blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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{"version":3,"file":"RoundDisplayStatus.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/feedback/RoundDisplayStatus.tsx"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AAEH,OAAO,KAAK,MAAM,OAAO,CAAC;AAK1B,MAAM,MAAM,kBAAkB,GAAG,OAAO,GAAG,OAAO,GAAG,KAAK,GAAG,IAAI,GAAG,IAAI,CAAC;AAEzE,MAAM,WAAW,uBAAuB;IACtC,sCAAsC;IACtC,QAAQ,CAAC,MAAM,EAAE,kBAAkB,CAAC;IACpC,sCAAsC;IACtC,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;CAC7B;AAED;;;;;GAKG;AACH,eAAO,MAAM,kBAAkB,EAAE,KAAK,CAAC,EAAE,CAAC,uBAAuB,CAyDhE,CAAC;AAEF,eAAe,kBAAkB,CAAC"}
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//#region src/components/screens/combat/components/feedback/RoundDisplayStatus.tsx
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+
variant: "primary",
|
|
16
|
+
size: "md",
|
|
17
|
+
isMobile
|
|
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|
+
});
|
|
19
|
+
if (!status) return null;
|
|
20
|
+
const statusMessages = {
|
|
21
|
+
start: "라운드 시작!",
|
|
22
|
+
fight: "전투!",
|
|
23
|
+
end: "라운드 종료",
|
|
24
|
+
ko: "K.O.!"
|
|
25
|
+
};
|
|
26
|
+
const fontSize = isMobile ? "48px" : "72px";
|
|
27
|
+
return /* @__PURE__ */ jsx("div", {
|
|
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|
+
style: {
|
|
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|
+
position: "absolute",
|
|
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|
+
top: 0,
|
|
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|
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left: 0,
|
|
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|
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width: "100%",
|
|
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|
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height: "100%",
|
|
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|
+
display: "flex",
|
|
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|
+
justifyContent: "center",
|
|
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|
+
alignItems: "center",
|
|
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|
+
pointerEvents: "none",
|
|
38
|
+
zIndex: Z_INDEX.MODAL
|
|
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|
+
},
|
|
40
|
+
"data-testid": "round-display-status",
|
|
41
|
+
children: /* @__PURE__ */ jsx("div", {
|
|
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|
+
style: {
|
|
43
|
+
fontSize,
|
|
44
|
+
fontWeight: "bold",
|
|
45
|
+
fontFamily: theme.koreanTypography.fontFamily,
|
|
46
|
+
lineHeight: theme.koreanTypography.lineHeight,
|
|
47
|
+
letterSpacing: theme.koreanTypography.letterSpacing,
|
|
48
|
+
wordBreak: theme.koreanTypography.wordBreak,
|
|
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+
textAlign: "center",
|
|
50
|
+
color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),
|
|
51
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+
textShadow: "0 0 20px rgba(255, 215, 0, 0.8)"
|
|
52
|
+
},
|
|
53
|
+
"data-testid": `round-display-status-${status}`,
|
|
54
|
+
children: statusMessages[status]
|
|
55
|
+
})
|
|
56
|
+
});
|
|
57
|
+
};
|
|
58
|
+
//#endregion
|
|
59
|
+
export { RoundDisplayStatus as default };
|
|
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|
+
|
|
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|
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//# sourceMappingURL=RoundDisplayStatus.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"RoundDisplayStatus.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/feedback/RoundDisplayStatus.tsx"],"sourcesContent":["/**\n * RoundDisplayStatus - Brief round status messages\n * \n * Displays quick status messages like \"라운드 시작!\", \"전투!\", \"라운드 종료\", \"K.O.!\"\n * Rendered as a fullscreen overlay outside the Canvas.\n * \n * @korean 라운드 상태 표시 - 간단한 라운드 상태 메시지\n */\n\nimport React from \"react\";\nimport { Z_INDEX } from \"../../../../../types/LayoutTypes\";\nimport { hexToRgbaString } from \"../../../../../utils/colorUtils\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\n\nexport type RoundDisplayStatus = \"start\" | \"fight\" | \"end\" | \"ko\" | null;\n\nexport interface RoundDisplayStatusProps {\n /** Current round status to display */\n readonly status: RoundDisplayStatus;\n /** Whether mobile layout is active */\n readonly isMobile?: boolean;\n}\n\n/**\n * RoundDisplayStatus Component\n * \n * Large centered text overlay showing brief round status messages.\n * Auto-fades based on combatState.roundDisplayStatus timing.\n */\nexport const RoundDisplayStatus: React.FC<RoundDisplayStatusProps> = ({\n status,\n isMobile = false,\n}) => {\n const theme = useKoreanTheme({\n variant: \"primary\",\n size: \"md\",\n isMobile,\n });\n\n if (!status) {\n return null;\n }\n\n const statusMessages: Record<Exclude<RoundDisplayStatus, null>, string> = {\n start: \"라운드 시작!\",\n fight: \"전투!\",\n end: \"라운드 종료\",\n ko: \"K.O.!\",\n };\n\n const fontSize = isMobile ? \"48px\" : \"72px\";\n\n return (\n <div\n style={{\n position: \"absolute\",\n top: 0,\n left: 0,\n width: \"100%\",\n height: \"100%\",\n display: \"flex\",\n justifyContent: \"center\",\n alignItems: \"center\",\n pointerEvents: \"none\",\n zIndex: Z_INDEX.MODAL,\n }}\n data-testid=\"round-display-status\"\n >\n <div\n style={{\n fontSize,\n fontWeight: \"bold\",\n fontFamily: theme.koreanTypography.fontFamily,\n lineHeight: theme.koreanTypography.lineHeight,\n letterSpacing: theme.koreanTypography.letterSpacing,\n wordBreak: theme.koreanTypography.wordBreak,\n textAlign: \"center\",\n color: hexToRgbaString(theme.colors.ACCENT_GOLD, 1),\n textShadow: \"0 0 20px rgba(255, 215, 0, 0.8)\",\n }}\n data-testid={`round-display-status-${status}`}\n >\n {statusMessages[status]}\n </div>\n </div>\n );\n};\n\nexport default RoundDisplayStatus;\n"],"mappings":";;;;;;;;;;;;AA6BA,IAAa,sBAAyD,EACpE,QACA,WAAW,YACP;CACJ,MAAM,QAAQ,eAAe;EAC3B,SAAS;EACT,MAAM;EACN;EACD,CAAC;AAEF,KAAI,CAAC,OACH,QAAO;CAGT,MAAM,iBAAoE;EACxE,OAAO;EACP,OAAO;EACP,KAAK;EACL,IAAI;EACL;CAED,MAAM,WAAW,WAAW,SAAS;AAErC,QACE,oBAAC,OAAD;EACE,OAAO;GACL,UAAU;GACV,KAAK;GACL,MAAM;GACN,OAAO;GACP,QAAQ;GACR,SAAS;GACT,gBAAgB;GAChB,YAAY;GACZ,eAAe;GACf,QAAQ,QAAQ;GACjB;EACD,eAAY;YAEZ,oBAAC,OAAD;GACE,OAAO;IACL;IACA,YAAY;IACZ,YAAY,MAAM,iBAAiB;IACnC,YAAY,MAAM,iBAAiB;IACnC,eAAe,MAAM,iBAAiB;IACtC,WAAW,MAAM,iBAAiB;IAClC,WAAW;IACX,OAAO,gBAAgB,MAAM,OAAO,aAAa,EAAE;IACnD,YAAY;IACb;GACD,eAAa,wBAAwB;aAEpC,eAAe;GACZ,CAAA;EACF,CAAA"}
|
package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts
ADDED
|
@@ -0,0 +1,43 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* RoundStartAnnouncement Component - Displays "Round X Begin!" announcement
|
|
3
|
+
*
|
|
4
|
+
* Korean: 라운드 시작 발표 (Round Start Announcement)
|
|
5
|
+
*
|
|
6
|
+
* Shows "Round X Begin!" for subsequent rounds (not the first round).
|
|
7
|
+
* Implements Korean cyberpunk aesthetic with bilingual text support.
|
|
8
|
+
*
|
|
9
|
+
* Refactored to use useKoreanTheme hook for consistent styling.
|
|
10
|
+
*
|
|
11
|
+
* @module components/combat/RoundStartAnnouncement
|
|
12
|
+
* @category Combat UI
|
|
13
|
+
*/
|
|
14
|
+
import React from "react";
|
|
15
|
+
/**
|
|
16
|
+
* Props for the RoundStartAnnouncement component
|
|
17
|
+
*/
|
|
18
|
+
export interface RoundStartAnnouncementProps {
|
|
19
|
+
/** Round number (1-based) */
|
|
20
|
+
readonly roundNumber: number;
|
|
21
|
+
/** Duration to display announcement in seconds */
|
|
22
|
+
readonly duration?: number;
|
|
23
|
+
/** Callback when announcement completes */
|
|
24
|
+
readonly onComplete: () => void;
|
|
25
|
+
/** Whether layout should adapt for mobile screens */
|
|
26
|
+
readonly isMobile: boolean;
|
|
27
|
+
}
|
|
28
|
+
/**
|
|
29
|
+
* RoundStartAnnouncement Component
|
|
30
|
+
*
|
|
31
|
+
* Displays "Round X Begin!" announcement with:
|
|
32
|
+
* - Bilingual round number and "Begin!" text
|
|
33
|
+
* - Flash/pulse animation for impact
|
|
34
|
+
* - Auto-dismiss after configured duration
|
|
35
|
+
* - Audio cue for round start
|
|
36
|
+
* - Responsive sizing for mobile/tablet/desktop
|
|
37
|
+
* - Uses useKoreanTheme for consistent styling
|
|
38
|
+
*
|
|
39
|
+
* Korean: 라운드 시작 발표 컴포넌트
|
|
40
|
+
*/
|
|
41
|
+
export declare const RoundStartAnnouncement: React.FC<RoundStartAnnouncementProps>;
|
|
42
|
+
export default RoundStartAnnouncement;
|
|
43
|
+
//# sourceMappingURL=RoundStartAnnouncementOverlayHtml.d.ts.map
|
package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map
ADDED
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"RoundStartAnnouncementOverlayHtml.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,OAAO,KAMN,MAAM,OAAO,CAAC;AAKf;;GAEG;AACH,MAAM,WAAW,2BAA2B;IAC1C,6BAA6B;IAC7B,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAC7B,kDAAkD;IAClD,QAAQ,CAAC,QAAQ,CAAC,EAAE,MAAM,CAAC;IAC3B,2CAA2C;IAC3C,QAAQ,CAAC,UAAU,EAAE,MAAM,IAAI,CAAC;IAChC,qDAAqD;IACrD,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;CAC5B;AAED;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,sBAAsB,EAAE,KAAK,CAAC,EAAE,CAAC,2BAA2B,CAsIxE,CAAC;AAEF,eAAe,sBAAsB,CAAC"}
|
package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js
ADDED
|
@@ -0,0 +1,139 @@
|
|
|
1
|
+
import { useAudio } from "../../../../../audio/AudioProvider.js";
|
|
2
|
+
import { hexColorToCSS } from "../../../../../utils/colorUtils.js";
|
|
3
|
+
import { useKoreanTheme } from "../../../../shared/base/useKoreanTheme.js";
|
|
4
|
+
import { useCallback, useEffect, useMemo, useRef, useState } from "react";
|
|
5
|
+
import { Fragment, jsx, jsxs } from "react/jsx-runtime";
|
|
6
|
+
//#region src/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.tsx
|
|
7
|
+
/**
|
|
8
|
+
* RoundStartAnnouncement Component - Displays "Round X Begin!" announcement
|
|
9
|
+
*
|
|
10
|
+
* Korean: 라운드 시작 발표 (Round Start Announcement)
|
|
11
|
+
*
|
|
12
|
+
* Shows "Round X Begin!" for subsequent rounds (not the first round).
|
|
13
|
+
* Implements Korean cyberpunk aesthetic with bilingual text support.
|
|
14
|
+
*
|
|
15
|
+
* Refactored to use useKoreanTheme hook for consistent styling.
|
|
16
|
+
*
|
|
17
|
+
* @module components/combat/RoundStartAnnouncement
|
|
18
|
+
* @category Combat UI
|
|
19
|
+
*/
|
|
20
|
+
/**
|
|
21
|
+
* RoundStartAnnouncement Component
|
|
22
|
+
*
|
|
23
|
+
* Displays "Round X Begin!" announcement with:
|
|
24
|
+
* - Bilingual round number and "Begin!" text
|
|
25
|
+
* - Flash/pulse animation for impact
|
|
26
|
+
* - Auto-dismiss after configured duration
|
|
27
|
+
* - Audio cue for round start
|
|
28
|
+
* - Responsive sizing for mobile/tablet/desktop
|
|
29
|
+
* - Uses useKoreanTheme for consistent styling
|
|
30
|
+
*
|
|
31
|
+
* Korean: 라운드 시작 발표 컴포넌트
|
|
32
|
+
*/
|
|
33
|
+
var RoundStartAnnouncement = ({ roundNumber, duration = 2, onComplete, isMobile }) => {
|
|
34
|
+
const audio = useAudio();
|
|
35
|
+
const theme = useKoreanTheme({
|
|
36
|
+
variant: "primary",
|
|
37
|
+
size: "xlarge",
|
|
38
|
+
isMobile
|
|
39
|
+
});
|
|
40
|
+
const [isVisible, setIsVisible] = useState(false);
|
|
41
|
+
const onCompleteRef = useRef(onComplete);
|
|
42
|
+
useEffect(() => {
|
|
43
|
+
onCompleteRef.current = onComplete;
|
|
44
|
+
}, [onComplete]);
|
|
45
|
+
const handleComplete = useCallback(() => {
|
|
46
|
+
onCompleteRef.current();
|
|
47
|
+
}, []);
|
|
48
|
+
useEffect(() => {
|
|
49
|
+
const timer = setTimeout(() => setIsVisible(true), 50);
|
|
50
|
+
return () => clearTimeout(timer);
|
|
51
|
+
}, []);
|
|
52
|
+
useEffect(() => {
|
|
53
|
+
if (audio.isAudioReady) audio.playSFX("attack_medium");
|
|
54
|
+
}, [audio]);
|
|
55
|
+
useEffect(() => {
|
|
56
|
+
let isMounted = true;
|
|
57
|
+
let innerTimer = null;
|
|
58
|
+
const outerTimer = setTimeout(() => {
|
|
59
|
+
setIsVisible(false);
|
|
60
|
+
innerTimer = setTimeout(() => {
|
|
61
|
+
if (isMounted) handleComplete();
|
|
62
|
+
}, 300);
|
|
63
|
+
}, duration * 1e3);
|
|
64
|
+
return () => {
|
|
65
|
+
isMounted = false;
|
|
66
|
+
clearTimeout(outerTimer);
|
|
67
|
+
if (innerTimer) clearTimeout(innerTimer);
|
|
68
|
+
};
|
|
69
|
+
}, [duration, handleComplete]);
|
|
70
|
+
const goldColor = useMemo(() => hexColorToCSS(theme.colors.ACCENT_GOLD), [theme.colors.ACCENT_GOLD]);
|
|
71
|
+
const darkBg = useMemo(() => hexColorToCSS(theme.colors.UI_BACKGROUND_DARK), [theme.colors.UI_BACKGROUND_DARK]);
|
|
72
|
+
return /* @__PURE__ */ jsxs(Fragment, { children: [/* @__PURE__ */ jsx("div", {
|
|
73
|
+
"data-testid": "round-start-announcement",
|
|
74
|
+
role: "alert",
|
|
75
|
+
"aria-live": "assertive",
|
|
76
|
+
"aria-label": `Round ${roundNumber} starting`,
|
|
77
|
+
style: {
|
|
78
|
+
position: "fixed",
|
|
79
|
+
top: 0,
|
|
80
|
+
left: 0,
|
|
81
|
+
width: "100%",
|
|
82
|
+
height: "100%",
|
|
83
|
+
display: "flex",
|
|
84
|
+
alignItems: "center",
|
|
85
|
+
justifyContent: "center",
|
|
86
|
+
backgroundColor: `${darkBg}88`,
|
|
87
|
+
zIndex: 900,
|
|
88
|
+
opacity: isVisible ? 1 : 0,
|
|
89
|
+
transition: "opacity 0.3s ease-in-out",
|
|
90
|
+
pointerEvents: "none"
|
|
91
|
+
},
|
|
92
|
+
children: /* @__PURE__ */ jsxs("div", {
|
|
93
|
+
style: {
|
|
94
|
+
fontSize: isMobile ? "56px" : "96px",
|
|
95
|
+
fontWeight: "bold",
|
|
96
|
+
color: goldColor,
|
|
97
|
+
fontFamily: theme.fontFamily.KOREAN,
|
|
98
|
+
textShadow: `0 0 40px ${goldColor}`,
|
|
99
|
+
animation: "roundStartFlash 0.5s ease-out",
|
|
100
|
+
textAlign: "center",
|
|
101
|
+
userSelect: "none"
|
|
102
|
+
},
|
|
103
|
+
"data-testid": "round-start-text",
|
|
104
|
+
children: [
|
|
105
|
+
"라운드 ",
|
|
106
|
+
roundNumber,
|
|
107
|
+
" 시작!",
|
|
108
|
+
/* @__PURE__ */ jsx("br", {}),
|
|
109
|
+
/* @__PURE__ */ jsxs("span", {
|
|
110
|
+
style: { fontSize: isMobile ? "40px" : "64px" },
|
|
111
|
+
children: [
|
|
112
|
+
"Round ",
|
|
113
|
+
roundNumber,
|
|
114
|
+
" Begin!"
|
|
115
|
+
]
|
|
116
|
+
})
|
|
117
|
+
]
|
|
118
|
+
})
|
|
119
|
+
}), /* @__PURE__ */ jsx("style", { children: `
|
|
120
|
+
@keyframes roundStartFlash {
|
|
121
|
+
0% {
|
|
122
|
+
opacity: 0;
|
|
123
|
+
transform: scale(1.5);
|
|
124
|
+
}
|
|
125
|
+
30% {
|
|
126
|
+
opacity: 1;
|
|
127
|
+
transform: scale(1.2);
|
|
128
|
+
}
|
|
129
|
+
100% {
|
|
130
|
+
opacity: 1;
|
|
131
|
+
transform: scale(1);
|
|
132
|
+
}
|
|
133
|
+
}
|
|
134
|
+
` })] });
|
|
135
|
+
};
|
|
136
|
+
//#endregion
|
|
137
|
+
export { RoundStartAnnouncement as default };
|
|
138
|
+
|
|
139
|
+
//# sourceMappingURL=RoundStartAnnouncementOverlayHtml.js.map
|
package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map
ADDED
|
@@ -0,0 +1 @@
|
|
|
1
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+
{"version":3,"file":"RoundStartAnnouncementOverlayHtml.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.tsx"],"sourcesContent":["/**\n * RoundStartAnnouncement Component - Displays \"Round X Begin!\" announcement\n *\n * Korean: 라운드 시작 발표 (Round Start Announcement)\n *\n * Shows \"Round X Begin!\" for subsequent rounds (not the first round).\n * Implements Korean cyberpunk aesthetic with bilingual text support.\n *\n * Refactored to use useKoreanTheme hook for consistent styling.\n *\n * @module components/combat/RoundStartAnnouncement\n * @category Combat UI\n */\n\nimport React, {\n useCallback,\n useEffect,\n useMemo,\n useRef,\n useState,\n} from \"react\";\nimport { useAudio } from \"../../../../../audio/AudioProvider\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexColorToCSS } from \"../../../../../utils/colorUtils\";\n\n/**\n * Props for the RoundStartAnnouncement component\n */\nexport interface RoundStartAnnouncementProps {\n /** Round number (1-based) */\n readonly roundNumber: number;\n /** Duration to display announcement in seconds */\n readonly duration?: number;\n /** Callback when announcement completes */\n readonly onComplete: () => void;\n /** Whether layout should adapt for mobile screens */\n readonly isMobile: boolean;\n}\n\n/**\n * RoundStartAnnouncement Component\n *\n * Displays \"Round X Begin!\" announcement with:\n * - Bilingual round number and \"Begin!\" text\n * - Flash/pulse animation for impact\n * - Auto-dismiss after configured duration\n * - Audio cue for round start\n * - Responsive sizing for mobile/tablet/desktop\n * - Uses useKoreanTheme for consistent styling\n *\n * Korean: 라운드 시작 발표 컴포넌트\n */\nexport const RoundStartAnnouncement: React.FC<RoundStartAnnouncementProps> = ({\n roundNumber,\n duration = 2,\n onComplete,\n isMobile,\n}) => {\n const audio = useAudio();\n const theme = useKoreanTheme({ variant: \"primary\", size: \"xlarge\", isMobile });\n const [isVisible, setIsVisible] = useState(false);\n\n // Use ref to stabilize onComplete callback - prevents timer reset on re-renders\n // This is critical because parent component may recreate onComplete due to state changes\n const onCompleteRef = useRef(onComplete);\n useEffect(() => {\n onCompleteRef.current = onComplete;\n }, [onComplete]);\n\n // Stable callback that reads from ref\n const handleComplete = useCallback(() => {\n onCompleteRef.current();\n }, []);\n\n // Fade in animation on mount\n useEffect(() => {\n const timer = setTimeout(() => setIsVisible(true), 50);\n return () => clearTimeout(timer);\n }, []);\n\n // Play audio cue on mount\n useEffect(() => {\n if (audio.isAudioReady) {\n audio.playSFX(\"attack_medium\"); // Using placeholder - will be round_start\n }\n }, [audio]);\n\n // Auto-dismiss after duration - uses stable handleComplete to prevent timer resets\n useEffect(() => {\n let isMounted = true;\n let innerTimer: ReturnType<typeof setTimeout> | null = null;\n\n const outerTimer = setTimeout(() => {\n setIsVisible(false);\n innerTimer = setTimeout(() => {\n if (isMounted) {\n handleComplete();\n }\n }, 300); // Wait for fade out\n }, duration * 1000);\n\n return () => {\n isMounted = false;\n clearTimeout(outerTimer);\n if (innerTimer) {\n clearTimeout(innerTimer);\n }\n };\n }, [duration, handleComplete]);\n\n // Convert hex colors to CSS - memoized for performance using theme\n const goldColor = useMemo(() => hexColorToCSS(theme.colors.ACCENT_GOLD), [theme.colors.ACCENT_GOLD]);\n const darkBg = useMemo(\n () => hexColorToCSS(theme.colors.UI_BACKGROUND_DARK),\n [theme.colors.UI_BACKGROUND_DARK]\n );\n\n return (\n <>\n <div\n data-testid=\"round-start-announcement\"\n role=\"alert\"\n aria-live=\"assertive\"\n aria-label={`Round ${roundNumber} starting`}\n style={{\n position: \"fixed\",\n top: 0,\n left: 0,\n width: \"100%\",\n height: \"100%\",\n display: \"flex\",\n alignItems: \"center\",\n justifyContent: \"center\",\n backgroundColor: `${darkBg}88`,\n zIndex: 900,\n opacity: isVisible ? 1 : 0,\n transition: \"opacity 0.3s ease-in-out\",\n pointerEvents: \"none\",\n }}\n >\n <div\n style={{\n fontSize: isMobile ? \"56px\" : \"96px\",\n fontWeight: \"bold\",\n color: goldColor,\n fontFamily: theme.fontFamily.KOREAN,\n textShadow: `0 0 40px ${goldColor}`,\n animation: \"roundStartFlash 0.5s ease-out\",\n textAlign: \"center\",\n userSelect: \"none\",\n }}\n data-testid=\"round-start-text\"\n >\n 라운드 {roundNumber} 시작!\n <br />\n <span\n style={{\n fontSize: isMobile ? \"40px\" : \"64px\",\n }}\n >\n Round {roundNumber} Begin!\n </span>\n </div>\n </div>\n\n {/* CSS Animation */}\n <style>\n {`\n @keyframes roundStartFlash {\n 0% {\n opacity: 0;\n transform: scale(1.5);\n }\n 30% {\n opacity: 1;\n transform: scale(1.2);\n }\n 100% {\n opacity: 1;\n transform: scale(1);\n }\n }\n `}\n </style>\n </>\n );\n};\n\nexport default RoundStartAnnouncement;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAoDA,IAAa,0BAAiE,EAC5E,aACA,WAAW,GACX,YACA,eACI;CACJ,MAAM,QAAQ,UAAU;CACxB,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAW,MAAM;EAAU;EAAU,CAAC;CAC9E,MAAM,CAAC,WAAW,gBAAgB,SAAS,MAAM;CAIjD,MAAM,gBAAgB,OAAO,WAAW;AACxC,iBAAgB;AACd,gBAAc,UAAU;IACvB,CAAC,WAAW,CAAC;CAGhB,MAAM,iBAAiB,kBAAkB;AACvC,gBAAc,SAAS;IACtB,EAAE,CAAC;AAGN,iBAAgB;EACd,MAAM,QAAQ,iBAAiB,aAAa,KAAK,EAAE,GAAG;AACtD,eAAa,aAAa,MAAM;IAC/B,EAAE,CAAC;AAGN,iBAAgB;AACd,MAAI,MAAM,aACR,OAAM,QAAQ,gBAAgB;IAE/B,CAAC,MAAM,CAAC;AAGX,iBAAgB;EACd,IAAI,YAAY;EAChB,IAAI,aAAmD;EAEvD,MAAM,aAAa,iBAAiB;AAClC,gBAAa,MAAM;AACnB,gBAAa,iBAAiB;AAC5B,QAAI,UACF,iBAAgB;MAEjB,IAAI;KACN,WAAW,IAAK;AAEnB,eAAa;AACX,eAAY;AACZ,gBAAa,WAAW;AACxB,OAAI,WACF,cAAa,WAAW;;IAG3B,CAAC,UAAU,eAAe,CAAC;CAG9B,MAAM,YAAY,cAAc,cAAc,MAAM,OAAO,YAAY,EAAE,CAAC,MAAM,OAAO,YAAY,CAAC;CACpG,MAAM,SAAS,cACP,cAAc,MAAM,OAAO,mBAAmB,EACpD,CAAC,MAAM,OAAO,mBAAmB,CAClC;AAED,QACE,qBAAA,UAAA,EAAA,UAAA,CACE,oBAAC,OAAD;EACE,eAAY;EACZ,MAAK;EACL,aAAU;EACV,cAAY,SAAS,YAAY;EACjC,OAAO;GACL,UAAU;GACV,KAAK;GACL,MAAM;GACN,OAAO;GACP,QAAQ;GACR,SAAS;GACT,YAAY;GACZ,gBAAgB;GAChB,iBAAiB,GAAG,OAAO;GAC3B,QAAQ;GACR,SAAS,YAAY,IAAI;GACzB,YAAY;GACZ,eAAe;GAChB;YAED,qBAAC,OAAD;GACE,OAAO;IACL,UAAU,WAAW,SAAS;IAC9B,YAAY;IACZ,OAAO;IACP,YAAY,MAAM,WAAW;IAC7B,YAAY,YAAY;IACxB,WAAW;IACX,WAAW;IACX,YAAY;IACb;GACD,eAAY;aAXd;IAYC;IACM;IAAY;IACjB,oBAAC,MAAD,EAAM,CAAA;IACN,qBAAC,QAAD;KACE,OAAO,EACL,UAAU,WAAW,SAAS,QAC/B;eAHH;MAIC;MACQ;MAAY;MACd;;IACH;;EACF,CAAA,EAGN,oBAAC,SAAD,EAAA,UACG;;;;;;;;;;;;;;;WAgBK,CAAA,CACP,EAAA,CAAA"}
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/**
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* CombatBottomHUD - Bottom bar for combat screen
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*
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* Contains:
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* - Technique Bar (centered)
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* - Volume Control (bottom-right, compact)
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* - Combat Messages (above technique bar)
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*
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* Gaming Layout Best Practice:
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* - Width: 100% of screen
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* - Height: Resolution-based ~10% of screen height (40-120px range)
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*
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* @korean 전투화면 하단 바 - 기술 바, 음량, 전투 메시지
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*/
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import React from "react";
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import { PlayerState } from "../../../../../systems";
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import { Technique } from "../../../../../types";
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export interface CombatBottomHUDProps {
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/** Screen width for layout calculations */
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readonly width: number;
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/** Screen height for layout calculations */
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readonly height: number;
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/** Whether mobile controls should be shown (NOT for sizing) */
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readonly isMobile?: boolean;
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/** Position scale multiplier for large displays */
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readonly positionScale: number;
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/** Whether technique bar should be visible */
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readonly visible: boolean;
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/** Available techniques for the technique bar */
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readonly techniques: readonly Technique[];
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/** Player state for technique availability checks */
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readonly player: PlayerState;
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/** Currently selected technique index */
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readonly selectedIndex: number;
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/** Active technique cooldowns */
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readonly cooldowns: Map<string, number>;
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/** Handler for technique selection */
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readonly onTechniqueSelect: (index: number) => void;
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/** Combat messages to display */
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readonly combatMessages?: readonly string[];
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}
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/**
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* CombatBottomHUD Component
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*
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* Compact bottom bar with centered technique bar, volume control,
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* and combat messages. Uses resolution-based sizing for all elements.
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*/
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export declare const CombatBottomHUD: React.FC<CombatBottomHUDProps>;
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export default CombatBottomHUD;
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//# sourceMappingURL=CombatBottomHUD.d.ts.map
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{"version":3,"file":"CombatBottomHUD.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/hud/CombatBottomHUD.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,OAAO,KAAK,MAAM,OAAO,CAAC;AAC1B,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAmBjD,MAAM,WAAW,oBAAoB;IACnC,2CAA2C;IAC3C,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,4CAA4C;IAC5C,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,+DAA+D;IAC/D,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;IAC5B,mDAAmD;IACnD,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,8CAA8C;IAC9C,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;IAC1B,iDAAiD;IACjD,QAAQ,CAAC,UAAU,EAAE,SAAS,SAAS,EAAE,CAAC;IAC1C,qDAAqD;IACrD,QAAQ,CAAC,MAAM,EAAE,WAAW,CAAC;IAC7B,yCAAyC;IACzC,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,iCAAiC;IACjC,QAAQ,CAAC,SAAS,EAAE,GAAG,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IACxC,sCAAsC;IACtC,QAAQ,CAAC,iBAAiB,EAAE,CAAC,KAAK,EAAE,MAAM,KAAK,IAAI,CAAC;IACpD,iCAAiC;IACjC,QAAQ,CAAC,cAAc,CAAC,EAAE,SAAS,MAAM,EAAE,CAAC;CAC7C;AAED;;;;;GAKG;AACH,eAAO,MAAM,eAAe,EAAE,KAAK,CAAC,EAAE,CAAC,oBAAoB,CAkL1D,CAAC;AAEF,eAAe,eAAe,CAAC"}
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import { BORDERS, BORDER_RADIUS, COMBAT_UI_DIMENSIONS, COMBAT_UI_DIMENSIONS_NUMERIC, FONT_SIZE_MULTIPLIERS, GRADIENTS, HIERARCHY, HUD_STYLE, OPACITY, SPACING, SPACING_ADJUSTMENTS, TEXT_EFFECTS, TYPOGRAPHY, TYPOGRAPHY_NUMERIC } from "../../../../../types/constants/designSystem.js";
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import { Z_INDEX } from "../../../../../types/LayoutTypes.js";
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import { BREAKPOINTS, getHUDHeight, getResponsiveFontSize, getResponsivePadding, shouldShowMobileControls } from "../../../../../utils/responsiveLayout.js";
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import TechniqueBar from "../../../../shared/three/ui/TechniqueBar.js";
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import { VolumeControl } from "../../../../shared/ui/VolumeControl.js";
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import React from "react";
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import { jsx, jsxs } from "react/jsx-runtime";
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//#region src/components/screens/combat/components/hud/CombatBottomHUD.tsx
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/**
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* CombatBottomHUD - Bottom bar for combat screen
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*
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* Contains:
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* - Technique Bar (centered)
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* - Volume Control (bottom-right, compact)
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* - Combat Messages (above technique bar)
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*
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* Gaming Layout Best Practice:
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* - Width: 100% of screen
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* - Height: Resolution-based ~10% of screen height (40-120px range)
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*
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* @korean 전투화면 하단 바 - 기술 바, 음량, 전투 메시지
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*/
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/**
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* CombatBottomHUD Component
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*
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* Compact bottom bar with centered technique bar, volume control,
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* and combat messages. Uses resolution-based sizing for all elements.
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*/
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var CombatBottomHUD = ({ width, height, isMobile = false, positionScale, visible, techniques, player, selectedIndex, cooldowns, onTechniqueSelect, combatMessages = [] }) => {
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const showMobileControls = shouldShowMobileControls(width, isMobile);
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const layout = React.useMemo(() => {
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const hudHeight = getHUDHeight(height, .1) * positionScale;
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const padding = getResponsivePadding(width) * positionScale;
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const baseFontSize = getResponsiveFontSize(width);
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return {
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hudHeight,
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padding,
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titleFontSize: Math.max(TYPOGRAPHY_NUMERIC.nano, baseFontSize * FONT_SIZE_MULTIPLIERS.titleSmall),
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messageFontSize: Math.max(TYPOGRAPHY_NUMERIC.caption, baseFontSize * FONT_SIZE_MULTIPLIERS.messageSmall),
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minMessageWidth: width < BREAKPOINTS.mobile ? COMBAT_UI_DIMENSIONS_NUMERIC.combatLogMinMobile : COMBAT_UI_DIMENSIONS_NUMERIC.combatLogMinDesktop,
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maxMessageWidth: width < BREAKPOINTS.mobile ? width * COMBAT_UI_DIMENSIONS.combatLogMaxWidthPercentMobile : COMBAT_UI_DIMENSIONS_NUMERIC.combatLogMaxDesktop,
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maxTechniqueBarWidth: width < BREAKPOINTS.mobile ? COMBAT_UI_DIMENSIONS.techniqueBarWidthMobile : COMBAT_UI_DIMENSIONS.techniqueBarWidthDesktop,
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messagePadding: width < BREAKPOINTS.mobile ? `${SPACING_ADJUSTMENTS.compact} ${SPACING.sm}` : `${SPACING.xs} ${SPACING.md}`
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};
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}, [
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width,
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height,
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positionScale
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]);
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const recentMessages = combatMessages.slice(-3);
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return /* @__PURE__ */ jsxs("div", {
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style: {
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position: "absolute",
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bottom: 0,
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left: 0,
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width: "100%",
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height: `${layout.hudHeight}px`,
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display: "flex",
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flexDirection: "column",
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justifyContent: "flex-end",
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alignItems: "center",
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pointerEvents: "none",
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padding: `${layout.padding}px`,
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boxSizing: "border-box",
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borderTop: BORDERS.default,
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background: GRADIENTS.verticalReverse(.9),
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backdropFilter: HUD_STYLE.backdropFilter
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},
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"data-testid": "combat-bottom-hud",
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children: [
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recentMessages.length > 0 && /* @__PURE__ */ jsxs("div", {
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style: {
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position: "absolute",
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top: `${layout.padding}px`,
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left: "50%",
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transform: "translateX(-50%)",
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display: "flex",
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flexDirection: "column",
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alignItems: "center",
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gap: SPACING_ADJUSTMENTS.micro,
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zIndex: Z_INDEX.HUD,
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padding: layout.messagePadding,
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background: HUD_STYLE.background,
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border: BORDERS.muted,
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borderRadius: BORDER_RADIUS.md,
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boxShadow: HUD_STYLE.shadow,
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minWidth: `${layout.minMessageWidth}px`,
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maxWidth: typeof layout.maxMessageWidth === "number" ? `${layout.maxMessageWidth}px` : layout.maxMessageWidth
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},
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"data-testid": "combat-bottom-hud-messages",
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children: [/* @__PURE__ */ jsx("div", {
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style: {
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fontSize: `${layout.titleFontSize}px`,
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fontFamily: TYPOGRAPHY.caption.fontFamily,
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color: HIERARCHY.accent70.color,
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textTransform: "uppercase",
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letterSpacing: "1px",
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marginBottom: SPACING_ADJUSTMENTS.tiny
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},
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children: "전투 기록 | Combat Log"
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}), recentMessages.map((message, index) => /* @__PURE__ */ jsx("div", {
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style: {
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fontSize: `${layout.messageFontSize}px`,
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fontFamily: TYPOGRAPHY.bodySmall.fontFamily,
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color: HIERARCHY.primary.color,
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textShadow: TEXT_EFFECTS.darkShadow,
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opacity: OPACITY.base + index * OPACITY.increment,
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textAlign: "center"
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},
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children: message
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}, index))]
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}),
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visible && /* @__PURE__ */ jsx("div", {
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style: {
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pointerEvents: "all",
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display: "flex",
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justifyContent: "center",
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alignItems: "center",
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width: "100%",
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maxWidth: layout.maxTechniqueBarWidth
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},
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"data-testid": "combat-bottom-hud-technique-section",
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children: /* @__PURE__ */ jsx(TechniqueBar, {
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techniques,
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player,
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selectedIndex,
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cooldowns,
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onTechniqueSelect,
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onTechniqueHover: (_tech) => {},
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isMobile: showMobileControls,
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screenWidth: width,
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screenHeight: height,
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embedded: true
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})
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}),
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/* @__PURE__ */ jsx("div", {
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style: {
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position: "absolute",
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right: `${layout.padding * 1.5}px`,
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bottom: `${layout.padding}px`,
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pointerEvents: "all"
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},
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"data-testid": "combat-bottom-hud-volume-section",
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children: /* @__PURE__ */ jsx(VolumeControl, {
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position: "bottom-right",
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compact: true
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})
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})
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]
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});
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};
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//#endregion
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export { CombatBottomHUD as default };
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{"version":3,"file":"CombatBottomHUD.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/hud/CombatBottomHUD.tsx"],"sourcesContent":["/**\n * CombatBottomHUD - Bottom bar for combat screen\n *\n * Contains:\n * - Technique Bar (centered)\n * - Volume Control (bottom-right, compact)\n * - Combat Messages (above technique bar)\n *\n * Gaming Layout Best Practice:\n * - Width: 100% of screen\n * - Height: Resolution-based ~10% of screen height (40-120px range)\n *\n * @korean 전투화면 하단 바 - 기술 바, 음량, 전투 메시지\n */\n\nimport React from \"react\";\nimport { PlayerState } from \"../../../../../systems\";\nimport { Technique } from \"../../../../../types\";\nimport { Z_INDEX } from \"../../../../../types/LayoutTypes\";\nimport { SPACING, SPACING_ADJUSTMENTS, BORDER_RADIUS, TYPOGRAPHY, TYPOGRAPHY_NUMERIC, HIERARCHY, BORDERS, GRADIENTS, HUD_STYLE ,\n OPACITY,\n COMBAT_UI_DIMENSIONS,\n COMBAT_UI_DIMENSIONS_NUMERIC,\n TEXT_EFFECTS,\n FONT_SIZE_MULTIPLIERS,\n} from \"../../../../../types/constants/designSystem\";\nimport {\n BREAKPOINTS,\n getHUDHeight,\n getResponsiveFontSize,\n getResponsivePadding,\n shouldShowMobileControls,\n} from \"../../../../../utils/responsiveLayout\";\nimport { TechniqueBar } from \"../../../../shared/three/ui/TechniqueBar\";\nimport { VolumeControl } from \"../../../../shared/ui/VolumeControl\";\n\nexport interface CombatBottomHUDProps {\n /** Screen width for layout calculations */\n readonly width: number;\n /** Screen height for layout calculations */\n readonly height: number;\n /** Whether mobile controls should be shown (NOT for sizing) */\n readonly isMobile?: boolean;\n /** Position scale multiplier for large displays */\n readonly positionScale: number;\n /** Whether technique bar should be visible */\n readonly visible: boolean;\n /** Available techniques for the technique bar */\n readonly techniques: readonly Technique[];\n /** Player state for technique availability checks */\n readonly player: PlayerState;\n /** Currently selected technique index */\n readonly selectedIndex: number;\n /** Active technique cooldowns */\n readonly cooldowns: Map<string, number>;\n /** Handler for technique selection */\n readonly onTechniqueSelect: (index: number) => void;\n /** Combat messages to display */\n readonly combatMessages?: readonly string[];\n}\n\n/**\n * CombatBottomHUD Component\n *\n * Compact bottom bar with centered technique bar, volume control,\n * and combat messages. Uses resolution-based sizing for all elements.\n */\nexport const CombatBottomHUD: React.FC<CombatBottomHUDProps> = ({\n width,\n height,\n isMobile = false,\n positionScale,\n visible,\n techniques,\n player,\n selectedIndex,\n cooldowns,\n onTechniqueSelect,\n combatMessages = [],\n}) => {\n // isMobile only used for mobile controls visibility\n const showMobileControls = shouldShowMobileControls(width, isMobile);\n\n const layout = React.useMemo(() => {\n // Resolution-based HUD height (10% of screen height, 40-120px range)\n const hudHeight = getHUDHeight(height, 0.1) * positionScale;\n \n // Resolution-based padding\n const padding = getResponsivePadding(width) * positionScale;\n \n // Resolution-based font sizes (using design system as minimum)\n const baseFontSize = getResponsiveFontSize(width);\n const titleFontSize = Math.max(TYPOGRAPHY_NUMERIC.nano, baseFontSize * FONT_SIZE_MULTIPLIERS.titleSmall);\n const messageFontSize = Math.max(TYPOGRAPHY_NUMERIC.caption, baseFontSize * FONT_SIZE_MULTIPLIERS.messageSmall);\n \n // Resolution-based widths (using design system constants as reference)\n const minMessageWidth = width < BREAKPOINTS.mobile \n ? COMBAT_UI_DIMENSIONS_NUMERIC.combatLogMinMobile\n : COMBAT_UI_DIMENSIONS_NUMERIC.combatLogMinDesktop;\n const maxMessageWidth = width < BREAKPOINTS.mobile \n ? width * COMBAT_UI_DIMENSIONS.combatLogMaxWidthPercentMobile\n : COMBAT_UI_DIMENSIONS_NUMERIC.combatLogMaxDesktop;\n const maxTechniqueBarWidth = width < BREAKPOINTS.mobile \n ? COMBAT_UI_DIMENSIONS.techniqueBarWidthMobile \n : COMBAT_UI_DIMENSIONS.techniqueBarWidthDesktop;\n \n // Resolution-based message padding (using design system spacing)\n const messagePadding = width < BREAKPOINTS.mobile \n ? `${SPACING_ADJUSTMENTS.compact} ${SPACING.sm}` \n : `${SPACING.xs} ${SPACING.md}`;\n\n\n return {\n hudHeight,\n padding,\n titleFontSize,\n messageFontSize,\n minMessageWidth,\n maxMessageWidth,\n maxTechniqueBarWidth,\n messagePadding,\n };\n }, [width, height, positionScale]);\n\n // Only show last 3 combat messages\n const recentMessages = combatMessages.slice(-3);\n\n return (\n <div\n style={{\n position: \"absolute\",\n bottom: 0,\n left: 0,\n width: \"100%\",\n height: `${layout.hudHeight}px`,\n display: \"flex\",\n flexDirection: \"column\",\n justifyContent: \"flex-end\",\n alignItems: \"center\",\n pointerEvents: \"none\",\n padding: `${layout.padding}px`,\n boxSizing: \"border-box\",\n borderTop: BORDERS.default,\n background: GRADIENTS.verticalReverse(0.9),\n backdropFilter: HUD_STYLE.backdropFilter,\n }}\n data-testid=\"combat-bottom-hud\"\n >\n {/* Combat Messages - styled box above technique bar */}\n {recentMessages.length > 0 && (\n <div\n style={{\n position: \"absolute\",\n top: `${layout.padding}px`,\n left: \"50%\",\n transform: \"translateX(-50%)\",\n display: \"flex\",\n flexDirection: \"column\",\n alignItems: \"center\",\n gap: SPACING_ADJUSTMENTS.micro,\n zIndex: Z_INDEX.HUD,\n padding: layout.messagePadding,\n background: HUD_STYLE.background,\n border: BORDERS.muted,\n borderRadius: BORDER_RADIUS.md,\n boxShadow: HUD_STYLE.shadow,\n minWidth: `${layout.minMessageWidth}px`,\n maxWidth: typeof layout.maxMessageWidth === 'number' \n ? `${layout.maxMessageWidth}px` \n : layout.maxMessageWidth,\n }}\n data-testid=\"combat-bottom-hud-messages\"\n >\n <div\n style={{\n fontSize: `${layout.titleFontSize}px`,\n fontFamily: TYPOGRAPHY.caption.fontFamily,\n color: HIERARCHY.accent70.color,\n textTransform: \"uppercase\",\n letterSpacing: \"1px\",\n marginBottom: SPACING_ADJUSTMENTS.tiny,\n }}\n >\n 전투 기록 | Combat Log\n </div>\n {recentMessages.map((message, index) => (\n <div\n key={index}\n style={{\n fontSize: `${layout.messageFontSize}px`,\n fontFamily: TYPOGRAPHY.bodySmall.fontFamily,\n color: HIERARCHY.primary.color,\n textShadow: TEXT_EFFECTS.darkShadow,\n opacity: OPACITY.base + index * OPACITY.increment,\n textAlign: \"center\",\n }}\n >\n {message}\n </div>\n ))}\n </div>\n )}\n\n {/* Technique Bar - centered, embedded mode for proper containment */}\n {visible && (\n <div\n style={{\n pointerEvents: \"all\",\n display: \"flex\",\n justifyContent: \"center\",\n alignItems: \"center\",\n width: \"100%\",\n maxWidth: layout.maxTechniqueBarWidth,\n }}\n data-testid=\"combat-bottom-hud-technique-section\"\n >\n <TechniqueBar\n techniques={techniques as Technique[]}\n player={player}\n selectedIndex={selectedIndex}\n cooldowns={cooldowns}\n onTechniqueSelect={onTechniqueSelect}\n onTechniqueHover={(_tech) => {}}\n isMobile={showMobileControls}\n screenWidth={width}\n screenHeight={height}\n embedded={true}\n />\n </div>\n )}\n\n {/* Volume Control - bottom right corner */}\n <div\n style={{\n position: \"absolute\",\n right: `${layout.padding * 1.5}px`,\n bottom: `${layout.padding}px`,\n pointerEvents: \"all\",\n }}\n data-testid=\"combat-bottom-hud-volume-section\"\n >\n <VolumeControl position=\"bottom-right\" compact={true} />\n </div>\n </div>\n );\n};\n\nexport default CombatBottomHUD;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmEA,IAAa,mBAAmD,EAC9D,OACA,QACA,WAAW,OACX,eACA,SACA,YACA,QACA,eACA,WACA,mBACA,iBAAiB,EAAE,OACf;CAEJ,MAAM,qBAAqB,yBAAyB,OAAO,SAAS;CAEpE,MAAM,SAAS,MAAM,cAAc;EAEjC,MAAM,YAAY,aAAa,QAAQ,GAAI,GAAG;EAG9C,MAAM,UAAU,qBAAqB,MAAM,GAAG;EAG9C,MAAM,eAAe,sBAAsB,MAAM;AAqBjD,SAAO;GACL;GACA;GACA,eAvBoB,KAAK,IAAI,mBAAmB,MAAM,eAAe,sBAAsB,WAAW;GAwBtG,iBAvBsB,KAAK,IAAI,mBAAmB,SAAS,eAAe,sBAAsB,aAAa;GAwB7G,iBArBsB,QAAQ,YAAY,SACxC,6BAA6B,qBAC7B,6BAA6B;GAoB/B,iBAnBsB,QAAQ,YAAY,SACxC,QAAQ,qBAAqB,iCAC7B,6BAA6B;GAkB/B,sBAjB2B,QAAQ,YAAY,SAC7C,qBAAqB,0BACrB,qBAAqB;GAgBvB,gBAbqB,QAAQ,YAAY,SACvC,GAAG,oBAAoB,QAAQ,GAAG,QAAQ,OAC1C,GAAG,QAAQ,GAAG,GAAG,QAAQ;GAY5B;IACA;EAAC;EAAO;EAAQ;EAAc,CAAC;CAGlC,MAAM,iBAAiB,eAAe,MAAM,GAAG;AAE/C,QACE,qBAAC,OAAD;EACE,OAAO;GACL,UAAU;GACV,QAAQ;GACR,MAAM;GACN,OAAO;GACP,QAAQ,GAAG,OAAO,UAAU;GAC5B,SAAS;GACT,eAAe;GACf,gBAAgB;GAChB,YAAY;GACZ,eAAe;GACf,SAAS,GAAG,OAAO,QAAQ;GAC3B,WAAW;GACX,WAAW,QAAQ;GACnB,YAAY,UAAU,gBAAgB,GAAI;GAC1C,gBAAgB,UAAU;GAC3B;EACD,eAAY;YAlBd;GAqBG,eAAe,SAAS,KACvB,qBAAC,OAAD;IACE,OAAO;KACL,UAAU;KACV,KAAK,GAAG,OAAO,QAAQ;KACvB,MAAM;KACN,WAAW;KACX,SAAS;KACT,eAAe;KACf,YAAY;KACZ,KAAK,oBAAoB;KACzB,QAAQ,QAAQ;KAChB,SAAS,OAAO;KAChB,YAAY,UAAU;KACtB,QAAQ,QAAQ;KAChB,cAAc,cAAc;KAC5B,WAAW,UAAU;KACrB,UAAU,GAAG,OAAO,gBAAgB;KACpC,UAAU,OAAO,OAAO,oBAAoB,WACxC,GAAG,OAAO,gBAAgB,MAC1B,OAAO;KACZ;IACD,eAAY;cArBd,CAuBE,oBAAC,OAAD;KACE,OAAO;MACL,UAAU,GAAG,OAAO,cAAc;MAClC,YAAY,WAAW,QAAQ;MAC/B,OAAO,UAAU,SAAS;MAC1B,eAAe;MACf,eAAe;MACf,cAAc,oBAAoB;MACnC;eACF;KAEK,CAAA,EACL,eAAe,KAAK,SAAS,UAC5B,oBAAC,OAAD;KAEE,OAAO;MACL,UAAU,GAAG,OAAO,gBAAgB;MACpC,YAAY,WAAW,UAAU;MACjC,OAAO,UAAU,QAAQ;MACzB,YAAY,aAAa;MACzB,SAAS,QAAQ,OAAO,QAAQ,QAAQ;MACxC,WAAW;MACZ;eAEA;KACG,EAXC,MAWD,CACN,CACE;;GAIP,WACC,oBAAC,OAAD;IACE,OAAO;KACL,eAAe;KACf,SAAS;KACT,gBAAgB;KAChB,YAAY;KACZ,OAAO;KACP,UAAU,OAAO;KAClB;IACD,eAAY;cAEZ,oBAAC,cAAD;KACc;KACJ;KACO;KACJ;KACQ;KACnB,mBAAmB,UAAU;KAC7B,UAAU;KACV,aAAa;KACb,cAAc;KACd,UAAU;KACV,CAAA;IACE,CAAA;GAIR,oBAAC,OAAD;IACE,OAAO;KACL,UAAU;KACV,OAAO,GAAG,OAAO,UAAU,IAAI;KAC/B,QAAQ,GAAG,OAAO,QAAQ;KAC1B,eAAe;KAChB;IACD,eAAY;cAEZ,oBAAC,eAAD;KAAe,UAAS;KAAe,SAAS;KAAQ,CAAA;IACpD,CAAA;GACF"}
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/**
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* CombatLeftHUD - Left side HUD for combat screen (Player 1)
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*
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* REUSES existing components:
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* - PlayerHUD: Archetype image, name, health/stamina bars
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* - SpeedIndicatorHUD: Movement speed percentage
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* - BodyPartHealthDisplay: Individual body part health bars
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* - GuardIndicator: Current stance guard status
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*
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* Gaming Layout Best Practice:
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* - Width: Resolution-based 14-18% of screen
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* - Height: 100% minus top/bottom HUD heights
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* - Leaves approximately 64–72% center for arena depending on resolution (≈72% on desktop)
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*
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* Now uses shared HUD utilities with resolution-based sizing.
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*
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* @korean 전투화면 왼쪽 HUD - 플레이어 1 상태
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*/
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import React from "react";
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import { PlayerState } from "../../../../../systems";
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import type { StanceLaterality } from "../../../../../systems/trigram/types";
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export interface CombatLeftHUDProps {
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/** Screen width for layout calculations */
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readonly width: number;
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/** Screen height for layout calculations */
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readonly height: number;
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/** Whether mobile layout is active */
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readonly isMobile: boolean;
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/** Position scale multiplier for large displays */
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readonly positionScale: number;
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/** Player 1 state */
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readonly player: PlayerState;
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/** Player laterality (left/right foot forward) */
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readonly laterality: StanceLaterality;
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/** Whether player is in guard stance */
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readonly isInGuard: boolean;
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/** Player speed modifiers */
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readonly speedModifiers: {
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finalSpeed: number;
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baseSpeed: number;
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};
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}
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/**
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* CombatLeftHUD Component
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*
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* Left side of the combat screen containing Player 1's stats.
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* Occupies approximately 14–18% of screen width based on resolution breakpoints/interpolation,
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* positioned between the top and bottom HUDs.
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* REUSES existing PlayerHUD, SpeedIndicatorHUD, BodyPartHealthDisplay components.
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* Uses shared HUD utilities for consistent, resolution-based layout and styling.
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*/
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export declare const CombatLeftHUD: React.FC<CombatLeftHUDProps>;
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export default CombatLeftHUD;
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