blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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/**
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* EarthHealingEffect3D - Healing visual effects for Gon (Earth) trigram supportive techniques
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* Visualizes earth's nurturing and supportive philosophy through root-like energy.
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* Features:
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* - Root-like energy tendrils growing upward
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* - Warm earth glow (brown/orange) with green growth energy
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* - Healing particles rising to target
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* Philosophy:
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* @module components/combat/EarthHealingEffect3D
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* @korean 대지치유효과3D
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*/
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/**
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* Earth healing effect data
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export interface EarthHealingEffect {
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/** Unique identifier */
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readonly id: string;
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/** Origin position in 3D world space (character position) */
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readonly position: [number, number, number];
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readonly healAmount: number;
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}
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export interface EarthHealingEffect3DProps {
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/** Active earth healing effects to render */
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readonly effects: readonly EarthHealingEffect[];
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/** Whether to enable earth healing effects */
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readonly enabled?: boolean;
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readonly isMobile?: boolean;
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/**
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*
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* Renders earth healing effects for supportive techniques.
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* Root-like energy rises from ground with warm earth glow and green growth particles.
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*
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* @example
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* ```tsx
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* const [healingEffects, setHealingEffects] = useState<EarthHealingEffect[]>([]);
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*
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* // On healing technique
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* const handleHealing = (position: [number, number, number], healAmount: number) => {
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* setHealingEffects([...healingEffects, {
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* id: generateId(),
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* position,
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* healAmount,
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* startTime: Date.now(),
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* }]);
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* };
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*
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* <EarthHealingEffect3D
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* effects={healingEffects}
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* enabled={visualEffects.earthHealing}
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* isMobile={isMobile}
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* onEffectComplete={(id) => {
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* setHealingEffects(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 EarthHealingEffect3D: React.FC<EarthHealingEffect3DProps>;
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export default EarthHealingEffect3D;
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//# sourceMappingURL=EarthHealingEffect3D.d.ts.map
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{"version":3,"file":"EarthHealingEffect3D.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/effects/EarthHealingEffect3D.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AAIH,OAAO,KAAqC,MAAM,OAAO,CAAC;AAK1D;;GAEG;AACH,MAAM,WAAW,kBAAkB;IACjC,wBAAwB;IACxB,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,6DAA6D;IAC7D,QAAQ,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC5C,iCAAiC;IACjC,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,wCAAwC;IACxC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;CAC5B;AAED;;GAEG;AACH,MAAM,WAAW,yBAAyB;IACxC,6CAA6C;IAC7C,QAAQ,CAAC,OAAO,EAAE,SAAS,kBAAkB,EAAE,CAAC;IAChD,8CAA8C;IAC9C,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;AAsJD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BG;AACH,eAAO,MAAM,oBAAoB,EAAE,KAAK,CAAC,EAAE,CAAC,yBAAyB,CAuJpE,CAAC;AAEF,eAAe,oBAAoB,CAAC"}
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/**
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* ImpactSparks3D - High-energy spark particle effects for critical hits
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*
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* Creates radial burst of golden/cyan spark particles that explode outward
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* from impact points. Uses additive blending for glowing Korean cyberpunk aesthetic.
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*
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* PERFORMANCE OPTIMIZATION (Object Pooling):
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* - Reduced allocations from ~50-100 per effect to 2 pooled objects
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* - Pooling strategy:
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* 1. Temporary Vector3 objects for calculation 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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* - Normal hits: 50 Vector3 * 2 = 100 allocations → 2 pooled objects
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* - Critical hits: 100 Vector3 * 2 = 200 allocations → 2 pooled objects
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*
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* Features:
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* - Radial explosion pattern
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* - Additive blending for glow effect
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* - Korean gold/cyan color theming
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* - Gravity-based physics
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* - Critical hit intensity scaling
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* - Mobile performance optimization
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*
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* @module components/combat/ImpactSparks3D
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* @category Combat Effects
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* @korean 충격불꽃3D
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*/
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import React from "react";
|
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/**
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* Impact spark effect data
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*/
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export interface ImpactSparkEffect {
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/** Unique identifier */
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readonly id: string;
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/** Impact position in 3D world space */
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readonly position: [number, number, number];
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/** Whether this is a critical hit (more particles, gold color) */
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readonly isCritical: boolean;
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/** Timestamp when effect was created */
|
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readonly startTime: number;
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/** Optional intensity multiplier (0.0 to 1.0) */
|
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readonly intensity?: number;
|
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+
}
|
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+
/**
|
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* Props for ImpactSparks3D component
|
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47
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+
*/
|
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48
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+
export interface ImpactSparks3DProps {
|
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|
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/** Active spark effects to render */
|
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+
readonly effects: readonly ImpactSparkEffect[];
|
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/** Whether to enable spark 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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59
|
+
* ImpactSparks3D Component
|
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60
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+
*
|
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61
|
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* Renders high-energy spark effects for combat impacts using radial particle bursts.
|
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62
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+
* Critical hits use Korean gold color with more particles for enhanced visual feedback.
|
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+
*
|
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64
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+
* @example
|
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65
|
+
* ```tsx
|
|
66
|
+
* const [sparkEffects, setSparkEffects] = useState<ImpactSparkEffect[]>([]);
|
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67
|
+
*
|
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68
|
+
* // On critical hit
|
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69
|
+
* const handleCriticalHit = (position: [number, number, number]) => {
|
|
70
|
+
* setSparkEffects([...sparkEffects, {
|
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71
|
+
* id: generateId(),
|
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72
|
+
* position,
|
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73
|
+
* isCritical: true,
|
|
74
|
+
* intensity: 1.0,
|
|
75
|
+
* startTime: Date.now(),
|
|
76
|
+
* }]);
|
|
77
|
+
* };
|
|
78
|
+
*
|
|
79
|
+
* <ImpactSparks3D
|
|
80
|
+
* effects={sparkEffects}
|
|
81
|
+
* enabled={true}
|
|
82
|
+
* isMobile={isMobile}
|
|
83
|
+
* onEffectComplete={(id) => {
|
|
84
|
+
* setSparkEffects(prev => prev.filter(e => e.id !== id));
|
|
85
|
+
* }}
|
|
86
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+
* />
|
|
87
|
+
* ```
|
|
88
|
+
*/
|
|
89
|
+
export declare const ImpactSparks3D: React.FC<ImpactSparks3DProps>;
|
|
90
|
+
export default ImpactSparks3D;
|
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91
|
+
//# sourceMappingURL=ImpactSparks3D.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
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1
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{"version":3,"file":"ImpactSparks3D.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/effects/ImpactSparks3D.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AAIH,OAAO,KAAqC,MAAM,OAAO,CAAC;AAK1D;;GAEG;AACH,MAAM,WAAW,iBAAiB;IAChC,wBAAwB;IACxB,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,wCAAwC;IACxC,QAAQ,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC5C,kEAAkE;IAClE,QAAQ,CAAC,UAAU,EAAE,OAAO,CAAC;IAC7B,wCAAwC;IACxC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,iDAAiD;IACjD,QAAQ,CAAC,SAAS,CAAC,EAAE,MAAM,CAAC;CAC7B;AAED;;GAEG;AACH,MAAM,WAAW,mBAAmB;IAClC,qCAAqC;IACrC,QAAQ,CAAC,OAAO,EAAE,SAAS,iBAAiB,EAAE,CAAC;IAC/C,sCAAsC;IACtC,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;AA4GD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8BG;AACH,eAAO,MAAM,cAAc,EAAE,KAAK,CAAC,EAAE,CAAC,mBAAmB,CAmMxD,CAAC;AAEF,eAAe,cAAc,CAAC"}
|
|
@@ -0,0 +1,67 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* InternalDamage3D - Deep red organ pulses for Korean martial arts organ strikes
|
|
3
|
+
*
|
|
4
|
+
* Priority #4: Internal Damage Visualization
|
|
5
|
+
* - Deep red organ pulses (liver, kidney, spleen, stomach, heart)
|
|
6
|
+
* - Tissue deformation ripples
|
|
7
|
+
* - Penetration depth visualization
|
|
8
|
+
* - Critical organ damage feedback
|
|
9
|
+
*
|
|
10
|
+
* PERFORMANCE OPTIMIZATION (Object Pooling):
|
|
11
|
+
* - Reduced allocations from ~120+ per effect to 2 pooled objects
|
|
12
|
+
* - Pooling strategy:
|
|
13
|
+
* 1. Temporary Color objects for particle initialization use pool
|
|
14
|
+
* 2. Colors are copied to Float32Array (no ownership needed)
|
|
15
|
+
* 3. All pooled objects released after particle system creation
|
|
16
|
+
* - Estimated reduction:
|
|
17
|
+
* - Pulse particles: 60 Color allocations → 1 pooled object
|
|
18
|
+
* - Ripple particles: 30 Color allocations → 1 pooled object
|
|
19
|
+
* - Total: ~90 Color allocations per effect → 2 pooled objects
|
|
20
|
+
*
|
|
21
|
+
* Korean martial arts context (내장 공격 - Internal organ strikes):
|
|
22
|
+
* - 간격 (Liver strike) - Right side body blow
|
|
23
|
+
* - 신장격 (Kidney strike) - Lower back strike
|
|
24
|
+
* - 비장격 (Spleen strike) - Left side body blow
|
|
25
|
+
* - 명치격 (Solar plexus) - Stomach strike
|
|
26
|
+
* - 심장격 (Heart strike) - Chest strike (critical)
|
|
27
|
+
*/
|
|
28
|
+
import React from 'react';
|
|
29
|
+
/**
|
|
30
|
+
* Organ types for Korean martial arts internal strikes
|
|
31
|
+
*/
|
|
32
|
+
export type OrganType = 'liver' | 'kidney' | 'spleen' | 'stomach' | 'heart';
|
|
33
|
+
/**
|
|
34
|
+
* Penetration depth levels for organ damage
|
|
35
|
+
*/
|
|
36
|
+
export type PenetrationDepth = 'surface' | 'shallow' | 'deep' | 'critical';
|
|
37
|
+
/**
|
|
38
|
+
* Individual internal damage effect
|
|
39
|
+
*/
|
|
40
|
+
export interface InternalDamageEffect {
|
|
41
|
+
readonly id: string;
|
|
42
|
+
readonly position: [number, number, number];
|
|
43
|
+
readonly organType: OrganType;
|
|
44
|
+
readonly penetrationDepth: PenetrationDepth;
|
|
45
|
+
readonly startTime: number;
|
|
46
|
+
}
|
|
47
|
+
/**
|
|
48
|
+
* Props for InternalDamage3D component
|
|
49
|
+
*/
|
|
50
|
+
export interface InternalDamage3DProps {
|
|
51
|
+
readonly effects: readonly InternalDamageEffect[];
|
|
52
|
+
readonly enabled?: boolean;
|
|
53
|
+
readonly isMobile?: boolean;
|
|
54
|
+
readonly onEffectComplete?: (id: string) => void;
|
|
55
|
+
}
|
|
56
|
+
/**
|
|
57
|
+
* InternalDamage3D - Visualizes internal organ damage with deep red pulses
|
|
58
|
+
*
|
|
59
|
+
* Features:
|
|
60
|
+
* - Expanding sphere pulses from organ impacts
|
|
61
|
+
* - Tissue deformation ripples
|
|
62
|
+
* - Penetration depth-based sizing
|
|
63
|
+
* - Korean martial arts organ strike feedback
|
|
64
|
+
* - Mobile optimization (50% particles)
|
|
65
|
+
*/
|
|
66
|
+
export declare const InternalDamage3D: React.FC<InternalDamage3DProps>;
|
|
67
|
+
//# sourceMappingURL=InternalDamage3D.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"InternalDamage3D.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/effects/InternalDamage3D.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AAEH,OAAO,KAAqC,MAAM,OAAO,CAAC;AAK1D;;GAEG;AACH,MAAM,MAAM,SAAS,GAAG,OAAO,GAAG,QAAQ,GAAG,QAAQ,GAAG,SAAS,GAAG,OAAO,CAAC;AAE5E;;GAEG;AACH,MAAM,MAAM,gBAAgB,GAAG,SAAS,GAAG,SAAS,GAAG,MAAM,GAAG,UAAU,CAAC;AAE3E;;GAEG;AACH,MAAM,WAAW,oBAAoB;IACnC,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,QAAQ,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC5C,QAAQ,CAAC,SAAS,EAAE,SAAS,CAAC;IAC9B,QAAQ,CAAC,gBAAgB,EAAE,gBAAgB,CAAC;IAC5C,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;CAC5B;AAED;;GAEG;AACH,MAAM,WAAW,qBAAqB;IACpC,QAAQ,CAAC,OAAO,EAAE,SAAS,oBAAoB,EAAE,CAAC;IAClD,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;AAuCD;;;;;;;;;GASG;AACH,eAAO,MAAM,gBAAgB,EAAE,KAAK,CAAC,EAAE,CAAC,qBAAqB,CAwU5D,CAAC"}
|
|
@@ -0,0 +1,261 @@
|
|
|
1
|
+
import { ThreeObjectPools } from "../../../../../utils/threeObjectPool.js";
|
|
2
|
+
import React, { useEffect, useMemo, useRef } from "react";
|
|
3
|
+
import { Fragment, jsx, jsxs } from "react/jsx-runtime";
|
|
4
|
+
import { useFrame } from "@react-three/fiber";
|
|
5
|
+
import * as THREE from "three";
|
|
6
|
+
//#region src/components/screens/combat/components/effects/InternalDamage3D.tsx
|
|
7
|
+
/**
|
|
8
|
+
* InternalDamage3D - Deep red organ pulses for Korean martial arts organ strikes
|
|
9
|
+
*
|
|
10
|
+
* Priority #4: Internal Damage Visualization
|
|
11
|
+
* - Deep red organ pulses (liver, kidney, spleen, stomach, heart)
|
|
12
|
+
* - Tissue deformation ripples
|
|
13
|
+
* - Penetration depth visualization
|
|
14
|
+
* - Critical organ damage feedback
|
|
15
|
+
*
|
|
16
|
+
* PERFORMANCE OPTIMIZATION (Object Pooling):
|
|
17
|
+
* - Reduced allocations from ~120+ per effect to 2 pooled objects
|
|
18
|
+
* - Pooling strategy:
|
|
19
|
+
* 1. Temporary Color objects for particle initialization use pool
|
|
20
|
+
* 2. Colors are copied to Float32Array (no ownership needed)
|
|
21
|
+
* 3. All pooled objects released after particle system creation
|
|
22
|
+
* - Estimated reduction:
|
|
23
|
+
* - Pulse particles: 60 Color allocations → 1 pooled object
|
|
24
|
+
* - Ripple particles: 30 Color allocations → 1 pooled object
|
|
25
|
+
* - Total: ~90 Color allocations per effect → 2 pooled objects
|
|
26
|
+
*
|
|
27
|
+
* Korean martial arts context (내장 공격 - Internal organ strikes):
|
|
28
|
+
* - 간격 (Liver strike) - Right side body blow
|
|
29
|
+
* - 신장격 (Kidney strike) - Lower back strike
|
|
30
|
+
* - 비장격 (Spleen strike) - Left side body blow
|
|
31
|
+
* - 명치격 (Solar plexus) - Stomach strike
|
|
32
|
+
* - 심장격 (Heart strike) - Chest strike (critical)
|
|
33
|
+
*/
|
|
34
|
+
var INTERNAL_DAMAGE_CONSTANTS = {
|
|
35
|
+
PULSE_SPEED: 2.5,
|
|
36
|
+
PULSE_LIFETIME: 1.5,
|
|
37
|
+
RIPPLE_LIFETIME: .8,
|
|
38
|
+
MAX_RADIUS: {
|
|
39
|
+
surface: .4,
|
|
40
|
+
shallow: .7,
|
|
41
|
+
deep: 1,
|
|
42
|
+
critical: 1.2
|
|
43
|
+
},
|
|
44
|
+
INTENSITY: {
|
|
45
|
+
surface: .5,
|
|
46
|
+
shallow: .8,
|
|
47
|
+
deep: 1.2,
|
|
48
|
+
critical: 1.5
|
|
49
|
+
},
|
|
50
|
+
PULSE_PARTICLES: 60,
|
|
51
|
+
RIPPLE_PARTICLES: 30,
|
|
52
|
+
ORGAN_COLOR: 9109504,
|
|
53
|
+
RIPPLE_COLOR: 14423100,
|
|
54
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+
EMISSIVE_INTENSITY: .8
|
|
55
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+
};
|
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56
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+
/**
|
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57
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+
* InternalDamage3D - Visualizes internal organ damage with deep red pulses
|
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58
|
+
*
|
|
59
|
+
* Features:
|
|
60
|
+
* - Expanding sphere pulses from organ impacts
|
|
61
|
+
* - Tissue deformation ripples
|
|
62
|
+
* - Penetration depth-based sizing
|
|
63
|
+
* - Korean martial arts organ strike feedback
|
|
64
|
+
* - Mobile optimization (50% particles)
|
|
65
|
+
*/
|
|
66
|
+
var InternalDamage3D = ({ effects, enabled = true, isMobile = false, onEffectComplete }) => {
|
|
67
|
+
const [effectInstances, setEffectInstances] = React.useState(/* @__PURE__ */ new Map());
|
|
68
|
+
const particleCounts = useMemo(() => {
|
|
69
|
+
return {
|
|
70
|
+
pulseCount: isMobile ? Math.floor(INTERNAL_DAMAGE_CONSTANTS.PULSE_PARTICLES * .5) : INTERNAL_DAMAGE_CONSTANTS.PULSE_PARTICLES,
|
|
71
|
+
rippleCount: isMobile ? Math.floor(INTERNAL_DAMAGE_CONSTANTS.RIPPLE_PARTICLES * .5) : INTERNAL_DAMAGE_CONSTANTS.RIPPLE_PARTICLES
|
|
72
|
+
};
|
|
73
|
+
}, [isMobile]);
|
|
74
|
+
const createPulseParticles = useMemo(() => (effect) => {
|
|
75
|
+
const { pulseCount } = particleCounts;
|
|
76
|
+
const geometry = new THREE.BufferGeometry();
|
|
77
|
+
const positions = new Float32Array(pulseCount * 3);
|
|
78
|
+
const colors = new Float32Array(pulseCount * 3);
|
|
79
|
+
const sizes = new Float32Array(pulseCount);
|
|
80
|
+
const tempColor = ThreeObjectPools.color.acquire();
|
|
81
|
+
try {
|
|
82
|
+
tempColor.set(INTERNAL_DAMAGE_CONSTANTS.ORGAN_COLOR);
|
|
83
|
+
for (let i = 0; i < pulseCount; i++) {
|
|
84
|
+
positions[i * 3] = 0;
|
|
85
|
+
positions[i * 3 + 1] = 0;
|
|
86
|
+
positions[i * 3 + 2] = 0;
|
|
87
|
+
colors[i * 3] = tempColor.r;
|
|
88
|
+
colors[i * 3 + 1] = tempColor.g;
|
|
89
|
+
colors[i * 3 + 2] = tempColor.b;
|
|
90
|
+
sizes[i] = .03 * INTERNAL_DAMAGE_CONSTANTS.INTENSITY[effect.penetrationDepth];
|
|
91
|
+
}
|
|
92
|
+
} finally {
|
|
93
|
+
ThreeObjectPools.color.release(tempColor);
|
|
94
|
+
}
|
|
95
|
+
geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
|
|
96
|
+
geometry.setAttribute("color", new THREE.BufferAttribute(colors, 3));
|
|
97
|
+
geometry.setAttribute("size", new THREE.BufferAttribute(sizes, 1));
|
|
98
|
+
const material = new THREE.PointsMaterial({
|
|
99
|
+
size: .05,
|
|
100
|
+
vertexColors: true,
|
|
101
|
+
transparent: true,
|
|
102
|
+
opacity: 1,
|
|
103
|
+
blending: THREE.AdditiveBlending,
|
|
104
|
+
depthWrite: false,
|
|
105
|
+
sizeAttenuation: true
|
|
106
|
+
});
|
|
107
|
+
const points = new THREE.Points(geometry, material);
|
|
108
|
+
points.position.set(...effect.position);
|
|
109
|
+
geometry.sphereData = { positions: positions.slice() };
|
|
110
|
+
for (let i = 0; i < pulseCount; i++) {
|
|
111
|
+
const phi = Math.acos(1 - 2 * (i + .5) / pulseCount);
|
|
112
|
+
const theta = Math.PI * (1 + Math.sqrt(5)) * i;
|
|
113
|
+
geometry.sphereData[`phi_${i}`] = phi;
|
|
114
|
+
geometry.sphereData[`theta_${i}`] = theta;
|
|
115
|
+
}
|
|
116
|
+
return points;
|
|
117
|
+
}, [particleCounts]);
|
|
118
|
+
const createRippleParticles = useMemo(() => (effect) => {
|
|
119
|
+
const { rippleCount } = particleCounts;
|
|
120
|
+
const geometry = new THREE.BufferGeometry();
|
|
121
|
+
const positions = new Float32Array(rippleCount * 3);
|
|
122
|
+
const colors = new Float32Array(rippleCount * 3);
|
|
123
|
+
const sizes = new Float32Array(rippleCount);
|
|
124
|
+
const tempColor = ThreeObjectPools.color.acquire();
|
|
125
|
+
try {
|
|
126
|
+
tempColor.set(INTERNAL_DAMAGE_CONSTANTS.RIPPLE_COLOR);
|
|
127
|
+
for (let i = 0; i < rippleCount; i++) {
|
|
128
|
+
const angle = i / rippleCount * Math.PI * 2;
|
|
129
|
+
positions[i * 3] = 0;
|
|
130
|
+
positions[i * 3 + 1] = 0;
|
|
131
|
+
positions[i * 3 + 2] = 0;
|
|
132
|
+
colors[i * 3] = tempColor.r;
|
|
133
|
+
colors[i * 3 + 1] = tempColor.g;
|
|
134
|
+
colors[i * 3 + 2] = tempColor.b;
|
|
135
|
+
sizes[i] = .02;
|
|
136
|
+
geometry[`angle_${i}`] = angle;
|
|
137
|
+
}
|
|
138
|
+
} finally {
|
|
139
|
+
ThreeObjectPools.color.release(tempColor);
|
|
140
|
+
}
|
|
141
|
+
geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
|
|
142
|
+
geometry.setAttribute("color", new THREE.BufferAttribute(colors, 3));
|
|
143
|
+
geometry.setAttribute("size", new THREE.BufferAttribute(sizes, 1));
|
|
144
|
+
const material = new THREE.PointsMaterial({
|
|
145
|
+
size: .03,
|
|
146
|
+
vertexColors: true,
|
|
147
|
+
transparent: true,
|
|
148
|
+
opacity: 1,
|
|
149
|
+
blending: THREE.NormalBlending,
|
|
150
|
+
depthWrite: false,
|
|
151
|
+
sizeAttenuation: true
|
|
152
|
+
});
|
|
153
|
+
const points = new THREE.Points(geometry, material);
|
|
154
|
+
points.position.set(...effect.position);
|
|
155
|
+
return points;
|
|
156
|
+
}, [particleCounts]);
|
|
157
|
+
useEffect(() => {
|
|
158
|
+
if (!enabled) return;
|
|
159
|
+
setEffectInstances((prev) => {
|
|
160
|
+
const updated = new Map(prev);
|
|
161
|
+
effects.forEach((effect) => {
|
|
162
|
+
if (!updated.has(effect.id)) {
|
|
163
|
+
const pulseParticles = createPulseParticles(effect);
|
|
164
|
+
const rippleParticles = createRippleParticles(effect);
|
|
165
|
+
updated.set(effect.id, {
|
|
166
|
+
pulseParticles,
|
|
167
|
+
rippleParticles,
|
|
168
|
+
startTime: effect.startTime,
|
|
169
|
+
effect
|
|
170
|
+
});
|
|
171
|
+
}
|
|
172
|
+
});
|
|
173
|
+
const currentIds = new Set(effects.map((e) => e.id));
|
|
174
|
+
Array.from(updated.keys()).forEach((id) => {
|
|
175
|
+
if (!currentIds.has(id)) {
|
|
176
|
+
const instance = updated.get(id);
|
|
177
|
+
if (instance) {
|
|
178
|
+
instance.pulseParticles.geometry.dispose();
|
|
179
|
+
instance.pulseParticles.material.dispose();
|
|
180
|
+
instance.rippleParticles.geometry.dispose();
|
|
181
|
+
instance.rippleParticles.material.dispose();
|
|
182
|
+
}
|
|
183
|
+
updated.delete(id);
|
|
184
|
+
}
|
|
185
|
+
});
|
|
186
|
+
return updated;
|
|
187
|
+
});
|
|
188
|
+
}, [
|
|
189
|
+
effects,
|
|
190
|
+
enabled,
|
|
191
|
+
createPulseParticles,
|
|
192
|
+
createRippleParticles
|
|
193
|
+
]);
|
|
194
|
+
const effectInstancesRef = useRef(effectInstances);
|
|
195
|
+
useEffect(() => {
|
|
196
|
+
effectInstancesRef.current = effectInstances;
|
|
197
|
+
}, [effectInstances]);
|
|
198
|
+
useEffect(() => {
|
|
199
|
+
return () => {
|
|
200
|
+
effectInstancesRef.current.forEach((instance) => {
|
|
201
|
+
instance.pulseParticles.geometry.dispose();
|
|
202
|
+
instance.pulseParticles.material.dispose();
|
|
203
|
+
instance.rippleParticles.geometry.dispose();
|
|
204
|
+
instance.rippleParticles.material.dispose();
|
|
205
|
+
});
|
|
206
|
+
};
|
|
207
|
+
}, []);
|
|
208
|
+
useFrame(() => {
|
|
209
|
+
if (!enabled || effectInstances.size === 0) return;
|
|
210
|
+
const now = Date.now();
|
|
211
|
+
const completedIds = [];
|
|
212
|
+
effectInstances.forEach((instance, id) => {
|
|
213
|
+
const elapsed = (now - instance.startTime) / 1e3;
|
|
214
|
+
const { effect } = instance;
|
|
215
|
+
const pulseProgress = Math.min(elapsed / INTERNAL_DAMAGE_CONSTANTS.PULSE_LIFETIME, 1);
|
|
216
|
+
if (pulseProgress < 1) {
|
|
217
|
+
const pulseGeometry = instance.pulseParticles.geometry;
|
|
218
|
+
const pulsePositions = pulseGeometry.attributes.position.array;
|
|
219
|
+
const maxRadius = INTERNAL_DAMAGE_CONSTANTS.MAX_RADIUS[effect.penetrationDepth];
|
|
220
|
+
const { pulseCount } = particleCounts;
|
|
221
|
+
const sphereData = pulseGeometry.sphereData;
|
|
222
|
+
for (let i = 0; i < pulseCount; i++) {
|
|
223
|
+
const phi = sphereData[`phi_${i}`];
|
|
224
|
+
const theta = sphereData[`theta_${i}`];
|
|
225
|
+
const radius = maxRadius * pulseProgress;
|
|
226
|
+
pulsePositions[i * 3] = radius * Math.sin(phi) * Math.cos(theta);
|
|
227
|
+
pulsePositions[i * 3 + 1] = radius * Math.sin(phi) * Math.sin(theta);
|
|
228
|
+
pulsePositions[i * 3 + 2] = radius * Math.cos(phi);
|
|
229
|
+
}
|
|
230
|
+
pulseGeometry.attributes.position.needsUpdate = true;
|
|
231
|
+
const material = instance.pulseParticles.material;
|
|
232
|
+
material.opacity = 1 - pulseProgress * .7;
|
|
233
|
+
}
|
|
234
|
+
const rippleProgress = Math.min(elapsed / INTERNAL_DAMAGE_CONSTANTS.RIPPLE_LIFETIME, 1);
|
|
235
|
+
if (rippleProgress < 1) {
|
|
236
|
+
const rippleGeometry = instance.rippleParticles.geometry;
|
|
237
|
+
const ripplePositions = rippleGeometry.attributes.position.array;
|
|
238
|
+
const { rippleCount } = particleCounts;
|
|
239
|
+
const rippleRadius = .6 * rippleProgress;
|
|
240
|
+
for (let i = 0; i < rippleCount; i++) {
|
|
241
|
+
const angle = rippleGeometry[`angle_${i}`];
|
|
242
|
+
ripplePositions[i * 3] = rippleRadius * Math.cos(angle);
|
|
243
|
+
ripplePositions[i * 3 + 1] = 0;
|
|
244
|
+
ripplePositions[i * 3 + 2] = rippleRadius * Math.sin(angle);
|
|
245
|
+
}
|
|
246
|
+
rippleGeometry.attributes.position.needsUpdate = true;
|
|
247
|
+
const material = instance.rippleParticles.material;
|
|
248
|
+
material.opacity = 1 - rippleProgress;
|
|
249
|
+
}
|
|
250
|
+
if (elapsed >= INTERNAL_DAMAGE_CONSTANTS.PULSE_LIFETIME && elapsed >= INTERNAL_DAMAGE_CONSTANTS.RIPPLE_LIFETIME) completedIds.push(id);
|
|
251
|
+
});
|
|
252
|
+
completedIds.forEach((id) => {
|
|
253
|
+
onEffectComplete?.(id);
|
|
254
|
+
});
|
|
255
|
+
});
|
|
256
|
+
return /* @__PURE__ */ jsx(Fragment, { children: Array.from(effectInstances.values()).map((instance) => /* @__PURE__ */ jsxs(React.Fragment, { children: [/* @__PURE__ */ jsx("primitive", { object: instance.pulseParticles }), /* @__PURE__ */ jsx("primitive", { object: instance.rippleParticles })] }, instance.effect.id)) });
|
|
257
|
+
};
|
|
258
|
+
//#endregion
|
|
259
|
+
export { InternalDamage3D };
|
|
260
|
+
|
|
261
|
+
//# sourceMappingURL=InternalDamage3D.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"InternalDamage3D.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/effects/InternalDamage3D.tsx"],"sourcesContent":["/**\n * InternalDamage3D - Deep red organ pulses for Korean martial arts organ strikes\n *\n * Priority #4: Internal Damage Visualization\n * - Deep red organ pulses (liver, kidney, spleen, stomach, heart)\n * - Tissue deformation ripples\n * - Penetration depth visualization\n * - Critical organ damage feedback\n *\n * PERFORMANCE OPTIMIZATION (Object Pooling):\n * - Reduced allocations from ~120+ per effect to 2 pooled objects\n * - Pooling strategy:\n * 1. Temporary Color objects for particle initialization use pool\n * 2. Colors are copied to Float32Array (no ownership needed)\n * 3. All pooled objects released after particle system creation\n * - Estimated reduction:\n * - Pulse particles: 60 Color allocations → 1 pooled object\n * - Ripple particles: 30 Color allocations → 1 pooled object\n * - Total: ~90 Color allocations per effect → 2 pooled objects\n *\n * Korean martial arts context (내장 공격 - Internal organ strikes):\n * - 간격 (Liver strike) - Right side body blow\n * - 신장격 (Kidney strike) - Lower back strike\n * - 비장격 (Spleen strike) - Left side body blow\n * - 명치격 (Solar plexus) - Stomach strike\n * - 심장격 (Heart strike) - Chest strike (critical)\n */\n\nimport React, { useEffect, useMemo, useRef } from 'react';\nimport { useFrame } from '@react-three/fiber';\nimport * as THREE from 'three';\nimport { ThreeObjectPools } from '../../../../../utils/threeObjectPool';\n\n/**\n * Organ types for Korean martial arts internal strikes\n */\nexport type OrganType = 'liver' | 'kidney' | 'spleen' | 'stomach' | 'heart';\n\n/**\n * Penetration depth levels for organ damage\n */\nexport type PenetrationDepth = 'surface' | 'shallow' | 'deep' | 'critical';\n\n/**\n * Individual internal damage effect\n */\nexport interface InternalDamageEffect {\n readonly id: string;\n readonly position: [number, number, number];\n readonly organType: OrganType;\n readonly penetrationDepth: PenetrationDepth;\n readonly startTime: number;\n}\n\n/**\n * Props for InternalDamage3D component\n */\nexport interface InternalDamage3DProps {\n readonly effects: readonly InternalDamageEffect[];\n readonly enabled?: boolean;\n readonly isMobile?: boolean;\n readonly onEffectComplete?: (id: string) => void;\n}\n\n// Physics constants for organ damage pulses\nconst INTERNAL_DAMAGE_CONSTANTS = {\n // Pulse expansion speeds\n PULSE_SPEED: 2.5, // m/s expansion rate\n \n // Lifetimes\n PULSE_LIFETIME: 1.5, // seconds for pulse to complete\n RIPPLE_LIFETIME: 0.8, // seconds for tissue ripple\n \n // Max radii by penetration depth\n MAX_RADIUS: {\n surface: 0.4,\n shallow: 0.7,\n deep: 1.0,\n critical: 1.2,\n },\n \n // Intensity multipliers\n INTENSITY: {\n surface: 0.5,\n shallow: 0.8,\n deep: 1.2,\n critical: 1.5,\n },\n \n // Particle counts (desktop)\n PULSE_PARTICLES: 60,\n RIPPLE_PARTICLES: 30,\n \n // Colors\n ORGAN_COLOR: 0x8b0000, // Dark red for organs\n RIPPLE_COLOR: 0xdc143c, // Crimson for tissue ripples\n \n // Emissive intensity\n EMISSIVE_INTENSITY: 0.8,\n} as const;\n\n/**\n * InternalDamage3D - Visualizes internal organ damage with deep red pulses\n *\n * Features:\n * - Expanding sphere pulses from organ impacts\n * - Tissue deformation ripples\n * - Penetration depth-based sizing\n * - Korean martial arts organ strike feedback\n * - Mobile optimization (50% particles)\n */\nexport const InternalDamage3D: React.FC<InternalDamage3DProps> = ({\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 pulseParticles: THREE.Points;\n rippleParticles: THREE.Points;\n startTime: number;\n effect: InternalDamageEffect;\n }\n >\n >(new Map());\n\n // Calculate particle counts based on mobile optimization\n const particleCounts = useMemo(() => {\n const pulseCount = isMobile\n ? Math.floor(INTERNAL_DAMAGE_CONSTANTS.PULSE_PARTICLES * 0.5)\n : INTERNAL_DAMAGE_CONSTANTS.PULSE_PARTICLES;\n const rippleCount = isMobile\n ? Math.floor(INTERNAL_DAMAGE_CONSTANTS.RIPPLE_PARTICLES * 0.5)\n : INTERNAL_DAMAGE_CONSTANTS.RIPPLE_PARTICLES;\n return { pulseCount, rippleCount };\n }, [isMobile]);\n\n // Create particle system for organ pulse\n const createPulseParticles = useMemo(\n () => (effect: InternalDamageEffect) => {\n const { pulseCount } = particleCounts;\n const geometry = new THREE.BufferGeometry();\n const positions = new Float32Array(pulseCount * 3);\n const colors = new Float32Array(pulseCount * 3);\n const sizes = new Float32Array(pulseCount);\n\n // Pooled color for calculations - PERFORMANCE: Eliminates pulseCount Color allocations\n const tempColor = ThreeObjectPools.color.acquire();\n\n try {\n // Set color once from pool\n tempColor.set(INTERNAL_DAMAGE_CONSTANTS.ORGAN_COLOR);\n\n // Create sphere distribution\n for (let i = 0; i < pulseCount; i++) {\n // Fibonacci sphere distribution for phi/theta calculations\n // (values calculated but not stored in positions yet - used later for expansion)\n\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 // Size based on penetration depth\n const baseSize = 0.03;\n const depthMultiplier =\n INTERNAL_DAMAGE_CONSTANTS.INTENSITY[effect.penetrationDepth];\n sizes[i] = baseSize * depthMultiplier;\n }\n } finally {\n // Release pooled color back to pool\n ThreeObjectPools.color.release(tempColor);\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: 0.05,\n vertexColors: true,\n transparent: true,\n opacity: 1.0,\n blending: THREE.AdditiveBlending,\n depthWrite: false,\n sizeAttenuation: true,\n });\n\n const points = new THREE.Points(geometry, material);\n points.position.set(...effect.position);\n\n // Store phi/theta for sphere expansion\n (geometry as THREE.BufferGeometry & { sphereData: Record<string, number | Float32Array> }).sphereData = { positions: positions.slice() };\n for (let i = 0; i < pulseCount; i++) {\n const phi = Math.acos(1 - 2 * (i + 0.5) / pulseCount);\n const theta = Math.PI * (1 + Math.sqrt(5)) * i;\n (geometry as THREE.BufferGeometry & { sphereData: Record<string, number | Float32Array> }).sphereData[`phi_${i}`] = phi;\n (geometry as THREE.BufferGeometry & { sphereData: Record<string, number | Float32Array> }).sphereData[`theta_${i}`] = theta;\n }\n\n return points;\n },\n [particleCounts]\n );\n\n // Create particle system for tissue ripples\n const createRippleParticles = useMemo(\n () => (effect: InternalDamageEffect) => {\n const { rippleCount } = particleCounts;\n const geometry = new THREE.BufferGeometry();\n const positions = new Float32Array(rippleCount * 3);\n const colors = new Float32Array(rippleCount * 3);\n const sizes = new Float32Array(rippleCount);\n\n // Pooled color for calculations - PERFORMANCE: Eliminates rippleCount Color allocations\n const tempColor = ThreeObjectPools.color.acquire();\n\n try {\n // Set color once from pool\n tempColor.set(INTERNAL_DAMAGE_CONSTANTS.RIPPLE_COLOR);\n\n // Create ring distribution\n for (let i = 0; i < rippleCount; i++) {\n const angle = (i / rippleCount) * Math.PI * 2;\n positions[i * 3] = 0;\n positions[i * 3 + 1] = 0;\n positions[i * 3 + 2] = 0;\n\n // Crimson color for ripples (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 sizes[i] = 0.02;\n\n // Store angle for ring expansion\n (geometry as THREE.BufferGeometry & { [key: string]: number })[`angle_${i}`] = angle;\n }\n } finally {\n // Release pooled color back to pool\n ThreeObjectPools.color.release(tempColor);\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: 0.03,\n vertexColors: true,\n transparent: true,\n opacity: 1.0,\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;\n },\n [particleCounts]\n );\n\n // Update effect instances when effects prop changes\n useEffect(() => {\n if (!enabled) return;\n\n setEffectInstances((prev) => {\n const updated = new Map(prev);\n\n // Add new effects\n effects.forEach((effect) => {\n if (!updated.has(effect.id)) {\n const pulseParticles = createPulseParticles(effect);\n const rippleParticles = createRippleParticles(effect);\n updated.set(effect.id, {\n pulseParticles,\n rippleParticles,\n startTime: effect.startTime,\n effect,\n });\n }\n });\n\n // Remove completed effects\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.pulseParticles.geometry.dispose();\n (instance.pulseParticles.material as THREE.Material).dispose();\n instance.rippleParticles.geometry.dispose();\n (instance.rippleParticles.material as THREE.Material).dispose();\n }\n updated.delete(id);\n }\n });\n\n return updated;\n });\n }, [effects, enabled, createPulseParticles, createRippleParticles]);\n\n // 자원 정리 | Resource cleanup - Dispose all particle systems on unmount\n // Using a ref to track instances to avoid stale closure issues\n const effectInstancesRef = useRef<Map<\n string,\n {\n pulseParticles: THREE.Points;\n rippleParticles: THREE.Points;\n startTime: number;\n effect: InternalDamageEffect;\n }\n >>(effectInstances);\n useEffect(() => {\n effectInstancesRef.current = effectInstances;\n }, [effectInstances]);\n\n useEffect(() => {\n return () => {\n effectInstancesRef.current.forEach((instance: {\n pulseParticles: THREE.Points;\n rippleParticles: THREE.Points;\n startTime: number;\n effect: InternalDamageEffect;\n }) => {\n instance.pulseParticles.geometry.dispose();\n (instance.pulseParticles.material as THREE.Material).dispose();\n instance.rippleParticles.geometry.dispose();\n (instance.rippleParticles.material as THREE.Material).dispose();\n });\n };\n }, []); // Empty deps - cleanup on unmount only\n\n // Animation loop\n useFrame(() => {\n if (!enabled || effectInstances.size === 0) return;\n\n const now = Date.now();\n const completedIds: string[] = [];\n\n effectInstances.forEach((instance, id) => {\n const elapsed = (now - instance.startTime) / 1000;\n const { effect } = instance;\n\n // Pulse animation\n const pulseProgress = Math.min(\n elapsed / INTERNAL_DAMAGE_CONSTANTS.PULSE_LIFETIME,\n 1.0\n );\n if (pulseProgress < 1.0) {\n const pulseGeometry = instance.pulseParticles.geometry;\n const pulsePositions = pulseGeometry.attributes.position\n .array as Float32Array;\n const maxRadius =\n INTERNAL_DAMAGE_CONSTANTS.MAX_RADIUS[effect.penetrationDepth];\n\n const { pulseCount } = particleCounts;\n const sphereData = (pulseGeometry as THREE.BufferGeometry & { sphereData: Record<string, number | Float32Array> }).sphereData;\n for (let i = 0; i < pulseCount; i++) {\n const phi = sphereData[`phi_${i}`] as number;\n const theta = sphereData[`theta_${i}`] as number;\n const radius = maxRadius * pulseProgress;\n\n pulsePositions[i * 3] = radius * Math.sin(phi) * Math.cos(theta);\n pulsePositions[i * 3 + 1] = radius * Math.sin(phi) * Math.sin(theta);\n pulsePositions[i * 3 + 2] = radius * Math.cos(phi);\n }\n\n pulseGeometry.attributes.position.needsUpdate = true;\n\n // Fade opacity\n const material = instance.pulseParticles.material as THREE.PointsMaterial;\n material.opacity = 1.0 - pulseProgress * 0.7;\n }\n\n // Ripple animation\n const rippleProgress = Math.min(\n elapsed / INTERNAL_DAMAGE_CONSTANTS.RIPPLE_LIFETIME,\n 1.0\n );\n if (rippleProgress < 1.0) {\n const rippleGeometry = instance.rippleParticles.geometry;\n const ripplePositions = rippleGeometry.attributes.position\n .array as Float32Array;\n\n const { rippleCount } = particleCounts;\n const rippleRadius = 0.6 * rippleProgress;\n for (let i = 0; i < rippleCount; i++) {\n const angle = (rippleGeometry as THREE.BufferGeometry & { [key: string]: number })[`angle_${i}`];\n ripplePositions[i * 3] = rippleRadius * Math.cos(angle);\n ripplePositions[i * 3 + 1] = 0;\n ripplePositions[i * 3 + 2] = rippleRadius * Math.sin(angle);\n }\n\n rippleGeometry.attributes.position.needsUpdate = true;\n\n // Fade opacity\n const material = instance.rippleParticles\n .material as THREE.PointsMaterial;\n material.opacity = 1.0 - rippleProgress;\n }\n\n // Check completion\n if (\n elapsed >= INTERNAL_DAMAGE_CONSTANTS.PULSE_LIFETIME &&\n elapsed >= INTERNAL_DAMAGE_CONSTANTS.RIPPLE_LIFETIME\n ) {\n completedIds.push(id);\n }\n });\n\n // Notify completed effects\n completedIds.forEach((id) => {\n onEffectComplete?.(id);\n });\n });\n\n // Render all active particle systems\n return (\n <>\n {Array.from(effectInstances.values()).map((instance) => (\n <React.Fragment key={instance.effect.id}>\n <primitive object={instance.pulseParticles} />\n <primitive object={instance.rippleParticles} />\n </React.Fragment>\n ))}\n </>\n 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/**
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* LiPrecisionTargetingOverlay.tsx
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*
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* Targeting reticle and vital point display for Li (Fire) stance precision strikes.
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* Shows available vital points, targeting accuracy, and precision feedback.
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*
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* Features:
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* - Dynamic targeting reticle with crosshair
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* - Vital points in range with distance indicators
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* - Real-time accuracy meter
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* - Korean cyberpunk aesthetic with neon glow effects
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* - Bilingual text (Korean/English)
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*
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* Performance: Optimized for 60fps with minimal DOM updates
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*
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* @module components/screens/combat/components/effects/LiPrecisionTargetingOverlay
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* @korean 리괘정밀조준오버레이
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*/
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import React from "react";
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/**
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* Props for LiPrecisionTargetingOverlay component
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*/
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export interface LiPrecisionTargetingOverlayProps {
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/** Whether the player is currently in Li stance */
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readonly isLiStance: boolean;
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/** Current targeting accuracy (0.0 to 1.0) */
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readonly accuracy: number;
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/** Player position for range calculation [x, y] */
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readonly playerPosition: readonly [number, number];
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/** Maximum targeting range in meters */
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readonly maxRange?: number;
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/** Currently selected/hovered vital point ID */
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readonly selectedVitalPointId: string | null;
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/** Callback when vital point is selected */
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readonly onVitalPointSelect?: (vitalPointId: string) => void;
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/** Whether on mobile device */
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readonly isMobile: boolean;
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}
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/**
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* LiPrecisionTargetingOverlay Component
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*
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* Displays targeting UI for Li stance precision strikes with vital point overlay
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*/
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export declare const LiPrecisionTargetingOverlay: React.FC<LiPrecisionTargetingOverlayProps>;
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//# sourceMappingURL=LiPrecisionTargetingOverlay.d.ts.map
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