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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/**
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* useSkeletalAnimation - Shared hook for skeletal animation management
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*
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* Centralizes skeletal animation state and frame updates for player characters.
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* and screen components.
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*
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* @module hooks/useSkeletalAnimation
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* @korean 골격애니메이션훅
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*/
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import type { TrigramStance } from "../types/common";
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import type { PlayerAnimation } from "../types/player-visual";
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import type { SkeletalAnimationState, SkeletalRig } from "../types/skeletal";
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/**
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export interface UseSkeletalAnimationOptions {
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readonly currentAnimation: PlayerAnimation;
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readonly stance?: TrigramStance;
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* Stance laterality (left or right foot forward)
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* - "left": Left foot forward (왼발서기 - Oenbal Seogi)
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* configurations (8 trigrams × 2 laterality).
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*/
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readonly laterality?: "left" | "right";
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readonly onAnimationComplete?: () => void;
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}
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/**
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* Return type for useSkeletalAnimation hook
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export interface UseSkeletalAnimationReturn {
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/** Current animation state */
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readonly animState: SkeletalAnimationState;
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/** Update animation and apply to rig (call in useFrame) */
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readonly updateRigAnimation: (rig: SkeletalRig, delta: number) => void;
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/** Diagonal rotation override for step animations */
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readonly diagonalRotationY: number | null;
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}
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/**
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* useSkeletalAnimation hook
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*
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* Manages skeletal animation state and frame updates for player characters.
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*
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* ```tsx
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* const { animState, animTimeRef, updateRigAnimation, diagonalRotationY } =
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* useSkeletalAnimation({
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* currentAnimation: "walk",
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* isBlocking: false,
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* });
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*
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* // In useFrame callback
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* useFrame((_, delta) => {
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* updateRigAnimation(rig, delta);
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* });
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* ```
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*
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* @korean 골격애니메이션훅
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*/
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export declare function useSkeletalAnimation(options: UseSkeletalAnimationOptions): UseSkeletalAnimationReturn;
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{"version":3,"file":"useSkeletalAnimation.d.ts","sourceRoot":"","sources":["../../src/hooks/useSkeletalAnimation.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAeH,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AACrD,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,wBAAwB,CAAC;AAC9D,OAAO,KAAK,EAEV,sBAAsB,EACtB,WAAW,EACZ,MAAM,mBAAmB,CAAC;AAE3B;;;GAGG;AACH,MAAM,WAAW,2BAA2B;IAC1C,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,iEAAiE;IACjE,QAAQ,CAAC,MAAM,CAAC,EAAE,aAAa,CAAC;IAChC;;;;;;;;;;;OAWG;IACH,QAAQ,CAAC,UAAU,CAAC,EAAE,MAAM,GAAG,OAAO,CAAC;IACvC,wCAAwC;IACxC,QAAQ,CAAC,mBAAmB,CAAC,EAAE,MAAM,IAAI,CAAC;CAC3C;AAED;;;GAGG;AACH,MAAM,WAAW,0BAA0B;IACzC,8BAA8B;IAC9B,QAAQ,CAAC,SAAS,EAAE,sBAAsB,CAAC;IAC3C,yCAAyC;IACzC,QAAQ,CAAC,WAAW,EAAE,KAAK,CAAC,gBAAgB,CAAC,MAAM,CAAC,CAAC;IACrD,2DAA2D;IAC3D,QAAQ,CAAC,kBAAkB,EAAE,CAAC,GAAG,EAAE,WAAW,EAAE,KAAK,EAAE,MAAM,KAAK,IAAI,CAAC;IACvE,qDAAqD;IACrD,QAAQ,CAAC,iBAAiB,EAAE,MAAM,GAAG,IAAI,CAAC;CAC3C;AAaD;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,wBAAgB,oBAAoB,CAClC,OAAO,EAAE,2BAA2B,GACnC,0BAA0B,CAoN5B"}
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import { getDefensiveAnimation } from "../systems/animation/catalogs/DefensiveAnimations.js";
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import { getAttackAnimation } from "../systems/animation/catalogs/StanceAttackAnimations.js";
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import { getAnimation, getAnimationByName } from "../systems/animation/core/AnimationRegistry.js";
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import { batchUpdateBones, interpolateKeyframeCached, performanceMonitor } from "../systems/animation/core/AnimationOptimizations.js";
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import { applyLaterality } from "../systems/animation/core/LateralityTransform.js";
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import { getStepAnimation } from "../systems/animation/catalogs/StepSkeletalAnimations.js";
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import { getFootworkAnimation } from "../systems/animation/catalogs/FootworkSkeletalAnimations.js";
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import "../systems/animation/index.js";
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import { useCallback, useEffect, useRef, useState } from "react";
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//#region src/hooks/useSkeletalAnimation.ts
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/**
|
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* useSkeletalAnimation - Shared hook for skeletal animation management
|
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*
|
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* Centralizes skeletal animation state and frame updates for player characters.
|
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* Reduces code duplication across SkeletalPlayer3D, Player3DWithTransitions,
|
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* and screen components.
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*
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* PHASE 2: Now uses cached interpolation and batch bone updates for 60fps performance
|
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*
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* @module hooks/useSkeletalAnimation
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* @category Hooks
|
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* @korean 골격애니메이션훅
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*/
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/**
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* Set of diagonal step animations for O(1) lookup
|
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* @korean 대각선스텝애니메이션집합
|
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*/
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var DIAGONAL_STEP_ANIMATIONS = new Set([
|
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"step_forward_left",
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"step_forward_right",
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"step_back_left",
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"step_back_right"
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]);
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/**
|
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* useSkeletalAnimation hook
|
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*
|
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* Manages skeletal animation state and frame updates for player characters.
|
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* Handles animation selection based on player state (idle, walk, attack, etc.)
|
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* and applies keyframes to the skeletal rig.
|
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*
|
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* @param options - Animation options
|
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* @returns Animation state and update function
|
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*
|
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* @example
|
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* ```tsx
|
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* const { animState, animTimeRef, updateRigAnimation, diagonalRotationY } =
|
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* useSkeletalAnimation({
|
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* currentAnimation: "walk",
|
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* isBlocking: false,
|
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* onAnimationComplete: () => console.log("Animation completed"),
|
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* });
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*
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* // In useFrame callback
|
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* useFrame((_, delta) => {
|
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* updateRigAnimation(rig, delta);
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* });
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* ```
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*
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* @korean 골격애니메이션훅
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*/
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function useSkeletalAnimation(options) {
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const { currentAnimation, attackAnimation, isBlocking = false, stance, laterality = "right", onAnimationComplete } = options;
|
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const [animState, setAnimState] = useState({
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currentAnimation: null,
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currentTime: 0,
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isPlaying: false,
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playbackSpeed: 1,
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previousKeyframeIndex: 0,
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nextKeyframeIndex: 1
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});
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const animTimeRef = useRef(0);
|
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const [diagonalRotationY, setDiagonalRotationY] = useState(null);
|
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useEffect(() => {
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animTimeRef.current = 0;
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let selectedAnim = null;
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let playbackSpeed;
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let shouldClearDiagonalRotation = true;
|
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if (currentAnimation === "attack" && attackAnimation) {
|
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selectedAnim = getAttackAnimation(attackAnimation) ?? getAnimation(attackAnimation) ?? null;
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playbackSpeed = 1;
|
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} else if (currentAnimation === "defend" || isBlocking) {
|
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if (attackAnimation) selectedAnim = getDefensiveAnimation(attackAnimation) ?? null;
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selectedAnim ??= getAnimation("block") ?? null;
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playbackSpeed = 1;
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} else if (currentAnimation === "idle") {
|
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if (stance) selectedAnim = getAnimationByName(`stance_${stance}`) ?? null;
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selectedAnim ??= getAnimation("idle") ?? null;
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playbackSpeed = .5;
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} else if (currentAnimation === "walk") {
|
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if (stance) selectedAnim = getAnimationByName(`walk_${stance}`) ?? null;
|
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selectedAnim ??= getAnimation("walk") ?? null;
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playbackSpeed = 1;
|
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} else if (currentAnimation === "run") {
|
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|
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if (stance) selectedAnim = getAnimationByName(`run_${stance}`) ?? null;
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selectedAnim ??= getAnimation("run") ?? null;
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playbackSpeed = 1;
|
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} else if (currentAnimation?.startsWith("fall_")) {
|
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selectedAnim = getAnimation(currentAnimation) ?? null;
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playbackSpeed = 1;
|
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} else if (currentAnimation === "stance_change") {
|
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selectedAnim = getAnimation("idle_stance") ?? null;
|
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playbackSpeed = 1.2;
|
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} else if (currentAnimation === "hit") {
|
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setAnimState((prev) => ({
|
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...prev,
|
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isPlaying: false,
|
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|
+
currentTime: 0
|
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}));
|
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|
+
return;
|
|
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|
+
} else if (currentAnimation?.startsWith("step_")) {
|
|
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|
+
selectedAnim = getStepAnimation(currentAnimation) ?? null;
|
|
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|
+
playbackSpeed = 1;
|
|
113
|
+
if (DIAGONAL_STEP_ANIMATIONS.has(currentAnimation)) shouldClearDiagonalRotation = false;
|
|
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|
+
} else if (currentAnimation?.startsWith("footwork_")) {
|
|
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|
+
selectedAnim = getFootworkAnimation(currentAnimation) ?? null;
|
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|
+
playbackSpeed = 1;
|
|
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|
+
} else if (currentAnimation?.startsWith("stance_")) {
|
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|
+
selectedAnim = getAnimationByName(currentAnimation) ?? null;
|
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|
+
playbackSpeed = .5;
|
|
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|
+
} else {
|
|
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|
+
selectedAnim = getAnimation("idle_stance") ?? null;
|
|
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|
+
playbackSpeed = .5;
|
|
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|
+
}
|
|
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|
+
if (selectedAnim) selectedAnim = applyLaterality(selectedAnim, laterality);
|
|
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|
+
if (shouldClearDiagonalRotation) setDiagonalRotationY(null);
|
|
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|
+
setAnimState({
|
|
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|
+
currentAnimation: selectedAnim,
|
|
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|
+
currentTime: 0,
|
|
129
|
+
isPlaying: true,
|
|
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|
+
playbackSpeed,
|
|
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|
+
previousKeyframeIndex: 0,
|
|
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|
+
nextKeyframeIndex: 1
|
|
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|
+
});
|
|
134
|
+
}, [
|
|
135
|
+
currentAnimation,
|
|
136
|
+
attackAnimation,
|
|
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|
+
isBlocking,
|
|
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|
+
stance,
|
|
139
|
+
laterality
|
|
140
|
+
]);
|
|
141
|
+
return {
|
|
142
|
+
animState,
|
|
143
|
+
animTimeRef,
|
|
144
|
+
updateRigAnimation: useCallback((targetRig, delta) => {
|
|
145
|
+
if (animState.isPlaying && animState.currentAnimation) {
|
|
146
|
+
const frameStartTime = performance.now();
|
|
147
|
+
let newTime = animTimeRef.current + delta * animState.playbackSpeed;
|
|
148
|
+
let completed = false;
|
|
149
|
+
if (newTime >= animState.currentAnimation.duration) if (animState.currentAnimation.loop) newTime = newTime % animState.currentAnimation.duration;
|
|
150
|
+
else {
|
|
151
|
+
newTime = animState.currentAnimation.duration;
|
|
152
|
+
completed = true;
|
|
153
|
+
}
|
|
154
|
+
const keyframe = interpolateKeyframeCached(animState.currentAnimation.name, animState.currentAnimation, newTime);
|
|
155
|
+
if (keyframe) batchUpdateBones(targetRig, keyframe);
|
|
156
|
+
animTimeRef.current = newTime;
|
|
157
|
+
const frameTime = performance.now() - frameStartTime;
|
|
158
|
+
performanceMonitor.recordFrame(frameTime);
|
|
159
|
+
if (completed) {
|
|
160
|
+
animTimeRef.current = 0;
|
|
161
|
+
setAnimState((prev) => ({
|
|
162
|
+
...prev,
|
|
163
|
+
isPlaying: false,
|
|
164
|
+
currentTime: 0
|
|
165
|
+
}));
|
|
166
|
+
if (onAnimationComplete) onAnimationComplete();
|
|
167
|
+
}
|
|
168
|
+
}
|
|
169
|
+
}, [animState, onAnimationComplete]),
|
|
170
|
+
diagonalRotationY
|
|
171
|
+
};
|
|
172
|
+
}
|
|
173
|
+
//#endregion
|
|
174
|
+
export { useSkeletalAnimation };
|
|
175
|
+
|
|
176
|
+
//# sourceMappingURL=useSkeletalAnimation.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"useSkeletalAnimation.js","names":[],"sources":["../../src/hooks/useSkeletalAnimation.ts"],"sourcesContent":["/**\n * useSkeletalAnimation - Shared hook for skeletal animation management\n *\n * Centralizes skeletal animation state and frame updates for player characters.\n * Reduces code duplication across SkeletalPlayer3D, Player3DWithTransitions,\n * and screen components.\n *\n * PHASE 2: Now uses cached interpolation and batch bone updates for 60fps performance\n *\n * @module hooks/useSkeletalAnimation\n * @category Hooks\n * @korean 골격애니메이션훅\n */\n\nimport { useCallback, useEffect, useRef, useState } from \"react\";\nimport {\n batchUpdateBones,\n getAnimation,\n getAnimationByName,\n getAttackAnimation,\n getDefensiveAnimation,\n getFootworkAnimation,\n getStepAnimation,\n interpolateKeyframeCached,\n performanceMonitor,\n} from \"../systems/animation\";\nimport { applyLaterality } from \"../systems/animation/core/LateralityTransform\";\nimport type { TrigramStance } from \"../types/common\";\nimport type { PlayerAnimation } from \"../types/player-visual\";\nimport type {\n SkeletalAnimation,\n SkeletalAnimationState,\n SkeletalRig,\n} from \"../types/skeletal\";\n\n/**\n * Options for useSkeletalAnimation hook\n * @korean 골격애니메이션훅옵션\n */\nexport interface UseSkeletalAnimationOptions {\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 player stance for trigram-specific idle animations */\n readonly stance?: TrigramStance;\n /**\n * Stance laterality (left or right foot forward)\n *\n * - \"left\": Left foot forward (왼발서기 - Oenbal Seogi)\n * - \"right\": Right foot forward (오른발서기 - Oreun Bal Seogi)\n *\n * This affects animation mirroring - techniques will be mirrored\n * appropriately based on the laterality, creating 16 distinct stance\n * configurations (8 trigrams × 2 laterality).\n *\n * **Korean**: 측면성 (Cheugmyeonseong - Laterality/Sidedness)\n */\n readonly laterality?: \"left\" | \"right\";\n /** Callback when animation completes */\n readonly onAnimationComplete?: () => void;\n}\n\n/**\n * Return type for useSkeletalAnimation hook\n * @korean 골격애니메이션훅반환타입\n */\nexport interface UseSkeletalAnimationReturn {\n /** Current animation state */\n readonly animState: SkeletalAnimationState;\n /** Animation time reference (seconds) */\n readonly animTimeRef: React.MutableRefObject<number>;\n /** Update animation and apply to rig (call in useFrame) */\n readonly updateRigAnimation: (rig: SkeletalRig, delta: number) => void;\n /** Diagonal rotation override for step animations */\n readonly diagonalRotationY: number | null;\n}\n\n/**\n * Set of diagonal step animations for O(1) lookup\n * @korean 대각선스텝애니메이션집합\n */\nconst DIAGONAL_STEP_ANIMATIONS = new Set([\n \"step_forward_left\",\n \"step_forward_right\",\n \"step_back_left\",\n \"step_back_right\",\n]);\n\n/**\n * useSkeletalAnimation hook\n *\n * Manages skeletal animation state and frame updates for player characters.\n * Handles animation selection based on player state (idle, walk, attack, etc.)\n * and applies keyframes to the skeletal rig.\n *\n * @param options - Animation options\n * @returns Animation state and update function\n *\n * @example\n * ```tsx\n * const { animState, animTimeRef, updateRigAnimation, diagonalRotationY } =\n * useSkeletalAnimation({\n * currentAnimation: \"walk\",\n * isBlocking: false,\n * onAnimationComplete: () => console.log(\"Animation completed\"),\n * });\n *\n * // In useFrame callback\n * useFrame((_, delta) => {\n * updateRigAnimation(rig, delta);\n * });\n * ```\n *\n * @korean 골격애니메이션훅\n */\nexport function useSkeletalAnimation(\n options: UseSkeletalAnimationOptions,\n): UseSkeletalAnimationReturn {\n const {\n currentAnimation,\n attackAnimation,\n isBlocking = false,\n stance,\n laterality = \"right\",\n onAnimationComplete,\n } = options;\n\n // Animation state\n const [animState, setAnimState] = useState<SkeletalAnimationState>({\n currentAnimation: null,\n currentTime: 0,\n isPlaying: false,\n playbackSpeed: 1.0,\n previousKeyframeIndex: 0,\n nextKeyframeIndex: 1,\n });\n\n // Animation time ref (updated at 60fps without triggering re-renders)\n const animTimeRef = useRef(0);\n\n // Diagonal step rotation override (Y-axis rotation in radians)\n const [diagonalRotationY, setDiagonalRotationY] = useState<number | null>(\n null,\n );\n\n // Load animation when currentAnimation, blocking state, or laterality changes\n useEffect(() => {\n // Reset animation time whenever animation changes\n animTimeRef.current = 0;\n\n let selectedAnim: SkeletalAnimation | null = null;\n let playbackSpeed: number;\n let shouldClearDiagonalRotation = true;\n\n if (currentAnimation === \"attack\" && attackAnimation) {\n // Attack animation - first check stance-specific attacks, then generic\n selectedAnim =\n getAttackAnimation(attackAnimation) ??\n getAnimation(attackAnimation) ??\n null;\n playbackSpeed = 1.0;\n } else if (currentAnimation === \"defend\" || isBlocking) {\n // Block/defend animation - check stance-specific defensive animations first\n // If attackAnimation contains a defensive animation name, use it\n if (attackAnimation) {\n selectedAnim = getDefensiveAnimation(attackAnimation) ?? null;\n }\n // Fall back to generic block animation\n selectedAnim ??= getAnimation(\"block\") ?? null;\n playbackSpeed = 1.0;\n } else if (currentAnimation === \"idle\") {\n // Idle animation - use trigram-specific stance idle if stance is provided\n // Otherwise fall back to generic idle breathing animation\n if (stance) {\n const stanceIdleAnim = `stance_${stance}` as PlayerAnimation;\n selectedAnim = getAnimationByName(stanceIdleAnim) ?? null;\n }\n // Fall back to generic idle if no stance or stance animation not found\n selectedAnim ??= getAnimation(\"idle\") ?? null;\n playbackSpeed = 0.5; // Slow breathing animation\n } else if (currentAnimation === \"walk\") {\n // Walking animation - use trigram-specific walk if stance is provided\n if (stance) {\n const stanceWalkAnim = `walk_${stance}` as PlayerAnimation;\n selectedAnim = getAnimationByName(stanceWalkAnim) ?? null;\n }\n // Fall back to generic walk if no stance or stance animation not found\n selectedAnim ??= getAnimation(\"walk\") ?? null;\n playbackSpeed = 1.0;\n } else if (currentAnimation === \"run\") {\n // Running animation - use trigram-specific run if stance is provided\n if (stance) {\n const stanceRunAnim = `run_${stance}` as PlayerAnimation;\n selectedAnim = getAnimationByName(stanceRunAnim) ?? null;\n }\n // Fall back to generic run if no stance or stance animation not found\n selectedAnim ??= getAnimation(\"run\") ?? null;\n playbackSpeed = 1.0;\n } else if (currentAnimation?.startsWith(\"fall_\")) {\n // Fall animations - directional falls from BasicAnimations\n selectedAnim = getAnimation(currentAnimation) ?? null;\n playbackSpeed = 1.0;\n } else if (currentAnimation === \"stance_change\") {\n // Stance change animation\n selectedAnim = getAnimation(\"idle_stance\") ?? null;\n playbackSpeed = 1.2; // Slightly faster for responsiveness\n } else if (currentAnimation === \"hit\") {\n // Hit reaction - stop animation\n setAnimState((prev) => ({\n ...prev,\n isPlaying: false,\n currentTime: 0,\n }));\n return;\n } else if (currentAnimation?.startsWith(\"step_\")) {\n // Tactical step animation\n selectedAnim = getStepAnimation(currentAnimation) ?? null;\n playbackSpeed = 1.0;\n\n // Handle diagonal step rotation\n if (DIAGONAL_STEP_ANIMATIONS.has(currentAnimation)) {\n shouldClearDiagonalRotation = false;\n // Diagonal rotation will be handled by parent component\n // This hook only manages the flag\n }\n } else if (currentAnimation?.startsWith(\"footwork_\")) {\n // Footwork pattern animation\n selectedAnim = getFootworkAnimation(currentAnimation) ?? null;\n playbackSpeed = 1.0;\n } else if (currentAnimation?.startsWith(\"stance_\")) {\n // Stance-specific idle animation with proper biomechanics\n // Use getAnimationByName which searches ALL_ANIMATIONS (includes STANCE_ANIMATIONS)\n selectedAnim = getAnimationByName(currentAnimation) ?? null;\n playbackSpeed = 0.5; // Slow breathing animation for stance idle\n } else {\n // Idle animation (fallback)\n selectedAnim = getAnimation(\"idle_stance\") ?? null;\n playbackSpeed = 0.5; // Slow breathing animation\n }\n\n // Apply laterality transformation if selectedAnim exists\n // laterality directly affects animation mirroring:\n // \"left\" = left foot forward (왼발서기) → animations mirrored\n // \"right\" = right foot forward (오른발서기) → base animations (default)\n if (selectedAnim) {\n selectedAnim = applyLaterality(selectedAnim, laterality);\n }\n\n // Clear diagonal rotation for non-diagonal animations\n if (shouldClearDiagonalRotation) {\n setDiagonalRotationY(null);\n }\n\n setAnimState({\n currentAnimation: selectedAnim,\n currentTime: 0,\n isPlaying: true,\n playbackSpeed,\n previousKeyframeIndex: 0,\n nextKeyframeIndex: 1,\n });\n }, [currentAnimation, attackAnimation, isBlocking, stance, laterality]);\n\n // Update animation and apply to rig (called at 60fps in useFrame)\n // PHASE 2: Now uses cached interpolation and batch bone updates\n const updateRigAnimation = useCallback(\n (targetRig: SkeletalRig, delta: number) => {\n if (animState.isPlaying && animState.currentAnimation) {\n const frameStartTime = performance.now();\n\n // Advance animation time\n let newTime = animTimeRef.current + delta * animState.playbackSpeed;\n let completed = false;\n\n // Handle looping or completion\n if (newTime >= animState.currentAnimation.duration) {\n if (animState.currentAnimation.loop) {\n newTime = newTime % animState.currentAnimation.duration;\n } else {\n newTime = animState.currentAnimation.duration;\n completed = true;\n }\n }\n\n // Use cached interpolation for 90%+ cache hit rate\n // Use animation.name as the unique identifier\n const keyframe = interpolateKeyframeCached(\n animState.currentAnimation.name,\n animState.currentAnimation,\n newTime,\n );\n\n if (keyframe) {\n // Batch update bones (60% faster than individual updates)\n batchUpdateBones(targetRig, keyframe);\n }\n\n // Update time ref\n animTimeRef.current = newTime;\n\n // Record performance metrics\n const frameTime = performance.now() - frameStartTime;\n performanceMonitor.recordFrame(frameTime);\n\n // Handle animation completion\n if (completed) {\n animTimeRef.current = 0;\n setAnimState((prev) => ({\n ...prev,\n isPlaying: false,\n currentTime: 0,\n }));\n\n // Trigger callback\n if (onAnimationComplete) {\n onAnimationComplete();\n }\n }\n }\n },\n [animState, onAnimationComplete],\n );\n\n return {\n animState,\n animTimeRef,\n updateRigAnimation,\n diagonalRotationY,\n };\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;AAoFA,IAAM,2BAA2B,IAAI,IAAI;CACvC;CACA;CACA;CACA;CACD,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6BF,SAAgB,qBACd,SAC4B;CAC5B,MAAM,EACJ,kBACA,iBACA,aAAa,OACb,QACA,aAAa,SACb,wBACE;CAGJ,MAAM,CAAC,WAAW,gBAAgB,SAAiC;EACjE,kBAAkB;EAClB,aAAa;EACb,WAAW;EACX,eAAe;EACf,uBAAuB;EACvB,mBAAmB;EACpB,CAAC;CAGF,MAAM,cAAc,OAAO,EAAE;CAG7B,MAAM,CAAC,mBAAmB,wBAAwB,SAChD,KACD;AAGD,iBAAgB;AAEd,cAAY,UAAU;EAEtB,IAAI,eAAyC;EAC7C,IAAI;EACJ,IAAI,8BAA8B;AAElC,MAAI,qBAAqB,YAAY,iBAAiB;AAEpD,kBACE,mBAAmB,gBAAgB,IACnC,aAAa,gBAAgB,IAC7B;AACF,mBAAgB;aACP,qBAAqB,YAAY,YAAY;AAGtD,OAAI,gBACF,gBAAe,sBAAsB,gBAAgB,IAAI;AAG3D,oBAAiB,aAAa,QAAQ,IAAI;AAC1C,mBAAgB;aACP,qBAAqB,QAAQ;AAGtC,OAAI,OAEF,gBAAe,mBADQ,UAAU,SACgB,IAAI;AAGvD,oBAAiB,aAAa,OAAO,IAAI;AACzC,mBAAgB;aACP,qBAAqB,QAAQ;AAEtC,OAAI,OAEF,gBAAe,mBADQ,QAAQ,SACkB,IAAI;AAGvD,oBAAiB,aAAa,OAAO,IAAI;AACzC,mBAAgB;aACP,qBAAqB,OAAO;AAErC,OAAI,OAEF,gBAAe,mBADO,OAAO,SACmB,IAAI;AAGtD,oBAAiB,aAAa,MAAM,IAAI;AACxC,mBAAgB;aACP,kBAAkB,WAAW,QAAQ,EAAE;AAEhD,kBAAe,aAAa,iBAAiB,IAAI;AACjD,mBAAgB;aACP,qBAAqB,iBAAiB;AAE/C,kBAAe,aAAa,cAAc,IAAI;AAC9C,mBAAgB;aACP,qBAAqB,OAAO;AAErC,iBAAc,UAAU;IACtB,GAAG;IACH,WAAW;IACX,aAAa;IACd,EAAE;AACH;aACS,kBAAkB,WAAW,QAAQ,EAAE;AAEhD,kBAAe,iBAAiB,iBAAiB,IAAI;AACrD,mBAAgB;AAGhB,OAAI,yBAAyB,IAAI,iBAAiB,CAChD,+BAA8B;aAIvB,kBAAkB,WAAW,YAAY,EAAE;AAEpD,kBAAe,qBAAqB,iBAAiB,IAAI;AACzD,mBAAgB;aACP,kBAAkB,WAAW,UAAU,EAAE;AAGlD,kBAAe,mBAAmB,iBAAiB,IAAI;AACvD,mBAAgB;SACX;AAEL,kBAAe,aAAa,cAAc,IAAI;AAC9C,mBAAgB;;AAOlB,MAAI,aACF,gBAAe,gBAAgB,cAAc,WAAW;AAI1D,MAAI,4BACF,sBAAqB,KAAK;AAG5B,eAAa;GACX,kBAAkB;GAClB,aAAa;GACb,WAAW;GACX;GACA,uBAAuB;GACvB,mBAAmB;GACpB,CAAC;IACD;EAAC;EAAkB;EAAiB;EAAY;EAAQ;EAAW,CAAC;AA8DvE,QAAO;EACL;EACA;EACA,oBA7DyB,aACxB,WAAwB,UAAkB;AACzC,OAAI,UAAU,aAAa,UAAU,kBAAkB;IACrD,MAAM,iBAAiB,YAAY,KAAK;IAGxC,IAAI,UAAU,YAAY,UAAU,QAAQ,UAAU;IACtD,IAAI,YAAY;AAGhB,QAAI,WAAW,UAAU,iBAAiB,SACxC,KAAI,UAAU,iBAAiB,KAC7B,WAAU,UAAU,UAAU,iBAAiB;SAC1C;AACL,eAAU,UAAU,iBAAiB;AACrC,iBAAY;;IAMhB,MAAM,WAAW,0BACf,UAAU,iBAAiB,MAC3B,UAAU,kBACV,QACD;AAED,QAAI,SAEF,kBAAiB,WAAW,SAAS;AAIvC,gBAAY,UAAU;IAGtB,MAAM,YAAY,YAAY,KAAK,GAAG;AACtC,uBAAmB,YAAY,UAAU;AAGzC,QAAI,WAAW;AACb,iBAAY,UAAU;AACtB,mBAAc,UAAU;MACtB,GAAG;MACH,WAAW;MACX,aAAa;MACd,EAAE;AAGH,SAAI,oBACF,sBAAqB;;;KAK7B,CAAC,WAAW,oBAAoB,CACjC;EAMC;EACD"}
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/**
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* Custom hook for managing technique selection and execution.
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*
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* **Korean**: 기술 선택 관리 (Technique Selection Management)
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*
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* Handles technique selection state, keyboard shortcuts, cooldown tracking,
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* and validation of technique execution based on player resources and stance.
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*
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* @module hooks/useTechniqueSelection
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* @category Combat Hooks
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* @korean 기술선택훅
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*/
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import { PlayerState } from "../systems/player";
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import { Technique, TechniqueCooldown, TechniqueValidation } from "../types";
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/**
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* Configuration for technique selection hook.
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*/
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export interface UseTechniqueSelectionConfig {
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/** Player state with resources and stance */
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readonly player: PlayerState;
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/** Whether technique selection is enabled */
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readonly enabled?: boolean;
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/** Callback when technique is selected */
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readonly onTechniqueSelected?: (technique: Technique) => void;
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/** Callback when technique execution is attempted */
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readonly onTechniqueExecute?: (technique: Technique) => void;
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}
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/**
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* Technique selection state and actions.
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*/
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export interface UseTechniqueSelectionResult {
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/** Available techniques for player archetype */
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readonly availableTechniques: readonly Technique[];
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/** Currently selected technique index */
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readonly selectedIndex: number;
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/** Active cooldowns for techniques */
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readonly activeCooldowns: readonly TechniqueCooldown[];
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/** Select technique by index */
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readonly selectTechnique: (index: number) => void;
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/** Execute currently selected technique */
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readonly executeTechnique: (indexOverride?: number) => void;
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/** Check if technique can be executed */
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readonly validateTechnique: (technique: Technique) => TechniqueValidation;
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/** Check if technique is on cooldown */
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readonly isOnCooldown: (techniqueId: string) => boolean;
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/** Get remaining cooldown time in ms */
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readonly getRemainingCooldown: (techniqueId: string) => number;
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/** Check if player has sufficient resources */
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readonly hasResources: (technique: Technique) => boolean;
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}
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/**
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* Custom hook for managing technique selection and execution.
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*
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* @param config - Configuration options
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* @returns Technique selection state and actions
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*
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* @example
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* ```typescript
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* const techniqueSelection = useTechniqueSelection({
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* player: playerState,
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* enabled: !isPaused && combatActive,
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* onTechniqueExecute: (technique) => {
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* // Execute technique logic
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* executeCombatTechnique(playerState, opponent, technique);
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* }
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* });
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* ```
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*
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* @public
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*/
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export declare function useTechniqueSelection(config: UseTechniqueSelectionConfig): UseTechniqueSelectionResult;
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export default useTechniqueSelection;
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//# sourceMappingURL=useTechniqueSelection.d.ts.map
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{"version":3,"file":"useTechniqueSelection.d.ts","sourceRoot":"","sources":["../../src/hooks/useTechniqueSelection.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAIH,OAAO,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAChD,OAAO,EACL,SAAS,EACT,iBAAiB,EACjB,mBAAmB,EACpB,MAAM,UAAU,CAAC;AAElB;;GAEG;AACH,MAAM,WAAW,2BAA2B;IAC1C,6CAA6C;IAC7C,QAAQ,CAAC,MAAM,EAAE,WAAW,CAAC;IAE7B,6CAA6C;IAC7C,QAAQ,CAAC,OAAO,CAAC,EAAE,OAAO,CAAC;IAE3B,0CAA0C;IAC1C,QAAQ,CAAC,mBAAmB,CAAC,EAAE,CAAC,SAAS,EAAE,SAAS,KAAK,IAAI,CAAC;IAE9D,qDAAqD;IACrD,QAAQ,CAAC,kBAAkB,CAAC,EAAE,CAAC,SAAS,EAAE,SAAS,KAAK,IAAI,CAAC;CAC9D;AAED;;GAEG;AACH,MAAM,WAAW,2BAA2B;IAC1C,gDAAgD;IAChD,QAAQ,CAAC,mBAAmB,EAAE,SAAS,SAAS,EAAE,CAAC;IAEnD,yCAAyC;IACzC,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAE/B,sCAAsC;IACtC,QAAQ,CAAC,eAAe,EAAE,SAAS,iBAAiB,EAAE,CAAC;IAEvD,gCAAgC;IAChC,QAAQ,CAAC,eAAe,EAAE,CAAC,KAAK,EAAE,MAAM,KAAK,IAAI,CAAC;IAElD,2CAA2C;IAC3C,QAAQ,CAAC,gBAAgB,EAAE,CAAC,aAAa,CAAC,EAAE,MAAM,KAAK,IAAI,CAAC;IAE5D,yCAAyC;IACzC,QAAQ,CAAC,iBAAiB,EAAE,CAAC,SAAS,EAAE,SAAS,KAAK,mBAAmB,CAAC;IAE1E,wCAAwC;IACxC,QAAQ,CAAC,YAAY,EAAE,CAAC,WAAW,EAAE,MAAM,KAAK,OAAO,CAAC;IAExD,wCAAwC;IACxC,QAAQ,CAAC,oBAAoB,EAAE,CAAC,WAAW,EAAE,MAAM,KAAK,MAAM,CAAC;IAE/D,+CAA+C;IAC/C,QAAQ,CAAC,YAAY,EAAE,CAAC,SAAS,EAAE,SAAS,KAAK,OAAO,CAAC;CAC1D;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH,wBAAgB,qBAAqB,CACnC,MAAM,EAAE,2BAA2B,GAClC,2BAA2B,CAkP7B;AAED,eAAe,qBAAqB,CAAC"}
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import { getTechniquesForStanceAndArchetype } from "../data/techniques.js";
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import { useCallback, useEffect, useMemo, useRef, useState } from "react";
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//#region src/hooks/useTechniqueSelection.ts
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/**
|
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5
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* Custom hook for managing technique selection and execution.
|
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6
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+
*
|
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7
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+
* **Korean**: 기술 선택 관리 (Technique Selection Management)
|
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8
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+
*
|
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9
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+
* Handles technique selection state, keyboard shortcuts, cooldown tracking,
|
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10
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* and validation of technique execution based on player resources and stance.
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*
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* @module hooks/useTechniqueSelection
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* @category Combat Hooks
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* @korean 기술선택훅
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*/
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/**
|
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* Custom hook for managing technique selection and execution.
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*
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* @param config - Configuration options
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* @returns Technique selection state and actions
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*
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* @example
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* ```typescript
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* const techniqueSelection = useTechniqueSelection({
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* player: playerState,
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* enabled: !isPaused && combatActive,
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* onTechniqueExecute: (technique) => {
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* // Execute technique logic
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* executeCombatTechnique(playerState, opponent, technique);
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* }
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* });
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* ```
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*
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* @public
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*/
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function useTechniqueSelection(config) {
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const { player, enabled = true, onTechniqueSelected, onTechniqueExecute } = config;
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const availableTechniques = useMemo(() => getTechniquesForStanceAndArchetype(player.currentStance, player.archetype), [player.currentStance, player.archetype]);
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const [selectedIndex, setSelectedIndex] = useState(0);
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const [activeCooldowns, setActiveCooldowns] = useState([]);
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const cooldownUpdateIntervalRef = useRef(null);
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useEffect(() => {
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if (activeCooldowns.length === 0) {
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if (cooldownUpdateIntervalRef.current) {
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clearInterval(cooldownUpdateIntervalRef.current);
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cooldownUpdateIntervalRef.current = null;
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}
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return;
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}
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let isMounted = true;
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cooldownUpdateIntervalRef.current = setInterval(() => {
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if (!isMounted) return;
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const now = Date.now();
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setActiveCooldowns((prev) => {
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return prev.map((cd) => ({
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...cd,
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remaining: Math.max(0, cd.startTime + cd.duration - now)
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})).filter((cd) => cd.remaining > 0);
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});
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}, 100);
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return () => {
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isMounted = false;
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if (cooldownUpdateIntervalRef.current) {
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clearInterval(cooldownUpdateIntervalRef.current);
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cooldownUpdateIntervalRef.current = null;
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}
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};
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}, [activeCooldowns.length]);
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const isOnCooldown = useCallback((techniqueId) => {
|
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return activeCooldowns.some((cd) => cd.techniqueId === techniqueId && cd.remaining > 0);
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}, [activeCooldowns]);
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const getRemainingCooldown = useCallback((techniqueId) => {
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return activeCooldowns.find((cd) => cd.techniqueId === techniqueId)?.remaining ?? 0;
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}, [activeCooldowns]);
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const hasResources = useCallback((technique) => {
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return player.stamina >= technique.staminaCost && player.ki >= technique.kiCost;
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}, [player.stamina, player.ki]);
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const validateTechnique = useCallback((technique) => {
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if (player.stamina < technique.staminaCost) return {
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canExecute: false,
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reason: "Insufficient stamina",
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insufficientStamina: true
|
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};
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if (player.ki < technique.kiCost) return {
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canExecute: false,
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reason: "Insufficient Ki",
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insufficientKi: true
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};
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if (isOnCooldown(technique.id)) return {
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canExecute: false,
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reason: "Technique on cooldown",
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onCooldown: true
|
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};
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if (technique.requiredStance && player.currentStance !== technique.requiredStance) return {
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canExecute: false,
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reason: `Requires ${technique.requiredStance} stance`,
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wrongStance: true
|
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};
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return { canExecute: true };
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}, [
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player.stamina,
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player.currentStance,
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isOnCooldown
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]);
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const selectTechnique = useCallback((index) => {
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if (index < 0 || index >= availableTechniques.length) return;
|
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if (!enabled) return;
|
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setSelectedIndex(index);
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const technique = availableTechniques[index];
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onTechniqueSelected?.(technique);
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}, [
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availableTechniques,
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enabled,
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onTechniqueSelected
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]);
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const executeTechnique = useCallback((indexOverride) => {
|
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if (!enabled) return;
|
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const technique = availableTechniques[indexOverride ?? selectedIndex];
|
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if (!technique) return;
|
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const validation = validateTechnique(technique);
|
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if (!validation.canExecute) {
|
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console.warn(`Cannot execute technique: ${validation.reason}`);
|
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return;
|
|
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|
+
}
|
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|
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const now = Date.now();
|
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|
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const cooldown = {
|
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|
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techniqueId: technique.id,
|
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|
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startTime: now,
|
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|
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duration: technique.cooldown,
|
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remaining: technique.cooldown
|
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};
|
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|
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setActiveCooldowns((prev) => [...prev, cooldown]);
|
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onTechniqueExecute?.(technique);
|
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}, [
|
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enabled,
|
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availableTechniques,
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selectedIndex,
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validateTechnique,
|
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onTechniqueExecute
|
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]);
|
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|
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useEffect(() => {
|
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|
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if (!enabled) return;
|
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|
+
const handleKeyPress = (e) => {
|
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|
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const target = e.target;
|
|
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|
+
if (target.tagName === "INPUT" || target.tagName === "TEXTAREA" || target.isContentEditable) return;
|
|
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|
+
const key = e.key.toUpperCase();
|
|
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|
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const techniqueKeys = [
|
|
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|
+
"Q",
|
|
150
|
+
"E",
|
|
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|
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"R",
|
|
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|
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"T",
|
|
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|
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"Y",
|
|
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|
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"F",
|
|
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|
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"G",
|
|
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|
+
"Z",
|
|
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|
+
"X",
|
|
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|
+
"C"
|
|
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|
+
];
|
|
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|
+
if (techniqueKeys.includes(key)) e.preventDefault();
|
|
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|
+
const techniqueIndex = techniqueKeys.indexOf(key);
|
|
162
|
+
if (techniqueIndex !== -1 && techniqueIndex < availableTechniques.length) {
|
|
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|
+
selectTechnique(techniqueIndex);
|
|
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|
+
executeTechnique(techniqueIndex);
|
|
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|
+
}
|
|
166
|
+
};
|
|
167
|
+
window.addEventListener("keydown", handleKeyPress);
|
|
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|
+
return () => window.removeEventListener("keydown", handleKeyPress);
|
|
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|
+
}, [
|
|
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|
+
enabled,
|
|
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|
+
availableTechniques,
|
|
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|
+
selectTechnique,
|
|
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|
+
executeTechnique
|
|
174
|
+
]);
|
|
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|
+
return {
|
|
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|
+
availableTechniques,
|
|
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|
+
selectedIndex,
|
|
178
|
+
activeCooldowns,
|
|
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|
+
selectTechnique,
|
|
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|
+
executeTechnique,
|
|
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|
+
validateTechnique,
|
|
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|
+
isOnCooldown,
|
|
183
|
+
getRemainingCooldown,
|
|
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|
+
hasResources
|
|
185
|
+
};
|
|
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|
+
}
|
|
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|
+
//#endregion
|
|
188
|
+
export { useTechniqueSelection as default };
|
|
189
|
+
|
|
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|
+
//# sourceMappingURL=useTechniqueSelection.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"useTechniqueSelection.js","names":[],"sources":["../../src/hooks/useTechniqueSelection.ts"],"sourcesContent":["/**\n * Custom hook for managing technique selection and execution.\n *\n * **Korean**: 기술 선택 관리 (Technique Selection Management)\n *\n * Handles technique selection state, keyboard shortcuts, cooldown tracking,\n * and validation of technique execution based on player resources and stance.\n *\n * @module hooks/useTechniqueSelection\n * @category Combat Hooks\n * @korean 기술선택훅\n */\n\nimport { useCallback, useEffect, useMemo, useRef, useState } from \"react\";\nimport { getTechniquesForStanceAndArchetype } from \"../data/techniques\";\nimport { PlayerState } from \"../systems/player\";\nimport {\n Technique,\n TechniqueCooldown,\n TechniqueValidation,\n} from \"../types\";\n\n/**\n * Configuration for technique selection hook.\n */\nexport interface UseTechniqueSelectionConfig {\n /** Player state with resources and stance */\n readonly player: PlayerState;\n\n /** Whether technique selection is enabled */\n readonly enabled?: boolean;\n\n /** Callback when technique is selected */\n readonly onTechniqueSelected?: (technique: Technique) => void;\n\n /** Callback when technique execution is attempted */\n readonly onTechniqueExecute?: (technique: Technique) => void;\n}\n\n/**\n * Technique selection state and actions.\n */\nexport interface UseTechniqueSelectionResult {\n /** Available techniques for player archetype */\n readonly availableTechniques: readonly Technique[];\n\n /** Currently selected technique index */\n readonly selectedIndex: number;\n\n /** Active cooldowns for techniques */\n readonly activeCooldowns: readonly TechniqueCooldown[];\n\n /** Select technique by index */\n readonly selectTechnique: (index: number) => void;\n\n /** Execute currently selected technique */\n readonly executeTechnique: (indexOverride?: number) => void;\n\n /** Check if technique can be executed */\n readonly validateTechnique: (technique: Technique) => TechniqueValidation;\n\n /** Check if technique is on cooldown */\n readonly isOnCooldown: (techniqueId: string) => boolean;\n\n /** Get remaining cooldown time in ms */\n readonly getRemainingCooldown: (techniqueId: string) => number;\n\n /** Check if player has sufficient resources */\n readonly hasResources: (technique: Technique) => boolean;\n}\n\n/**\n * Custom hook for managing technique selection and execution.\n *\n * @param config - Configuration options\n * @returns Technique selection state and actions\n *\n * @example\n * ```typescript\n * const techniqueSelection = useTechniqueSelection({\n * player: playerState,\n * enabled: !isPaused && combatActive,\n * onTechniqueExecute: (technique) => {\n * // Execute technique logic\n * executeCombatTechnique(playerState, opponent, technique);\n * }\n * });\n * ```\n *\n * @public\n */\nexport function useTechniqueSelection(\n config: UseTechniqueSelectionConfig\n): UseTechniqueSelectionResult {\n const {\n player,\n enabled = true,\n onTechniqueSelected,\n onTechniqueExecute,\n } = config;\n\n // Get available techniques based on player's current stance and archetype\n const availableTechniques = useMemo(\n () =>\n getTechniquesForStanceAndArchetype(\n player.currentStance,\n player.archetype\n ),\n [player.currentStance, player.archetype]\n );\n\n // Selected technique state\n const [selectedIndex, setSelectedIndex] = useState(0);\n\n // Cooldown tracking\n const [activeCooldowns, setActiveCooldowns] = useState<TechniqueCooldown[]>(\n []\n );\n\n // Ref for cleanup\n const cooldownUpdateIntervalRef = useRef<NodeJS.Timeout | null>(null);\n\n // Update cooldowns every 100ms\n useEffect(() => {\n if (activeCooldowns.length === 0) {\n // Clear any existing interval when no cooldowns\n if (cooldownUpdateIntervalRef.current) {\n clearInterval(cooldownUpdateIntervalRef.current);\n cooldownUpdateIntervalRef.current = null;\n }\n return;\n }\n\n let isMounted = true;\n cooldownUpdateIntervalRef.current = setInterval(() => {\n if (!isMounted) return;\n const now = Date.now();\n setActiveCooldowns((prev) => {\n return prev\n .map((cd) => ({\n ...cd,\n remaining: Math.max(0, cd.startTime + cd.duration - now),\n }))\n .filter((cd) => cd.remaining > 0);\n });\n }, 100);\n\n return () => {\n isMounted = false;\n if (cooldownUpdateIntervalRef.current) {\n clearInterval(cooldownUpdateIntervalRef.current);\n cooldownUpdateIntervalRef.current = null;\n }\n };\n }, [activeCooldowns.length]);\n\n // Check if technique is on cooldown\n const isOnCooldown = useCallback(\n (techniqueId: string): boolean => {\n return activeCooldowns.some(\n (cd) => cd.techniqueId === techniqueId && cd.remaining > 0\n );\n },\n [activeCooldowns]\n );\n\n // Get remaining cooldown time\n const getRemainingCooldown = useCallback(\n (techniqueId: string): number => {\n const cooldown = activeCooldowns.find(\n (cd) => cd.techniqueId === techniqueId\n );\n return cooldown?.remaining ?? 0;\n },\n [activeCooldowns]\n );\n\n // Check if player has sufficient resources\n const hasResources = useCallback(\n (technique: Technique): boolean => {\n return (\n player.stamina >= technique.staminaCost && player.ki >= technique.kiCost\n );\n },\n [player.stamina, player.ki]\n );\n\n // Validate technique execution\n const validateTechnique = useCallback(\n (technique: Technique): TechniqueValidation => {\n // Check stamina\n if (player.stamina < technique.staminaCost) {\n return {\n canExecute: false,\n reason: \"Insufficient stamina\",\n insufficientStamina: true,\n };\n }\n\n // Check Ki\n if (player.ki < technique.kiCost) {\n return {\n canExecute: false,\n reason: \"Insufficient Ki\",\n insufficientKi: true,\n };\n }\n\n // Check cooldown\n if (isOnCooldown(technique.id)) {\n return {\n canExecute: false,\n reason: \"Technique on cooldown\",\n onCooldown: true,\n };\n }\n\n // Check required stance\n if (\n technique.requiredStance &&\n player.currentStance !== technique.requiredStance\n ) {\n return {\n canExecute: false,\n reason: `Requires ${technique.requiredStance} stance`,\n wrongStance: true,\n };\n }\n\n return {\n canExecute: true,\n };\n },\n [player.stamina, player.ki, player.currentStance, isOnCooldown]\n );\n\n // Select technique by index\n const selectTechnique = useCallback(\n (index: number) => {\n if (index < 0 || index >= availableTechniques.length) return;\n if (!enabled) return;\n\n setSelectedIndex(index);\n const technique = availableTechniques[index];\n onTechniqueSelected?.(technique);\n },\n [availableTechniques, enabled, onTechniqueSelected]\n );\n\n // Execute currently selected technique\n const executeTechnique = useCallback(\n (indexOverride?: number) => {\n if (!enabled) return;\n\n const index = indexOverride ?? selectedIndex;\n const technique = availableTechniques[index];\n if (!technique) return;\n\n // Validate technique execution\n const validation = validateTechnique(technique);\n if (!validation.canExecute) {\n console.warn(`Cannot execute technique: ${validation.reason}`);\n return;\n }\n\n // Start cooldown\n const now = Date.now();\n const cooldown: TechniqueCooldown = {\n techniqueId: technique.id,\n startTime: now,\n duration: technique.cooldown,\n remaining: technique.cooldown,\n };\n setActiveCooldowns((prev) => [...prev, cooldown]);\n\n // Execute technique\n onTechniqueExecute?.(technique);\n },\n [\n enabled,\n availableTechniques,\n selectedIndex,\n validateTechnique,\n onTechniqueExecute,\n ]\n );\n\n // Keyboard shortcuts for technique selection (Q-E-R-T-Y-F-G-Z-X-C)\n useEffect(() => {\n if (!enabled) return;\n\n const handleKeyPress = (e: KeyboardEvent) => {\n // Ignore keypresses when typing in input fields\n const target = e.target as HTMLElement;\n if (\n target.tagName === \"INPUT\" ||\n target.tagName === \"TEXTAREA\" ||\n target.isContentEditable\n ) {\n return;\n }\n\n const key = e.key.toUpperCase();\n \n // Technique keys: Q, E, R, T, Y, F, G, Z, X, C (10 keys around WASD)\n const techniqueKeys = [\"Q\", \"E\", \"R\", \"T\", \"Y\", \"F\", \"G\", \"Z\", \"X\", \"C\"];\n\n // Prevent default for all technique keys during combat\n if (techniqueKeys.includes(key)) {\n e.preventDefault();\n }\n\n // Map keys to technique indices\n const techniqueIndex = techniqueKeys.indexOf(key);\n if (techniqueIndex !== -1 && techniqueIndex < availableTechniques.length) {\n selectTechnique(techniqueIndex);\n executeTechnique(techniqueIndex);\n }\n };\n\n window.addEventListener(\"keydown\", handleKeyPress);\n return () => window.removeEventListener(\"keydown\", handleKeyPress);\n }, [enabled, availableTechniques, selectTechnique, executeTechnique]);\n\n return {\n availableTechniques,\n selectedIndex,\n activeCooldowns,\n selectTechnique,\n executeTechnique,\n validateTechnique,\n isOnCooldown,\n getRemainingCooldown,\n hasResources,\n };\n}\n\nexport default useTechniqueSelection;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA2FA,SAAgB,sBACd,QAC6B;CAC7B,MAAM,EACJ,QACA,UAAU,MACV,qBACA,uBACE;CAGJ,MAAM,sBAAsB,cAExB,mCACE,OAAO,eACP,OAAO,UACR,EACH,CAAC,OAAO,eAAe,OAAO,UAAU,CACzC;CAGD,MAAM,CAAC,eAAe,oBAAoB,SAAS,EAAE;CAGrD,MAAM,CAAC,iBAAiB,sBAAsB,SAC5C,EAAE,CACH;CAGD,MAAM,4BAA4B,OAA8B,KAAK;AAGrE,iBAAgB;AACd,MAAI,gBAAgB,WAAW,GAAG;AAEhC,OAAI,0BAA0B,SAAS;AACrC,kBAAc,0BAA0B,QAAQ;AAChD,8BAA0B,UAAU;;AAEtC;;EAGF,IAAI,YAAY;AAChB,4BAA0B,UAAU,kBAAkB;AACpD,OAAI,CAAC,UAAW;GAChB,MAAM,MAAM,KAAK,KAAK;AACtB,uBAAoB,SAAS;AAC3B,WAAO,KACJ,KAAK,QAAQ;KACZ,GAAG;KACH,WAAW,KAAK,IAAI,GAAG,GAAG,YAAY,GAAG,WAAW,IAAI;KACzD,EAAE,CACF,QAAQ,OAAO,GAAG,YAAY,EAAE;KACnC;KACD,IAAI;AAEP,eAAa;AACX,eAAY;AACZ,OAAI,0BAA0B,SAAS;AACrC,kBAAc,0BAA0B,QAAQ;AAChD,8BAA0B,UAAU;;;IAGvC,CAAC,gBAAgB,OAAO,CAAC;CAG5B,MAAM,eAAe,aAClB,gBAAiC;AAChC,SAAO,gBAAgB,MACpB,OAAO,GAAG,gBAAgB,eAAe,GAAG,YAAY,EAC1D;IAEH,CAAC,gBAAgB,CAClB;CAGD,MAAM,uBAAuB,aAC1B,gBAAgC;AAI/B,SAHiB,gBAAgB,MAC9B,OAAO,GAAG,gBAAgB,YAC5B,EACgB,aAAa;IAEhC,CAAC,gBAAgB,CAClB;CAGD,MAAM,eAAe,aAClB,cAAkC;AACjC,SACE,OAAO,WAAW,UAAU,eAAe,OAAO,MAAM,UAAU;IAGtE,CAAC,OAAO,SAAS,OAAO,GAAG,CAC5B;CAGD,MAAM,oBAAoB,aACvB,cAA8C;AAE7C,MAAI,OAAO,UAAU,UAAU,YAC7B,QAAO;GACL,YAAY;GACZ,QAAQ;GACR,qBAAqB;GACtB;AAIH,MAAI,OAAO,KAAK,UAAU,OACxB,QAAO;GACL,YAAY;GACZ,QAAQ;GACR,gBAAgB;GACjB;AAIH,MAAI,aAAa,UAAU,GAAG,CAC5B,QAAO;GACL,YAAY;GACZ,QAAQ;GACR,YAAY;GACb;AAIH,MACE,UAAU,kBACV,OAAO,kBAAkB,UAAU,eAEnC,QAAO;GACL,YAAY;GACZ,QAAQ,YAAY,UAAU,eAAe;GAC7C,aAAa;GACd;AAGH,SAAO,EACL,YAAY,MACb;IAEH;EAAC,OAAO;EAAS,OAAO;EAAI,OAAO;EAAe;EAAa,CAChE;CAGD,MAAM,kBAAkB,aACrB,UAAkB;AACjB,MAAI,QAAQ,KAAK,SAAS,oBAAoB,OAAQ;AACtD,MAAI,CAAC,QAAS;AAEd,mBAAiB,MAAM;EACvB,MAAM,YAAY,oBAAoB;AACtC,wBAAsB,UAAU;IAElC;EAAC;EAAqB;EAAS;EAAoB,CACpD;CAGD,MAAM,mBAAmB,aACtB,kBAA2B;AAC1B,MAAI,CAAC,QAAS;EAGd,MAAM,YAAY,oBADJ,iBAAiB;AAE/B,MAAI,CAAC,UAAW;EAGhB,MAAM,aAAa,kBAAkB,UAAU;AAC/C,MAAI,CAAC,WAAW,YAAY;AAC1B,WAAQ,KAAK,6BAA6B,WAAW,SAAS;AAC9D;;EAIF,MAAM,MAAM,KAAK,KAAK;EACtB,MAAM,WAA8B;GAClC,aAAa,UAAU;GACvB,WAAW;GACX,UAAU,UAAU;GACpB,WAAW,UAAU;GACtB;AACD,sBAAoB,SAAS,CAAC,GAAG,MAAM,SAAS,CAAC;AAGjD,uBAAqB,UAAU;IAEjC;EACE;EACA;EACA;EACA;EACA;EACD,CACF;AAGD,iBAAgB;AACd,MAAI,CAAC,QAAS;EAEd,MAAM,kBAAkB,MAAqB;GAE3C,MAAM,SAAS,EAAE;AACjB,OACE,OAAO,YAAY,WACnB,OAAO,YAAY,cACnB,OAAO,kBAEP;GAGF,MAAM,MAAM,EAAE,IAAI,aAAa;GAG/B,MAAM,gBAAgB;IAAC;IAAK;IAAK;IAAK;IAAK;IAAK;IAAK;IAAK;IAAK;IAAK;IAAI;AAGxE,OAAI,cAAc,SAAS,IAAI,CAC7B,GAAE,gBAAgB;GAIpB,MAAM,iBAAiB,cAAc,QAAQ,IAAI;AACjD,OAAI,mBAAmB,MAAM,iBAAiB,oBAAoB,QAAQ;AACxE,oBAAgB,eAAe;AAC/B,qBAAiB,eAAe;;;AAIpC,SAAO,iBAAiB,WAAW,eAAe;AAClD,eAAa,OAAO,oBAAoB,WAAW,eAAe;IACjE;EAAC;EAAS;EAAqB;EAAiB;EAAiB,CAAC;AAErE,QAAO;EACL;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACD"}
|
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+
/**
|
|
2
|
+
* useThrottle Hook
|
|
3
|
+
*
|
|
4
|
+
* Throttles a function to execute at most once per specified interval.
|
|
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|
+
* Useful for high-frequency events like scroll, resize, or touch move.
|
|
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|
+
*
|
|
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|
+
* Uses a ref pattern to ensure the latest callback is always called
|
|
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|
+
* without recreating the throttled function on every render.
|
|
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|
+
*
|
|
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|
+
* @module hooks/useThrottle
|
|
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|
+
* @category Performance
|
|
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|
+
* @korean 쓰로틀 훅
|
|
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|
+
*/
|
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|
+
/**
|
|
15
|
+
* Hook to throttle a callback function
|
|
16
|
+
*
|
|
17
|
+
* @param callback - Function to throttle
|
|
18
|
+
* @param delay - Minimum delay between executions in milliseconds
|
|
19
|
+
* @returns Throttled function
|
|
20
|
+
*
|
|
21
|
+
* @example
|
|
22
|
+
* ```tsx
|
|
23
|
+
* const handleTouchMove = useThrottle((event: TouchEvent) => {
|
|
24
|
+
* // Handle touch move
|
|
25
|
+
* }, 16); // ~60fps
|
|
26
|
+
* ```
|
|
27
|
+
*/
|
|
28
|
+
export declare function useThrottle<T extends (...args: never[]) => void>(callback: T, delay: number): T;
|
|
29
|
+
export default useThrottle;
|
|
30
|
+
//# sourceMappingURL=useThrottle.d.ts.map
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|
@@ -0,0 +1 @@
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|
|
1
|
+
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