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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{"version":3,"file":"BloodViscosity3D.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/effects/BloodViscosity3D.tsx"],"sourcesContent":["/**\n * BloodViscosity3D - Enhanced blood droplets with thicker physics for brutal combat realism\n *\n * Priority #5: Enhanced Blood Viscosity\n * - Thicker droplets with slower fall rate\n * - Variable splatter sizes (gouts vs mist)\n * - Cling/drip physics (stick to surfaces)\n * - Enhanced viscosity simulation\n *\n * PERFORMANCE OPTIMIZATION (Object Pooling):\n * - Reduced allocations from ~85+ per effect to ~4 pooled objects\n * - Pooling strategy:\n * 1. Temporary calculation objects (direction, color, velocity) use pool\n * 2. Owned objects (particle velocities) are cloned from pooled objects\n * 3. All pooled objects released after particle creation\n * - Estimated reduction: \n * - thin: 50 Color + 50 Vector3 = 100 allocations → 4 pooled objects\n * - medium: 80 Color + 80 Vector3 = 160 allocations → 4 pooled objects\n * - thick: 120 Color + 120 Vector3 = 240 allocations → 4 pooled objects\n * - gout: 200 Color + 200 Vector3 = 400 allocations → 4 pooled objects\n *\n * Korean martial arts context:\n * - 절단격 (Cutting strikes) - Thin blood mist\n * - 타격 (Impact strikes) - Medium blood splatter\n * - 관통격 (Penetrating strikes) - Thick blood droplets\n * - 깊은 상처 (Deep wounds) - Large blood gouts\n */\n\nimport React, { useEffect, useMemo } from 'react';\nimport { useFrame } from '@react-three/fiber';\nimport * as THREE from 'three';\nimport { ThreeObjectPools } from '../../../../../utils/threeObjectPool';\n\n/**\n * Viscosity types for blood splatter\n */\nexport type ViscosityType = 'thin' | 'medium' | 'thick' | 'gout';\n\n/**\n * Individual blood viscosity effect\n */\nexport interface BloodViscosityEffect {\n readonly id: string;\n readonly position: [number, number, number];\n readonly direction: [number, number, number];\n readonly viscosityType: ViscosityType;\n readonly intensity: number; // 0.0-1.0\n readonly startTime: number;\n}\n\n/**\n * Props for BloodViscosity3D component\n */\nexport interface BloodViscosity3DProps {\n readonly effects: readonly BloodViscosityEffect[];\n readonly enabled?: boolean;\n readonly isMobile?: boolean;\n readonly onEffectComplete?: (id: string) => void;\n}\n\n// Physics constants for blood viscosity\nconst BLOOD_VISCOSITY_CONSTANTS = {\n // Gravity and air resistance\n GRAVITY: -9.8, // m/s²\n AIR_RESISTANCE: 0.94, // Thicker than arterial (0.97) or bone (0.96)\n \n // Particle counts by viscosity type (desktop)\n PARTICLE_COUNT: {\n thin: 50, // Mist\n medium: 80, // Normal splatter\n thick: 120, // Heavy droplets\n gout: 200, // Deep wound large gouts\n },\n \n // Velocity ranges (m/s) - slower than arterial\n VELOCITY: {\n thin: { min: 2.0, max: 4.0 },\n medium: { min: 1.5, max: 3.0 },\n thick: { min: 1.0, max: 2.5 },\n gout: { min: 0.5, max: 2.0 },\n },\n \n // Particle sizes\n SIZE: {\n thin: { min: 0.02, max: 0.04 },\n medium: { min: 0.04, max: 0.08 },\n thick: { min: 0.06, max: 0.12 },\n gout: { min: 0.10, max: 0.20 },\n },\n \n // Spread cone angles (radians)\n SPREAD_ANGLE: {\n thin: Math.PI / 3, // 60° wide spray\n medium: Math.PI / 4, // 45° normal\n thick: Math.PI / 6, // 30° narrow\n gout: Math.PI / 8, // 22.5° very narrow\n },\n \n // Lifetimes\n ACTIVE_LIFETIME: 2.5, // Active falling time\n CLING_LIFETIME: 3.0, // Time stuck to ground\n TOTAL_LIFETIME: 5.5, // Total before cleanup\n \n // Ground cling physics\n GROUND_LEVEL: 0.1, // y-position for ground contact\n CLING_DAMPING: 0.3, // Velocity reduction on contact\n \n // Color\n BLOOD_COLOR: 0x8b0000, // Dark red\n \n // Max delta time to prevent physics spiral\n MAX_DELTA: 1 / 30,\n} as const;\n\n/**\n * BloodViscosity3D - Enhanced blood droplets with realistic thicker physics\n *\n * Features:\n * - Variable viscosity types (thin mist to thick gouts)\n * - Cling/drip physics when hitting ground\n * - Slower fall rates than arterial spray\n * - Larger droplet sizes\n * - Mobile optimization (50% particles)\n */\nexport const BloodViscosity3D: React.FC<BloodViscosity3DProps> = ({\n effects,\n enabled = true,\n isMobile = false,\n onEffectComplete,\n}) => {\n // Track active effect instances\n const [effectInstances, setEffectInstances] = React.useState<\n Map<\n string,\n {\n particles: THREE.Points;\n velocities: THREE.Vector3[];\n startTime: number;\n effect: BloodViscosityEffect;\n clinging: boolean[];\n }\n >\n >(new Map());\n\n // Calculate particle count based on viscosity and mobile\n const getParticleCount = useMemo(\n () => (viscosityType: ViscosityType) => {\n const baseCount = BLOOD_VISCOSITY_CONSTANTS.PARTICLE_COUNT[viscosityType];\n return isMobile ? Math.floor(baseCount * 0.5) : baseCount;\n },\n [isMobile]\n );\n\n // Create particle system for blood droplets\n const createBloodParticles = useMemo(\n () => (effect: BloodViscosityEffect) => {\n const count = getParticleCount(effect.viscosityType);\n const geometry = new THREE.BufferGeometry();\n const positions = new Float32Array(count * 3);\n const colors = new Float32Array(count * 3);\n const sizes = new Float32Array(count);\n const velocities: THREE.Vector3[] = [];\n const clinging: boolean[] = [];\n\n // Pooled objects for calculations - PERFORMANCE: Eliminates 2 + (count * 3) allocations\n const tempDirection = ThreeObjectPools.vector3.acquire();\n const tempColor = ThreeObjectPools.color.acquire();\n const tempVelocity = ThreeObjectPools.vector3.acquire();\n const tempDeviation = ThreeObjectPools.vector3.acquire();\n\n try {\n tempDirection.set(...effect.direction).normalize();\n const spreadAngle = BLOOD_VISCOSITY_CONSTANTS.SPREAD_ANGLE[effect.viscosityType];\n const velocityRange = BLOOD_VISCOSITY_CONSTANTS.VELOCITY[effect.viscosityType];\n const sizeRange = BLOOD_VISCOSITY_CONSTANTS.SIZE[effect.viscosityType];\n\n // Set color once from pool\n tempColor.set(BLOOD_VISCOSITY_CONSTANTS.BLOOD_COLOR);\n\n for (let i = 0; i < count; i++) {\n // Start at impact position\n positions[i * 3] = 0;\n positions[i * 3 + 1] = 0;\n positions[i * 3 + 2] = 0;\n\n // Dark red color (reuse pooled color)\n colors[i * 3] = tempColor.r;\n colors[i * 3 + 1] = tempColor.g;\n colors[i * 3 + 2] = tempColor.b;\n\n // Variable size based on viscosity\n const size =\n sizeRange.min +\n Math.random() * (sizeRange.max - sizeRange.min) *\n effect.intensity;\n sizes[i] = size;\n\n // Calculate velocity with spread\n const speed =\n velocityRange.min +\n Math.random() * (velocityRange.max - velocityRange.min);\n\n // Random deviation within spread angle\n const theta = (Math.random() - 0.5) * spreadAngle;\n const phi = Math.random() * Math.PI * 2;\n\n // Use pooled vectors for calculation\n tempDeviation.set(\n Math.sin(theta) * Math.cos(phi),\n Math.sin(theta) * Math.sin(phi),\n Math.cos(theta)\n );\n\n tempVelocity.copy(tempDirection)\n .add(tempDeviation)\n .normalize()\n .multiplyScalar(speed);\n\n // Clone for ownership - particles own their velocity vectors\n velocities.push(tempVelocity.clone());\n clinging.push(false);\n }\n } finally {\n // Release all pooled objects back to pool\n ThreeObjectPools.vector3.release(tempDirection);\n ThreeObjectPools.color.release(tempColor);\n ThreeObjectPools.vector3.release(tempVelocity);\n ThreeObjectPools.vector3.release(tempDeviation);\n }\n\n geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));\n geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3));\n geometry.setAttribute('size', new THREE.BufferAttribute(sizes, 1));\n\n const material = new THREE.PointsMaterial({\n size: 0.08,\n vertexColors: true,\n transparent: true,\n opacity: 0.9,\n blending: THREE.NormalBlending,\n depthWrite: false,\n sizeAttenuation: true,\n });\n\n const points = new THREE.Points(geometry, material);\n points.position.set(...effect.position);\n\n return { points, velocities, clinging };\n },\n [getParticleCount]\n );\n\n // Update effect instances\n useEffect(() => {\n if (!enabled) return;\n\n setEffectInstances((prev) => {\n const updated = new Map(prev);\n\n effects.forEach((effect) => {\n if (!updated.has(effect.id)) {\n const { points, velocities, clinging } = createBloodParticles(effect);\n updated.set(effect.id, {\n particles: points,\n velocities,\n startTime: effect.startTime,\n effect,\n clinging,\n });\n }\n });\n\n const currentIds = new Set(effects.map((e) => e.id));\n Array.from(updated.keys()).forEach((id) => {\n if (!currentIds.has(id)) {\n const instance = updated.get(id);\n if (instance) {\n instance.particles.geometry.dispose();\n (instance.particles.material as THREE.Material).dispose();\n }\n updated.delete(id);\n }\n });\n\n return updated;\n });\n }, [effects, enabled, createBloodParticles]);\n\n // Animation loop\n useFrame((_state, delta) => {\n if (!enabled || effectInstances.size === 0) return;\n\n const clampedDelta = Math.min(delta, BLOOD_VISCOSITY_CONSTANTS.MAX_DELTA);\n const now = Date.now();\n const completedIds: string[] = [];\n\n effectInstances.forEach((instance, id) => {\n const elapsed = (now - instance.startTime) / 1000;\n\n // Check for completion\n if (elapsed >= BLOOD_VISCOSITY_CONSTANTS.TOTAL_LIFETIME) {\n completedIds.push(id);\n return;\n }\n\n const geometry = instance.particles.geometry;\n const positions = geometry.attributes.position.array as Float32Array;\n const count = positions.length / 3;\n\n // Update each particle\n for (let i = 0; i < count; i++) {\n const idx = i * 3;\n\n if (!instance.clinging[i]) {\n // Apply gravity\n instance.velocities[i].y +=\n BLOOD_VISCOSITY_CONSTANTS.GRAVITY * clampedDelta;\n\n // Apply air resistance\n instance.velocities[i].multiplyScalar(\n BLOOD_VISCOSITY_CONSTANTS.AIR_RESISTANCE\n );\n\n // Update position\n positions[idx] += instance.velocities[i].x * clampedDelta;\n positions[idx + 1] += instance.velocities[i].y * clampedDelta;\n positions[idx + 2] += instance.velocities[i].z * clampedDelta;\n\n // Check ground contact\n if (positions[idx + 1] <= BLOOD_VISCOSITY_CONSTANTS.GROUND_LEVEL) {\n positions[idx + 1] = BLOOD_VISCOSITY_CONSTANTS.GROUND_LEVEL;\n instance.velocities[i].multiplyScalar(\n BLOOD_VISCOSITY_CONSTANTS.CLING_DAMPING\n );\n instance.clinging[i] = true;\n }\n }\n }\n\n geometry.attributes.position.needsUpdate = true;\n\n // Fade out during cling phase\n if (elapsed >= BLOOD_VISCOSITY_CONSTANTS.ACTIVE_LIFETIME) {\n const fadeProgress =\n (elapsed - BLOOD_VISCOSITY_CONSTANTS.ACTIVE_LIFETIME) /\n BLOOD_VISCOSITY_CONSTANTS.CLING_LIFETIME;\n const material = instance.particles.material as THREE.PointsMaterial;\n material.opacity = 0.9 * (1.0 - fadeProgress);\n }\n });\n\n completedIds.forEach((id) => {\n onEffectComplete?.(id);\n });\n });\n\n return (\n <>\n {Array.from(effectInstances.values()).map((instance) => (\n <primitive key={instance.effect.id} object={instance.particles} />\n ))}\n </>\n );\n};\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6DA,IAAM,4BAA4B;CAEhC,SAAS;CACT,gBAAgB;CAGhB,gBAAgB;EACd,MAAM;EACN,QAAQ;EACR,OAAO;EACP,MAAM;EACP;CAGD,UAAU;EACR,MAAM;GAAE,KAAK;GAAK,KAAK;GAAK;EAC5B,QAAQ;GAAE,KAAK;GAAK,KAAK;GAAK;EAC9B,OAAO;GAAE,KAAK;GAAK,KAAK;GAAK;EAC7B,MAAM;GAAE,KAAK;GAAK,KAAK;GAAK;EAC7B;CAGD,MAAM;EACJ,MAAM;GAAE,KAAK;GAAM,KAAK;GAAM;EAC9B,QAAQ;GAAE,KAAK;GAAM,KAAK;GAAM;EAChC,OAAO;GAAE,KAAK;GAAM,KAAK;GAAM;EAC/B,MAAM;GAAE,KAAK;GAAM,KAAK;GAAM;EAC/B;CAGD,cAAc;EACZ,MAAM,KAAK,KAAK;EAChB,QAAQ,KAAK,KAAK;EAClB,OAAO,KAAK,KAAK;EACjB,MAAM,KAAK,KAAK;EACjB;CAGD,iBAAiB;CACjB,gBAAgB;CAChB,gBAAgB;CAGhB,cAAc;CACd,eAAe;CAGf,aAAa;CAGb,WAAW,IAAI;CAChB;;;;;;;;;;;AAYD,IAAa,oBAAqD,EAChE,SACA,UAAU,MACV,WAAW,OACX,uBACI;CAEJ,MAAM,CAAC,iBAAiB,sBAAsB,MAAM,yBAWlD,IAAI,KAAK,CAAC;CAGZ,MAAM,mBAAmB,eAChB,kBAAiC;EACtC,MAAM,YAAY,0BAA0B,eAAe;AAC3D,SAAO,WAAW,KAAK,MAAM,YAAY,GAAI,GAAG;IAElD,CAAC,SAAS,CACX;CAGD,MAAM,uBAAuB,eACpB,WAAiC;EACtC,MAAM,QAAQ,iBAAiB,OAAO,cAAc;EACpD,MAAM,WAAW,IAAI,MAAM,gBAAgB;EAC3C,MAAM,YAAY,IAAI,aAAa,QAAQ,EAAE;EAC7C,MAAM,SAAS,IAAI,aAAa,QAAQ,EAAE;EAC1C,MAAM,QAAQ,IAAI,aAAa,MAAM;EACrC,MAAM,aAA8B,EAAE;EACtC,MAAM,WAAsB,EAAE;EAG9B,MAAM,gBAAgB,iBAAiB,QAAQ,SAAS;EACxD,MAAM,YAAY,iBAAiB,MAAM,SAAS;EAClD,MAAM,eAAe,iBAAiB,QAAQ,SAAS;EACvD,MAAM,gBAAgB,iBAAiB,QAAQ,SAAS;AAExD,MAAI;AACF,iBAAc,IAAI,GAAG,OAAO,UAAU,CAAC,WAAW;GAClD,MAAM,cAAc,0BAA0B,aAAa,OAAO;GAClE,MAAM,gBAAgB,0BAA0B,SAAS,OAAO;GAChE,MAAM,YAAY,0BAA0B,KAAK,OAAO;AAGxD,aAAU,IAAI,0BAA0B,YAAY;AAEpD,QAAK,IAAI,IAAI,GAAG,IAAI,OAAO,KAAK;AAE9B,cAAU,IAAI,KAAK;AACnB,cAAU,IAAI,IAAI,KAAK;AACvB,cAAU,IAAI,IAAI,KAAK;AAGvB,WAAO,IAAI,KAAK,UAAU;AAC1B,WAAO,IAAI,IAAI,KAAK,UAAU;AAC9B,WAAO,IAAI,IAAI,KAAK,UAAU;AAO9B,UAAM,KAHJ,UAAU,MACV,KAAK,QAAQ,IAAI,UAAU,MAAM,UAAU,OACzC,OAAO;IAIX,MAAM,QACJ,cAAc,MACd,KAAK,QAAQ,IAAI,cAAc,MAAM,cAAc;IAGrD,MAAM,SAAS,KAAK,QAAQ,GAAG,MAAO;IACtC,MAAM,MAAM,KAAK,QAAQ,GAAG,KAAK,KAAK;AAGtC,kBAAc,IACZ,KAAK,IAAI,MAAM,GAAG,KAAK,IAAI,IAAI,EAC/B,KAAK,IAAI,MAAM,GAAG,KAAK,IAAI,IAAI,EAC/B,KAAK,IAAI,MAAM,CAChB;AAED,iBAAa,KAAK,cAAc,CAC7B,IAAI,cAAc,CAClB,WAAW,CACX,eAAe,MAAM;AAGxB,eAAW,KAAK,aAAa,OAAO,CAAC;AACrC,aAAS,KAAK,MAAM;;YAEd;AAER,oBAAiB,QAAQ,QAAQ,cAAc;AAC/C,oBAAiB,MAAM,QAAQ,UAAU;AACzC,oBAAiB,QAAQ,QAAQ,aAAa;AAC9C,oBAAiB,QAAQ,QAAQ,cAAc;;AAGjD,WAAS,aAAa,YAAY,IAAI,MAAM,gBAAgB,WAAW,EAAE,CAAC;AAC1E,WAAS,aAAa,SAAS,IAAI,MAAM,gBAAgB,QAAQ,EAAE,CAAC;AACpE,WAAS,aAAa,QAAQ,IAAI,MAAM,gBAAgB,OAAO,EAAE,CAAC;EAElE,MAAM,WAAW,IAAI,MAAM,eAAe;GACxC,MAAM;GACN,cAAc;GACd,aAAa;GACb,SAAS;GACT,UAAU,MAAM;GAChB,YAAY;GACZ,iBAAiB;GAClB,CAAC;EAEF,MAAM,SAAS,IAAI,MAAM,OAAO,UAAU,SAAS;AACnD,SAAO,SAAS,IAAI,GAAG,OAAO,SAAS;AAEvC,SAAO;GAAE;GAAQ;GAAY;GAAU;IAEzC,CAAC,iBAAiB,CACnB;AAGD,iBAAgB;AACd,MAAI,CAAC,QAAS;AAEd,sBAAoB,SAAS;GAC3B,MAAM,UAAU,IAAI,IAAI,KAAK;AAE7B,WAAQ,SAAS,WAAW;AAC1B,QAAI,CAAC,QAAQ,IAAI,OAAO,GAAG,EAAE;KAC3B,MAAM,EAAE,QAAQ,YAAY,aAAa,qBAAqB,OAAO;AACrE,aAAQ,IAAI,OAAO,IAAI;MACrB,WAAW;MACX;MACA,WAAW,OAAO;MAClB;MACA;MACD,CAAC;;KAEJ;GAEF,MAAM,aAAa,IAAI,IAAI,QAAQ,KAAK,MAAM,EAAE,GAAG,CAAC;AACpD,SAAM,KAAK,QAAQ,MAAM,CAAC,CAAC,SAAS,OAAO;AACzC,QAAI,CAAC,WAAW,IAAI,GAAG,EAAE;KACvB,MAAM,WAAW,QAAQ,IAAI,GAAG;AAChC,SAAI,UAAU;AACZ,eAAS,UAAU,SAAS,SAAS;AACpC,eAAS,UAAU,SAA4B,SAAS;;AAE3D,aAAQ,OAAO,GAAG;;KAEpB;AAEF,UAAO;IACP;IACD;EAAC;EAAS;EAAS;EAAqB,CAAC;AAG5C,WAAU,QAAQ,UAAU;AAC1B,MAAI,CAAC,WAAW,gBAAgB,SAAS,EAAG;EAE5C,MAAM,eAAe,KAAK,IAAI,OAAO,0BAA0B,UAAU;EACzE,MAAM,MAAM,KAAK,KAAK;EACtB,MAAM,eAAyB,EAAE;AAEjC,kBAAgB,SAAS,UAAU,OAAO;GACxC,MAAM,WAAW,MAAM,SAAS,aAAa;AAG7C,OAAI,WAAW,0BAA0B,gBAAgB;AACvD,iBAAa,KAAK,GAAG;AACrB;;GAGF,MAAM,WAAW,SAAS,UAAU;GACpC,MAAM,YAAY,SAAS,WAAW,SAAS;GAC/C,MAAM,QAAQ,UAAU,SAAS;AAGjC,QAAK,IAAI,IAAI,GAAG,IAAI,OAAO,KAAK;IAC9B,MAAM,MAAM,IAAI;AAEhB,QAAI,CAAC,SAAS,SAAS,IAAI;AAEzB,cAAS,WAAW,GAAG,KACrB,0BAA0B,UAAU;AAGtC,cAAS,WAAW,GAAG,eACrB,0BAA0B,eAC3B;AAGD,eAAU,QAAQ,SAAS,WAAW,GAAG,IAAI;AAC7C,eAAU,MAAM,MAAM,SAAS,WAAW,GAAG,IAAI;AACjD,eAAU,MAAM,MAAM,SAAS,WAAW,GAAG,IAAI;AAGjD,SAAI,UAAU,MAAM,MAAM,0BAA0B,cAAc;AAChE,gBAAU,MAAM,KAAK,0BAA0B;AAC/C,eAAS,WAAW,GAAG,eACrB,0BAA0B,cAC3B;AACD,eAAS,SAAS,KAAK;;;;AAK7B,YAAS,WAAW,SAAS,cAAc;AAG3C,OAAI,WAAW,0BAA0B,iBAAiB;IACxD,MAAM,gBACH,UAAU,0BAA0B,mBACrC,0BAA0B;IAC5B,MAAM,WAAW,SAAS,UAAU;AACpC,aAAS,UAAU,MAAO,IAAM;;IAElC;AAEF,eAAa,SAAS,OAAO;AAC3B,sBAAmB,GAAG;IACtB;GACF;AAEF,QACE,oBAAA,UAAA,EAAA,UACG,MAAM,KAAK,gBAAgB,QAAQ,CAAC,CAAC,KAAK,aACzC,oBAAC,aAAD,EAAoC,QAAQ,SAAS,WAAa,EAAlD,SAAS,OAAO,GAAkC,CAClE,EACD,CAAA"}
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/**
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* BoneCrackParticles3D - Bone fracture particle effects for brutal combat realism
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*
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* Displays white/ivory bone fragments when bone-breaking techniques land successfully.
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* Supports different fracture types (hairline, compound, shatter) with varying severity.
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*
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* 골절 입자 효과 (Bone Fracture Particle Effects)
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*
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* @module BoneCrackParticles3D
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*/
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/**
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* Fracture types based on Korean martial arts bone-breaking techniques
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* 골절 유형
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*/
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export type FractureType = 'hairline' | 'compound' | 'shatter';
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/**
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* Bone types that can be fractured in combat
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* 골 유형
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*/
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export type BoneType = 'rib' | 'limb' | 'skull' | 'spine';
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/**
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* Bone crack particle effect data
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* 골절 입자 효과 데이터
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export interface BoneCrackEffect {
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readonly id: string;
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readonly position: [number, number, number];
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readonly fractureType: FractureType;
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readonly boneType: BoneType;
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readonly impactDirection: [number, number, number];
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readonly startTime: number;
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}
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/**
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* Props for BoneCrackParticles3D component
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export interface BoneCrackParticles3DProps {
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readonly effects: readonly BoneCrackEffect[];
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readonly enabled?: boolean;
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readonly isMobile?: boolean;
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readonly onEffectComplete?: (id: string) => void;
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}
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/**
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* BoneCrackParticles3D - Renders bone fracture particle effects
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*
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* Features:
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* - Angular white/ivory fragments with realistic physics
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* - Three fracture types: hairline, compound, shatter
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* - Slower fall rate than blood (heavier fragments)
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* - Ground persistence (8 seconds)
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* - Mobile optimization (50% particle reduction)
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* 기능:
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* - 현실적인 물리 법칙을 가진 각진 흰색/상아색 파편
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* - 세 가지 골절 유형: 미세, 복합, 분쇄
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{"version":3,"file":"BoneCrackParticles3D.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/effects/BoneCrackParticles3D.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAMH;;;GAGG;AACH,MAAM,MAAM,YAAY,GAAG,UAAU,GAAG,UAAU,GAAG,SAAS,CAAC;AAE/D;;;GAGG;AACH,MAAM,MAAM,QAAQ,GAAG,KAAK,GAAG,MAAM,GAAG,OAAO,GAAG,OAAO,CAAC;AAE1D;;;GAGG;AACH,MAAM,WAAW,eAAe;IAC9B,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,QAAQ,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC5C,QAAQ,CAAC,YAAY,EAAE,YAAY,CAAC;IACpC,QAAQ,CAAC,QAAQ,EAAE,QAAQ,CAAC;IAC5B,QAAQ,CAAC,eAAe,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACnD,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;CAC5B;AAED;;GAEG;AACH,MAAM,WAAW,yBAAyB;IACxC,QAAQ,CAAC,OAAO,EAAE,SAAS,eAAe,EAAE,CAAC;IAC7C,QAAQ,CAAC,OAAO,CAAC,EAAE,OAAO,CAAC;IAC3B,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;IAC5B,QAAQ,CAAC,gBAAgB,CAAC,EAAE,CAAC,EAAE,EAAE,MAAM,KAAK,IAAI,CAAC;CAClD;AA6ED;;;;;;;;;;;;;;;;GAgBG;AACH,eAAO,MAAM,oBAAoB,EAAE,KAAK,CAAC,EAAE,CAAC,yBAAyB,CA4LpE,CAAC"}
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/**
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* CombatParticleEffects3D - Particle effects coordinator for combat
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* 전투 입자 효과 통합 관리
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*
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* Maps HitEffect events to advanced particle effects:
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* - BloodViscosity3D for blood physics on hits
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* - InternalDamage3D for organ damage visualization on vital point strikes
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* - ParticleAudio3D for synchronized combat audio
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*
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* @module components/effects
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* @category Combat Effects
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* @korean 전투입자효과
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*/
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import type { HitEffect } from "../../../../../systems";
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/**
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* Props for CombatParticleEffects3D
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*/
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export interface CombatParticleEffects3DProps {
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/** Active hit effects from the combat state */
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readonly hitEffects: readonly HitEffect[];
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/** Whether effects are enabled */
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readonly enabled?: boolean;
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/** Mobile optimization flag */
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readonly isMobile?: boolean;
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}
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/**
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* CombatParticleEffects3D - Coordinates particle effects for combat
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*
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* Converts HitEffect events into:
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* - Blood viscosity particles (thin/medium/thick/gout based on strike type)
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* - Synchronized audio triggers
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*
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* @korean 전투 입자 효과 통합 (타격→혈액물리+장기손상+오디오)
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*/
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export declare const CombatParticleEffects3D: React.FC<CombatParticleEffects3DProps>;
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{"version":3,"file":"CombatParticleEffects3D.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/effects/CombatParticleEffects3D.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAGH,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,wBAAwB,CAAC;AAmBxD;;GAEG;AACH,MAAM,WAAW,4BAA4B;IAC3C,+CAA+C;IAC/C,QAAQ,CAAC,UAAU,EAAE,SAAS,SAAS,EAAE,CAAC;IAC1C,kCAAkC;IAClC,QAAQ,CAAC,OAAO,CAAC,EAAE,OAAO,CAAC;IAC3B,+BAA+B;IAC/B,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;CAC7B;AAsFD;;;;;;;;;GASG;AACH,eAAO,MAAM,uBAAuB,EAAE,KAAK,CAAC,EAAE,CAC5C,4BAA4B,CAuI7B,CAAC"}
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import { HitEffectType } from "../../../../../systems/effects.js";
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import { BloodViscosity3D } from "./BloodViscosity3D.js";
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import { InternalDamage3D } from "./InternalDamage3D.js";
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import { ParticleAudio3D } from "./ParticleAudio3D.js";
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import { useCallback, useEffect, useRef, useState } from "react";
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import { Fragment, jsx, jsxs } from "react/jsx-runtime";
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//#region src/components/screens/combat/components/effects/CombatParticleEffects3D.tsx
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/**
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* CombatParticleEffects3D - Particle effects coordinator for combat
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* 전투 입자 효과 통합 관리
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*
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* Maps HitEffect events to advanced particle effects:
|
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* - BloodViscosity3D for blood physics on hits
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* - InternalDamage3D for organ damage visualization on vital point strikes
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* - ParticleAudio3D for synchronized combat audio
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*
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* @module components/effects
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* @category Combat Effects
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* @korean 전투입자효과
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*/
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/**
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* Map HitEffectType → blood viscosity type
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* 타격 유형 → 혈액 점도 매핑
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*/
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function getViscosityForHitType(type) {
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switch (type) {
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case HitEffectType.HIT: return "thin";
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case HitEffectType.COUNTER: return "medium";
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case HitEffectType.CRITICAL_HIT: return "thick";
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case HitEffectType.VITAL_POINT_STRIKE: return "gout";
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default: return null;
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}
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}
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/**
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* Map HitEffectType → organ type based on strike position
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* 급소 유형 → 장기 매핑 (타격 위치 기반)
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*/
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function getOrganForPosition(position) {
|
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if (!position) return "stomach";
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const y = position.y;
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if (y > 1.4) return "heart";
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if (y > 1.1) return "stomach";
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if (y > .8) return "liver";
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if (y > .5) return "spleen";
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return "kidney";
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}
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/**
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* Map HitEffect intensity → penetration depth
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* 타격 강도 → 관통 깊이 매핑
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*/
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function getPenetrationDepth(intensity) {
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if (intensity >= 1.5) return "critical";
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if (intensity >= 1) return "deep";
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if (intensity >= .5) return "shallow";
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return "surface";
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}
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/**
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* Map HitEffectType → audio effect type
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* 타격 유형 → 오디오 효과 매핑
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*/
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function getAudioEffectType(type) {
|
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switch (type) {
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case HitEffectType.HIT:
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case HitEffectType.COUNTER: return "viscosity";
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case HitEffectType.CRITICAL_HIT: return "bone";
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case HitEffectType.VITAL_POINT_STRIKE: return "organ";
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case HitEffectType.BLOCK:
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case HitEffectType.PARRY: return "bone";
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default: return null;
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}
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}
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/** Maximum concurrent effects to prevent performance issues */
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var MAX_BLOOD_EFFECTS = 8;
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var MAX_ORGAN_EFFECTS = 4;
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/**
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* Simple deterministic hash from string → [0, 1)
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* Used for deterministic direction calculations inside useMemo
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*/
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function hashToFloat(str) {
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let hash = 0;
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+
for (let i = 0; i < str.length; i++) hash = hash * 31 + str.charCodeAt(i) | 0;
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return Math.abs(hash % 1e4) / 1e4;
|
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+
}
|
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84
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+
/**
|
|
85
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+
* CombatParticleEffects3D - Coordinates particle effects for combat
|
|
86
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+
*
|
|
87
|
+
* Converts HitEffect events into:
|
|
88
|
+
* - Blood viscosity particles (thin/medium/thick/gout based on strike type)
|
|
89
|
+
* - Internal organ damage pulses (for vital point strikes)
|
|
90
|
+
* - Synchronized audio triggers
|
|
91
|
+
*
|
|
92
|
+
* @korean 전투 입자 효과 통합 (타격→혈액물리+장기손상+오디오)
|
|
93
|
+
*/
|
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+
var CombatParticleEffects3D = ({ hitEffects, enabled = true, isMobile = false }) => {
|
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+
const processedIds = useRef(/* @__PURE__ */ new Set());
|
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96
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+
const [bloodEffects, setBloodEffects] = useState([]);
|
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const [organEffects, setOrganEffects] = useState([]);
|
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const [audioTriggers, setAudioTriggers] = useState([]);
|
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useEffect(() => {
|
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const newBlood = [];
|
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+
const newOrgan = [];
|
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const newAudio = [];
|
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+
for (const hit of hitEffects) {
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if (processedIds.current.has(hit.id)) continue;
|
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processedIds.current.add(hit.id);
|
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const pos = [
|
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hit.position?.x ?? 0,
|
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hit.position?.y ?? 1,
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0
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];
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const viscosity = getViscosityForHitType(hit.type);
|
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if (viscosity) {
|
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+
const angle = hashToFloat(hit.id) * Math.PI * 2;
|
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const ySpread = .3 + hashToFloat(hit.id + "_y") * .4;
|
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|
+
const dir = [
|
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+
Math.cos(angle) * .5,
|
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ySpread,
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Math.sin(angle) * .5
|
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];
|
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+
newBlood.push({
|
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+
id: `blood_${hit.id}`,
|
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+
position: pos,
|
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direction: dir,
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+
viscosityType: viscosity,
|
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+
intensity: Math.min(1, hit.intensity),
|
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|
+
startTime: hit.startTime
|
|
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|
+
});
|
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+
}
|
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|
+
if (hit.type === HitEffectType.VITAL_POINT_STRIKE) newOrgan.push({
|
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|
+
id: `organ_${hit.id}`,
|
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position: pos,
|
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+
organType: getOrganForPosition(hit.position),
|
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|
+
penetrationDepth: getPenetrationDepth(hit.intensity),
|
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|
+
startTime: hit.startTime
|
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|
+
});
|
|
136
|
+
const audioType = getAudioEffectType(hit.type);
|
|
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|
+
if (audioType) newAudio.push({
|
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|
+
effectType: audioType,
|
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|
+
intensity: Math.min(1, hit.intensity),
|
|
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|
+
timestamp: hit.timestamp
|
|
141
|
+
});
|
|
142
|
+
}
|
|
143
|
+
if (newBlood.length > 0) setBloodEffects((prev) => [...prev, ...newBlood].slice(-MAX_BLOOD_EFFECTS));
|
|
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|
+
if (newOrgan.length > 0) setOrganEffects((prev) => [...prev, ...newOrgan].slice(-MAX_ORGAN_EFFECTS));
|
|
145
|
+
if (newAudio.length > 0) setAudioTriggers((prev) => [...prev, ...newAudio]);
|
|
146
|
+
if (processedIds.current.size > 500) {
|
|
147
|
+
const arr = Array.from(processedIds.current);
|
|
148
|
+
processedIds.current = new Set(arr.slice(-250));
|
|
149
|
+
}
|
|
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|
+
}, [hitEffects]);
|
|
151
|
+
const handleBloodComplete = useCallback((id) => {
|
|
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|
+
setBloodEffects((prev) => prev.filter((e) => e.id !== id));
|
|
153
|
+
}, []);
|
|
154
|
+
const handleOrganComplete = useCallback((id) => {
|
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|
+
setOrganEffects((prev) => prev.filter((e) => e.id !== id));
|
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156
|
+
}, []);
|
|
157
|
+
const handleAudioProcessed = useCallback((timestamp) => {
|
|
158
|
+
setAudioTriggers((prev) => prev.filter((t) => t.timestamp !== timestamp));
|
|
159
|
+
}, []);
|
|
160
|
+
if (!enabled) return null;
|
|
161
|
+
return /* @__PURE__ */ jsxs(Fragment, { children: [
|
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162
|
+
/* @__PURE__ */ jsx(BloodViscosity3D, {
|
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163
|
+
effects: bloodEffects,
|
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enabled,
|
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165
|
+
isMobile,
|
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166
|
+
onEffectComplete: handleBloodComplete
|
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167
|
+
}),
|
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168
|
+
/* @__PURE__ */ jsx(InternalDamage3D, {
|
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169
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+
effects: organEffects,
|
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170
|
+
enabled,
|
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171
|
+
isMobile,
|
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172
|
+
onEffectComplete: handleOrganComplete
|
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+
}),
|
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174
|
+
/* @__PURE__ */ jsx(ParticleAudio3D, {
|
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175
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triggers: audioTriggers,
|
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enabled,
|
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177
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onTriggerProcessed: handleAudioProcessed
|
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178
|
+
})
|
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179
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+
] });
|
|
180
|
+
};
|
|
181
|
+
//#endregion
|
|
182
|
+
export { CombatParticleEffects3D };
|
|
183
|
+
|
|
184
|
+
//# sourceMappingURL=CombatParticleEffects3D.js.map
|
|
@@ -0,0 +1 @@
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|
|
1
|
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{"version":3,"file":"CombatParticleEffects3D.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/effects/CombatParticleEffects3D.tsx"],"sourcesContent":["/**\n * CombatParticleEffects3D - Particle effects coordinator for combat\n * 전투 입자 효과 통합 관리\n *\n * Maps HitEffect events to advanced particle effects:\n * - BloodViscosity3D for blood physics on hits\n * - InternalDamage3D for organ damage visualization on vital point strikes\n * - ParticleAudio3D for synchronized combat audio\n *\n * @module components/effects\n * @category Combat Effects\n * @korean 전투입자효과\n */\n\nimport { useCallback, useEffect, useRef, useState } from \"react\";\nimport type { HitEffect } from \"../../../../../systems\";\nimport { HitEffectType } from \"../../../../../systems/effects\";\nimport {\n BloodViscosity3D,\n type BloodViscosityEffect,\n type ViscosityType,\n} from \"./BloodViscosity3D\";\nimport {\n InternalDamage3D,\n type InternalDamageEffect,\n type OrganType,\n type PenetrationDepth,\n} from \"./InternalDamage3D\";\nimport {\n ParticleAudio3D,\n type ParticleAudioTrigger,\n type ParticleEffectType,\n} from \"./ParticleAudio3D\";\n\n/**\n * Props for CombatParticleEffects3D\n */\nexport interface CombatParticleEffects3DProps {\n /** Active hit effects from the combat state */\n readonly hitEffects: readonly HitEffect[];\n /** Whether effects are enabled */\n readonly enabled?: boolean;\n /** Mobile optimization flag */\n readonly isMobile?: boolean;\n}\n\n/**\n * Map HitEffectType → blood viscosity type\n * 타격 유형 → 혈액 점도 매핑\n */\nfunction getViscosityForHitType(type: HitEffectType): ViscosityType | null {\n switch (type) {\n case HitEffectType.HIT:\n return \"thin\";\n case HitEffectType.COUNTER:\n return \"medium\";\n case HitEffectType.CRITICAL_HIT:\n return \"thick\";\n case HitEffectType.VITAL_POINT_STRIKE:\n return \"gout\";\n default:\n return null;\n }\n}\n\n/**\n * Map HitEffectType → organ type based on strike position\n * 급소 유형 → 장기 매핑 (타격 위치 기반)\n */\nfunction getOrganForPosition(\n position: { x: number; y: number } | undefined,\n): OrganType {\n if (!position) return \"stomach\";\n // Map y-position to organ (based on typical character model height)\n const y = position.y;\n if (y > 1.4) return \"heart\"; // 심장 - upper chest\n if (y > 1.1) return \"stomach\"; // 명치 - solar plexus\n if (y > 0.8) return \"liver\"; // 간 - right side mid-torso\n if (y > 0.5) return \"spleen\"; // 비장 - left side mid-torso\n return \"kidney\"; // 신장 - lower back\n}\n\n/**\n * Map HitEffect intensity → penetration depth\n * 타격 강도 → 관통 깊이 매핑\n */\nfunction getPenetrationDepth(intensity: number): PenetrationDepth {\n if (intensity >= 1.5) return \"critical\";\n if (intensity >= 1.0) return \"deep\";\n if (intensity >= 0.5) return \"shallow\";\n return \"surface\";\n}\n\n/**\n * Map HitEffectType → audio effect type\n * 타격 유형 → 오디오 효과 매핑\n */\nfunction getAudioEffectType(type: HitEffectType): ParticleEffectType | null {\n switch (type) {\n case HitEffectType.HIT:\n case HitEffectType.COUNTER:\n return \"viscosity\";\n case HitEffectType.CRITICAL_HIT:\n return \"bone\";\n case HitEffectType.VITAL_POINT_STRIKE:\n return \"organ\";\n case HitEffectType.BLOCK:\n case HitEffectType.PARRY:\n return \"bone\";\n default:\n return null;\n }\n}\n\n/** Maximum concurrent effects to prevent performance issues */\nconst MAX_BLOOD_EFFECTS = 8;\nconst MAX_ORGAN_EFFECTS = 4;\n\n/**\n * Simple deterministic hash from string → [0, 1)\n * Used for deterministic direction calculations inside useMemo\n */\nfunction hashToFloat(str: string): number {\n let hash = 0;\n for (let i = 0; i < str.length; i++) {\n hash = (hash * 31 + str.charCodeAt(i)) | 0;\n }\n return Math.abs(hash % 10000) / 10000;\n}\n\n/**\n * CombatParticleEffects3D - Coordinates particle effects for combat\n *\n * Converts HitEffect events into:\n * - Blood viscosity particles (thin/medium/thick/gout based on strike type)\n * - Internal organ damage pulses (for vital point strikes)\n * - Synchronized audio triggers\n *\n * @korean 전투 입자 효과 통합 (타격→혈액물리+장기손상+오디오)\n */\nexport const CombatParticleEffects3D: React.FC<\n CombatParticleEffects3DProps\n> = ({ hitEffects, enabled = true, isMobile = false }) => {\n // Track processed hit effect IDs to avoid duplicates\n const processedIds = useRef<Set<string>>(new Set());\n\n // Effect state arrays\n const [bloodEffects, setBloodEffects] = useState<BloodViscosityEffect[]>([]);\n const [organEffects, setOrganEffects] = useState<InternalDamageEffect[]>([]);\n const [audioTriggers, setAudioTriggers] = useState<ParticleAudioTrigger[]>(\n [],\n );\n\n // Process new HitEffects in useEffect (not during render)\n useEffect(() => {\n const newBlood: BloodViscosityEffect[] = [];\n const newOrgan: InternalDamageEffect[] = [];\n const newAudio: ParticleAudioTrigger[] = [];\n\n for (const hit of hitEffects) {\n if (processedIds.current.has(hit.id)) continue;\n processedIds.current.add(hit.id);\n\n const pos: [number, number, number] = [\n hit.position?.x ?? 0,\n hit.position?.y ?? 1.0,\n 0,\n ];\n\n // Blood viscosity effect\n const viscosity = getViscosityForHitType(hit.type);\n if (viscosity) {\n // Direction: deterministic spray based on hit ID\n const angle = hashToFloat(hit.id) * Math.PI * 2;\n const ySpread = 0.3 + hashToFloat(hit.id + \"_y\") * 0.4;\n const dir: [number, number, number] = [\n Math.cos(angle) * 0.5,\n ySpread,\n Math.sin(angle) * 0.5,\n ];\n\n newBlood.push({\n id: `blood_${hit.id}`,\n position: pos,\n direction: dir,\n viscosityType: viscosity,\n intensity: Math.min(1, hit.intensity),\n startTime: hit.startTime,\n });\n }\n\n // Internal damage for vital point strikes\n if (hit.type === HitEffectType.VITAL_POINT_STRIKE) {\n newOrgan.push({\n id: `organ_${hit.id}`,\n position: pos,\n organType: getOrganForPosition(hit.position),\n penetrationDepth: getPenetrationDepth(hit.intensity),\n startTime: hit.startTime,\n });\n }\n\n // Audio trigger\n const audioType = getAudioEffectType(hit.type);\n if (audioType) {\n newAudio.push({\n effectType: audioType,\n intensity: Math.min(1, hit.intensity),\n timestamp: hit.timestamp,\n });\n }\n }\n\n // Batch merge with existing effects (respecting limits)\n if (newBlood.length > 0) {\n setBloodEffects((prev) =>\n [...prev, ...newBlood].slice(-MAX_BLOOD_EFFECTS),\n );\n }\n if (newOrgan.length > 0) {\n setOrganEffects((prev) =>\n [...prev, ...newOrgan].slice(-MAX_ORGAN_EFFECTS),\n );\n }\n if (newAudio.length > 0) {\n setAudioTriggers((prev) => [...prev, ...newAudio]);\n }\n\n // Clean up old processed IDs periodically\n if (processedIds.current.size > 500) {\n const arr = Array.from(processedIds.current);\n processedIds.current = new Set(arr.slice(-250));\n }\n }, [hitEffects]);\n\n // Effect completion handlers\n const handleBloodComplete = useCallback((id: string) => {\n setBloodEffects((prev) => prev.filter((e) => e.id !== id));\n }, []);\n\n const handleOrganComplete = useCallback((id: string) => {\n setOrganEffects((prev) => prev.filter((e) => e.id !== id));\n }, []);\n\n const handleAudioProcessed = useCallback((timestamp: number) => {\n setAudioTriggers((prev) => prev.filter((t) => t.timestamp !== timestamp));\n }, []);\n\n if (!enabled) return null;\n\n return (\n <>\n {/* Blood Viscosity Particles - 혈액 점도 입자 */}\n <BloodViscosity3D\n effects={bloodEffects}\n enabled={enabled}\n isMobile={isMobile}\n onEffectComplete={handleBloodComplete}\n />\n\n {/* Internal Organ Damage Pulses - 장기 손상 시각화 */}\n <InternalDamage3D\n effects={organEffects}\n enabled={enabled}\n isMobile={isMobile}\n onEffectComplete={handleOrganComplete}\n />\n\n {/* Audio Coordination - 입자 효과 오디오 동기화 */}\n <ParticleAudio3D\n triggers={audioTriggers}\n enabled={enabled}\n onTriggerProcessed={handleAudioProcessed}\n />\n </>\n );\n};\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;AAkDA,SAAS,uBAAuB,MAA2C;AACzE,SAAQ,MAAR;EACE,KAAK,cAAc,IACjB,QAAO;EACT,KAAK,cAAc,QACjB,QAAO;EACT,KAAK,cAAc,aACjB,QAAO;EACT,KAAK,cAAc,mBACjB,QAAO;EACT,QACE,QAAO;;;;;;;AAQb,SAAS,oBACP,UACW;AACX,KAAI,CAAC,SAAU,QAAO;CAEtB,MAAM,IAAI,SAAS;AACnB,KAAI,IAAI,IAAK,QAAO;AACpB,KAAI,IAAI,IAAK,QAAO;AACpB,KAAI,IAAI,GAAK,QAAO;AACpB,KAAI,IAAI,GAAK,QAAO;AACpB,QAAO;;;;;;AAOT,SAAS,oBAAoB,WAAqC;AAChE,KAAI,aAAa,IAAK,QAAO;AAC7B,KAAI,aAAa,EAAK,QAAO;AAC7B,KAAI,aAAa,GAAK,QAAO;AAC7B,QAAO;;;;;;AAOT,SAAS,mBAAmB,MAAgD;AAC1E,SAAQ,MAAR;EACE,KAAK,cAAc;EACnB,KAAK,cAAc,QACjB,QAAO;EACT,KAAK,cAAc,aACjB,QAAO;EACT,KAAK,cAAc,mBACjB,QAAO;EACT,KAAK,cAAc;EACnB,KAAK,cAAc,MACjB,QAAO;EACT,QACE,QAAO;;;;AAKb,IAAM,oBAAoB;AAC1B,IAAM,oBAAoB;;;;;AAM1B,SAAS,YAAY,KAAqB;CACxC,IAAI,OAAO;AACX,MAAK,IAAI,IAAI,GAAG,IAAI,IAAI,QAAQ,IAC9B,QAAQ,OAAO,KAAK,IAAI,WAAW,EAAE,GAAI;AAE3C,QAAO,KAAK,IAAI,OAAO,IAAM,GAAG;;;;;;;;;;;;AAalC,IAAa,2BAER,EAAE,YAAY,UAAU,MAAM,WAAW,YAAY;CAExD,MAAM,eAAe,uBAAoB,IAAI,KAAK,CAAC;CAGnD,MAAM,CAAC,cAAc,mBAAmB,SAAiC,EAAE,CAAC;CAC5E,MAAM,CAAC,cAAc,mBAAmB,SAAiC,EAAE,CAAC;CAC5E,MAAM,CAAC,eAAe,oBAAoB,SACxC,EAAE,CACH;AAGD,iBAAgB;EACd,MAAM,WAAmC,EAAE;EAC3C,MAAM,WAAmC,EAAE;EAC3C,MAAM,WAAmC,EAAE;AAE3C,OAAK,MAAM,OAAO,YAAY;AAC5B,OAAI,aAAa,QAAQ,IAAI,IAAI,GAAG,CAAE;AACtC,gBAAa,QAAQ,IAAI,IAAI,GAAG;GAEhC,MAAM,MAAgC;IACpC,IAAI,UAAU,KAAK;IACnB,IAAI,UAAU,KAAK;IACnB;IACD;GAGD,MAAM,YAAY,uBAAuB,IAAI,KAAK;AAClD,OAAI,WAAW;IAEb,MAAM,QAAQ,YAAY,IAAI,GAAG,GAAG,KAAK,KAAK;IAC9C,MAAM,UAAU,KAAM,YAAY,IAAI,KAAK,KAAK,GAAG;IACnD,MAAM,MAAgC;KACpC,KAAK,IAAI,MAAM,GAAG;KAClB;KACA,KAAK,IAAI,MAAM,GAAG;KACnB;AAED,aAAS,KAAK;KACZ,IAAI,SAAS,IAAI;KACjB,UAAU;KACV,WAAW;KACX,eAAe;KACf,WAAW,KAAK,IAAI,GAAG,IAAI,UAAU;KACrC,WAAW,IAAI;KAChB,CAAC;;AAIJ,OAAI,IAAI,SAAS,cAAc,mBAC7B,UAAS,KAAK;IACZ,IAAI,SAAS,IAAI;IACjB,UAAU;IACV,WAAW,oBAAoB,IAAI,SAAS;IAC5C,kBAAkB,oBAAoB,IAAI,UAAU;IACpD,WAAW,IAAI;IAChB,CAAC;GAIJ,MAAM,YAAY,mBAAmB,IAAI,KAAK;AAC9C,OAAI,UACF,UAAS,KAAK;IACZ,YAAY;IACZ,WAAW,KAAK,IAAI,GAAG,IAAI,UAAU;IACrC,WAAW,IAAI;IAChB,CAAC;;AAKN,MAAI,SAAS,SAAS,EACpB,kBAAiB,SACf,CAAC,GAAG,MAAM,GAAG,SAAS,CAAC,MAAM,CAAC,kBAAkB,CACjD;AAEH,MAAI,SAAS,SAAS,EACpB,kBAAiB,SACf,CAAC,GAAG,MAAM,GAAG,SAAS,CAAC,MAAM,CAAC,kBAAkB,CACjD;AAEH,MAAI,SAAS,SAAS,EACpB,mBAAkB,SAAS,CAAC,GAAG,MAAM,GAAG,SAAS,CAAC;AAIpD,MAAI,aAAa,QAAQ,OAAO,KAAK;GACnC,MAAM,MAAM,MAAM,KAAK,aAAa,QAAQ;AAC5C,gBAAa,UAAU,IAAI,IAAI,IAAI,MAAM,KAAK,CAAC;;IAEhD,CAAC,WAAW,CAAC;CAGhB,MAAM,sBAAsB,aAAa,OAAe;AACtD,mBAAiB,SAAS,KAAK,QAAQ,MAAM,EAAE,OAAO,GAAG,CAAC;IACzD,EAAE,CAAC;CAEN,MAAM,sBAAsB,aAAa,OAAe;AACtD,mBAAiB,SAAS,KAAK,QAAQ,MAAM,EAAE,OAAO,GAAG,CAAC;IACzD,EAAE,CAAC;CAEN,MAAM,uBAAuB,aAAa,cAAsB;AAC9D,oBAAkB,SAAS,KAAK,QAAQ,MAAM,EAAE,cAAc,UAAU,CAAC;IACxE,EAAE,CAAC;AAEN,KAAI,CAAC,QAAS,QAAO;AAErB,QACE,qBAAA,UAAA,EAAA,UAAA;EAEE,oBAAC,kBAAD;GACE,SAAS;GACA;GACC;GACV,kBAAkB;GAClB,CAAA;EAGF,oBAAC,kBAAD;GACE,SAAS;GACA;GACC;GACV,kBAAkB;GAClB,CAAA;EAGF,oBAAC,iBAAD;GACE,UAAU;GACD;GACT,oBAAoB;GACpB,CAAA;EACD,EAAA,CAAA"}
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* ConsciousnessBlur Component - Visual effect for consciousness impairment
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import React from "react";
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export interface ConsciousnessBlurProps {
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/**
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{"version":3,"file":"ConsciousnessBlur.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/effects/ConsciousnessBlur.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,OAAO,KAAkB,MAAM,OAAO,CAAC;AAEvC,MAAM,WAAW,sBAAsB;IACrC;;;;OAIG;IACH,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAE/B;;;OAGG;IACH,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;CAC5B;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH,eAAO,MAAM,iBAAiB,EAAE,KAAK,CAAC,EAAE,CAAC,sBAAsB,CAiD9D,CAAC"}
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import { useMemo } from "react";
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//#region src/components/screens/combat/components/effects/ConsciousnessBlur.tsx
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/**
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* ConsciousnessBlur Component - Visual effect for consciousness impairment
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*
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* Applies a blur effect to the screen that intensifies as consciousness decreases.
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* Uses CSS backdrop-filter for performance-efficient blur rendering.
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*
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* NOTE: This component is rendered OUTSIDE the Canvas as part of the HTML overlay.
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* It does NOT use Html from drei - it's a standard React component.
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*
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* @module components/combat/ConsciousnessBlur
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* @category Combat UI
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* @korean 의식흐림효과
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*/
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/**
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* ConsciousnessBlur - Screen blur effect based on consciousness level
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*
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* Renders a fullscreen overlay with blur effect that intensifies as
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* consciousness decreases. Only visible when consciousness is 90 or below.
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*
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* - Does not announce consciousness level to screen readers
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* (use a separate, dedicated announcement channel if needed)
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*
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* @example
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* ```tsx
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* <ConsciousnessBlur consciousness={45} isMobile={false} />
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* // No render if consciousness > 90
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* ```
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*/
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var ConsciousnessBlur = ({ consciousness, isMobile }) => {
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const blurStyle = useMemo(() => {
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const clampedConsciousness = Math.max(0, Math.min(100, consciousness));
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const maxBlur = isMobile ? 8 : 12;
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const blurAmount = Math.round((100 - clampedConsciousness) / 100 * maxBlur);
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const opacity = Math.pow((100 - clampedConsciousness) / 100, 2) * .3;
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if (clampedConsciousness > 90) return null;
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return {
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position: "fixed",
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inset: 0,
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pointerEvents: "none",
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backdropFilter: `blur(${blurAmount}px)`,
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WebkitBackdropFilter: `blur(${blurAmount}px)`,
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backgroundColor: `rgba(0, 0, 0, ${opacity})`,
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transition: "backdrop-filter 0.5s ease-out, background-color 0.5s ease-out",
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zIndex: 60
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};
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}, [consciousness, isMobile]);
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if (consciousness > 90 || !blurStyle) return null;
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return /* @__PURE__ */ jsx("div", {
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"data-testid": "consciousness-blur",
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style: blurStyle,
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"aria-hidden": "true"
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});
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};
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ConsciousnessBlur.displayName = "ConsciousnessBlur";
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//#endregion
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export { ConsciousnessBlur };
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{"version":3,"file":"ConsciousnessBlur.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/effects/ConsciousnessBlur.tsx"],"sourcesContent":["/**\n * ConsciousnessBlur Component - Visual effect for consciousness impairment\n *\n * Applies a blur effect to the screen that intensifies as consciousness decreases.\n * Uses CSS backdrop-filter for performance-efficient blur rendering.\n *\n * NOTE: This component is rendered OUTSIDE the Canvas as part of the HTML overlay.\n * It does NOT use Html from drei - it's a standard React component.\n *\n * @module components/combat/ConsciousnessBlur\n * @category Combat UI\n * @korean 의식흐림효과\n */\n\nimport React, { useMemo } from \"react\";\n\nexport interface ConsciousnessBlurProps {\n /**\n * Current consciousness level (0-100)\n * 100 = fully conscious, 0 = unconscious\n * @korean 의식수준\n */\n readonly consciousness: number;\n\n /**\n * Mobile responsive mode (reduced blur strength)\n * @korean 모바일여부\n */\n readonly isMobile: boolean;\n}\n\n/**\n * ConsciousnessBlur - Screen blur effect based on consciousness level\n *\n * Renders a fullscreen overlay with blur effect that intensifies as\n * consciousness decreases. Only visible when consciousness is 90 or below.\n * Optimized for 60fps with CSS backdrop-filter.\n * \n * Accessibility behavior:\n * - Purely decorative visual effect\n * - Marked with aria-hidden=\"true\" and excluded from the accessibility tree\n * - Does not announce consciousness level to screen readers\n * (use a separate, dedicated announcement channel if needed)\n *\n * @example\n * ```tsx\n * <ConsciousnessBlur consciousness={45} isMobile={false} />\n * // No render if consciousness > 90\n * <ConsciousnessBlur consciousness={95} isMobile={false} />\n * ```\n */\nexport const ConsciousnessBlur: React.FC<ConsciousnessBlurProps> = ({\n consciousness,\n isMobile,\n}) => {\n const blurStyle = useMemo(() => {\n // Clamp consciousness to 0-100 range\n const clampedConsciousness = Math.max(0, Math.min(100, consciousness));\n\n // Calculate blur amount (inverse of consciousness)\n // 100 consciousness = 0px blur, 0 consciousness = 12px blur (8px on mobile)\n const maxBlur = isMobile ? 8 : 12;\n const blurAmount = Math.round(\n ((100 - clampedConsciousness) / 100) * maxBlur\n );\n\n // Also add slight opacity darkening for dramatic effect\n const opacity = Math.pow((100 - clampedConsciousness) / 100, 2) * 0.3;\n\n // Don't apply blur if consciousness is high (> 90)\n if (clampedConsciousness > 90) {\n return null;\n }\n\n return {\n position: \"fixed\" as const,\n inset: 0,\n pointerEvents: \"none\" as const,\n backdropFilter: `blur(${blurAmount}px)`,\n WebkitBackdropFilter: `blur(${blurAmount}px)`, // Safari support\n backgroundColor: `rgba(0, 0, 0, ${opacity})`,\n transition:\n \"backdrop-filter 0.5s ease-out, background-color 0.5s ease-out\",\n zIndex: 60, // Above game content but below HUD\n };\n }, [consciousness, isMobile]);\n\n // Don't render if consciousness is very high\n if (consciousness > 90 || !blurStyle) {\n return null;\n }\n\n // Decorative visual overlay; aria-hidden with no live region or additional ARIA roles needed\n return (\n <div\n data-testid=\"consciousness-blur\"\n style={blurStyle}\n aria-hidden=\"true\"\n />\n );\n};\n\nConsciousnessBlur.displayName = \"ConsciousnessBlur\";\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmDA,IAAa,qBAAuD,EAClE,eACA,eACI;CACJ,MAAM,YAAY,cAAc;EAE9B,MAAM,uBAAuB,KAAK,IAAI,GAAG,KAAK,IAAI,KAAK,cAAc,CAAC;EAItE,MAAM,UAAU,WAAW,IAAI;EAC/B,MAAM,aAAa,KAAK,OACpB,MAAM,wBAAwB,MAAO,QACxC;EAGD,MAAM,UAAU,KAAK,KAAK,MAAM,wBAAwB,KAAK,EAAE,GAAG;AAGlE,MAAI,uBAAuB,GACzB,QAAO;AAGT,SAAO;GACL,UAAU;GACV,OAAO;GACP,eAAe;GACf,gBAAgB,QAAQ,WAAW;GACnC,sBAAsB,QAAQ,WAAW;GACzC,iBAAiB,iBAAiB,QAAQ;GAC1C,YACE;GACF,QAAQ;GACT;IACA,CAAC,eAAe,SAAS,CAAC;AAG7B,KAAI,gBAAgB,MAAM,CAAC,UACzB,QAAO;AAIT,QACE,oBAAC,OAAD;EACE,eAAY;EACZ,OAAO;EACP,eAAY;EACZ,CAAA;;AAIN,kBAAkB,cAAc"}
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/**
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* DustClouds3D - Environmental dust particle effects for movement and impacts
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*
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* Creates realistic dust clouds that billow from footfalls, strikes, and ground impacts.
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* Uses physics-based particle simulation with air resistance and settling behavior.
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*
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* PERFORMANCE OPTIMIZATION (Object Pooling):
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* - Reduced allocations from ~60+ per effect to 3 pooled objects
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* - Pooling strategy:
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* 1. Temporary calculation objects (origin, offset, velocity) use pool
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* 2. Owned objects (particle positions, velocities) are cloned from pooled objects
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* 3. All pooled objects released after particle generation
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* - Estimated reduction:
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* - footfall: 30 Vector3 * 3 = 90 allocations → 3 pooled objects
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* - impact: 60 Vector3 * 3 = 180 allocations → 3 pooled objects
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* - block: 40 Vector3 * 3 = 120 allocations → 3 pooled objects
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* - slide: 50 Vector3 * 3 = 150 allocations → 3 pooled objects
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*
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* Features:
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* - Billowing dust cloud simulation
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* - Air resistance and gravity physics
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* - Settles to floor over time
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* - Radial expansion pattern
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* - Korean gray/brown earth tones
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* - Mobile performance optimization
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*
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* @module components/combat/DustClouds3D
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* @category Combat Effects
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* @korean 먼지구름3D
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*/
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import React from "react";
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/**
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* Dust cloud effect data
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*/
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export interface DustCloudEffect {
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/** Unique identifier */
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readonly id: string;
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/** Origin position in 3D world space */
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readonly position: [number, number, number];
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/** Intensity of dust (0.0 to 1.0) - affects particle count and spread */
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readonly intensity: number;
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/** Timestamp when effect was created */
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readonly startTime: number;
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/** Type of dust event */
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readonly type: "footfall" | "impact" | "block" | "slide" | "throw_impact";
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}
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/**
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* Props for DustClouds3D component
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*/
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export interface DustClouds3DProps {
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/** Active dust cloud effects to render */
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readonly effects: readonly DustCloudEffect[];
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/** Whether to enable dust effects */
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readonly enabled?: boolean;
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/** Mobile device mode (reduced particle count) */
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readonly isMobile?: boolean;
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/** Callback when effect completes */
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readonly onEffectComplete?: (effectId: string) => void;
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}
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/**
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* DustClouds3D Component
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*
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* Renders billowing dust cloud effects for movement and combat impacts.
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* Particles expand radially, rise slightly, then settle to the floor.
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*
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* @example
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* ```tsx
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* const [dustEffects, setDustEffects] = useState<DustCloudEffect[]>([]);
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*
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* // On footfall
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* const handleFootfall = (position: [number, number, number]) => {
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* setDustEffects([...dustEffects, {
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* id: generateId(),
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* position,
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* intensity: 0.5,
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* type: 'footfall',
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* startTime: Date.now(),
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* }]);
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* };
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*
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* <DustClouds3D
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* effects={dustEffects}
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* enabled={visualEffects.dust}
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* isMobile={isMobile}
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* onEffectComplete={(id) => {
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* setDustEffects(prev => prev.filter(e => e.id !== id));
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* }}
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* />
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* ```
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*/
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export declare const DustClouds3D: React.FC<DustClouds3DProps>;
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export default DustClouds3D;
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//# sourceMappingURL=DustClouds3D.d.ts.map
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{"version":3,"file":"DustClouds3D.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/effects/DustClouds3D.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BG;AAIH,OAAO,KAAqC,MAAM,OAAO,CAAC;AAK1D;;GAEG;AACH,MAAM,WAAW,eAAe;IAC9B,wBAAwB;IACxB,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,wCAAwC;IACxC,QAAQ,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC5C,yEAAyE;IACzE,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,wCAAwC;IACxC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,yBAAyB;IACzB,QAAQ,CAAC,IAAI,EAAE,UAAU,GAAG,QAAQ,GAAG,OAAO,GAAG,OAAO,GAAG,cAAc,CAAC;CAC3E;AAED;;GAEG;AACH,MAAM,WAAW,iBAAiB;IAChC,0CAA0C;IAC1C,QAAQ,CAAC,OAAO,EAAE,SAAS,eAAe,EAAE,CAAC;IAC7C,qCAAqC;IACrC,QAAQ,CAAC,OAAO,CAAC,EAAE,OAAO,CAAC;IAC3B,kDAAkD;IAClD,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;IAC5B,qCAAqC;IACrC,QAAQ,CAAC,gBAAgB,CAAC,EAAE,CAAC,QAAQ,EAAE,MAAM,KAAK,IAAI,CAAC;CACxD;AAsHD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8BG;AACH,eAAO,MAAM,YAAY,EAAE,KAAK,CAAC,EAAE,CAAC,iBAAiB,CAiKpD,CAAC;AAEF,eAAe,YAAY,CAAC"}
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/**
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* EarthCrackEffect3D - Ground crack visual effects for Gon (Earth) trigram techniques
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*
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* Creates earth crack patterns radiating from ground impact points.
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* Inspired by Korean pottery crack patterns with gradual expansion.
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* Visualizes the power of earth-shattering ground impact techniques.
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*
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* PERFORMANCE OPTIMIZATION:
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* - Uses instanced line segments for efficient rendering
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* - Object pooling for Vector3 calculations
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* - Target: 10+ concurrent effects at 60fps
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* - Memory: <15KB per component
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*
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* Features:
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* - Jagged crack lines radiating from impact point
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* - Korean pottery-inspired crack patterns (gradual expansion)
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* - Brown/earth tones from KOREAN_COLORS
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* - Appear over 300-500ms, fade over 2-3 seconds
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* - Intensity-based crack spread and depth
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*
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* Philosophy:
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* "땅이 갈라지고 산이 무너진다" - The earth splits and mountains crumble
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*
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* @module components/combat/EarthCrackEffect3D
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* @category Combat Effects
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* @korean 대지균열효과3D
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*/
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import React from "react";
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/**
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* Earth crack effect data
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*/
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export interface EarthCrackEffect {
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/** Unique identifier */
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readonly id: string;
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/** Impact position in 3D world space (ground level) */
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readonly position: [number, number, number];
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/** Intensity based on groundImpactMultiplier (0.5 to 2.0) */
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readonly intensity: number;
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/** Timestamp when effect was created */
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readonly startTime: number;
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}
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/**
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* Props for EarthCrackEffect3D component
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*/
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export interface EarthCrackEffect3DProps {
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/** Active earth crack effects to render */
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readonly effects: readonly EarthCrackEffect[];
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/** Whether to enable earth crack effects */
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readonly enabled?: boolean;
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/** Mobile device mode (reduced crack count) */
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readonly isMobile?: boolean;
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/** Callback when effect completes */
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readonly onEffectComplete?: (effectId: string) => void;
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}
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export declare const EarthCrackEffect3D: React.FC<EarthCrackEffect3DProps>;
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export default EarthCrackEffect3D;
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//# sourceMappingURL=EarthCrackEffect3D.d.ts.map
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{"version":3,"file":"EarthCrackEffect3D.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/effects/EarthCrackEffect3D.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AAGH,OAAO,KAAqC,MAAM,OAAO,CAAC;AAK1D;;GAEG;AACH,MAAM,WAAW,gBAAgB;IAC/B,wBAAwB;IACxB,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,uDAAuD;IACvD,QAAQ,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC5C,6DAA6D;IAC7D,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,wCAAwC;IACxC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;CAC5B;AAED;;GAEG;AACH,MAAM,WAAW,uBAAuB;IACtC,2CAA2C;IAC3C,QAAQ,CAAC,OAAO,EAAE,SAAS,gBAAgB,EAAE,CAAC;IAC9C,4CAA4C;IAC5C,QAAQ,CAAC,OAAO,CAAC,EAAE,OAAO,CAAC;IAC3B,+CAA+C;IAC/C,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;IAC5B,qCAAqC;IACrC,QAAQ,CAAC,gBAAgB,CAAC,EAAE,CAAC,QAAQ,EAAE,MAAM,KAAK,IAAI,CAAC;CACxD;AA4LD,eAAO,MAAM,kBAAkB,EAAE,KAAK,CAAC,EAAE,CAAC,uBAAuB,CAoKhE,CAAC;AAEF,eAAe,kBAAkB,CAAC"}
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