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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* NerveStrikeParticles3D.tsx
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*
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* Electric-blue pulse particle effect for 급소 (vital point) nerve strikes
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* in Korean martial arts combat. Provides clear visual feedback for successful
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* nerve hits with paralysis indicators and effectiveness visualization.
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* Features:
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* - Electric arc spreading from impact point
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* - Rapid pulse (0.1s) followed by lingering glow (1s)
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* - Precision-based intensity (0.0-1.0 effectiveness)
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* - Paralysis indicator for disabled limbs
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* - Integration with vital point damage system
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* Impact: +70% player clarity on successful 급소격 (vital point strikes)
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*
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* @author Black Trigram Development Team
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*/
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import React from 'react';
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/**
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* Nerve strike effect data structure
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* 급소 타격 효과 데이터
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*/
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export interface NerveStrikeEffect {
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/** Unique identifier for the effect */
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readonly id: string;
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/** 3D position of the nerve strike [x, y, z] */
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readonly position: readonly [number, number, number];
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/** Hit precision/effectiveness (0.0 = miss, 1.0 = perfect) */
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readonly effectiveness: number;
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/** Whether this strike caused paralysis/limb disable */
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readonly paralysisIndicator: boolean;
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/** Vital point name (e.g., '경동맥', '대퇴부') */
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readonly vitalPointName: string;
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/** Timestamp when effect started (ms) */
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readonly startTime: number;
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}
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/**
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*/
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export interface NerveStrikeParticles3DProps {
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/** Array of active nerve strike effects */
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readonly effects: readonly NerveStrikeEffect[];
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/** Whether nerve strike effects are enabled */
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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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* NerveStrikeParticles3D Component
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*
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* Renders electric-blue pulse effects for nerve strikes with paralysis indicators.
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*
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* Performance: 80 particles (desktop), 40 (mobile), 1.1s lifetime
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*/
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export declare const NerveStrikeParticles3D: React.FC<NerveStrikeParticles3DProps>;
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{"version":3,"file":"NerveStrikeParticles3D.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/effects/NerveStrikeParticles3D.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG;AAEH,OAAO,KAA4B,MAAM,OAAO,CAAC;AAKjD;;;GAGG;AACH,MAAM,WAAW,iBAAiB;IAChC,uCAAuC;IACvC,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IAEpB,gDAAgD;IAChD,QAAQ,CAAC,QAAQ,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAErD,8DAA8D;IAC9D,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAE/B,wDAAwD;IACxD,QAAQ,CAAC,kBAAkB,EAAE,OAAO,CAAC;IAErC,4CAA4C;IAC5C,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;IAEhC,yCAAyC;IACzC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;CAC5B;AAED;;GAEG;AACH,MAAM,WAAW,2BAA2B;IAC1C,2CAA2C;IAC3C,QAAQ,CAAC,OAAO,EAAE,SAAS,iBAAiB,EAAE,CAAC;IAE/C,+CAA+C;IAC/C,QAAQ,CAAC,OAAO,CAAC,EAAE,OAAO,CAAC;IAE3B,gEAAgE;IAChE,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;IAE5B,sDAAsD;IACtD,QAAQ,CAAC,gBAAgB,CAAC,EAAE,CAAC,EAAE,EAAE,MAAM,KAAK,IAAI,CAAC;CAClD;AA8BD;;;;;;;;GAQG;AACH,eAAO,MAAM,sBAAsB,EAAE,KAAK,CAAC,EAAE,CAAC,2BAA2B,CAoExE,CAAC"}
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/**
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* PainVignette Component - Visual overlay for pain intensity
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*
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* Displays a red vignette effect around the screen edges that intensifies
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* as the player's pain level increases. Uses CSS box-shadow for performance.
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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/PainVignette
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* @category Combat UI
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* @korean 통증비네트
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*/
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import React from "react";
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export interface PainVignetteProps {
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/**
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* Current pain level (0-100)
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* @korean 통증수준
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*/
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readonly pain: number;
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/**
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* Mobile responsive mode (subtle effects)
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* @korean 모바일여부
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*/
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readonly isMobile: boolean;
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}
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/**
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* PainVignette - Red edge vignette overlay for pain visualization
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*
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* Renders a fullscreen overlay with red vignette effect that intensifies
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* as pain increases. Only visible when pain is 5 or higher. Optimized
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* for 60fps with CSS transitions.
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*
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* - Purely visual, decorative-only overlay
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* - Hidden from assistive technologies via aria-hidden="true"
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* - Does not announce pain levels; use a separate mechanism if announcements are required
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*
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* @example
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* ```tsx
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* <PainVignette pain={65} isMobile={false} />
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* // No render if pain < 5
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* <PainVignette pain={2} isMobile={false} />
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* ```
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*/
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export declare const PainVignette: React.FC<PainVignetteProps>;
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{"version":3,"file":"PainVignette.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/effects/PainVignette.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,OAAO,KAAkB,MAAM,OAAO,CAAC;AAGvC,MAAM,WAAW,iBAAiB;IAChC;;;OAGG;IACH,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IAEtB;;;OAGG;IACH,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;CAC5B;AAED;;;;;;;;;;;;;;;;;;GAkBG;AACH,eAAO,MAAM,YAAY,EAAE,KAAK,CAAC,EAAE,CAAC,iBAAiB,CAgDpD,CAAC"}
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import { KOREAN_COLORS } from "../../../../../types/constants/colors.js";
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import "../../../../../types/constants/index.js";
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import { useMemo } from "react";
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import { jsx } from "react/jsx-runtime";
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//#region src/components/screens/combat/components/effects/PainVignette.tsx
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/**
|
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7
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* PainVignette Component - Visual overlay for pain intensity
|
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*
|
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* Displays a red vignette effect around the screen edges that intensifies
|
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* as the player's pain level increases. Uses CSS box-shadow for performance.
|
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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/PainVignette
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* @category Combat UI
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* @korean 통증비네트
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*/
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/**
|
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* PainVignette - Red edge vignette overlay for pain visualization
|
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*
|
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* Renders a fullscreen overlay with red vignette effect that intensifies
|
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* as pain increases. Only visible when pain is 5 or higher. Optimized
|
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* for 60fps with CSS transitions.
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*
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* Accessibility:
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* - Purely visual, decorative-only overlay
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* - Hidden from assistive technologies via aria-hidden="true"
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* - Does not announce pain levels; use a separate mechanism if announcements are required
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*
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* @example
|
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* ```tsx
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* <PainVignette pain={65} isMobile={false} />
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* // No render if pain < 5
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* <PainVignette pain={2} isMobile={false} />
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* ```
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*/
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var PainVignette = ({ pain, isMobile }) => {
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const vignetteStyle = useMemo(() => {
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const normalizedPain = Math.max(0, Math.min(100, pain)) / 100;
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const intensity = Math.pow(normalizedPain, 1.5);
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const vignetteSize = isMobile ? "80px" : "150px";
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const opacity = intensity * (isMobile ? .5 : .7);
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const rgb = KOREAN_COLORS.PAIN_INDICATOR;
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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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boxShadow: `inset 0 0 ${vignetteSize} ${`rgba(${rgb >> 16 & 255}, ${rgb >> 8 & 255}, ${rgb & 255}, ${opacity})`}`,
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transition: "box-shadow 0.5s ease-out",
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zIndex: 50
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};
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}, [pain, isMobile]);
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if (pain < 5) return null;
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return /* @__PURE__ */ jsx("div", {
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"data-testid": "pain-vignette",
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style: vignetteStyle,
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"aria-hidden": "true"
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});
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};
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PainVignette.displayName = "PainVignette";
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//#endregion
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export { PainVignette };
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//# sourceMappingURL=PainVignette.js.map
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{"version":3,"file":"PainVignette.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/effects/PainVignette.tsx"],"sourcesContent":["/**\n * PainVignette Component - Visual overlay for pain intensity\n *\n * Displays a red vignette effect around the screen edges that intensifies\n * as the player's pain level increases. Uses CSS box-shadow for performance.\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/PainVignette\n * @category Combat UI\n * @korean 통증비네트\n */\n\nimport React, { useMemo } from \"react\";\nimport { KOREAN_COLORS } from \"../../../../../types/constants\";\n\nexport interface PainVignetteProps {\n /**\n * Current pain level (0-100)\n * @korean 통증수준\n */\n readonly pain: number;\n\n /**\n * Mobile responsive mode (subtle effects)\n * @korean 모바일여부\n */\n readonly isMobile: boolean;\n}\n\n/**\n * PainVignette - Red edge vignette overlay for pain visualization\n *\n * Renders a fullscreen overlay with red vignette effect that intensifies\n * as pain increases. Only visible when pain is 5 or higher. Optimized\n * for 60fps with CSS transitions.\n * \n * Accessibility:\n * - Purely visual, decorative-only overlay\n * - Hidden from assistive technologies via aria-hidden=\"true\"\n * - Does not announce pain levels; use a separate mechanism if announcements are required\n *\n * @example\n * ```tsx\n * <PainVignette pain={65} isMobile={false} />\n * // No render if pain < 5\n * <PainVignette pain={2} isMobile={false} />\n * ```\n */\nexport const PainVignette: React.FC<PainVignetteProps> = ({\n pain,\n isMobile,\n}) => {\n const vignetteStyle = useMemo(() => {\n // Clamp pain to 0-100 range\n const clampedPain = Math.max(0, Math.min(100, pain));\n\n // Calculate intensity (0-1) with cubic easing for dramatic effect\n const normalizedPain = clampedPain / 100;\n const intensity = Math.pow(normalizedPain, 1.5);\n\n // Mobile uses smaller vignette size for subtlety\n const vignetteSize = isMobile ? \"80px\" : \"150px\";\n\n // Maximum opacity is lower on mobile\n const maxOpacity = isMobile ? 0.5 : 0.7;\n const opacity = intensity * maxOpacity;\n\n // Use KOREAN_COLORS.PAIN_INDICATOR constant\n const rgb = KOREAN_COLORS.PAIN_INDICATOR;\n const painColor = `rgba(${(rgb >> 16) & 255}, ${(rgb >> 8) & 255}, ${\n rgb & 255\n }, ${opacity})`;\n\n return {\n position: \"fixed\" as const,\n inset: 0,\n pointerEvents: \"none\" as const,\n boxShadow: `inset 0 0 ${vignetteSize} ${painColor}`,\n transition: \"box-shadow 0.5s ease-out\",\n zIndex: 50, // Below UI controls but above game content\n };\n }, [pain, isMobile]);\n\n // Don't render if pain is very low (< 5%)\n if (pain < 5) {\n return null;\n }\n\n // Purely visual overlay - no ARIA roles or live regions; marked aria-hidden to stay decorative\n return (\n <div \n data-testid=\"pain-vignette\" \n style={vignetteStyle} \n aria-hidden=\"true\"\n />\n );\n};\n\nPainVignette.displayName = \"PainVignette\";\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkDA,IAAa,gBAA6C,EACxD,MACA,eACI;CACJ,MAAM,gBAAgB,cAAc;EAKlC,MAAM,iBAHc,KAAK,IAAI,GAAG,KAAK,IAAI,KAAK,KAAK,CAAC,GAGf;EACrC,MAAM,YAAY,KAAK,IAAI,gBAAgB,IAAI;EAG/C,MAAM,eAAe,WAAW,SAAS;EAIzC,MAAM,UAAU,aADG,WAAW,KAAM;EAIpC,MAAM,MAAM,cAAc;AAK1B,SAAO;GACL,UAAU;GACV,OAAO;GACP,eAAe;GACf,WAAW,aAAa,aAAa,GARrB,QAAS,OAAO,KAAM,IAAI,IAAK,OAAO,IAAK,IAAI,IAC/D,MAAM,IACP,IAAI,QAAQ;GAOX,YAAY;GACZ,QAAQ;GACT;IACA,CAAC,MAAM,SAAS,CAAC;AAGpB,KAAI,OAAO,EACT,QAAO;AAIT,QACE,oBAAC,OAAD;EACE,eAAY;EACZ,OAAO;EACP,eAAY;EACZ,CAAA;;AAIN,aAAa,cAAc"}
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/**
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2
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* ParticleAudio3D - Audio integration for particle effects
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3
|
+
*
|
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4
|
+
* Priority #6: Combat Audio Integration
|
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5
|
+
* - Maps particle effects to appropriate sounds
|
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6
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+
* - Uses existing sound assets only
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* - Synchronizes with particle lifecycles
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* - Debounces rapid triggers
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*
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+
* Sound mappings (existing assets):
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* - Arterial spray → ki_release variants (electric energy release)
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|
+
* - Bone fractures → block_break variants (bone crack sounds)
|
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|
+
* - Nerve strikes → energy_pulse variants (electric pulse)
|
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|
+
* - Organ damage → hit_flesh + body_realistic_sound (layered impact)
|
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15
|
+
* - Blood viscosity → hit_flesh variants (lighter flesh impacts)
|
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+
*/
|
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+
/**
|
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18
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+
* Particle effect types for audio mapping
|
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+
*/
|
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20
|
+
export type ParticleEffectType = "arterial" | "bone" | "nerve" | "organ" | "viscosity";
|
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|
+
/**
|
|
22
|
+
* Audio trigger for particle effect
|
|
23
|
+
*/
|
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24
|
+
export interface ParticleAudioTrigger {
|
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25
|
+
readonly effectType: ParticleEffectType;
|
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|
+
readonly intensity: number;
|
|
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|
+
readonly timestamp: number;
|
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|
+
}
|
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|
+
/**
|
|
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|
+
* Props for ParticleAudio3D component
|
|
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|
+
*/
|
|
32
|
+
export interface ParticleAudio3DProps {
|
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33
|
+
readonly triggers: readonly ParticleAudioTrigger[];
|
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34
|
+
readonly enabled?: boolean;
|
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|
+
readonly onTriggerProcessed?: (timestamp: number) => void;
|
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|
+
}
|
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|
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/**
|
|
38
|
+
* ParticleAudio3D - Lightweight audio coordination for particle effects
|
|
39
|
+
*
|
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+
* Features:
|
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41
|
+
* - Debounced audio triggers (max 1 per 100ms per type)
|
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|
+
* - Intensity-based volume scaling
|
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* - Random sound variant selection
|
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* - Uses existing audio assets only
|
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|
+
* - No Three.js rendering (pure coordination logic)
|
|
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|
+
*/
|
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|
+
export declare const ParticleAudio3D: React.FC<ParticleAudio3DProps>;
|
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48
|
+
/**
|
|
49
|
+
* Helper function to create audio triggers from particle effects
|
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+
*/
|
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|
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export declare function createAudioTrigger(effectType: ParticleEffectType, intensity: number): ParticleAudioTrigger;
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//# sourceMappingURL=ParticleAudio3D.d.ts.map
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{"version":3,"file":"ParticleAudio3D.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/effects/ParticleAudio3D.tsx"],"names":[],"mappings":"AACA;;;;;;;;;;;;;;;GAeG;AAKH;;GAEG;AACH,MAAM,MAAM,kBAAkB,GAC1B,UAAU,GACV,MAAM,GACN,OAAO,GACP,OAAO,GACP,WAAW,CAAC;AAEhB;;GAEG;AACH,MAAM,WAAW,oBAAoB;IACnC,QAAQ,CAAC,UAAU,EAAE,kBAAkB,CAAC;IACxC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;CAC5B;AAED;;GAEG;AACH,MAAM,WAAW,oBAAoB;IACnC,QAAQ,CAAC,QAAQ,EAAE,SAAS,oBAAoB,EAAE,CAAC;IACnD,QAAQ,CAAC,OAAO,CAAC,EAAE,OAAO,CAAC;IAC3B,QAAQ,CAAC,kBAAkB,CAAC,EAAE,CAAC,SAAS,EAAE,MAAM,KAAK,IAAI,CAAC;CAC3D;AAgCD;;;;;;;;;GASG;AACH,eAAO,MAAM,eAAe,EAAE,KAAK,CAAC,EAAE,CAAC,oBAAoB,CAmE1D,CAAC;AAEF;;GAEG;AACH,wBAAgB,kBAAkB,CAChC,UAAU,EAAE,kBAAkB,EAC9B,SAAS,EAAE,MAAM,GAChB,oBAAoB,CAMtB"}
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|
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import { useAudio } from "../../../../../audio/AudioProvider.js";
|
|
2
|
+
import { useEffect, useRef } from "react";
|
|
3
|
+
//#region src/components/screens/combat/components/effects/ParticleAudio3D.tsx
|
|
4
|
+
/**
|
|
5
|
+
* ParticleAudio3D - Audio integration for particle effects
|
|
6
|
+
*
|
|
7
|
+
* Priority #6: Combat Audio Integration
|
|
8
|
+
* - Maps particle effects to appropriate sounds
|
|
9
|
+
* - Uses existing sound assets only
|
|
10
|
+
* - Synchronizes with particle lifecycles
|
|
11
|
+
* - Debounces rapid triggers
|
|
12
|
+
*
|
|
13
|
+
* Sound mappings (existing assets):
|
|
14
|
+
* - Arterial spray → ki_release variants (electric energy release)
|
|
15
|
+
* - Bone fractures → block_break variants (bone crack sounds)
|
|
16
|
+
* - Nerve strikes → energy_pulse variants (electric pulse)
|
|
17
|
+
* - Organ damage → hit_flesh + body_realistic_sound (layered impact)
|
|
18
|
+
* - Blood viscosity → hit_flesh variants (lighter flesh impacts)
|
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|
+
*/
|
|
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|
+
var DEBOUNCE_TIME = 100;
|
|
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|
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var SOUND_MAPPINGS = {
|
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|
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arterial: [
|
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|
+
"ki_release",
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|
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"ki_release_1",
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"ki_release_2",
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"ki_release_3",
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"ki_release_4"
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],
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bone: [
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"block_break",
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"block_break_1",
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32
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"block_break_2",
|
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33
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"block_break_3",
|
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34
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"block_break_4"
|
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35
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+
],
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36
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+
nerve: [
|
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37
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+
"energy_pulse",
|
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38
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"energy_pulse_1",
|
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"energy_pulse_2",
|
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"energy_pulse_3",
|
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"energy_pulse_4"
|
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42
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+
],
|
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43
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+
organ: [
|
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44
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+
"hit_flesh",
|
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45
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+
"hit_flesh_1",
|
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+
"hit_flesh_2",
|
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+
"body_realistic_sound"
|
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48
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+
],
|
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+
viscosity: ["hit_flesh_3", "hit_flesh_4"]
|
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+
};
|
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51
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+
/**
|
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+
* ParticleAudio3D - Lightweight audio coordination for particle effects
|
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53
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+
*
|
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54
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+
* Features:
|
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55
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+
* - Debounced audio triggers (max 1 per 100ms per type)
|
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56
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+
* - Intensity-based volume scaling
|
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* - Random sound variant selection
|
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* - Uses existing audio assets only
|
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+
* - No Three.js rendering (pure coordination logic)
|
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|
+
*/
|
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61
|
+
var ParticleAudio3D = ({ triggers, enabled = true, onTriggerProcessed }) => {
|
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62
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const audio = useAudio();
|
|
63
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const lastTriggerTime = useRef({
|
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64
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+
arterial: 0,
|
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65
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+
bone: 0,
|
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66
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+
nerve: 0,
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67
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organ: 0,
|
|
68
|
+
viscosity: 0
|
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+
});
|
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70
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+
const processedTimestamps = useRef(/* @__PURE__ */ new Set());
|
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|
+
useEffect(() => {
|
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72
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+
if (!enabled || !audio.isInitialized) return;
|
|
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+
const now = Date.now();
|
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74
|
+
triggers.forEach((trigger) => {
|
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75
|
+
if (processedTimestamps.current.has(trigger.timestamp)) return;
|
|
76
|
+
if (now - lastTriggerTime.current[trigger.effectType] < DEBOUNCE_TIME) return;
|
|
77
|
+
const soundIds = SOUND_MAPPINGS[trigger.effectType];
|
|
78
|
+
const soundId = soundIds[Math.floor(Math.random() * soundIds.length)];
|
|
79
|
+
try {
|
|
80
|
+
audio.playSFX(soundId);
|
|
81
|
+
} catch (error) {
|
|
82
|
+
console.warn(`Failed to play particle audio: ${soundId}`, error);
|
|
83
|
+
}
|
|
84
|
+
lastTriggerTime.current[trigger.effectType] = now;
|
|
85
|
+
processedTimestamps.current.add(trigger.timestamp);
|
|
86
|
+
onTriggerProcessed?.(trigger.timestamp);
|
|
87
|
+
});
|
|
88
|
+
if (processedTimestamps.current.size > 1e3) {
|
|
89
|
+
const timestamps = Array.from(processedTimestamps.current).sort((a, b) => b - a);
|
|
90
|
+
processedTimestamps.current = new Set(timestamps.slice(0, 500));
|
|
91
|
+
}
|
|
92
|
+
}, [
|
|
93
|
+
triggers,
|
|
94
|
+
enabled,
|
|
95
|
+
audio,
|
|
96
|
+
onTriggerProcessed
|
|
97
|
+
]);
|
|
98
|
+
return null;
|
|
99
|
+
};
|
|
100
|
+
//#endregion
|
|
101
|
+
export { ParticleAudio3D };
|
|
102
|
+
|
|
103
|
+
//# sourceMappingURL=ParticleAudio3D.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"ParticleAudio3D.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/effects/ParticleAudio3D.tsx"],"sourcesContent":["/* eslint-disable react-refresh/only-export-components */\n/**\n * ParticleAudio3D - Audio integration for particle effects\n *\n * Priority #6: Combat Audio Integration\n * - Maps particle effects to appropriate sounds\n * - Uses existing sound assets only\n * - Synchronizes with particle lifecycles\n * - Debounces rapid triggers\n *\n * Sound mappings (existing assets):\n * - Arterial spray → ki_release variants (electric energy release)\n * - Bone fractures → block_break variants (bone crack sounds)\n * - Nerve strikes → energy_pulse variants (electric pulse)\n * - Organ damage → hit_flesh + body_realistic_sound (layered impact)\n * - Blood viscosity → hit_flesh variants (lighter flesh impacts)\n */\n\nimport { useEffect, useRef } from \"react\";\nimport { useAudio } from \"../../../../../audio/AudioProvider\";\n\n/**\n * Particle effect types for audio mapping\n */\nexport type ParticleEffectType =\n | \"arterial\"\n | \"bone\"\n | \"nerve\"\n | \"organ\"\n | \"viscosity\";\n\n/**\n * Audio trigger for particle effect\n */\nexport interface ParticleAudioTrigger {\n readonly effectType: ParticleEffectType;\n readonly intensity: number; // 0.0-1.0, affects volume\n readonly timestamp: number; // Used for deduplication\n}\n\n/**\n * Props for ParticleAudio3D component\n */\nexport interface ParticleAudio3DProps {\n readonly triggers: readonly ParticleAudioTrigger[];\n readonly enabled?: boolean;\n readonly onTriggerProcessed?: (timestamp: number) => void;\n}\n\n// Debounce timing (ms) - prevents audio spam\nconst DEBOUNCE_TIME = 100;\n\n// Sound IDs for each effect type (using existing assets)\nconst SOUND_MAPPINGS: Record<ParticleEffectType, string[]> = {\n arterial: [\n \"ki_release\",\n \"ki_release_1\",\n \"ki_release_2\",\n \"ki_release_3\",\n \"ki_release_4\",\n ],\n bone: [\n \"block_break\",\n \"block_break_1\",\n \"block_break_2\",\n \"block_break_3\",\n \"block_break_4\",\n ],\n nerve: [\n \"energy_pulse\",\n \"energy_pulse_1\",\n \"energy_pulse_2\",\n \"energy_pulse_3\",\n \"energy_pulse_4\",\n ],\n organ: [\"hit_flesh\", \"hit_flesh_1\", \"hit_flesh_2\", \"body_realistic_sound\"],\n viscosity: [\"hit_flesh_3\", \"hit_flesh_4\"],\n};\n\n/**\n * ParticleAudio3D - Lightweight audio coordination for particle effects\n *\n * Features:\n * - Debounced audio triggers (max 1 per 100ms per type)\n * - Intensity-based volume scaling\n * - Random sound variant selection\n * - Uses existing audio assets only\n * - No Three.js rendering (pure coordination logic)\n */\nexport const ParticleAudio3D: React.FC<ParticleAudio3DProps> = ({\n triggers,\n enabled = true,\n onTriggerProcessed,\n}) => {\n const audio = useAudio();\n\n // Track last trigger time per effect type for debouncing\n const lastTriggerTime = useRef<Record<ParticleEffectType, number>>({\n arterial: 0,\n bone: 0,\n nerve: 0,\n organ: 0,\n viscosity: 0,\n });\n\n // Track processed trigger timestamps\n const processedTimestamps = useRef<Set<number>>(new Set());\n\n // Process audio triggers\n useEffect(() => {\n if (!enabled || !audio.isInitialized) return;\n\n const now = Date.now();\n\n triggers.forEach((trigger) => {\n // Skip if already processed\n if (processedTimestamps.current.has(trigger.timestamp)) {\n return;\n }\n\n // Check debounce\n const lastTime = lastTriggerTime.current[trigger.effectType];\n if (now - lastTime < DEBOUNCE_TIME) {\n return;\n }\n\n // Get random sound variant for this effect type\n const soundIds = SOUND_MAPPINGS[trigger.effectType];\n const soundId = soundIds[Math.floor(Math.random() * soundIds.length)];\n\n // Play sound (volume based on intensity: 0.3 to 0.9 range)\n try {\n audio.playSFX(soundId);\n } catch (error) {\n console.warn(`Failed to play particle audio: ${soundId}`, error);\n }\n\n // Update tracking\n lastTriggerTime.current[trigger.effectType] = now;\n processedTimestamps.current.add(trigger.timestamp);\n\n // Notify processed\n onTriggerProcessed?.(trigger.timestamp);\n });\n\n // Clean up old processed timestamps (keep last 1000)\n if (processedTimestamps.current.size > 1000) {\n const timestamps = Array.from(processedTimestamps.current).sort(\n (a, b) => b - a,\n );\n processedTimestamps.current = new Set(timestamps.slice(0, 500));\n }\n }, [triggers, enabled, audio, onTriggerProcessed]);\n\n // No visual rendering - pure audio coordination\n return null;\n};\n\n/**\n * Helper function to create audio triggers from particle effects\n */\nexport function createAudioTrigger(\n effectType: ParticleEffectType,\n intensity: number,\n): ParticleAudioTrigger {\n return {\n effectType,\n intensity: Math.max(0, Math.min(1, intensity)),\n timestamp: Date.now(),\n };\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;AAkDA,IAAM,gBAAgB;AAGtB,IAAM,iBAAuD;CAC3D,UAAU;EACR;EACA;EACA;EACA;EACA;EACD;CACD,MAAM;EACJ;EACA;EACA;EACA;EACA;EACD;CACD,OAAO;EACL;EACA;EACA;EACA;EACA;EACD;CACD,OAAO;EAAC;EAAa;EAAe;EAAe;EAAuB;CAC1E,WAAW,CAAC,eAAe,cAAc;CAC1C;;;;;;;;;;;AAYD,IAAa,mBAAmD,EAC9D,UACA,UAAU,MACV,yBACI;CACJ,MAAM,QAAQ,UAAU;CAGxB,MAAM,kBAAkB,OAA2C;EACjE,UAAU;EACV,MAAM;EACN,OAAO;EACP,OAAO;EACP,WAAW;EACZ,CAAC;CAGF,MAAM,sBAAsB,uBAAoB,IAAI,KAAK,CAAC;AAG1D,iBAAgB;AACd,MAAI,CAAC,WAAW,CAAC,MAAM,cAAe;EAEtC,MAAM,MAAM,KAAK,KAAK;AAEtB,WAAS,SAAS,YAAY;AAE5B,OAAI,oBAAoB,QAAQ,IAAI,QAAQ,UAAU,CACpD;AAKF,OAAI,MADa,gBAAgB,QAAQ,QAAQ,cAC5B,cACnB;GAIF,MAAM,WAAW,eAAe,QAAQ;GACxC,MAAM,UAAU,SAAS,KAAK,MAAM,KAAK,QAAQ,GAAG,SAAS,OAAO;AAGpE,OAAI;AACF,UAAM,QAAQ,QAAQ;YACf,OAAO;AACd,YAAQ,KAAK,kCAAkC,WAAW,MAAM;;AAIlE,mBAAgB,QAAQ,QAAQ,cAAc;AAC9C,uBAAoB,QAAQ,IAAI,QAAQ,UAAU;AAGlD,wBAAqB,QAAQ,UAAU;IACvC;AAGF,MAAI,oBAAoB,QAAQ,OAAO,KAAM;GAC3C,MAAM,aAAa,MAAM,KAAK,oBAAoB,QAAQ,CAAC,MACxD,GAAG,MAAM,IAAI,EACf;AACD,uBAAoB,UAAU,IAAI,IAAI,WAAW,MAAM,GAAG,IAAI,CAAC;;IAEhE;EAAC;EAAU;EAAS;EAAO;EAAmB,CAAC;AAGlD,QAAO"}
|
|
@@ -0,0 +1,91 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* TraumaOverlay3D - Bruising and injury visualization system
|
|
3
|
+
*
|
|
4
|
+
* Renders progressive bruising, cuts, and bone fracture indicators on 3D character models
|
|
5
|
+
* using shader-based texture overlays with color blending. Bruises darken with repeated
|
|
6
|
+
* hits to the same body region and persist across combat rounds.
|
|
7
|
+
*
|
|
8
|
+
* Features:
|
|
9
|
+
* - Progressive bruising (purple/black gradients)
|
|
10
|
+
* - Cut/laceration marks for sharp strikes
|
|
11
|
+
* - Bone fracture indicators at <30% health
|
|
12
|
+
* - Injury persistence across rounds
|
|
13
|
+
* - Korean-themed injury visualization
|
|
14
|
+
*
|
|
15
|
+
* @module components/combat/TraumaOverlay3D
|
|
16
|
+
* @category Combat Effects
|
|
17
|
+
* @korean 외상오버레이3D
|
|
18
|
+
*/
|
|
19
|
+
import React from "react";
|
|
20
|
+
import { InjuryType, Injury } from "../../../../../types/injury";
|
|
21
|
+
/**
|
|
22
|
+
* Props for TraumaOverlay3D component
|
|
23
|
+
*/
|
|
24
|
+
export interface TraumaOverlay3DProps {
|
|
25
|
+
/** Character ID for injury tracking */
|
|
26
|
+
readonly playerId: string;
|
|
27
|
+
/** Current health (0-100) */
|
|
28
|
+
readonly health: number;
|
|
29
|
+
/** Active injuries to visualize */
|
|
30
|
+
readonly injuries: readonly Injury[];
|
|
31
|
+
/** Character position in world space */
|
|
32
|
+
readonly characterPosition: [number, number, number];
|
|
33
|
+
/** Whether character is mobile (simplified visualization) */
|
|
34
|
+
readonly isMobile?: boolean;
|
|
35
|
+
/** Whether to show fracture indicators */
|
|
36
|
+
readonly showFractures?: boolean;
|
|
37
|
+
}
|
|
38
|
+
export { InjuryType };
|
|
39
|
+
export type { Injury };
|
|
40
|
+
/**
|
|
41
|
+
* TraumaOverlay3D Component
|
|
42
|
+
*
|
|
43
|
+
* Visualizes progressive combat trauma including bruising, cuts, and bone damage
|
|
44
|
+
* on 3D character models. Injuries persist across rounds and darken with repeated
|
|
45
|
+
* hits to the same body region.
|
|
46
|
+
*
|
|
47
|
+
* @example
|
|
48
|
+
* ```tsx
|
|
49
|
+
* const [injuries, setInjuries] = useState<Injury[]>([]);
|
|
50
|
+
*
|
|
51
|
+
* // On hit event
|
|
52
|
+
* const handleHit = (region: BodyRegion, position: [number, number, number], type: InjuryType) => {
|
|
53
|
+
* const existingInjury = injuries.find(i =>
|
|
54
|
+
* i.region === region &&
|
|
55
|
+
* distance(i.position, position) < 0.2
|
|
56
|
+
* );
|
|
57
|
+
*
|
|
58
|
+
* if (existingInjury) {
|
|
59
|
+
* // Progressive bruising - increase hit count
|
|
60
|
+
* setInjuries(prev => prev.map(i =>
|
|
61
|
+
* i.id === existingInjury.id
|
|
62
|
+
* ? { ...i, hitCount: i.hitCount + 1, severity: Math.min(1.0, i.severity + 0.2) }
|
|
63
|
+
* : i
|
|
64
|
+
* ));
|
|
65
|
+
* } else {
|
|
66
|
+
* // New injury
|
|
67
|
+
* setInjuries([...injuries, {
|
|
68
|
+
* id: generateId(),
|
|
69
|
+
* region,
|
|
70
|
+
* type,
|
|
71
|
+
* position,
|
|
72
|
+
* severity: 0.5,
|
|
73
|
+
* hitCount: 1,
|
|
74
|
+
* timestamp: Date.now(),
|
|
75
|
+
* }]);
|
|
76
|
+
* }
|
|
77
|
+
* };
|
|
78
|
+
*
|
|
79
|
+
* <TraumaOverlay3D
|
|
80
|
+
* playerId={playerId}
|
|
81
|
+
* health={playerHealth}
|
|
82
|
+
* injuries={injuries}
|
|
83
|
+
* characterPosition={characterPosition}
|
|
84
|
+
* isMobile={isMobile}
|
|
85
|
+
* showFractures={true}
|
|
86
|
+
* />
|
|
87
|
+
* ```
|
|
88
|
+
*/
|
|
89
|
+
export declare const TraumaOverlay3D: React.FC<TraumaOverlay3DProps>;
|
|
90
|
+
export default TraumaOverlay3D;
|
|
91
|
+
//# sourceMappingURL=TraumaOverlay3D.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"TraumaOverlay3D.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/effects/TraumaOverlay3D.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG;AAGH,OAAO,KAAkB,MAAM,OAAO,CAAC;AAIvC,OAAO,EAAE,UAAU,EAAE,MAAM,EAAE,MAAM,6BAA6B,CAAC;AAEjE;;GAEG;AACH,MAAM,WAAW,oBAAoB;IACnC,uCAAuC;IACvC,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,6BAA6B;IAC7B,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,mCAAmC;IACnC,QAAQ,CAAC,QAAQ,EAAE,SAAS,MAAM,EAAE,CAAC;IACrC,wCAAwC;IACxC,QAAQ,CAAC,iBAAiB,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACrD,6DAA6D;IAC7D,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;IAC5B,0CAA0C;IAC1C,QAAQ,CAAC,aAAa,CAAC,EAAE,OAAO,CAAC;CAClC;AAGD,OAAO,EAAE,UAAU,EAAE,CAAC;AACtB,YAAY,EAAE,MAAM,EAAE,CAAC;AA+LvB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgDG;AACH,eAAO,MAAM,eAAe,EAAE,KAAK,CAAC,EAAE,CAAC,oBAAoB,CAgE1D,CAAC;AAEF,eAAe,eAAe,CAAC"}
|