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":"StaminaWarning.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/indicators/StaminaWarning.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AAEH,OAAO,KAAkB,MAAM,OAAO,CAAC;AAIvC,MAAM,WAAW,mBAAmB;IAClC;;;OAGG;IACH,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IAEzB;;;OAGG;IACH,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;CAC5B;AAED;;;;;;;;;;;;;GAaG;AACH,eAAO,MAAM,cAAc,EAAE,KAAK,CAAC,EAAE,CAAC,mBAAmB,CAkExD,CAAC"}
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import { hexToRgbaString } from "../../../../../utils/colorUtils.js";
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//#region src/components/screens/combat/components/indicators/StaminaWarning.tsx
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/**
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* StaminaWarning Component - Visual warning for low stamina
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/**
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* <StaminaWarning stamina={15} isMobile={false} /> // Renders warning
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isMobile
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if (stamina >= criticalThreshold) return null;
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const urgency = (criticalThreshold - Math.max(0, Math.min(criticalThreshold, stamina))) / criticalThreshold;
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` }), /* @__PURE__ */ jsx("div", {
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{"version":3,"file":"StaminaWarning.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/indicators/StaminaWarning.tsx"],"sourcesContent":["/**\n * StaminaWarning Component - Visual warning for low stamina\n *\n * Displays a yellow flashing indicator when stamina drops below critical threshold (20%).\n * Uses CSS animation for attention-grabbing flash effect.\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 * Refactored to use useKoreanTheme for consistent styling.\n *\n * @module components/combat/StaminaWarning\n * @category Combat UI\n * @korean 체력경고\n */\n\nimport React, { useMemo } from \"react\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexToRgbaString } from \"../../../../../utils/colorUtils\";\n\nexport interface StaminaWarningProps {\n /**\n * Current stamina amount (0-100)\n * @korean 체력량\n */\n readonly stamina: number;\n\n /**\n * Mobile responsive mode (reduced flash intensity)\n * @korean 모바일여부\n */\n readonly isMobile: boolean;\n}\n\n/**\n * StaminaWarning - Yellow flash warning for critical stamina depletion\n *\n * Renders a fullscreen flashing yellow border when stamina drops below 20%.\n * Only visible when stamina is below 20. If stamina is 20 or higher, the component does not render.\n * Uses CSS keyframe animation for fast attention-grabbing flash at 60fps.\n * Uses useKoreanTheme for consistent color scheme.\n *\n * @example\n * ```tsx\n * <StaminaWarning stamina={15} isMobile={false} /> // Renders warning\n * <StaminaWarning stamina={25} isMobile={false} /> // Does not render\n * ```\n */\nexport const StaminaWarning: React.FC<StaminaWarningProps> = ({\n stamina,\n isMobile,\n}) => {\n const theme = useKoreanTheme({ variant: \"danger\", size: \"md\", isMobile });\n \n const warningStyle = useMemo(() => {\n // Only show when stamina is critically low\n const criticalThreshold = 20;\n if (stamina >= criticalThreshold) {\n return null;\n }\n\n // Clamp stamina to 0-20 range for intensity calculation\n const clampedStamina = Math.max(0, Math.min(criticalThreshold, stamina));\n\n // Calculate urgency based on how low stamina is (20-0% -> 0-1)\n const urgency = (criticalThreshold - clampedStamina) / criticalThreshold;\n\n // Mobile uses thinner border\n const borderWidth = isMobile ? \"4px\" : \"6px\";\n\n // Use theme WARNING_YELLOW constant with proper conversion\n const warningColor = hexToRgbaString(theme.colors.WARNING_YELLOW, 1);\n // Animation speed increases with urgency\n const animationDuration = Math.max(0.6, 1.2 - urgency * 0.6);\n\n return {\n position: \"fixed\" as const,\n inset: borderWidth,\n pointerEvents: \"none\" as const,\n border: `${borderWidth} solid ${warningColor}`,\n boxShadow: `0 0 20px ${warningColor}`,\n animation: `staminaFlash ${animationDuration}s ease-in-out infinite`,\n transition: \"border-color 0.3s ease-out\",\n zIndex: 85, // Below balance indicator but above game content\n };\n }, [stamina, isMobile, theme.colors.WARNING_YELLOW]);\n\n // Don't render if stamina is not critical\n if (stamina >= 20 || !warningStyle) {\n return null;\n }\n\n return (\n <>\n {/* CSS keyframe animation for flashing */}\n <style>\n {`\n @keyframes staminaFlash {\n 0%, 100% {\n opacity: 0.3;\n }\n 50% {\n opacity: 1;\n }\n }\n `}\n </style>\n <div\n data-testid=\"stamina-warning\"\n style={warningStyle}\n aria-hidden=\"true\"\n />\n </>\n );\n};\n\nStaminaWarning.displayName = \"StaminaWarning\";\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAgDA,IAAa,kBAAiD,EAC5D,SACA,eACI;CACJ,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAU,MAAM;EAAM;EAAU,CAAC;CAEzE,MAAM,eAAe,cAAc;EAEjC,MAAM,oBAAoB;AAC1B,MAAI,WAAW,kBACb,QAAO;EAOT,MAAM,WAAW,oBAHM,KAAK,IAAI,GAAG,KAAK,IAAI,mBAAmB,QAAQ,CAAC,IAGjB;EAGvD,MAAM,cAAc,WAAW,QAAQ;EAGvC,MAAM,eAAe,gBAAgB,MAAM,OAAO,gBAAgB,EAAE;EAEpE,MAAM,oBAAoB,KAAK,IAAI,IAAK,MAAM,UAAU,GAAI;AAE5D,SAAO;GACL,UAAU;GACV,OAAO;GACP,eAAe;GACf,QAAQ,GAAG,YAAY,SAAS;GAChC,WAAW,YAAY;GACvB,WAAW,gBAAgB,kBAAkB;GAC7C,YAAY;GACZ,QAAQ;GACT;IACA;EAAC;EAAS;EAAU,MAAM,OAAO;EAAe,CAAC;AAGpD,KAAI,WAAW,MAAM,CAAC,aACpB,QAAO;AAGT,QACE,qBAAA,UAAA,EAAA,UAAA,CAEE,oBAAC,SAAD,EAAA,UACG;;;;;;;;;WAUK,CAAA,EACR,oBAAC,OAAD;EACE,eAAY;EACZ,OAAO;EACP,eAAY;EACZ,CAAA,CACD,EAAA,CAAA;;AAIP,eAAe,cAAc"}
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/**
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* Technique Name Display Component
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*
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* @korean 기술이름표시
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*/
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import React from "react";
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/**
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*/
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export interface TechniqueNameDisplayProps {
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/**
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readonly koreanName?: string;
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/**
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* English technique name (optional)
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readonly duration?: number;
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/**
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readonly position?: [number, number, number];
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/**
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readonly isCritical?: boolean;
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/**
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}
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/**
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*
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*
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*
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* ```tsx
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* <TechniqueNameDisplay
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* koreanName="경동맥격"
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* englishName="Carotid Strike"
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* position={[0, 2, 0]}
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* isCritical={true}
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* />
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* ```
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*
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*/
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export declare const TechniqueNameDisplay: React.FC<TechniqueNameDisplayProps>;
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export default TechniqueNameDisplay;
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{"version":3,"file":"TechniqueNameDisplay.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/indicators/TechniqueNameDisplay.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,OAAO,KAAuC,MAAM,OAAO,CAAC;AAK5D;;;;;GAKG;AACH,MAAM,WAAW,yBAAyB;IACxC;;;OAGG;IACH,QAAQ,CAAC,UAAU,CAAC,EAAE,MAAM,CAAC;IAE7B;;;OAGG;IACH,QAAQ,CAAC,WAAW,CAAC,EAAE,MAAM,CAAC;IAE9B;;;OAGG;IACH,QAAQ,CAAC,QAAQ,CAAC,EAAE,MAAM,CAAC;IAE3B;;;OAGG;IACH,QAAQ,CAAC,QAAQ,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAE7C;;;OAGG;IACH,QAAQ,CAAC,UAAU,CAAC,EAAE,OAAO,CAAC;IAE9B;;;OAGG;IACH,QAAQ,CAAC,OAAO,CAAC,EAAE,OAAO,CAAC;CAC5B;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,eAAO,MAAM,oBAAoB,EAAE,KAAK,CAAC,EAAE,CAAC,yBAAyB,CAoIpE,CAAC;AAEF,eAAe,oBAAoB,CAAC"}
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import { hexColorToCSS } from "../../../../../utils/colorUtils.js";
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import { useKoreanTheme } from "../../../../shared/base/useKoreanTheme.js";
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import { Html } from "@react-three/drei";
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//#region src/components/screens/combat/components/indicators/TechniqueNameDisplay.tsx
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/**
|
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|
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* Technique Name Display Component
|
|
9
|
+
*
|
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10
|
+
* Shows Korean technique name during attack execution with animated overlay.
|
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11
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* Implements the technique-to-animation link by displaying technique names
|
|
12
|
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* when attacks are performed.
|
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*
|
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* Refactored to use useKoreanTheme for consistent theming.
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*
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* @module components/combat/components/TechniqueNameDisplay
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* @category Combat UI
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* @korean 기술이름표시
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*/
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/**
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* Technique Name Display Component
|
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*
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* Displays Korean and English technique names during attack execution.
|
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* Uses Html overlay from @react-three/drei for 3D positioning.
|
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|
+
* Uses useKoreanTheme for consistent color scheme.
|
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*
|
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* Features:
|
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* - Bilingual Korean-English display
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* - Animated fade-in/fade-out
|
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* - Critical hit styling with red glow
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* - Auto-hide after duration
|
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*
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* @example
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* ```tsx
|
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* <TechniqueNameDisplay
|
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* koreanName="경동맥격"
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* englishName="Carotid Strike"
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* duration={2000}
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* position={[0, 2, 0]}
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* isCritical={true}
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* />
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* ```
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*
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* @public
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*/
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var TechniqueNameDisplay = ({ koreanName, englishName, duration = 2e3, position = [
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0,
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2,
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0
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], isCritical = false, visible = true }) => {
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const theme = useKoreanTheme({
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variant: "primary",
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size: "xlarge",
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isMobile: false
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});
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const [opacity, setOpacity] = useState(0);
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const [isVisible, setIsVisible] = useState(false);
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useEffect(() => {
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if (!visible || !koreanName && !englishName) {
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setIsVisible(false);
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setOpacity(0);
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return;
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}
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setIsVisible(true);
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setOpacity(1);
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const fadeOutTimer = setTimeout(() => {
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setOpacity(0);
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}, duration - 500);
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const hideTimer = setTimeout(() => {
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setIsVisible(false);
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}, duration);
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return () => {
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clearTimeout(fadeOutTimer);
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clearTimeout(hideTimer);
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};
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}, [
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visible,
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koreanName,
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englishName,
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duration
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]);
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const { textColor, glowColor } = useMemo(() => {
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if (isCritical) return {
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textColor: "#FF0055",
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glowColor: "#FF0055"
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};
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return {
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textColor: hexColorToCSS(theme.colors.ACCENT_GOLD),
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glowColor: hexColorToCSS(theme.colors.PRIMARY_CYAN)
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};
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}, [
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isCritical,
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theme.colors.ACCENT_GOLD,
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theme.colors.PRIMARY_CYAN
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]);
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if (!isVisible || !koreanName && !englishName) return null;
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return /* @__PURE__ */ jsx(Html, {
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position,
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center: true,
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distanceFactor: 10,
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occlude: false,
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style: {
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transition: "opacity 0.5s ease-in-out",
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opacity,
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pointerEvents: "none",
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userSelect: "none"
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},
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"data-testid": "technique-name-display",
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children: /* @__PURE__ */ jsxs("div", {
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style: {
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display: "flex",
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flexDirection: "column",
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alignItems: "center",
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gap: "4px",
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fontFamily: theme.fontFamily.KOREAN,
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textShadow: `0 0 10px ${glowColor}, 0 0 20px ${glowColor}`
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},
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children: [
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koreanName && /* @__PURE__ */ jsx("div", {
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style: {
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},
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},
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"data-testid": "technique-critical-indicator",
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children: "치명타 | CRITICAL"
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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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{"version":3,"file":"TechniqueNameDisplay.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/indicators/TechniqueNameDisplay.tsx"],"sourcesContent":["/**\n * Technique Name Display Component\n * \n * Shows Korean technique name during attack execution with animated overlay.\n * Implements the technique-to-animation link by displaying technique names\n * when attacks are performed.\n * \n * Refactored to use useKoreanTheme for consistent theming.\n * \n * @module components/combat/components/TechniqueNameDisplay\n * @category Combat UI\n * @korean 기술이름표시\n */\n\nimport React, { useEffect, useState, useMemo } from \"react\";\nimport { Html } from \"@react-three/drei\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexColorToCSS } from \"../../../../../utils/colorUtils\";\n\n/**\n * Props for TechniqueNameDisplay component\n * \n * @public\n * @korean 기술이름표시속성\n */\nexport interface TechniqueNameDisplayProps {\n /**\n * Korean technique name to display\n * @korean 한글기술이름\n */\n readonly koreanName?: string;\n\n /**\n * English technique name (optional)\n * @korean 영어기술이름\n */\n readonly englishName?: string;\n\n /**\n * Duration to display in milliseconds\n * @korean 표시지속시간\n */\n readonly duration?: number;\n\n /**\n * Position in 3D space (relative to attacker)\n * @korean 3D공간위치\n */\n readonly position?: [number, number, number];\n\n /**\n * Whether technique is critical hit\n * @korean 치명타여부\n */\n readonly isCritical?: boolean;\n\n /**\n * Whether to show the technique name\n * @korean 표시여부\n */\n readonly visible?: boolean;\n}\n\n/**\n * Technique Name Display Component\n * \n * Displays Korean and English technique names during attack execution.\n * Uses Html overlay from @react-three/drei for 3D positioning.\n * Uses useKoreanTheme for consistent color scheme.\n * \n * Features:\n * - Bilingual Korean-English display\n * - Animated fade-in/fade-out\n * - Critical hit styling with red glow\n * - Auto-hide after duration\n * \n * @example\n * ```tsx\n * <TechniqueNameDisplay\n * koreanName=\"경동맥격\"\n * englishName=\"Carotid Strike\"\n * duration={2000}\n * position={[0, 2, 0]}\n * isCritical={true}\n * visible={true}\n * />\n * ```\n * \n * @public\n * @korean 기술이름표시컴포넌트\n */\nexport const TechniqueNameDisplay: React.FC<TechniqueNameDisplayProps> = ({\n koreanName,\n englishName,\n duration = 2000,\n position = [0, 2, 0],\n isCritical = false,\n visible = true,\n}) => {\n const theme = useKoreanTheme({ variant: \"primary\", size: \"xlarge\", isMobile: false });\n const [opacity, setOpacity] = useState(0);\n const [isVisible, setIsVisible] = useState(false);\n\n useEffect(() => {\n if (!visible || (!koreanName && !englishName)) {\n // Ensure overlay is hidden when not visible or no names provided\n setIsVisible(false);\n setOpacity(0);\n return;\n }\n\n // Fade in\n setIsVisible(true);\n setOpacity(1);\n\n // Fade out after duration\n const fadeOutTimer = setTimeout(() => {\n setOpacity(0);\n }, duration - 500); // Start fading 500ms before end\n\n // Hide completely after fade out\n const hideTimer = setTimeout(() => {\n setIsVisible(false);\n }, duration);\n\n return () => {\n clearTimeout(fadeOutTimer);\n clearTimeout(hideTimer);\n };\n }, [visible, koreanName, englishName, duration]);\n\n // Memoize colors to avoid recalculating on every render\n const { textColor, glowColor } = useMemo(() => {\n if (isCritical) {\n return {\n textColor: \"#FF0055\",\n glowColor: \"#FF0055\",\n };\n }\n return {\n textColor: hexColorToCSS(theme.colors.ACCENT_GOLD),\n glowColor: hexColorToCSS(theme.colors.PRIMARY_CYAN),\n };\n }, [isCritical, theme.colors.ACCENT_GOLD, theme.colors.PRIMARY_CYAN]);\n\n if (!isVisible || (!koreanName && !englishName)) {\n return null;\n }\n\n return (\n <Html\n position={position}\n center\n distanceFactor={10}\n occlude={false}\n style={{\n transition: \"opacity 0.5s ease-in-out\",\n opacity,\n pointerEvents: \"none\",\n userSelect: \"none\",\n }}\n data-testid=\"technique-name-display\"\n >\n <div\n style={{\n display: \"flex\",\n flexDirection: \"column\",\n alignItems: \"center\",\n gap: \"4px\",\n fontFamily: theme.fontFamily.KOREAN,\n textShadow: `0 0 10px ${glowColor}, 0 0 20px ${glowColor}`,\n }}\n >\n {/* Korean name (primary) */}\n {koreanName && (\n <div\n style={{\n fontSize: isCritical ? \"32px\" : \"28px\",\n fontWeight: \"bold\",\n color: textColor,\n letterSpacing: \"2px\",\n }}\n data-testid=\"technique-name-korean\"\n >\n {koreanName}\n </div>\n )}\n\n {/* English name (secondary) */}\n {englishName && (\n <div\n style={{\n fontSize: isCritical ? \"18px\" : \"16px\",\n fontWeight: \"normal\",\n color: hexColorToCSS(theme.colors.PRIMARY_CYAN),\n opacity: 0.8,\n letterSpacing: \"1px\",\n }}\n data-testid=\"technique-name-english\"\n >\n {englishName}\n </div>\n )}\n\n {/* Critical hit indicator */}\n {isCritical && (\n <div\n style={{\n fontSize: \"14px\",\n fontWeight: \"bold\",\n color: \"#FF0055\",\n marginTop: \"4px\",\n textTransform: \"uppercase\",\n letterSpacing: \"2px\",\n }}\n data-testid=\"technique-critical-indicator\"\n >\n 치명타 | CRITICAL\n </div>\n )}\n </div>\n </Html>\n );\n};\n\nexport default TechniqueNameDisplay;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA2FA,IAAa,wBAA6D,EACxE,YACA,aACA,WAAW,KACX,WAAW;CAAC;CAAG;CAAG;CAAE,EACpB,aAAa,OACb,UAAU,WACN;CACJ,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAW,MAAM;EAAU,UAAU;EAAO,CAAC;CACrF,MAAM,CAAC,SAAS,cAAc,SAAS,EAAE;CACzC,MAAM,CAAC,WAAW,gBAAgB,SAAS,MAAM;AAEjD,iBAAgB;AACd,MAAI,CAAC,WAAY,CAAC,cAAc,CAAC,aAAc;AAE7C,gBAAa,MAAM;AACnB,cAAW,EAAE;AACb;;AAIF,eAAa,KAAK;AAClB,aAAW,EAAE;EAGb,MAAM,eAAe,iBAAiB;AACpC,cAAW,EAAE;KACZ,WAAW,IAAI;EAGlB,MAAM,YAAY,iBAAiB;AACjC,gBAAa,MAAM;KAClB,SAAS;AAEZ,eAAa;AACX,gBAAa,aAAa;AAC1B,gBAAa,UAAU;;IAExB;EAAC;EAAS;EAAY;EAAa;EAAS,CAAC;CAGhD,MAAM,EAAE,WAAW,cAAc,cAAc;AAC7C,MAAI,WACF,QAAO;GACL,WAAW;GACX,WAAW;GACZ;AAEH,SAAO;GACL,WAAW,cAAc,MAAM,OAAO,YAAY;GAClD,WAAW,cAAc,MAAM,OAAO,aAAa;GACpD;IACA;EAAC;EAAY,MAAM,OAAO;EAAa,MAAM,OAAO;EAAa,CAAC;AAErE,KAAI,CAAC,aAAc,CAAC,cAAc,CAAC,YACjC,QAAO;AAGT,QACE,oBAAC,MAAD;EACY;EACV,QAAA;EACA,gBAAgB;EAChB,SAAS;EACT,OAAO;GACL,YAAY;GACZ;GACA,eAAe;GACf,YAAY;GACb;EACD,eAAY;YAEZ,qBAAC,OAAD;GACE,OAAO;IACL,SAAS;IACT,eAAe;IACf,YAAY;IACZ,KAAK;IACL,YAAY,MAAM,WAAW;IAC7B,YAAY,YAAY,UAAU,aAAa;IAChD;aARH;IAWG,cACC,oBAAC,OAAD;KACE,OAAO;MACL,UAAU,aAAa,SAAS;MAChC,YAAY;MACZ,OAAO;MACP,eAAe;MAChB;KACD,eAAY;eAEX;KACG,CAAA;IAIP,eACC,oBAAC,OAAD;KACE,OAAO;MACL,UAAU,aAAa,SAAS;MAChC,YAAY;MACZ,OAAO,cAAc,MAAM,OAAO,aAAa;MAC/C,SAAS;MACT,eAAe;MAChB;KACD,eAAY;eAEX;KACG,CAAA;IAIP,cACC,oBAAC,OAAD;KACE,OAAO;MACL,UAAU;MACV,YAAY;MACZ,OAAO;MACP,WAAW;MACX,eAAe;MACf,eAAe;MAChB;KACD,eAAY;eACb;KAEK,CAAA;IAEJ;;EACD,CAAA"}
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/**
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* AnimationUpdater - Component that updates player animations at 60fps
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*
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* Uses useFrame to call update() on both animation state machines.
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* This component only updates animation state and renders no visual elements.
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*
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* @module components/combat/helpers/AnimationUpdater
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* @category Combat Utilities
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* @korean 애니메이션업데이터
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*/
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import React from "react";
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import { usePlayerAnimation } from "../../../../hooks/usePlayerAnimation";
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/**
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* Props for AnimationUpdater component
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*/
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export interface AnimationUpdaterProps {
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/** Player 1 animation state machine */
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readonly player1Animation: ReturnType<typeof usePlayerAnimation>;
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/** Player 2 animation state machine */
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readonly player2Animation: ReturnType<typeof usePlayerAnimation>;
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}
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/**
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* AnimationUpdater Component
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*
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* Updates both player animations at 60fps using Three.js useFrame hook.
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* Component only updates animation state, renders no visual elements.
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*
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* @example
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* ```tsx
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* <AnimationUpdater
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* player1Animation={player1Animation}
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* player2Animation={player2Animation}
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* />
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* ```
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*/
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export declare const AnimationUpdater: React.FC<AnimationUpdaterProps>;
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export default AnimationUpdater;
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//# sourceMappingURL=AnimationUpdater.d.ts.map
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{"version":3,"file":"AnimationUpdater.d.ts","sourceRoot":"","sources":["../../../../../src/components/screens/combat/helpers/AnimationUpdater.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAGH,OAAO,KAAK,MAAM,OAAO,CAAC;AAC1B,OAAO,EAAE,kBAAkB,EAAE,MAAM,sCAAsC,CAAC;AAE1E;;GAEG;AACH,MAAM,WAAW,qBAAqB;IACpC,uCAAuC;IACvC,QAAQ,CAAC,gBAAgB,EAAE,UAAU,CAAC,OAAO,kBAAkB,CAAC,CAAC;IACjE,uCAAuC;IACvC,QAAQ,CAAC,gBAAgB,EAAE,UAAU,CAAC,OAAO,kBAAkB,CAAC,CAAC;CAClE;AAED;;;;;;;;;;;;;GAaG;AACH,eAAO,MAAM,gBAAgB,EAAE,KAAK,CAAC,EAAE,CAAC,qBAAqB,CAW5D,CAAC;AAEF,eAAe,gBAAgB,CAAC"}
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import { useFrame } from "@react-three/fiber";
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//#region src/components/screens/combat/helpers/AnimationUpdater.tsx
|
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/**
|
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4
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* AnimationUpdater - Component that updates player animations at 60fps
|
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+
*
|
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|
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* Uses useFrame to call update() on both animation state machines.
|
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* This component only updates animation state and renders no visual elements.
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*
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* @module components/combat/helpers/AnimationUpdater
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* @category Combat Utilities
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* @korean 애니메이션업데이터
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*/
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/**
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* AnimationUpdater Component
|
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*
|
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* Updates both player animations at 60fps using Three.js useFrame hook.
|
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* Component only updates animation state, renders no visual elements.
|
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*
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* @example
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* ```tsx
|
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|
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* <AnimationUpdater
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* player1Animation={player1Animation}
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* player2Animation={player2Animation}
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* />
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* ```
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*/
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var AnimationUpdater = ({ player1Animation, player2Animation }) => {
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useFrame((_state, delta) => {
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player1Animation.update(delta);
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player2Animation.update(delta);
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});
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return null;
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};
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//#endregion
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export { AnimationUpdater as default };
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//# sourceMappingURL=AnimationUpdater.js.map
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{"version":3,"file":"AnimationUpdater.js","names":[],"sources":["../../../../../src/components/screens/combat/helpers/AnimationUpdater.tsx"],"sourcesContent":["/**\n * AnimationUpdater - Component that updates player animations at 60fps\n *\n * Uses useFrame to call update() on both animation state machines.\n * This component only updates animation state and renders no visual elements.\n *\n * @module components/combat/helpers/AnimationUpdater\n * @category Combat Utilities\n * @korean 애니메이션업데이터\n */\n\nimport { useFrame } from \"@react-three/fiber\";\nimport React from \"react\";\nimport { usePlayerAnimation } from \"../../../../hooks/usePlayerAnimation\";\n\n/**\n * Props for AnimationUpdater component\n */\nexport interface AnimationUpdaterProps {\n /** Player 1 animation state machine */\n readonly player1Animation: ReturnType<typeof usePlayerAnimation>;\n /** Player 2 animation state machine */\n readonly player2Animation: ReturnType<typeof usePlayerAnimation>;\n}\n\n/**\n * AnimationUpdater Component\n *\n * Updates both player animations at 60fps using Three.js useFrame hook.\n * Component only updates animation state, renders no visual elements.\n *\n * @example\n * ```tsx\n * <AnimationUpdater\n * player1Animation={player1Animation}\n * player2Animation={player2Animation}\n * />\n * ```\n */\nexport const AnimationUpdater: React.FC<AnimationUpdaterProps> = ({\n player1Animation,\n player2Animation,\n}) => {\n useFrame((_state, delta) => {\n // Update both player animations at 60fps\n player1Animation.update(delta);\n player2Animation.update(delta);\n });\n\n return null; // Component only updates animation state, renders no visual elements\n};\n\nexport default AnimationUpdater;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;AAuCA,IAAa,oBAAqD,EAChE,kBACA,uBACI;AACJ,WAAU,QAAQ,UAAU;AAE1B,mBAAiB,OAAO,MAAM;AAC9B,mBAAiB,OAAO,MAAM;GAC9B;AAEF,QAAO"}
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/**
|
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2
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+
* CombatScreen3D Helper Utilities
|
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|
+
*
|
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|
+
* Extracted helper functions and constants from CombatScreen3D
|
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|
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* for better code organization and maintainability.
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*
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* @module components/combat/helpers/combatHelpers
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* @category Combat Utilities
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* @korean 전투화면도우미
|
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*/
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import { PlayerState } from "../../../../systems";
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import { TrigramStance } from "../../../../types";
|
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/**
|
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|
+
* Map of trigram stances to their array indices for fast lookups
|
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*/
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+
export declare const STANCE_INDEX_MAP: Map<TrigramStance, number>;
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/**
|
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|
+
* Round announcement fade-out delay (in milliseconds)
|
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+
* Wait for previous announcement to fully fade out before showing next one
|
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*/
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export declare const ANNOUNCEMENT_FADE_OUT_DELAY = 300;
|
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|
+
/**
|
|
23
|
+
* Calculate accuracy percentage for a player
|
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|
+
* Uses hits / (hits + misses) when miss tracking is available
|
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|
+
* Falls back to 100% if hits exist but no miss tracking, or 0% if no combat activity
|
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+
*
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+
* @param player - Player state with combat statistics
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* @returns Accuracy percentage (0-100)
|
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*
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* @example
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* ```typescript
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+
* const accuracy = calculateAccuracy(playerState);
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* console.log(`Accuracy: ${accuracy}%`);
|
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* ```
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*/
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export declare const calculateAccuracy: (player: PlayerState) => number;
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{"version":3,"file":"combatHelpers.d.ts","sourceRoot":"","sources":["../../../../../src/components/screens/combat/helpers/combatHelpers.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,OAAO,EAAE,WAAW,EAAE,MAAM,qBAAqB,CAAC;AAClD,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAGlD;;GAEG;AACH,eAAO,MAAM,gBAAgB,4BAAmC,CAAC;AAKjE;;;GAGG;AACH,eAAO,MAAM,2BAA2B,MAAM,CAAC;AAE/C;;;;;;;;;;;;;GAaG;AACH,eAAO,MAAM,iBAAiB,GAAI,QAAQ,WAAW,KAAG,MAavD,CAAC"}
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import { TRIGRAM_STANCES_ORDER } from "../../../../systems/trigram/types.js";
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+
//#region src/components/screens/combat/helpers/combatHelpers.ts
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3
|
+
/**
|
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4
|
+
* Map of trigram stances to their array indices for fast lookups
|
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+
*/
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|
+
var STANCE_INDEX_MAP = /* @__PURE__ */ new Map();
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TRIGRAM_STANCES_ORDER.forEach((stance, index) => {
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STANCE_INDEX_MAP.set(stance, index);
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});
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/**
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* Calculate accuracy percentage for a player
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* Uses hits / (hits + misses) when miss tracking is available
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* Falls back to 100% if hits exist but no miss tracking, or 0% if no combat activity
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*
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* @param player - Player state with combat statistics
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* @returns Accuracy percentage (0-100)
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*
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* @example
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* ```typescript
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* const accuracy = calculateAccuracy(playerState);
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* console.log(`Accuracy: ${accuracy}%`);
|
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* ```
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*/
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var calculateAccuracy = (player) => {
|
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25
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+
const hits = player.hitsLanded ?? 0;
|
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const totalAttempts = hits + (player.misses ?? 0);
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+
if (totalAttempts > 0) return hits / totalAttempts * 100;
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+
return hits > 0 ? 100 : 0;
|
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+
};
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+
//#endregion
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export { STANCE_INDEX_MAP, calculateAccuracy };
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//# sourceMappingURL=combatHelpers.js.map
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@@ -0,0 +1 @@
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1
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{"version":3,"file":"combatHelpers.js","names":[],"sources":["../../../../../src/components/screens/combat/helpers/combatHelpers.ts"],"sourcesContent":["/**\n * CombatScreen3D Helper Utilities\n *\n * Extracted helper functions and constants from CombatScreen3D\n * for better code organization and maintainability.\n *\n * @module components/combat/helpers/combatHelpers\n * @category Combat Utilities\n * @korean 전투화면도우미\n */\n\nimport { PlayerState } from \"../../../../systems\";\nimport { TrigramStance } from \"../../../../types\";\nimport { TRIGRAM_STANCES_ORDER } from \"../../../../systems/trigram/types\";\n\n/**\n * Map of trigram stances to their array indices for fast lookups\n */\nexport const STANCE_INDEX_MAP = new Map<TrigramStance, number>();\nTRIGRAM_STANCES_ORDER.forEach((stance, index) => {\n STANCE_INDEX_MAP.set(stance, index);\n});\n\n/**\n * Round announcement fade-out delay (in milliseconds)\n * Wait for previous announcement to fully fade out before showing next one\n */\nexport const ANNOUNCEMENT_FADE_OUT_DELAY = 300;\n\n/**\n * Calculate accuracy percentage for a player\n * Uses hits / (hits + misses) when miss tracking is available\n * Falls back to 100% if hits exist but no miss tracking, or 0% if no combat activity\n *\n * @param player - Player state with combat statistics\n * @returns Accuracy percentage (0-100)\n *\n * @example\n * ```typescript\n * const accuracy = calculateAccuracy(playerState);\n * console.log(`Accuracy: ${accuracy}%`);\n * ```\n */\nexport const calculateAccuracy = (player: PlayerState): number => {\n const hits = player.hitsLanded ?? 0;\n const misses = player.misses ?? 0;\n const totalAttempts = hits + misses;\n\n // If we have miss tracking, use proper accuracy formula\n if (totalAttempts > 0) {\n return (hits / totalAttempts) * 100;\n }\n\n // Fallback: if no miss tracking and hits exist, show 100%\n // Otherwise 0% (no combat activity)\n return hits > 0 ? 100 : 0;\n};\n"],"mappings":";;;;;AAkBA,IAAa,mCAAmB,IAAI,KAA4B;AAChE,sBAAsB,SAAS,QAAQ,UAAU;AAC/C,kBAAiB,IAAI,QAAQ,MAAM;EACnC;;;;;;;;;;;;;;;AAsBF,IAAa,qBAAqB,WAAgC;CAChE,MAAM,OAAO,OAAO,cAAc;CAElC,MAAM,gBAAgB,QADP,OAAO,UAAU;AAIhC,KAAI,gBAAgB,EAClB,QAAQ,OAAO,gBAAiB;AAKlC,QAAO,OAAO,IAAI,MAAM"}
|
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@@ -0,0 +1,8 @@
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1
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+
/**
|
|
2
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+
* @module components/combat/helpers
|
|
3
|
+
* @category Combat Utilities
|
|
4
|
+
*/
|
|
5
|
+
export { AnimationUpdater } from "./AnimationUpdater";
|
|
6
|
+
export type { AnimationUpdaterProps } from "./AnimationUpdater";
|
|
7
|
+
export { STANCE_INDEX_MAP, ANNOUNCEMENT_FADE_OUT_DELAY, calculateAccuracy, } from "./combatHelpers";
|
|
8
|
+
//# sourceMappingURL=index.d.ts.map
|
|
@@ -0,0 +1 @@
|
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|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../src/components/screens/combat/helpers/index.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtD,YAAY,EAAE,qBAAqB,EAAE,MAAM,oBAAoB,CAAC;AAChE,OAAO,EACL,gBAAgB,EAChB,2BAA2B,EAC3B,iBAAiB,GAClB,MAAM,iBAAiB,CAAC"}
|
|
@@ -0,0 +1,108 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* useAICombat Hook - AI Combat System Integration
|
|
3
|
+
*
|
|
4
|
+
* Custom hook for AI combat behavior with strategic decision-making.
|
|
5
|
+
*
|
|
6
|
+
* Manages AI opponent behavior including:
|
|
7
|
+
* - Strategic decision-making via DecisionTree
|
|
8
|
+
* - Combo attack sequences
|
|
9
|
+
* - Adaptive difficulty based on player skill
|
|
10
|
+
* - Performance monitoring (<10ms target for decisions)
|
|
11
|
+
*
|
|
12
|
+
* Side effects:
|
|
13
|
+
* - Manages internal state for AI actions and aggression
|
|
14
|
+
* - Sets up intervals/timers for AI action scheduling
|
|
15
|
+
* - Updates state in response to combat events and round status
|
|
16
|
+
*
|
|
17
|
+
* @param config Configuration object for AI combat behavior.
|
|
18
|
+
* @param config.player The AI-controlled player state.
|
|
19
|
+
* @param config.opponent The opponent player state.
|
|
20
|
+
* @param config.personality The AI's personality archetype.
|
|
21
|
+
* @param config.adaptiveDifficulty Adaptive difficulty system instance.
|
|
22
|
+
* @param config.arenaBounds Arena boundaries for movement validation.
|
|
23
|
+
* @param config.roundStarted Whether the combat round has started.
|
|
24
|
+
* @param config.roundEnded Whether the combat round has ended.
|
|
25
|
+
* @param config.isPaused Whether the game is paused.
|
|
26
|
+
* @param config.onExecuteAction Callback to execute AI actions.
|
|
27
|
+
* @param config.onStanceChange Callback to handle stance changes.
|
|
28
|
+
*
|
|
29
|
+
* @returns AI combat state and control functions
|
|
30
|
+
*
|
|
31
|
+
* @example
|
|
32
|
+
* ```typescript
|
|
33
|
+
* const { aiState } = useAICombat({
|
|
34
|
+
* player: aiPlayer,
|
|
35
|
+
* opponent: humanPlayer,
|
|
36
|
+
* personality: AI_PERSONALITIES.AGGRESSIVE_STRIKER,
|
|
37
|
+
* adaptiveDifficulty,
|
|
38
|
+
* arenaBounds,
|
|
39
|
+
* roundStarted,
|
|
40
|
+
* roundEnded,
|
|
41
|
+
* isPaused,
|
|
42
|
+
* onExecuteAction: handleAction,
|
|
43
|
+
* onStanceChange: handleStanceChange,
|
|
44
|
+
* });
|
|
45
|
+
* ```
|
|
46
|
+
*/
|
|
47
|
+
import { AdaptiveDifficulty, AIComboSystem, AIDecisionTree, AIPersonality, DifficultyParameters } from "../../../../systems/ai";
|
|
48
|
+
import { PlayerState } from "../../../../systems/player";
|
|
49
|
+
import { KoreanTechnique } from "../../../../systems/vitalpoint/types";
|
|
50
|
+
import { Position, TrigramStance } from "../../../../types";
|
|
51
|
+
/**
|
|
52
|
+
* AI state management
|
|
53
|
+
*/
|
|
54
|
+
interface AIState {
|
|
55
|
+
nextAction: number;
|
|
56
|
+
targetPosition: Position;
|
|
57
|
+
lastActionType: string;
|
|
58
|
+
consecutiveAttacks: number;
|
|
59
|
+
actionCooldown: number;
|
|
60
|
+
aggressionLevel: number;
|
|
61
|
+
selectedTechnique?: KoreanTechnique;
|
|
62
|
+
targetVitalPoint?: string;
|
|
63
|
+
recentTechniques: string[];
|
|
64
|
+
}
|
|
65
|
+
/**
|
|
66
|
+
* AI combat hook configuration
|
|
67
|
+
*/
|
|
68
|
+
interface UseAICombatConfig {
|
|
69
|
+
readonly player: PlayerState;
|
|
70
|
+
readonly opponent: PlayerState;
|
|
71
|
+
readonly personality: AIPersonality;
|
|
72
|
+
readonly adaptiveDifficulty: AdaptiveDifficulty;
|
|
73
|
+
readonly isPaused: boolean;
|
|
74
|
+
readonly roundStarted: boolean;
|
|
75
|
+
readonly roundEnded: boolean;
|
|
76
|
+
readonly arenaBounds: {
|
|
77
|
+
readonly x: number;
|
|
78
|
+
readonly y: number;
|
|
79
|
+
readonly width: number;
|
|
80
|
+
readonly height: number;
|
|
81
|
+
readonly scale?: number;
|
|
82
|
+
readonly worldWidthMeters: number;
|
|
83
|
+
readonly worldDepthMeters: number;
|
|
84
|
+
};
|
|
85
|
+
readonly onExecuteAction: (action: string, targetPosition?: Position, selectedTechnique?: KoreanTechnique, targetVitalPoint?: string) => void;
|
|
86
|
+
readonly onStanceChange?: (stance: TrigramStance) => void;
|
|
87
|
+
readonly onLateralityChange?: () => void;
|
|
88
|
+
readonly playerLaterality?: "left" | "right";
|
|
89
|
+
readonly opponentLaterality?: "left" | "right";
|
|
90
|
+
}
|
|
91
|
+
/**
|
|
92
|
+
* AI combat hook return type
|
|
93
|
+
*/
|
|
94
|
+
interface UseAICombatReturn {
|
|
95
|
+
readonly aiState: AIState;
|
|
96
|
+
readonly comboSystem: AIComboSystem;
|
|
97
|
+
readonly decisionTree: AIDecisionTree;
|
|
98
|
+
readonly adjustedPersonality: AIPersonality;
|
|
99
|
+
readonly executeAIAction: (action: string, targetPosition?: Position, selectedTechnique?: KoreanTechnique, targetVitalPoint?: string) => void;
|
|
100
|
+
readonly currentDifficultyParams: DifficultyParameters;
|
|
101
|
+
readonly updateDifficultyTarget: (newParams: DifficultyParameters) => void;
|
|
102
|
+
}
|
|
103
|
+
/**
|
|
104
|
+
* Custom hook for AI combat behavior
|
|
105
|
+
*/
|
|
106
|
+
export declare function useAICombat(config: UseAICombatConfig): UseAICombatReturn;
|
|
107
|
+
export {};
|
|
108
|
+
//# sourceMappingURL=useAICombat.d.ts.map
|