: prevStateRef.current,
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update,
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transitionTo,
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isInStanceGuard,
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getCurrentGuardStance,
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reset
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};
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}
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//#endregion
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export { usePlayerAnimation };
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//# sourceMappingURL=usePlayerAnimation.js.map
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{"version":3,"file":"usePlayerAnimation.js","names":[],"sources":["../../src/hooks/usePlayerAnimation.ts"],"sourcesContent":["/**\n * usePlayerAnimation - React hook for player animation state\n *\n * Provides a React interface to the PlayerAnimationStateMachine\n * with automatic cleanup and event handling.\n *\n * @module hooks/usePlayerAnimation\n * @category Hooks\n * @korean 플레이어애니메이션훅\n */\n\nimport { useCallback, useMemo, useRef, useState } from \"react\";\nimport {\n AnimationEvents,\n AnimationState,\n DEFAULT_ANIMATION_CONFIGS,\n PlayerAnimationStateMachine,\n} from \"../systems/animation\";\nimport type {\n AnimationConfig,\n AnimationUpdateResult,\n} from \"../systems/animation/core/types\";\nimport type { TrigramStance } from \"../types/common\";\n\n/**\n * Options for usePlayerAnimation hook\n *\n * @korean 플레이어애니메이션훅옵션\n */\nexport interface UsePlayerAnimationOptions {\n /**\n * Custom animation configurations\n * If not provided, uses DEFAULT_ANIMATION_CONFIGS\n *\n * @korean 커스텀애니메이션설정\n */\n readonly customConfigs?: Map<AnimationState, AnimationConfig>;\n\n /**\n * Animation event callbacks\n *\n * **IMPORTANT**: The events object should be stable (memoized) to prevent\n * unnecessary re-initialization of the animation system. Changes to event\n * callbacks after the hook is initialized will NOT be reflected in the\n * animation system. Use `useMemo` or define events outside the component\n * to ensure stability.\n *\n * @korean 이벤트콜백\n */\n readonly events?: AnimationEvents;\n\n /**\n * Initial animation state (defaults to \"idle\")\n *\n * @korean 초기상태\n */\n readonly initialState?: AnimationState;\n}\n\n/**\n * Return type for usePlayerAnimation hook\n *\n * @korean 플레이어애니메이션훅반환타입\n */\nexport interface UsePlayerAnimationReturn {\n /**\n * Current animation state\n *\n * @korean 현재상태\n */\n readonly currentState: AnimationState;\n\n /**\n * Current frame index\n *\n * @korean 현재프레임\n */\n readonly currentFrame: number;\n\n /**\n * Update animation state (call in useFrame)\n *\n * @param deltaTime - Time elapsed since last update in seconds\n * @returns Animation update result\n *\n * @korean 업데이트\n */\n readonly update: (deltaTime: number) => AnimationUpdateResult;\n\n /**\n * Transition to a new animation state\n *\n * @param newState - Target animation state\n * @returns Whether transition was successful\n *\n * @korean 상태전환\n */\n readonly transitionTo: (newState: AnimationState) => boolean;\n\n /**\n * Transition to ATTACK state with technique-specific duration.\n *\n * The default ATTACK config is 200ms (12 frames), but real techniques\n * range from 350ms to 1200ms. This method overrides the duration so\n * the state machine stays in ATTACK for the full technique animation.\n *\n * @param durationSeconds - The skeletal animation duration in seconds\n * @returns Whether transition was successful\n *\n * @korean 공격전환 (기술별 지속시간)\n */\n readonly transitionToAttack: (durationSeconds: number) => boolean;\n\n /**\n * Transition to stance-specific guard animation\n *\n * @param stance - Trigram stance\n * @returns Whether transition was successful\n *\n * @korean 자세가드전환\n */\n readonly transitionToStanceGuard: (stance: TrigramStance) => boolean;\n\n /**\n * Transition to stance_change animation with specific transition data\n *\n * **Korean**: 자세 전환 애니메이션 시작\n *\n * Initiates a stance change animation with the specific transition data\n * from the 64-transition matrix. This provides stance-specific keyframes\n * and blend weights for smooth interpolation.\n *\n * @param fromStance - Source trigram stance\n * @param toStance - Target trigram stance\n * @returns Whether transition was successful\n *\n * @korean 자세전환애니메이션시작\n */\n readonly transitionToStanceChange: (\n fromStance: TrigramStance,\n toStance: TrigramStance,\n ) => boolean;\n\n /**\n * Check if currently in a stance guard animation\n *\n * @returns True if in any stance guard state\n *\n * @korean 자세가드확인\n */\n readonly isInStanceGuard: () => boolean;\n\n /**\n * Get current guard stance (if in guard animation)\n *\n * @returns Trigram stance or null\n *\n * @korean 현재가드자세\n */\n readonly getCurrentGuardStance: () => TrigramStance | null;\n\n /**\n * Reset animation to idle state\n *\n * @korean 초기화\n */\n readonly reset: () => void;\n}\n\n/**\n * React hook for player animation state management\n *\n * Provides frame-accurate animation control with priority system\n * and event callbacks. Integrates seamlessly with useFrame for\n * 60fps updates.\n *\n * @param options - Animation options\n * @returns Animation control interface\n *\n * @example\n * ```typescript\n * // Basic usage\n * const { currentState, currentFrame, update, transitionTo } = usePlayerAnimation({\n * events: {\n * onAnimationStart: (state) => console.log(`Started ${state}`),\n * onAnimationComplete: (state) => console.log(`Completed ${state}`),\n * onFrame: (frame, state) => {\n * if (state === \"attack\" && frame === 6) {\n * // Execute attack at midpoint\n * executeAttack();\n * }\n * }\n * }\n * });\n *\n * // In useFrame callback\n * useFrame((state, delta) => {\n * const result = update(delta);\n * // Update visuals based on result.state and result.frame\n * });\n *\n * // Trigger animations\n * const handleAttackInput = () => {\n * transitionTo(\"attack\");\n * };\n *\n * const handleMovement = (isMoving: boolean) => {\n * transitionTo(isMoving ? \"walk\" : \"idle\");\n * };\n * ```\n *\n * @korean 플레이어애니메이션훅\n */\nexport function usePlayerAnimation(\n options: UsePlayerAnimationOptions = {},\n): UsePlayerAnimationReturn {\n const { customConfigs, events, initialState = \"idle\" } = options;\n\n // Force re-renders when state changes\n const [, forceUpdate] = useState(0);\n\n // Create animation configs (memoized)\n const configs = useMemo(\n () => customConfigs ?? DEFAULT_ANIMATION_CONFIGS,\n [customConfigs],\n );\n\n // Create animation state machine (persistent across renders via useMemo)\n const stateMachine = useMemo(() => {\n const machine = new PlayerAnimationStateMachine(configs, events);\n // Set initial state if not \"idle\"\n if (initialState !== \"idle\") {\n machine.transitionTo(initialState);\n }\n return machine;\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, []); // Empty deps - only create once\n\n // Track previous state to only update on actual changes\n const prevStateRef = useRef<AnimationState>(stateMachine.getCurrentState());\n const prevFrameRef = useRef<number>(stateMachine.getCurrentFrame());\n\n // Memoized callbacks with selective state updates\n const update = useCallback(\n (deltaTime: number) => {\n const result = stateMachine.update(deltaTime);\n const currentState = stateMachine.getCurrentState();\n const currentFrame = stateMachine.getCurrentFrame();\n\n // Only trigger re-render if state or frame changed\n if (\n currentState !== prevStateRef.current ||\n currentFrame !== prevFrameRef.current\n ) {\n prevStateRef.current = currentState;\n prevFrameRef.current = currentFrame;\n forceUpdate((n) => n + 1);\n }\n\n return result;\n },\n [stateMachine],\n );\n\n const transitionTo = useCallback(\n (newState: AnimationState) => {\n const success = stateMachine.transitionTo(newState);\n if (success) {\n prevStateRef.current = stateMachine.getCurrentState();\n prevFrameRef.current = stateMachine.getCurrentFrame();\n forceUpdate((n) => n + 1);\n }\n return success;\n },\n [stateMachine],\n );\n\n const reset = useCallback(() => {\n stateMachine.reset();\n prevStateRef.current = stateMachine.getCurrentState();\n prevFrameRef.current = stateMachine.getCurrentFrame();\n forceUpdate((n) => n + 1);\n }, [stateMachine]);\n\n const transitionToStanceGuard = useCallback(\n (stance: TrigramStance) => {\n const success = stateMachine.transitionToStanceGuard(stance);\n if (success) {\n prevStateRef.current = stateMachine.getCurrentState();\n prevFrameRef.current = stateMachine.getCurrentFrame();\n forceUpdate((n) => n + 1);\n }\n return success;\n },\n [stateMachine],\n );\n\n const transitionToAttack = useCallback(\n (durationSeconds: number) => {\n const success = stateMachine.transitionToAttack(durationSeconds);\n if (success) {\n prevStateRef.current = stateMachine.getCurrentState();\n prevFrameRef.current = stateMachine.getCurrentFrame();\n forceUpdate((n) => n + 1);\n }\n return success;\n },\n [stateMachine],\n );\n\n const transitionToStanceChange = useCallback(\n (fromStance: TrigramStance, toStance: TrigramStance) => {\n const success = stateMachine.transitionToStanceChange(\n fromStance,\n toStance,\n );\n if (success) {\n prevStateRef.current = stateMachine.getCurrentState();\n prevFrameRef.current = stateMachine.getCurrentFrame();\n forceUpdate((n) => n + 1);\n }\n return success;\n },\n [stateMachine],\n );\n\n const isInStanceGuard = useCallback(() => {\n return stateMachine.isInStanceGuard();\n }, [stateMachine]);\n\n const getCurrentGuardStance = useCallback(() => {\n return stateMachine.getCurrentGuardStance();\n }, [stateMachine]);\n\n // Memoize the return value to ensure stable reference unless state/frame changes\n // Note: Using ref.current as dependencies is intentional here - when state changes,\n // forceUpdate triggers a re-render, and the refs have new values which cause\n // the useMemo to recalculate\n // Return a fresh object each render to ensure currentState/currentFrame are always up-to-date\n // Mutable ref values don't trigger re-renders, so we can't rely on memoization here\n return {\n currentState: prevStateRef.current,\n currentFrame: prevFrameRef.current,\n update,\n transitionTo,\n transitionToAttack,\n transitionToStanceGuard,\n transitionToStanceChange,\n isInStanceGuard,\n getCurrentGuardStance,\n reset,\n };\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAqNA,SAAgB,mBACd,UAAqC,EAAE,EACb;CAC1B,MAAM,EAAE,eAAe,QAAQ,eAAe,WAAW;CAGzD,MAAM,GAAG,eAAe,SAAS,EAAE;CAGnC,MAAM,UAAU,cACR,iBAAiB,2BACvB,CAAC,cAAc,CAChB;CAGD,MAAM,eAAe,cAAc;EACjC,MAAM,UAAU,IAAI,4BAA4B,SAAS,OAAO;AAEhE,MAAI,iBAAiB,OACnB,SAAQ,aAAa,aAAa;AAEpC,SAAO;IAEN,EAAE,CAAC;CAGN,MAAM,eAAe,OAAuB,aAAa,iBAAiB,CAAC;CAC3E,MAAM,eAAe,OAAe,aAAa,iBAAiB,CAAC;CAGnE,MAAM,SAAS,aACZ,cAAsB;EACrB,MAAM,SAAS,aAAa,OAAO,UAAU;EAC7C,MAAM,eAAe,aAAa,iBAAiB;EACnD,MAAM,eAAe,aAAa,iBAAiB;AAGnD,MACE,iBAAiB,aAAa,WAC9B,iBAAiB,aAAa,SAC9B;AACA,gBAAa,UAAU;AACvB,gBAAa,UAAU;AACvB,gBAAa,MAAM,IAAI,EAAE;;AAG3B,SAAO;IAET,CAAC,aAAa,CACf;CAED,MAAM,eAAe,aAClB,aAA6B;EAC5B,MAAM,UAAU,aAAa,aAAa,SAAS;AACnD,MAAI,SAAS;AACX,gBAAa,UAAU,aAAa,iBAAiB;AACrD,gBAAa,UAAU,aAAa,iBAAiB;AACrD,gBAAa,MAAM,IAAI,EAAE;;AAE3B,SAAO;IAET,CAAC,aAAa,CACf;CAED,MAAM,QAAQ,kBAAkB;AAC9B,eAAa,OAAO;AACpB,eAAa,UAAU,aAAa,iBAAiB;AACrD,eAAa,UAAU,aAAa,iBAAiB;AACrD,eAAa,MAAM,IAAI,EAAE;IACxB,CAAC,aAAa,CAAC;CAElB,MAAM,0BAA0B,aAC7B,WAA0B;EACzB,MAAM,UAAU,aAAa,wBAAwB,OAAO;AAC5D,MAAI,SAAS;AACX,gBAAa,UAAU,aAAa,iBAAiB;AACrD,gBAAa,UAAU,aAAa,iBAAiB;AACrD,gBAAa,MAAM,IAAI,EAAE;;AAE3B,SAAO;IAET,CAAC,aAAa,CACf;CAED,MAAM,qBAAqB,aACxB,oBAA4B;EAC3B,MAAM,UAAU,aAAa,mBAAmB,gBAAgB;AAChE,MAAI,SAAS;AACX,gBAAa,UAAU,aAAa,iBAAiB;AACrD,gBAAa,UAAU,aAAa,iBAAiB;AACrD,gBAAa,MAAM,IAAI,EAAE;;AAE3B,SAAO;IAET,CAAC,aAAa,CACf;CAED,MAAM,2BAA2B,aAC9B,YAA2B,aAA4B;EACtD,MAAM,UAAU,aAAa,yBAC3B,YACA,SACD;AACD,MAAI,SAAS;AACX,gBAAa,UAAU,aAAa,iBAAiB;AACrD,gBAAa,UAAU,aAAa,iBAAiB;AACrD,gBAAa,MAAM,IAAI,EAAE;;AAE3B,SAAO;IAET,CAAC,aAAa,CACf;CAED,MAAM,kBAAkB,kBAAkB;AACxC,SAAO,aAAa,iBAAiB;IACpC,CAAC,aAAa,CAAC;CAElB,MAAM,wBAAwB,kBAAkB;AAC9C,SAAO,aAAa,uBAAuB;IAC1C,CAAC,aAAa,CAAC;AAQlB,QAAO;EACL,cAAc,aAAa;EAC3B,cAAc,aAAa;EAC3B;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACD"}
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/**
|
|
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|
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* useResponsiveLayout Hook - Enhanced Responsive Layout System
|
|
3
|
+
*
|
|
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|
+
* Provides comprehensive responsive layout values for all screen sizes with:
|
|
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|
+
* - Five screen size categories (mobile, tablet, desktop, large, xlarge)
|
|
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|
+
* - Proportional font scaling (0.8x-1.4x) with 14-24px readability constraints
|
|
7
|
+
* - Proportional spacing scaling (0.5x-1.5x)
|
|
8
|
+
* - Smooth transitions for resize operations (300ms ease-in-out)
|
|
9
|
+
* - Touch-friendly element sizing following iOS Human Interface Guidelines
|
|
10
|
+
* - Safe area insets for notch and home indicator
|
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|
+
*
|
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|
+
* Uses robust device detection combining user-agent and screen size to ensure
|
|
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|
+
* mobile controls are shown on all mobile devices, including high-resolution phones.
|
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|
+
*
|
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|
+
* Features:
|
|
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|
+
* - Touch target minimum: 44x44px (iOS guideline)
|
|
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|
+
* - Safe area insets for notch and home indicator
|
|
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|
+
* - Responsive font sizes (14px minimum body text)
|
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* - Optimized spacing for mobile vs desktop
|
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* - Portrait and landscape mode support
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|
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* - Tablet breakpoint support (768-1024px)
|
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|
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*
|
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|
+
* @module hooks/useResponsiveLayout
|
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|
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* @category Mobile UI
|
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|
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* @korean 반응형레이아웃훅
|
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|
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*/
|
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|
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import type { ScreenSize } from '../systems/ResponsiveScaling';
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|
+
/**
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|
+
* Breakpoints for responsive design
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|
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* @deprecated Use RESPONSIVE_BREAKPOINTS from ResponsiveScaling instead
|
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|
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*/
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|
+
export declare const BREAKPOINTS: {
|
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|
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/** Extra small mobile devices (iPhone SE) */
|
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|
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readonly MOBILE_SMALL: 375;
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|
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/** Standard mobile devices */
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|
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readonly MOBILE: number;
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/** Tablet devices */
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readonly TABLET: number;
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/** Desktop devices */
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readonly DESKTOP: number;
|
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|
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};
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|
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/**
|
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|
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* Touch target sizes following iOS Human Interface Guidelines
|
|
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|
+
*/
|
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|
+
export interface TouchTargets {
|
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|
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/** Minimum touch target (44x44px iOS guideline) */
|
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|
+
readonly small: number;
|
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|
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/** Medium touch target for primary actions */
|
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readonly medium: number;
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/** Large touch target for critical actions */
|
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|
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readonly large: number;
|
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|
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}
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/**
|
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* Safe area insets for mobile devices
|
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* Accounts for notch, status bar, and home indicator
|
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*/
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|
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export interface SafeAreaInsets {
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|
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/** Top inset (status bar, notch) */
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readonly top: number;
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/** Bottom inset (home indicator) */
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readonly bottom: number;
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/** Left inset (landscape mode) */
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readonly left: number;
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/** Right inset (landscape mode) */
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readonly right: number;
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}
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/**
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* Responsive font sizes
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*/
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export interface FontSizes {
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/** Small text (12-14px) */
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readonly small: number;
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/** Body text (14-16px minimum for mobile) */
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readonly body: number;
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/** Title text (18-24px) */
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readonly title: number;
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/** Hero text (24-36px) */
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readonly hero: number;
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/** HUD text (16-20px for important combat info) */
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readonly hud: number;
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}
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/**
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* Responsive spacing scale
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*/
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export interface Spacing {
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/** Extra small (4-8px) */
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readonly xs: number;
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/** Small (8-12px) */
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readonly sm: number;
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/** Medium (12-16px) */
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readonly md: number;
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/** Large (16-24px) */
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readonly lg: number;
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/** Extra large (24-32px) */
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readonly xl: number;
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}
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/**
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* Complete responsive layout configuration
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*/
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export interface ResponsiveLayout {
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/** Whether current viewport is mobile-sized */
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readonly isMobile: boolean;
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/** Whether current viewport is small mobile (< 400px) */
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readonly isSmallMobile: boolean;
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/** Whether current viewport is tablet-sized */
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readonly isTablet: boolean;
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/** Whether current viewport is desktop or larger */
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readonly isDesktop: boolean;
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/** Whether in landscape orientation */
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readonly isLandscape: boolean;
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/** Current screen size category (mobile, tablet, desktop, large, xlarge) */
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readonly screenSize: ScreenSize;
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/** Safe area insets for mobile devices */
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readonly safeArea: SafeAreaInsets;
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/** Touch target sizes */
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readonly touchTarget: TouchTargets;
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/** Font sizes */
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readonly fontSize: FontSizes;
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/** Spacing scale */
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readonly spacing: Spacing;
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/** CSS transition string for smooth resizing */
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readonly transition: string;
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/** Current viewport dimensions */
|
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readonly viewport: {
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readonly width: number;
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readonly height: number;
|
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+
};
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}
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/**
|
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* Calculate responsive layout values based on viewport dimensions
|
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+
*
|
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* Enhanced with centralized responsive scaling system:
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* - Five screen size categories (mobile, tablet, desktop, large, xlarge)
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* - Proportional font scaling (0.8x-1.4x) with 14-24px constraints
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* - Proportional spacing scaling (0.5x-1.5x)
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* - Smooth CSS transitions for resize operations
|
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*
|
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* Optimized for:
|
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* - iPhone SE (375x667) - mobile
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+
* - iPhone 11/12/13 (414x896) - mobile
|
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* - iPhone 14 Pro Max (430x932) - mobile
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* - iPad (768x1024) - tablet
|
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* - iPad Pro (1024x1366) - desktop
|
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* - Standard Desktop (1280x800) - desktop
|
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* - HD Display (1920x1080) - xlarge
|
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|
+
* - 4K Display (2560x1440) - xlarge
|
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+
*
|
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|
+
* @param width - Viewport width in pixels
|
|
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|
+
* @param height - Viewport height in pixels
|
|
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|
+
* @returns Complete responsive layout configuration
|
|
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|
+
*
|
|
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|
+
* @example
|
|
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|
+
* ```tsx
|
|
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|
+
* const layout = useResponsiveLayout(375, 667);
|
|
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|
+
*
|
|
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|
+
* <div style={{
|
|
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|
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* padding: layout.spacing.md,
|
|
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|
+
* fontSize: layout.fontSize.body,
|
|
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|
+
* minHeight: layout.touchTarget.small,
|
|
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|
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* transition: layout.transition,
|
|
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|
+
* }}>
|
|
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|
+
* Responsive content
|
|
163
|
+
* </div>
|
|
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|
+
* ```
|
|
165
|
+
*
|
|
166
|
+
* @public
|
|
167
|
+
* @korean 반응형레이아웃사용
|
|
168
|
+
*/
|
|
169
|
+
export declare function useResponsiveLayout(width: number, height: number): ResponsiveLayout;
|
|
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|
+
/**
|
|
171
|
+
* Calculate available content area after safe areas and HUD
|
|
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|
+
*
|
|
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|
+
* @param layout - Responsive layout configuration
|
|
174
|
+
* @param hudHeight - Height reserved for HUD elements
|
|
175
|
+
* @param controlsHeight - Height reserved for control elements
|
|
176
|
+
* @returns Available content dimensions
|
|
177
|
+
*/
|
|
178
|
+
export declare function useContentArea(layout: ResponsiveLayout, hudHeight?: number, controlsHeight?: number): {
|
|
179
|
+
width: number;
|
|
180
|
+
height: number;
|
|
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|
+
x: number;
|
|
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|
+
y: number;
|
|
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|
+
};
|
|
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|
+
//# sourceMappingURL=useResponsiveLayout.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"useResponsiveLayout.d.ts","sourceRoot":"","sources":["../../src/hooks/useResponsiveLayout.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AAWH,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,8BAA8B,CAAC;AAE/D;;;GAGG;AACH,eAAO,MAAM,WAAW;IACtB,6CAA6C;;IAE7C,8BAA8B;;IAE9B,qBAAqB;;IAErB,sBAAsB;;CAEd,CAAC;AAEX;;GAEG;AACH,MAAM,WAAW,YAAY;IAC3B,mDAAmD;IACnD,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,8CAA8C;IAC9C,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,8CAA8C;IAC9C,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;CACxB;AAED;;;GAGG;AACH,MAAM,WAAW,cAAc;IAC7B,oCAAoC;IACpC,QAAQ,CAAC,GAAG,EAAE,MAAM,CAAC;IACrB,oCAAoC;IACpC,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,kCAAkC;IAClC,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,mCAAmC;IACnC,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;CACxB;AAED;;GAEG;AACH,MAAM,WAAW,SAAS;IACxB,2BAA2B;IAC3B,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,6CAA6C;IAC7C,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,2BAA2B;IAC3B,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,0BAA0B;IAC1B,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,mDAAmD;IACnD,QAAQ,CAAC,GAAG,EAAE,MAAM,CAAC;CACtB;AAED;;GAEG;AACH,MAAM,WAAW,OAAO;IACtB,0BAA0B;IAC1B,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,qBAAqB;IACrB,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,uBAAuB;IACvB,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,sBAAsB;IACtB,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,4BAA4B;IAC5B,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;CACrB;AAED;;GAEG;AACH,MAAM,WAAW,gBAAgB;IAC/B,+CAA+C;IAC/C,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;IAC3B,yDAAyD;IACzD,QAAQ,CAAC,aAAa,EAAE,OAAO,CAAC;IAChC,+CAA+C;IAC/C,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;IAC3B,oDAAoD;IACpD,QAAQ,CAAC,SAAS,EAAE,OAAO,CAAC;IAC5B,uCAAuC;IACvC,QAAQ,CAAC,WAAW,EAAE,OAAO,CAAC;IAC9B,4EAA4E;IAC5E,QAAQ,CAAC,UAAU,EAAE,UAAU,CAAC;IAChC,0CAA0C;IAC1C,QAAQ,CAAC,QAAQ,EAAE,cAAc,CAAC;IAClC,yBAAyB;IACzB,QAAQ,CAAC,WAAW,EAAE,YAAY,CAAC;IACnC,iBAAiB;IACjB,QAAQ,CAAC,QAAQ,EAAE,SAAS,CAAC;IAC7B,oBAAoB;IACpB,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;IAC1B,gDAAgD;IAChD,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,kCAAkC;IAClC,QAAQ,CAAC,QAAQ,EAAE;QACjB,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;QACvB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;KACzB,CAAC;CACH;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAuCG;AACH,wBAAgB,mBAAmB,CACjC,KAAK,EAAE,MAAM,EACb,MAAM,EAAE,MAAM,GACb,gBAAgB,CAoElB;AAED;;;;;;;GAOG;AACH,wBAAgB,cAAc,CAC5B,MAAM,EAAE,gBAAgB,EACxB,SAAS,GAAE,MAAU,EACrB,cAAc,GAAE,MAAU;;;;;EAoB3B"}
|
|
@@ -0,0 +1,87 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* useRoundTransition Hook - Manages round transition state and timing
|
|
3
|
+
*
|
|
4
|
+
* Korean: 라운드 전환 훅 (Round Transition Hook)
|
|
5
|
+
*
|
|
6
|
+
* Handles the state machine for round transitions:
|
|
7
|
+
* - idle: Normal combat state
|
|
8
|
+
* - announcing: Showing round announcement
|
|
9
|
+
* - countdown: Counting down to next round
|
|
10
|
+
* - transitioning: Brief transition to next round
|
|
11
|
+
*
|
|
12
|
+
* @module hooks/useRoundTransition
|
|
13
|
+
* @category Combat Hooks
|
|
14
|
+
*/
|
|
15
|
+
import { PlayerState } from "../systems";
|
|
16
|
+
/**
|
|
17
|
+
* Round transition states
|
|
18
|
+
*
|
|
19
|
+
* Korean: 라운드 전환 상태
|
|
20
|
+
*/
|
|
21
|
+
export type RoundTransitionState = "idle" | "announcing" | "countdown" | "transitioning";
|
|
22
|
+
/**
|
|
23
|
+
* Round transition configuration
|
|
24
|
+
*/
|
|
25
|
+
export interface RoundTransitionConfig {
|
|
26
|
+
/** Duration of announcement display in seconds */
|
|
27
|
+
readonly announcementDuration?: number;
|
|
28
|
+
/** Duration of countdown in seconds */
|
|
29
|
+
readonly countdownDuration?: number;
|
|
30
|
+
/** Duration of transition phase in milliseconds */
|
|
31
|
+
readonly transitionDuration?: number;
|
|
32
|
+
}
|
|
33
|
+
/**
|
|
34
|
+
* Round transition hook state
|
|
35
|
+
*/
|
|
36
|
+
export interface UseRoundTransitionResult {
|
|
37
|
+
/** Current transition state */
|
|
38
|
+
readonly transitionState: RoundTransitionState;
|
|
39
|
+
/** Whether announcement should be visible */
|
|
40
|
+
readonly showAnnouncement: boolean;
|
|
41
|
+
/** Start round transition sequence */
|
|
42
|
+
readonly startTransition: (winner: PlayerState | null, roundNumber: number) => void;
|
|
43
|
+
/** Skip countdown and proceed immediately */
|
|
44
|
+
readonly skipCountdown: () => void;
|
|
45
|
+
/** Reset transition state to idle */
|
|
46
|
+
readonly resetTransition: () => void;
|
|
47
|
+
/** Round winner for current transition */
|
|
48
|
+
readonly roundWinner: PlayerState | null;
|
|
49
|
+
/** Round number for current transition */
|
|
50
|
+
readonly currentRoundNumber: number;
|
|
51
|
+
}
|
|
52
|
+
/**
|
|
53
|
+
* useRoundTransition Hook
|
|
54
|
+
*
|
|
55
|
+
* Manages the complete round transition flow:
|
|
56
|
+
* 1. Idle state during normal combat
|
|
57
|
+
* 2. Announcing state shows round results
|
|
58
|
+
* 3. Countdown state counts down to next round
|
|
59
|
+
* 4. Transitioning state briefly transitions to next round
|
|
60
|
+
* 5. Returns to idle for next round
|
|
61
|
+
*
|
|
62
|
+
* @param config - Configuration for transition timings
|
|
63
|
+
* @param onTransitionComplete - Callback when transition completes
|
|
64
|
+
* @returns Round transition state and control functions
|
|
65
|
+
*
|
|
66
|
+
* @example
|
|
67
|
+
* ```typescript
|
|
68
|
+
* const {
|
|
69
|
+
* transitionState,
|
|
70
|
+
* showAnnouncement,
|
|
71
|
+
* startTransition,
|
|
72
|
+
* skipCountdown,
|
|
73
|
+
* } = useRoundTransition(
|
|
74
|
+
* { countdownDuration: 3 },
|
|
75
|
+
* () => {
|
|
76
|
+
* // Start next round
|
|
77
|
+
* initializeNextRound();
|
|
78
|
+
* }
|
|
79
|
+
* );
|
|
80
|
+
*
|
|
81
|
+
* // When round ends
|
|
82
|
+
* startTransition(winner, roundNumber);
|
|
83
|
+
* ```
|
|
84
|
+
*/
|
|
85
|
+
export declare function useRoundTransition(config?: RoundTransitionConfig, onTransitionComplete?: () => void): UseRoundTransitionResult;
|
|
86
|
+
export default useRoundTransition;
|
|
87
|
+
//# sourceMappingURL=useRoundTransition.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"useRoundTransition.d.ts","sourceRoot":"","sources":["../../src/hooks/useRoundTransition.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAGH,OAAO,EAAE,WAAW,EAAE,MAAM,YAAY,CAAC;AAEzC;;;;GAIG;AACH,MAAM,MAAM,oBAAoB,GAC5B,MAAM,GACN,YAAY,GACZ,WAAW,GACX,eAAe,CAAC;AAEpB;;GAEG;AACH,MAAM,WAAW,qBAAqB;IACpC,kDAAkD;IAClD,QAAQ,CAAC,oBAAoB,CAAC,EAAE,MAAM,CAAC;IACvC,uCAAuC;IACvC,QAAQ,CAAC,iBAAiB,CAAC,EAAE,MAAM,CAAC;IACpC,mDAAmD;IACnD,QAAQ,CAAC,kBAAkB,CAAC,EAAE,MAAM,CAAC;CACtC;AAED;;GAEG;AACH,MAAM,WAAW,wBAAwB;IACvC,+BAA+B;IAC/B,QAAQ,CAAC,eAAe,EAAE,oBAAoB,CAAC;IAC/C,6CAA6C;IAC7C,QAAQ,CAAC,gBAAgB,EAAE,OAAO,CAAC;IACnC,sCAAsC;IACtC,QAAQ,CAAC,eAAe,EAAE,CACxB,MAAM,EAAE,WAAW,GAAG,IAAI,EAC1B,WAAW,EAAE,MAAM,KAChB,IAAI,CAAC;IACV,6CAA6C;IAC7C,QAAQ,CAAC,aAAa,EAAE,MAAM,IAAI,CAAC;IACnC,qCAAqC;IACrC,QAAQ,CAAC,eAAe,EAAE,MAAM,IAAI,CAAC;IACrC,0CAA0C;IAC1C,QAAQ,CAAC,WAAW,EAAE,WAAW,GAAG,IAAI,CAAC;IACzC,0CAA0C;IAC1C,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;CACrC;AAWD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH,wBAAgB,kBAAkB,CAChC,MAAM,GAAE,qBAA0B,EAClC,oBAAoB,CAAC,EAAE,MAAM,IAAI,GAChC,wBAAwB,CAsH1B;AAED,eAAe,kBAAkB,CAAC"}
|
|
@@ -0,0 +1,158 @@
|
|
|
1
|
+
import { useCallback, useEffect, useMemo, useRef, useState } from "react";
|
|
2
|
+
//#region src/hooks/useRoundTransition.ts
|
|
3
|
+
/**
|
|
4
|
+
* useRoundTransition Hook - Manages round transition state and timing
|
|
5
|
+
*
|
|
6
|
+
* Korean: 라운드 전환 훅 (Round Transition Hook)
|
|
7
|
+
*
|
|
8
|
+
* Handles the state machine for round transitions:
|
|
9
|
+
* - idle: Normal combat state
|
|
10
|
+
* - announcing: Showing round announcement
|
|
11
|
+
* - countdown: Counting down to next round
|
|
12
|
+
* - transitioning: Brief transition to next round
|
|
13
|
+
*
|
|
14
|
+
* @module hooks/useRoundTransition
|
|
15
|
+
* @category Combat Hooks
|
|
16
|
+
*/
|
|
17
|
+
/**
|
|
18
|
+
* Default configuration values
|
|
19
|
+
*/
|
|
20
|
+
var DEFAULT_CONFIG = {
|
|
21
|
+
announcementDuration: 2,
|
|
22
|
+
countdownDuration: 3,
|
|
23
|
+
transitionDuration: 500
|
|
24
|
+
};
|
|
25
|
+
/**
|
|
26
|
+
* useRoundTransition Hook
|
|
27
|
+
*
|
|
28
|
+
* Manages the complete round transition flow:
|
|
29
|
+
* 1. Idle state during normal combat
|
|
30
|
+
* 2. Announcing state shows round results
|
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* 3. Countdown state counts down to next round
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* 4. Transitioning state briefly transitions to next round
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* 5. Returns to idle for next round
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*
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* @param config - Configuration for transition timings
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* @param onTransitionComplete - Callback when transition completes
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* @returns Round transition state and control functions
|
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+
*
|
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39
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* @example
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+
* ```typescript
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* const {
|
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42
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* transitionState,
|
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43
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+
* showAnnouncement,
|
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44
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* startTransition,
|
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45
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+
* skipCountdown,
|
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46
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+
* } = useRoundTransition(
|
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47
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+
* { countdownDuration: 3 },
|
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48
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+
* () => {
|
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49
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+
* // Start next round
|
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50
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+
* initializeNextRound();
|
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51
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+
* }
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52
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+
* );
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53
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+
*
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54
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* // When round ends
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55
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+
* startTransition(winner, roundNumber);
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56
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+
* ```
|
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57
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+
*/
|
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58
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+
function useRoundTransition(config = {}, onTransitionComplete) {
|
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59
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+
const mergedConfig = useMemo(() => ({
|
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60
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+
...DEFAULT_CONFIG,
|
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61
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+
...config
|
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62
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+
}), [config]);
|
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63
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+
const [transitionState, setTransitionState] = useState("idle");
|
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64
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+
const [roundWinner, setRoundWinner] = useState(null);
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65
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+
const [currentRoundNumber, setCurrentRoundNumber] = useState(0);
|
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66
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+
const countdownActive = useRef(false);
|
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67
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+
const countdownTimer = useRef(null);
|
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68
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+
const transitionTimer = useRef(null);
|
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69
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+
/**
|
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70
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+
* Clear all active timers
|
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71
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+
*/
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72
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+
const clearTimers = useCallback(() => {
|
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+
if (countdownTimer.current) {
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74
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+
clearInterval(countdownTimer.current);
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75
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+
countdownTimer.current = null;
|
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76
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+
}
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77
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+
if (transitionTimer.current) {
|
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78
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+
clearTimeout(transitionTimer.current);
|
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79
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+
transitionTimer.current = null;
|
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80
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+
}
|
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81
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+
}, []);
|
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82
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+
/**
|
|
83
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+
* Start the transition sequence
|
|
84
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+
*/
|
|
85
|
+
const startTransition = useCallback((winner, roundNumber) => {
|
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86
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+
clearTimers();
|
|
87
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+
setRoundWinner(winner);
|
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88
|
+
setCurrentRoundNumber(roundNumber);
|
|
89
|
+
setTransitionState("announcing");
|
|
90
|
+
transitionTimer.current = setTimeout(() => {
|
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91
|
+
setTransitionState("countdown");
|
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92
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+
countdownActive.current = true;
|
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93
|
+
countdownTimer.current = setTimeout(() => {
|
|
94
|
+
countdownActive.current = false;
|
|
95
|
+
setTransitionState("transitioning");
|
|
96
|
+
transitionTimer.current = setTimeout(() => {
|
|
97
|
+
setTransitionState("idle");
|
|
98
|
+
onTransitionComplete?.();
|
|
99
|
+
}, mergedConfig.transitionDuration);
|
|
100
|
+
}, mergedConfig.countdownDuration * 1e3);
|
|
101
|
+
}, mergedConfig.announcementDuration * 1e3);
|
|
102
|
+
}, [
|
|
103
|
+
clearTimers,
|
|
104
|
+
mergedConfig,
|
|
105
|
+
onTransitionComplete
|
|
106
|
+
]);
|
|
107
|
+
/**
|
|
108
|
+
* Skip countdown and proceed immediately to next round
|
|
109
|
+
*/
|
|
110
|
+
const skipCountdown = useCallback(() => {
|
|
111
|
+
if (transitionState === "announcing" || transitionState === "countdown") {
|
|
112
|
+
clearTimers();
|
|
113
|
+
countdownActive.current = false;
|
|
114
|
+
setTransitionState("transitioning");
|
|
115
|
+
transitionTimer.current = setTimeout(() => {
|
|
116
|
+
setTransitionState("idle");
|
|
117
|
+
onTransitionComplete?.();
|
|
118
|
+
}, mergedConfig.transitionDuration);
|
|
119
|
+
}
|
|
120
|
+
}, [
|
|
121
|
+
transitionState,
|
|
122
|
+
clearTimers,
|
|
123
|
+
mergedConfig.transitionDuration,
|
|
124
|
+
onTransitionComplete
|
|
125
|
+
]);
|
|
126
|
+
/**
|
|
127
|
+
* Reset transition to idle state
|
|
128
|
+
*/
|
|
129
|
+
const resetTransition = useCallback(() => {
|
|
130
|
+
clearTimers();
|
|
131
|
+
countdownActive.current = false;
|
|
132
|
+
setTransitionState("idle");
|
|
133
|
+
setRoundWinner(null);
|
|
134
|
+
setCurrentRoundNumber(0);
|
|
135
|
+
}, [clearTimers]);
|
|
136
|
+
/**
|
|
137
|
+
* Cleanup on unmount
|
|
138
|
+
*/
|
|
139
|
+
useEffect(() => {
|
|
140
|
+
return () => {
|
|
141
|
+
clearTimers();
|
|
142
|
+
countdownActive.current = false;
|
|
143
|
+
};
|
|
144
|
+
}, [clearTimers]);
|
|
145
|
+
return {
|
|
146
|
+
transitionState,
|
|
147
|
+
showAnnouncement: transitionState === "announcing" || transitionState === "countdown",
|
|
148
|
+
startTransition,
|
|
149
|
+
skipCountdown,
|
|
150
|
+
resetTransition,
|
|
151
|
+
roundWinner,
|
|
152
|
+
currentRoundNumber
|
|
153
|
+
};
|
|
154
|
+
}
|
|
155
|
+
//#endregion
|
|
156
|
+
export { useRoundTransition as default };
|
|
157
|
+
|
|
158
|
+
//# sourceMappingURL=useRoundTransition.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"useRoundTransition.js","names":[],"sources":["../../src/hooks/useRoundTransition.ts"],"sourcesContent":["/**\n * useRoundTransition Hook - Manages round transition state and timing\n *\n * Korean: 라운드 전환 훅 (Round Transition Hook)\n *\n * Handles the state machine for round transitions:\n * - idle: Normal combat state\n * - announcing: Showing round announcement\n * - countdown: Counting down to next round\n * - transitioning: Brief transition to next round\n *\n * @module hooks/useRoundTransition\n * @category Combat Hooks\n */\n\nimport { useCallback, useEffect, useMemo, useRef, useState } from \"react\";\nimport { PlayerState } from \"../systems\";\n\n/**\n * Round transition states\n *\n * Korean: 라운드 전환 상태\n */\nexport type RoundTransitionState =\n | \"idle\"\n | \"announcing\"\n | \"countdown\"\n | \"transitioning\";\n\n/**\n * Round transition configuration\n */\nexport interface RoundTransitionConfig {\n /** Duration of announcement display in seconds */\n readonly announcementDuration?: number;\n /** Duration of countdown in seconds */\n readonly countdownDuration?: number;\n /** Duration of transition phase in milliseconds */\n readonly transitionDuration?: number;\n}\n\n/**\n * Round transition hook state\n */\nexport interface UseRoundTransitionResult {\n /** Current transition state */\n readonly transitionState: RoundTransitionState;\n /** Whether announcement should be visible */\n readonly showAnnouncement: boolean;\n /** Start round transition sequence */\n readonly startTransition: (\n winner: PlayerState | null,\n roundNumber: number\n ) => void;\n /** Skip countdown and proceed immediately */\n readonly skipCountdown: () => void;\n /** Reset transition state to idle */\n readonly resetTransition: () => void;\n /** Round winner for current transition */\n readonly roundWinner: PlayerState | null;\n /** Round number for current transition */\n readonly currentRoundNumber: number;\n}\n\n/**\n * Default configuration values\n */\nconst DEFAULT_CONFIG: Required<RoundTransitionConfig> = {\n announcementDuration: 2,\n countdownDuration: 3,\n transitionDuration: 500,\n};\n\n/**\n * useRoundTransition Hook\n *\n * Manages the complete round transition flow:\n * 1. Idle state during normal combat\n * 2. Announcing state shows round results\n * 3. Countdown state counts down to next round\n * 4. Transitioning state briefly transitions to next round\n * 5. Returns to idle for next round\n *\n * @param config - Configuration for transition timings\n * @param onTransitionComplete - Callback when transition completes\n * @returns Round transition state and control functions\n *\n * @example\n * ```typescript\n * const {\n * transitionState,\n * showAnnouncement,\n * startTransition,\n * skipCountdown,\n * } = useRoundTransition(\n * { countdownDuration: 3 },\n * () => {\n * // Start next round\n * initializeNextRound();\n * }\n * );\n *\n * // When round ends\n * startTransition(winner, roundNumber);\n * ```\n */\nexport function useRoundTransition(\n config: RoundTransitionConfig = {},\n onTransitionComplete?: () => void\n): UseRoundTransitionResult {\n const mergedConfig = useMemo(\n () => ({ ...DEFAULT_CONFIG, ...config }),\n [config]\n );\n\n const [transitionState, setTransitionState] =\n useState<RoundTransitionState>(\"idle\");\n const [roundWinner, setRoundWinner] = useState<PlayerState | null>(null);\n const [currentRoundNumber, setCurrentRoundNumber] = useState(0);\n\n // Use ref to track if we should continue countdown\n const countdownActive = useRef(false);\n const countdownTimer = useRef<NodeJS.Timeout | null>(null);\n const transitionTimer = useRef<NodeJS.Timeout | null>(null);\n\n /**\n * Clear all active timers\n */\n const clearTimers = useCallback(() => {\n if (countdownTimer.current) {\n clearInterval(countdownTimer.current);\n countdownTimer.current = null;\n }\n if (transitionTimer.current) {\n clearTimeout(transitionTimer.current);\n transitionTimer.current = null;\n }\n }, []);\n\n /**\n * Start the transition sequence\n */\n const startTransition = useCallback(\n (winner: PlayerState | null, roundNumber: number) => {\n clearTimers();\n setRoundWinner(winner);\n setCurrentRoundNumber(roundNumber);\n setTransitionState(\"announcing\");\n\n // Move to countdown after announcement\n const announcementTimer = setTimeout(() => {\n setTransitionState(\"countdown\");\n countdownActive.current = true;\n\n // Countdown will be managed by the RoundAnnouncement component\n // After countdownDuration, move to transitioning state\n countdownTimer.current = setTimeout(() => {\n countdownActive.current = false;\n setTransitionState(\"transitioning\");\n\n // Complete transition after brief delay\n transitionTimer.current = setTimeout(() => {\n setTransitionState(\"idle\");\n onTransitionComplete?.();\n }, mergedConfig.transitionDuration);\n }, mergedConfig.countdownDuration * 1000);\n }, mergedConfig.announcementDuration * 1000);\n\n // Store timer ref for cleanup\n transitionTimer.current = announcementTimer;\n },\n [clearTimers, mergedConfig, onTransitionComplete]\n );\n\n /**\n * Skip countdown and proceed immediately to next round\n */\n const skipCountdown = useCallback(() => {\n if (transitionState === \"announcing\" || transitionState === \"countdown\") {\n clearTimers();\n countdownActive.current = false;\n setTransitionState(\"transitioning\");\n\n // Complete transition after brief delay\n transitionTimer.current = setTimeout(() => {\n setTransitionState(\"idle\");\n onTransitionComplete?.();\n }, mergedConfig.transitionDuration);\n }\n }, [\n transitionState,\n clearTimers,\n mergedConfig.transitionDuration,\n onTransitionComplete,\n ]);\n\n /**\n * Reset transition to idle state\n */\n const resetTransition = useCallback(() => {\n clearTimers();\n countdownActive.current = false;\n setTransitionState(\"idle\");\n setRoundWinner(null);\n setCurrentRoundNumber(0);\n }, [clearTimers]);\n\n /**\n * Cleanup on unmount\n */\n useEffect(() => {\n return () => {\n clearTimers();\n countdownActive.current = false;\n };\n }, [clearTimers]);\n\n return {\n transitionState,\n showAnnouncement:\n transitionState === \"announcing\" || transitionState === \"countdown\",\n startTransition,\n skipCountdown,\n resetTransition,\n roundWinner,\n currentRoundNumber,\n };\n}\n\nexport default useRoundTransition;\n"],"mappings":";;;;;;;;;;;;;;;;;;;AAmEA,IAAM,iBAAkD;CACtD,sBAAsB;CACtB,mBAAmB;CACnB,oBAAoB;CACrB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmCD,SAAgB,mBACd,SAAgC,EAAE,EAClC,sBAC0B;CAC1B,MAAM,eAAe,eACZ;EAAE,GAAG;EAAgB,GAAG;EAAQ,GACvC,CAAC,OAAO,CACT;CAED,MAAM,CAAC,iBAAiB,sBACtB,SAA+B,OAAO;CACxC,MAAM,CAAC,aAAa,kBAAkB,SAA6B,KAAK;CACxE,MAAM,CAAC,oBAAoB,yBAAyB,SAAS,EAAE;CAG/D,MAAM,kBAAkB,OAAO,MAAM;CACrC,MAAM,iBAAiB,OAA8B,KAAK;CAC1D,MAAM,kBAAkB,OAA8B,KAAK;;;;CAK3D,MAAM,cAAc,kBAAkB;AACpC,MAAI,eAAe,SAAS;AAC1B,iBAAc,eAAe,QAAQ;AACrC,kBAAe,UAAU;;AAE3B,MAAI,gBAAgB,SAAS;AAC3B,gBAAa,gBAAgB,QAAQ;AACrC,mBAAgB,UAAU;;IAE3B,EAAE,CAAC;;;;CAKN,MAAM,kBAAkB,aACrB,QAA4B,gBAAwB;AACnD,eAAa;AACb,iBAAe,OAAO;AACtB,wBAAsB,YAAY;AAClC,qBAAmB,aAAa;AAsBhC,kBAAgB,UAnBU,iBAAiB;AACzC,sBAAmB,YAAY;AAC/B,mBAAgB,UAAU;AAI1B,kBAAe,UAAU,iBAAiB;AACxC,oBAAgB,UAAU;AAC1B,uBAAmB,gBAAgB;AAGnC,oBAAgB,UAAU,iBAAiB;AACzC,wBAAmB,OAAO;AAC1B,6BAAwB;OACvB,aAAa,mBAAmB;MAClC,aAAa,oBAAoB,IAAK;KACxC,aAAa,uBAAuB,IAAK;IAK9C;EAAC;EAAa;EAAc;EAAqB,CAClD;;;;CAKD,MAAM,gBAAgB,kBAAkB;AACtC,MAAI,oBAAoB,gBAAgB,oBAAoB,aAAa;AACvE,gBAAa;AACb,mBAAgB,UAAU;AAC1B,sBAAmB,gBAAgB;AAGnC,mBAAgB,UAAU,iBAAiB;AACzC,uBAAmB,OAAO;AAC1B,4BAAwB;MACvB,aAAa,mBAAmB;;IAEpC;EACD;EACA;EACA,aAAa;EACb;EACD,CAAC;;;;CAKF,MAAM,kBAAkB,kBAAkB;AACxC,eAAa;AACb,kBAAgB,UAAU;AAC1B,qBAAmB,OAAO;AAC1B,iBAAe,KAAK;AACpB,wBAAsB,EAAE;IACvB,CAAC,YAAY,CAAC;;;;AAKjB,iBAAgB;AACd,eAAa;AACX,gBAAa;AACb,mBAAgB,UAAU;;IAE3B,CAAC,YAAY,CAAC;AAEjB,QAAO;EACL;EACA,kBACE,oBAAoB,gBAAgB,oBAAoB;EAC1D;EACA;EACA;EACA;EACA;EACD"}
|