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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import { KOREAN_COLORS } from "../../../../types/constants/colors.js";
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//#region src/components/screens/training/components/FootworkDrillsOverlayHtml.tsx
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/**
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* FootworkDrillsOverlayHtml - Training component for footwork drills
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*
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* Provides specialized footwork training exercises for Korean martial arts
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* footwork patterns (보법, Bobeop).
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*
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* @category Training Components
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/**
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* Drill information with Korean terminology
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var DRILL_INFO = {
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circular_left: {
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description: "원형보 좌측 | Circle stepping left",
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pattern: [
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],
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keyHints: "Hold Ctrl+A to circle left"
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},
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description: "원형보 우측 | Circle stepping right",
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pattern: [
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keyHints: "Hold Ctrl+D to circle right"
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pivot_combo: {
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description: "좌우 연속 회전 | Continuous pivot rotations",
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pattern: [
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"Shift+Ctrl+D",
|
|
55
|
+
"Shift+Ctrl+A",
|
|
56
|
+
"Shift+Ctrl+D"
|
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57
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+
],
|
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58
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+
keyHints: "Alternate Shift+Ctrl+A/D"
|
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59
|
+
},
|
|
60
|
+
triangle_step: {
|
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61
|
+
korean: "삼각보법",
|
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62
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+
english: "Triangle Step",
|
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63
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+
description: "삼각형 발놀림 | Triangle footwork pattern",
|
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64
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+
pattern: [
|
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65
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+
"Ctrl+W",
|
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66
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+
"Shift+Ctrl+D",
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67
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+
"Ctrl+S",
|
|
68
|
+
"Shift+Ctrl+A"
|
|
69
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+
],
|
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70
|
+
keyHints: "Forward → Pivot → Back → Pivot"
|
|
71
|
+
},
|
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72
|
+
slide_drill: {
|
|
73
|
+
korean: "미끄럼보 사방",
|
|
74
|
+
english: "Slide Drill",
|
|
75
|
+
description: "사방 미끄럼 | Four-direction slides",
|
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76
|
+
pattern: [
|
|
77
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+
"Ctrl+W",
|
|
78
|
+
"Alt+D",
|
|
79
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+
"Ctrl+S",
|
|
80
|
+
"Alt+A"
|
|
81
|
+
],
|
|
82
|
+
keyHints: "Slide in all four directions"
|
|
83
|
+
},
|
|
84
|
+
shuffle_practice: {
|
|
85
|
+
korean: "섞음보 연습",
|
|
86
|
+
english: "Shuffle Practice",
|
|
87
|
+
description: "빠른 조정 | Quick micro-adjustments",
|
|
88
|
+
pattern: [
|
|
89
|
+
"Shift+Ctrl+W",
|
|
90
|
+
"Shift+Ctrl+W",
|
|
91
|
+
"Shift+Ctrl+W"
|
|
92
|
+
],
|
|
93
|
+
keyHints: "Rapid Shift+Ctrl+W/S"
|
|
94
|
+
},
|
|
95
|
+
free_practice: {
|
|
96
|
+
korean: "자유 연습",
|
|
97
|
+
english: "Free Practice",
|
|
98
|
+
description: "자유 보법 | Free footwork exploration",
|
|
99
|
+
pattern: [],
|
|
100
|
+
keyHints: "Use any footwork combination"
|
|
101
|
+
}
|
|
102
|
+
};
|
|
103
|
+
/**
|
|
104
|
+
* FootworkDrillsOverlayHtml Component
|
|
105
|
+
*
|
|
106
|
+
* Provides UI for footwork training drills with step-by-step guidance
|
|
107
|
+
* and Korean martial arts terminology.
|
|
108
|
+
*
|
|
109
|
+
* @korean 보법훈련UI컴포넌트
|
|
110
|
+
*/
|
|
111
|
+
var FootworkDrillsOverlayHtml = React.memo(({ currentDrill, onDrillChange, currentStep, isActive, onToggleActive, isMobile }) => {
|
|
112
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+
const drillInfo = DRILL_INFO[currentDrill];
|
|
113
|
+
const [showInstructions, setShowInstructions] = useState(true);
|
|
114
|
+
useEffect(() => {
|
|
115
|
+
if (isActive && showInstructions) {
|
|
116
|
+
const timer = setTimeout(() => setShowInstructions(false), 5e3);
|
|
117
|
+
return () => clearTimeout(timer);
|
|
118
|
+
}
|
|
119
|
+
}, [isActive, showInstructions]);
|
|
120
|
+
const handleDrillSelect = useCallback((drill) => {
|
|
121
|
+
onDrillChange(drill);
|
|
122
|
+
setShowInstructions(true);
|
|
123
|
+
}, [onDrillChange]);
|
|
124
|
+
const panelWidth = isMobile ? 280 : 340;
|
|
125
|
+
const buttonFontSize = isMobile ? "10px" : "11px";
|
|
126
|
+
const titleFontSize = isMobile ? "13px" : "15px";
|
|
127
|
+
return /* @__PURE__ */ jsxs("div", {
|
|
128
|
+
style: {
|
|
129
|
+
width: `${panelWidth}px`,
|
|
130
|
+
background: hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, .95),
|
|
131
|
+
border: `2px solid ${hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, .9)}`,
|
|
132
|
+
borderRadius: "12px",
|
|
133
|
+
padding: isMobile ? "10px" : "12px",
|
|
134
|
+
fontFamily: FONT_FAMILY.KOREAN,
|
|
135
|
+
color: "#ffffff",
|
|
136
|
+
boxShadow: "0 4px 20px rgba(0, 0, 0, 0.5)"
|
|
137
|
+
},
|
|
138
|
+
"data-testid": "footwork-drills-html",
|
|
139
|
+
children: [
|
|
140
|
+
/* @__PURE__ */ jsxs("div", {
|
|
141
|
+
style: {
|
|
142
|
+
marginBottom: "12px",
|
|
143
|
+
textAlign: "center"
|
|
144
|
+
},
|
|
145
|
+
children: [/* @__PURE__ */ jsx("div", {
|
|
146
|
+
style: {
|
|
147
|
+
fontSize: titleFontSize,
|
|
148
|
+
fontWeight: "bold",
|
|
149
|
+
color: hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, 1),
|
|
150
|
+
marginBottom: "4px"
|
|
151
|
+
},
|
|
152
|
+
children: "보법 훈련 | Footwork Drills"
|
|
153
|
+
}), /* @__PURE__ */ jsxs("div", {
|
|
154
|
+
style: {
|
|
155
|
+
fontSize: isMobile ? "10px" : "11px",
|
|
156
|
+
color: hexToRgbaString(KOREAN_COLORS.TEXT_SECONDARY, 1)
|
|
157
|
+
},
|
|
158
|
+
children: [
|
|
159
|
+
drillInfo.korean,
|
|
160
|
+
" | ",
|
|
161
|
+
drillInfo.english
|
|
162
|
+
]
|
|
163
|
+
})]
|
|
164
|
+
}),
|
|
165
|
+
/* @__PURE__ */ jsx("div", {
|
|
166
|
+
style: {
|
|
167
|
+
display: "grid",
|
|
168
|
+
gridTemplateColumns: isMobile ? "1fr 1fr" : "1fr 1fr 1fr",
|
|
169
|
+
gap: "6px",
|
|
170
|
+
marginBottom: "12px"
|
|
171
|
+
},
|
|
172
|
+
children: Object.keys(DRILL_INFO).map((drill) => /* @__PURE__ */ jsx("button", {
|
|
173
|
+
onClick: () => handleDrillSelect(drill),
|
|
174
|
+
style: {
|
|
175
|
+
padding: isMobile ? "6px 4px" : "8px 6px",
|
|
176
|
+
fontSize: buttonFontSize,
|
|
177
|
+
fontFamily: FONT_FAMILY.KOREAN,
|
|
178
|
+
fontWeight: currentDrill === drill ? "bold" : "normal",
|
|
179
|
+
background: currentDrill === drill ? hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, .9) : hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_MEDIUM, .8),
|
|
180
|
+
color: currentDrill === drill ? hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, 1) : hexToRgbaString(KOREAN_COLORS.TEXT_PRIMARY, 1),
|
|
181
|
+
border: `1px solid ${hexToRgbaString(currentDrill === drill ? KOREAN_COLORS.ACCENT_GOLD : KOREAN_COLORS.UI_BORDER, .6)}`,
|
|
182
|
+
borderRadius: "6px",
|
|
183
|
+
cursor: "pointer",
|
|
184
|
+
transition: "all 0.2s ease",
|
|
185
|
+
textAlign: "center",
|
|
186
|
+
lineHeight: 1.2
|
|
187
|
+
},
|
|
188
|
+
onMouseEnter: (e) => {
|
|
189
|
+
e.currentTarget.style.transform = "scale(1.05)";
|
|
190
|
+
},
|
|
191
|
+
onMouseLeave: (e) => {
|
|
192
|
+
e.currentTarget.style.transform = "scale(1)";
|
|
193
|
+
},
|
|
194
|
+
children: DRILL_INFO[drill].korean.split(" ")[0]
|
|
195
|
+
}, drill))
|
|
196
|
+
}),
|
|
197
|
+
/* @__PURE__ */ jsx("div", {
|
|
198
|
+
style: {
|
|
199
|
+
padding: "8px",
|
|
200
|
+
background: hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_MEDIUM, .6),
|
|
201
|
+
borderRadius: "6px",
|
|
202
|
+
marginBottom: "10px",
|
|
203
|
+
fontSize: isMobile ? "10px" : "11px",
|
|
204
|
+
textAlign: "center"
|
|
205
|
+
},
|
|
206
|
+
children: drillInfo.description
|
|
207
|
+
}),
|
|
208
|
+
drillInfo.pattern.length > 0 && /* @__PURE__ */ jsxs("div", {
|
|
209
|
+
style: { marginBottom: "10px" },
|
|
210
|
+
children: [/* @__PURE__ */ jsx("div", {
|
|
211
|
+
style: {
|
|
212
|
+
fontSize: isMobile ? "10px" : "11px",
|
|
213
|
+
fontWeight: "bold",
|
|
214
|
+
color: hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 1),
|
|
215
|
+
marginBottom: "6px",
|
|
216
|
+
textAlign: "center"
|
|
217
|
+
},
|
|
218
|
+
children: "Pattern Steps:"
|
|
219
|
+
}), /* @__PURE__ */ jsx("div", {
|
|
220
|
+
style: {
|
|
221
|
+
display: "flex",
|
|
222
|
+
justifyContent: "center",
|
|
223
|
+
gap: "4px",
|
|
224
|
+
flexWrap: "wrap"
|
|
225
|
+
},
|
|
226
|
+
children: drillInfo.pattern.map((step, index) => /* @__PURE__ */ jsxs("div", {
|
|
227
|
+
style: {
|
|
228
|
+
padding: "4px 8px",
|
|
229
|
+
fontSize: isMobile ? "9px" : "10px",
|
|
230
|
+
fontFamily: FONT_FAMILY.KOREAN,
|
|
231
|
+
background: isActive && index === currentStep ? hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, .9) : index < currentStep ? hexToRgbaString(KOREAN_COLORS.ACCENT_GREEN, .6) : hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_MEDIUM, .7),
|
|
232
|
+
color: isActive && index === currentStep ? hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, 1) : "#ffffff",
|
|
233
|
+
border: `1px solid ${hexToRgbaString(isActive && index === currentStep ? KOREAN_COLORS.PRIMARY_CYAN : KOREAN_COLORS.UI_BORDER, .8)}`,
|
|
234
|
+
borderRadius: "4px",
|
|
235
|
+
fontWeight: isActive && index === currentStep ? "bold" : "normal"
|
|
236
|
+
},
|
|
237
|
+
children: [
|
|
238
|
+
index + 1,
|
|
239
|
+
". ",
|
|
240
|
+
step
|
|
241
|
+
]
|
|
242
|
+
}, index))
|
|
243
|
+
})]
|
|
244
|
+
}),
|
|
245
|
+
showInstructions && /* @__PURE__ */ jsxs("div", {
|
|
246
|
+
style: {
|
|
247
|
+
padding: "8px",
|
|
248
|
+
background: hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, .2),
|
|
249
|
+
border: `1px solid ${hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, .6)}`,
|
|
250
|
+
borderRadius: "6px",
|
|
251
|
+
marginBottom: "10px",
|
|
252
|
+
fontSize: isMobile ? "9px" : "10px",
|
|
253
|
+
textAlign: "center",
|
|
254
|
+
color: hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 1)
|
|
255
|
+
},
|
|
256
|
+
children: ["💡 ", drillInfo.keyHints]
|
|
257
|
+
}),
|
|
258
|
+
/* @__PURE__ */ jsx("button", {
|
|
259
|
+
onClick: onToggleActive,
|
|
260
|
+
style: {
|
|
261
|
+
width: "100%",
|
|
262
|
+
padding: isMobile ? "10px" : "12px",
|
|
263
|
+
fontSize: isMobile ? "12px" : "14px",
|
|
264
|
+
fontFamily: FONT_FAMILY.KOREAN,
|
|
265
|
+
fontWeight: "bold",
|
|
266
|
+
background: isActive ? hexToRgbaString(KOREAN_COLORS.ACCENT_RED, .9) : hexToRgbaString(KOREAN_COLORS.ACCENT_GREEN, .9),
|
|
267
|
+
color: "#ffffff",
|
|
268
|
+
border: "none",
|
|
269
|
+
borderRadius: "8px",
|
|
270
|
+
cursor: "pointer",
|
|
271
|
+
transition: "all 0.2s ease"
|
|
272
|
+
},
|
|
273
|
+
onMouseEnter: (e) => {
|
|
274
|
+
e.currentTarget.style.transform = "scale(1.05)";
|
|
275
|
+
e.currentTarget.style.boxShadow = `0 0 20px ${hexToRgbaString(isActive ? KOREAN_COLORS.ACCENT_RED : KOREAN_COLORS.ACCENT_GREEN, .8)}`;
|
|
276
|
+
},
|
|
277
|
+
onMouseLeave: (e) => {
|
|
278
|
+
e.currentTarget.style.transform = "scale(1)";
|
|
279
|
+
e.currentTarget.style.boxShadow = "none";
|
|
280
|
+
},
|
|
281
|
+
children: isActive ? "훈련 중지 | Stop Drill" : "훈련 시작 | Start Drill"
|
|
282
|
+
})
|
|
283
|
+
]
|
|
284
|
+
});
|
|
285
|
+
}, (prevProps, nextProps) => {
|
|
286
|
+
return prevProps.currentDrill === nextProps.currentDrill && prevProps.currentStep === nextProps.currentStep && prevProps.isActive === nextProps.isActive && prevProps.isMobile === nextProps.isMobile && prevProps.onDrillChange === nextProps.onDrillChange && prevProps.onToggleActive === nextProps.onToggleActive;
|
|
287
|
+
});
|
|
288
|
+
FootworkDrillsOverlayHtml.displayName = "FootworkDrillsOverlayHtml";
|
|
289
|
+
//#endregion
|
|
290
|
+
export { FootworkDrillsOverlayHtml as default };
|
|
291
|
+
|
|
292
|
+
//# sourceMappingURL=FootworkDrillsOverlayHtml.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"FootworkDrillsOverlayHtml.js","names":[],"sources":["../../../../../src/components/screens/training/components/FootworkDrillsOverlayHtml.tsx"],"sourcesContent":["/**\n * FootworkDrillsOverlayHtml - Training component for footwork drills\n * \n * Provides specialized footwork training exercises for Korean martial arts\n * footwork patterns (보법, Bobeop).\n * \n * @module components/screens/training/components/FootworkDrillsOverlayHtml\n * @category Training Components\n * @korean 보법훈련컴포넌트\n */\n\nimport React, { useCallback, useEffect, useState } from \"react\";\nimport { FONT_FAMILY, KOREAN_COLORS } from \"../../../../types/constants\";\nimport { hexToRgbaString } from \"../../../../utils/colorUtils\";\n\n/**\n * Footwork drill types for training\n * \n * @korean 보법훈련타입\n */\nexport type FootworkDrill = \n | \"circular_left\" // 원형보 좌 - Circle left around target\n | \"circular_right\" // 원형보 우 - Circle right around target\n | \"pivot_combo\" // 축족회전 - Pivot left-right combo\n | \"triangle_step\" // 삼각보법 - Triangle stepping pattern\n | \"slide_drill\" // 미끄럼보 - Four-direction slide drill\n | \"shuffle_practice\" // 섞음보 - Quick shuffle adjustments\n | \"free_practice\"; // 자유 연습 - Free practice mode\n\n/**\n * Drill information with Korean terminology\n * \n * @korean 훈련정보\n */\nconst DRILL_INFO: Record<FootworkDrill, { \n korean: string; \n english: string; \n description: string;\n pattern: string[];\n keyHints: string;\n}> = {\n circular_left: {\n korean: \"원형보 좌회전\",\n english: \"Circular Left\",\n description: \"원형보 좌측 | Circle stepping left\",\n pattern: [\"Ctrl+A\", \"Ctrl+A\", \"Ctrl+A\", \"Ctrl+A\"],\n keyHints: \"Hold Ctrl+A to circle left\",\n },\n circular_right: {\n korean: \"원형보 우회전\",\n english: \"Circular Right\",\n description: \"원형보 우측 | Circle stepping right\",\n pattern: [\"Ctrl+D\", \"Ctrl+D\", \"Ctrl+D\", \"Ctrl+D\"],\n keyHints: \"Hold Ctrl+D to circle right\",\n },\n pivot_combo: {\n korean: \"축족회전 연속\",\n english: \"Pivot Combo\",\n description: \"좌우 연속 회전 | Continuous pivot rotations\",\n pattern: [\"Shift+Ctrl+A\", \"Shift+Ctrl+D\", \"Shift+Ctrl+A\", \"Shift+Ctrl+D\"],\n keyHints: \"Alternate Shift+Ctrl+A/D\",\n },\n triangle_step: {\n korean: \"삼각보법\",\n english: \"Triangle Step\",\n description: \"삼각형 발놀림 | Triangle footwork pattern\",\n pattern: [\"Ctrl+W\", \"Shift+Ctrl+D\", \"Ctrl+S\", \"Shift+Ctrl+A\"],\n keyHints: \"Forward → Pivot → Back → Pivot\",\n },\n slide_drill: {\n korean: \"미끄럼보 사방\",\n english: \"Slide Drill\",\n description: \"사방 미끄럼 | Four-direction slides\",\n pattern: [\"Ctrl+W\", \"Alt+D\", \"Ctrl+S\", \"Alt+A\"],\n keyHints: \"Slide in all four directions\",\n },\n shuffle_practice: {\n korean: \"섞음보 연습\",\n english: \"Shuffle Practice\",\n description: \"빠른 조정 | Quick micro-adjustments\",\n pattern: [\"Shift+Ctrl+W\", \"Shift+Ctrl+W\", \"Shift+Ctrl+W\"],\n keyHints: \"Rapid Shift+Ctrl+W/S\",\n },\n free_practice: {\n korean: \"자유 연습\",\n english: \"Free Practice\",\n description: \"자유 보법 | Free footwork exploration\",\n pattern: [],\n keyHints: \"Use any footwork combination\",\n },\n};\n\n/**\n * Props for FootworkDrillsOverlayHtml component\n */\nexport interface FootworkDrillsOverlayHtmlProps {\n /** Currently selected drill */\n readonly currentDrill: FootworkDrill;\n /** Callback when drill changes */\n readonly onDrillChange: (drill: FootworkDrill) => void;\n /** Current step in drill pattern (0-based) */\n readonly currentStep: number;\n /** Callback when drill step completes (optional, not yet implemented) */\n readonly onStepComplete?: () => void;\n /** Whether drill is currently active */\n readonly isActive: boolean;\n /** Callback to start/stop drill */\n readonly onToggleActive: () => void;\n /** Whether on mobile device */\n readonly isMobile: boolean;\n}\n\n/**\n * FootworkDrillsOverlayHtml Component\n * \n * Provides UI for footwork training drills with step-by-step guidance\n * and Korean martial arts terminology.\n * \n * @korean 보법훈련UI컴포넌트\n */\nexport const FootworkDrillsOverlayHtml = React.memo<FootworkDrillsOverlayHtmlProps>(\n ({\n currentDrill,\n onDrillChange,\n currentStep,\n // onStepComplete, // TODO: Use this for drill pattern validation\n isActive,\n onToggleActive,\n isMobile,\n }) => {\n const drillInfo = DRILL_INFO[currentDrill];\n const [showInstructions, setShowInstructions] = useState(true);\n\n // Auto-hide instructions after 5 seconds when drill is active\n useEffect(() => {\n if (isActive && showInstructions) {\n const timer = setTimeout(() => setShowInstructions(false), 5000);\n return () => clearTimeout(timer);\n }\n }, [isActive, showInstructions]);\n\n const handleDrillSelect = useCallback((drill: FootworkDrill) => {\n onDrillChange(drill);\n setShowInstructions(true);\n }, [onDrillChange]);\n\n const panelWidth = isMobile ? 280 : 340;\n const buttonFontSize = isMobile ? \"10px\" : \"11px\";\n const titleFontSize = isMobile ? \"13px\" : \"15px\";\n\n return (\n <div\n style={{\n width: `${panelWidth}px`,\n background: hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, 0.95),\n border: `2px solid ${hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, 0.9)}`,\n borderRadius: \"12px\",\n padding: isMobile ? \"10px\" : \"12px\",\n fontFamily: FONT_FAMILY.KOREAN,\n color: \"#ffffff\",\n boxShadow: \"0 4px 20px rgba(0, 0, 0, 0.5)\",\n }}\n data-testid=\"footwork-drills-html\"\n >\n {/* Header */}\n <div style={{ marginBottom: \"12px\", textAlign: \"center\" }}>\n <div\n style={{\n fontSize: titleFontSize,\n fontWeight: \"bold\",\n color: hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, 1),\n marginBottom: \"4px\",\n }}\n >\n 보법 훈련 | Footwork Drills\n </div>\n <div\n style={{\n fontSize: isMobile ? \"10px\" : \"11px\",\n color: hexToRgbaString(KOREAN_COLORS.TEXT_SECONDARY, 1),\n }}\n >\n {drillInfo.korean} | {drillInfo.english}\n </div>\n </div>\n\n {/* Drill Selection Grid */}\n <div\n style={{\n display: \"grid\",\n gridTemplateColumns: isMobile ? \"1fr 1fr\" : \"1fr 1fr 1fr\",\n gap: \"6px\",\n marginBottom: \"12px\",\n }}\n >\n {(Object.keys(DRILL_INFO) as FootworkDrill[]).map((drill) => (\n <button\n key={drill}\n onClick={() => handleDrillSelect(drill)}\n style={{\n padding: isMobile ? \"6px 4px\" : \"8px 6px\",\n fontSize: buttonFontSize,\n fontFamily: FONT_FAMILY.KOREAN,\n fontWeight: currentDrill === drill ? \"bold\" : \"normal\",\n background: \n currentDrill === drill\n ? hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, 0.9)\n : hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_MEDIUM, 0.8),\n color: \n currentDrill === drill\n ? hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, 1)\n : hexToRgbaString(KOREAN_COLORS.TEXT_PRIMARY, 1),\n border: `1px solid ${hexToRgbaString(\n currentDrill === drill\n ? KOREAN_COLORS.ACCENT_GOLD\n : KOREAN_COLORS.UI_BORDER,\n 0.6\n )}`,\n borderRadius: \"6px\",\n cursor: \"pointer\",\n transition: \"all 0.2s ease\",\n textAlign: \"center\",\n lineHeight: 1.2,\n }}\n onMouseEnter={(e) => {\n e.currentTarget.style.transform = \"scale(1.05)\";\n }}\n onMouseLeave={(e) => {\n e.currentTarget.style.transform = \"scale(1)\";\n }}\n >\n {DRILL_INFO[drill].korean.split(\" \")[0]}\n </button>\n ))}\n </div>\n\n {/* Drill Description */}\n <div\n style={{\n padding: \"8px\",\n background: hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_MEDIUM, 0.6),\n borderRadius: \"6px\",\n marginBottom: \"10px\",\n fontSize: isMobile ? \"10px\" : \"11px\",\n textAlign: \"center\",\n }}\n >\n {drillInfo.description}\n </div>\n\n {/* Pattern Steps (if drill has pattern) */}\n {drillInfo.pattern.length > 0 && (\n <div style={{ marginBottom: \"10px\" }}>\n <div\n style={{\n fontSize: isMobile ? \"10px\" : \"11px\",\n fontWeight: \"bold\",\n color: hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 1),\n marginBottom: \"6px\",\n textAlign: \"center\",\n }}\n >\n Pattern Steps:\n </div>\n <div\n style={{\n display: \"flex\",\n justifyContent: \"center\",\n gap: \"4px\",\n flexWrap: \"wrap\",\n }}\n >\n {drillInfo.pattern.map((step, index) => (\n <div\n key={index}\n style={{\n padding: \"4px 8px\",\n fontSize: isMobile ? \"9px\" : \"10px\",\n fontFamily: FONT_FAMILY.KOREAN,\n background: \n isActive && index === currentStep\n ? hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 0.9)\n : index < currentStep\n ? hexToRgbaString(KOREAN_COLORS.ACCENT_GREEN, 0.6)\n : hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_MEDIUM, 0.7),\n color: \n isActive && index === currentStep\n ? hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, 1)\n : \"#ffffff\",\n border: `1px solid ${hexToRgbaString(\n isActive && index === currentStep\n ? KOREAN_COLORS.PRIMARY_CYAN\n : KOREAN_COLORS.UI_BORDER,\n 0.8\n )}`,\n borderRadius: \"4px\",\n fontWeight: isActive && index === currentStep ? \"bold\" : \"normal\",\n }}\n >\n {index + 1}. {step}\n </div>\n ))}\n </div>\n </div>\n )}\n\n {/* Key Hints */}\n {showInstructions && (\n <div\n style={{\n padding: \"8px\",\n background: hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 0.2),\n border: `1px solid ${hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 0.6)}`,\n borderRadius: \"6px\",\n marginBottom: \"10px\",\n fontSize: isMobile ? \"9px\" : \"10px\",\n textAlign: \"center\",\n color: hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 1),\n }}\n >\n 💡 {drillInfo.keyHints}\n </div>\n )}\n\n {/* Start/Stop Button */}\n <button\n onClick={onToggleActive}\n style={{\n width: \"100%\",\n padding: isMobile ? \"10px\" : \"12px\",\n fontSize: isMobile ? \"12px\" : \"14px\",\n fontFamily: FONT_FAMILY.KOREAN,\n fontWeight: \"bold\",\n background: isActive\n ? hexToRgbaString(KOREAN_COLORS.ACCENT_RED, 0.9)\n : hexToRgbaString(KOREAN_COLORS.ACCENT_GREEN, 0.9),\n color: \"#ffffff\",\n border: \"none\",\n borderRadius: \"8px\",\n cursor: \"pointer\",\n transition: \"all 0.2s ease\",\n }}\n onMouseEnter={(e) => {\n e.currentTarget.style.transform = \"scale(1.05)\";\n e.currentTarget.style.boxShadow = `0 0 20px ${hexToRgbaString(\n isActive ? 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}
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{"version":3,"file":"HitFeedbackEffect3D.d.ts","sourceRoot":"","sources":["../../../../../src/components/screens/training/components/HitFeedbackEffect3D.tsx"],"names":[],"mappings":"AAAA;;;;;GAKG;AASH;;GAEG;AACH,MAAM,WAAW,wBAAwB;IACvC,qCAAqC;IACrC,QAAQ,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC5C,yCAAyC;IACzC,QAAQ,CAAC,IAAI,EAAE,SAAS,GAAG,SAAS,GAAG,MAAM,CAAC;IAC9C,mCAAmC;IACnC,QAAQ,CAAC,MAAM,CAAC,EAAE,MAAM,CAAC;IACzB,gCAAgC;IAChC,QAAQ,CAAC,OAAO,CAAC,EAAE,OAAO,CAAC;IAC3B,qCAAqC;IACrC,QAAQ,CAAC,UAAU,CAAC,EAAE,MAAM,IAAI,CAAC;IACjC,+BAA+B;IAC/B,QAAQ,CAAC,QAAQ,CAAC,EAAE,MAAM,CAAC;IAC3B,+BAA+B;IAC/B,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;CAC7B;AAsPD;;;GAGG;AACH,eAAO,MAAM,mBAAmB,EAAE,KAAK,CAAC,EAAE,CAAC,wBAAwB,CAyGlE,CAAC;AAEF,eAAe,mBAAmB,CAAC"}
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import { KOREAN_COLORS } from "../../../../types/constants/colors.js";
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import { FONT_FAMILY } from "../../../../types/constants/typography.js";
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import "../../../../types/constants/index.js";
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import { ThreeObjectPools } from "../../../../utils/threeObjectPool.js";
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import { useCallback, useEffect, useMemo, useRef, useState } from "react";
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import { jsx, jsxs } from "react/jsx-runtime";
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import { useFrame } from "@react-three/fiber";
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import { Html } from "@react-three/drei";
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import * as THREE from "three";
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//#region src/components/screens/training/components/HitFeedbackEffect3D.tsx
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/**
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* HitFeedbackEffect3D - Visual hit confirmation with damage numbers
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*
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* Provides particle effects, color flashes, and floating damage numbers
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* for training hit feedback
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*/
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/**
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* Impact particle system
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*/
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var ImpactParticles = ({ position, color, count }) => {
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const pointsRef = useRef(null);
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const velocitiesRef = useRef(null);
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const [initialPosition] = useState(position);
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const { positions, velocities } = useMemo(() => {
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const pos = new Float32Array(count * 3);
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const vel = new Float32Array(count * 3);
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const seed = initialPosition[0] + initialPosition[1] * 10 + initialPosition[2] * 100;
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function seededRandom(index) {
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const x = Math.sin(seed + index) * 1e4;
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return x - Math.floor(x);
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}
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const tempVel = ThreeObjectPools.vector3.acquire();
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try {
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for (let i = 0; i < count; i++) {
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const i3 = i * 3;
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pos[i3] = 0;
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pos[i3 + 1] = 0;
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pos[i3 + 2] = 0;
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const theta = seededRandom(i * 3) * Math.PI * 2;
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const phi = seededRandom(i * 3 + 1) * Math.PI;
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const speed = .5 + seededRandom(i * 3 + 2) * 1.5;
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tempVel.set(Math.sin(phi) * Math.cos(theta), Math.cos(phi), Math.sin(phi) * Math.sin(theta));
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tempVel.normalize().multiplyScalar(speed);
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vel[i3] = tempVel.x;
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vel[i3 + 1] = tempVel.y + 1;
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vel[i3 + 2] = tempVel.z;
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}
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} finally {
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return {
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positions: pos,
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velocities: vel
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};
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}, [count, initialPosition]);
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useEffect(() => {
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velocitiesRef.current = velocities;
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}, [velocities]);
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useFrame((_, delta) => {
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if (!pointsRef.current || !velocitiesRef.current) return;
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const attr = pointsRef.current.geometry.attributes.position;
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const array = attr.array;
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const vel = velocitiesRef.current;
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for (let i = 0; i < count; i++) {
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const i3 = i * 3;
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array[i3] += vel[i3] * delta * 10;
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array[i3 + 1] += vel[i3 + 1] * delta * 10;
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array[i3 + 2] += vel[i3 + 2] * delta * 10;
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vel[i3 + 1] -= 9.8 * delta;
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if (array[i3 + 1] < -2) array[i3 + 1] = -2;
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}
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attr.needsUpdate = true;
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});
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return /* @__PURE__ */ jsxs("points", {
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ref: pointsRef,
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position,
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children: [/* @__PURE__ */ jsx("bufferGeometry", { children: /* @__PURE__ */ jsx("bufferAttribute", {
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attach: "attributes-position",
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args: [positions, 3]
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}) }), /* @__PURE__ */ jsx("pointsMaterial", {
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size: .08,
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color,
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transparent: true,
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opacity: 1,
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sizeAttenuation: true,
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depthWrite: false,
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blending: THREE.AdditiveBlending
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})]
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var RingEffect = ({ position, color, maxRadius }) => {
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const startTime = useRef(0);
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useEffect(() => {
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}, []);
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useFrame(() => {
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if (!meshRef.current) return;
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const elapsed = (Date.now() - startTime.current) / 1e3;
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const progress = Math.min(elapsed / .5, 1);
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const radius = progress * maxRadius;
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const tempScale = ThreeObjectPools.vector3.acquire();
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try {
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tempScale.setScalar(radius);
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meshRef.current.scale.copy(tempScale);
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} finally {
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ThreeObjectPools.vector3.release(tempScale);
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}
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const material = meshRef.current.material;
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material.opacity = 1 - progress;
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});
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return /* @__PURE__ */ jsxs("mesh", {
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ref: meshRef,
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position,
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rotation: [
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Math.PI / 2,
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0,
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0
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],
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children: [/* @__PURE__ */ jsx("ringGeometry", { args: [
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.9,
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1,
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] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
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color,
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opacity: 1,
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side: THREE.DoubleSide
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})]
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});
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};
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/**
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* Floating damage number
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*/
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var DamageNumber = ({ position, damage, type, isMobile, onComplete }) => {
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const [offset, setOffset] = useState(0);
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const [opacity, setOpacity] = useState(1);
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const startTime = useRef(0);
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const completedRef = useRef(false);
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useEffect(() => {
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if (startTime.current === 0) startTime.current = Date.now();
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}, []);
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useFrame(() => {
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const elapsed = (Date.now() - startTime.current) / 1e3;
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const progress = Math.min(elapsed / 1.5, 1);
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setOffset(progress * 1);
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setOpacity(1 - progress);
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if (progress >= 1 && !completedRef.current && onComplete) {
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completedRef.current = true;
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onComplete();
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}
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});
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const color = type === "perfect" ? "#ffd700" : type === "normal" ? "#00ffff" : "#ff4444";
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const text = type === "miss" ? "빗나감 | MISS" : `${damage}`;
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return /* @__PURE__ */ jsx(Html, {
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position: [
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position[0],
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position[1] + offset,
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position[2]
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],
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center: true,
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distanceFactor: 10,
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style: {
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pointerEvents: "none",
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opacity
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},
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children: /* @__PURE__ */ jsx("div", {
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style: {
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fontSize: isMobile ? "20px" : "28px",
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fontWeight: "bold",
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fontFamily: FONT_FAMILY.KOREAN,
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color,
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textShadow: "0 0 10px rgba(0, 0, 0, 0.8)",
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whiteSpace: "nowrap"
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},
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"data-testid": "damage-number",
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children: text
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})
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});
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};
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/**
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* HitFeedbackEffect3D Component
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* Main hit feedback visualization
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*/
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var HitFeedbackEffect3D = ({ position, type, damage, visible = true, onComplete, duration = 1500, isMobile = false }) => {
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const [showEffect, setShowEffect] = useState(visible);
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const timeoutRef = useRef(null);
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const effectColor = useMemo(() => {
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switch (type) {
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case "perfect": return KOREAN_COLORS.ACCENT_GOLD;
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case "success": return KOREAN_COLORS.PRIMARY_CYAN;
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case "miss": return KOREAN_COLORS.TEXT_SECONDARY;
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default: return KOREAN_COLORS.PRIMARY_CYAN;
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}
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}, [type]);
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const particleCount = useMemo(() => {
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const isPerfect = type === "perfect";
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const isSuccess = type === "success";
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if (isMobile) return isPerfect ? 30 : isSuccess ? 20 : 10;
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return isPerfect ? 80 : isSuccess ? 50 : 25;
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}, [type, isMobile]);
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const ringRadius = type === "perfect" ? 1.5 : 1;
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const completedRef = useRef(false);
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const handleComplete = useCallback(() => {
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if (completedRef.current) return;
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completedRef.current = true;
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setShowEffect(false);
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onComplete?.();
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}, [onComplete]);
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useEffect(() => {
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if (visible && showEffect) timeoutRef.current = setTimeout(handleComplete, duration);
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return () => {
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if (timeoutRef.current) clearTimeout(timeoutRef.current);
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};
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}, [
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visible,
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showEffect,
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duration,
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handleComplete
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]);
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if (!showEffect) return null;
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return /* @__PURE__ */ jsxs("group", {
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name: `hit-feedback-${type}`,
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children: [
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/* @__PURE__ */ jsx(ImpactParticles, {
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position,
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color: effectColor,
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count: particleCount
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}),
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/* @__PURE__ */ jsx(RingEffect, {
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position,
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color: effectColor,
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maxRadius: ringRadius
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}),
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damage !== void 0 && type !== "miss" && /* @__PURE__ */ jsx(DamageNumber, {
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position,
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damage,
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type: type === "perfect" ? "perfect" : "normal",
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isMobile,
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onComplete: handleComplete
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}),
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type === "miss" && /* @__PURE__ */ jsx(DamageNumber, {
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position,
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damage: 0,
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type: "miss",
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isMobile,
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onComplete: handleComplete
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})
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]
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});
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};
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255
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//#endregion
|
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256
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export { HitFeedbackEffect3D as default };
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//# sourceMappingURL=HitFeedbackEffect3D.js.map
|
|
@@ -0,0 +1 @@
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1
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{"version":3,"file":"HitFeedbackEffect3D.js","names":[],"sources":["../../../../../src/components/screens/training/components/HitFeedbackEffect3D.tsx"],"sourcesContent":["/**\n * HitFeedbackEffect3D - Visual hit confirmation with damage numbers\n *\n * Provides particle effects, color flashes, and floating damage numbers\n * for training hit feedback\n */\n\nimport { Html } from \"@react-three/drei\";\nimport { useFrame } from \"@react-three/fiber\";\nimport { useCallback, useEffect, useMemo, useRef, useState } from \"react\";\nimport * as THREE from \"three\";\nimport { FONT_FAMILY, KOREAN_COLORS } from \"../../../../types/constants\";\nimport { ThreeObjectPools } from \"../../../../utils/threeObjectPool\";\n\n/**\n * Props for HitFeedbackEffect3D component\n */\nexport interface HitFeedbackEffect3DProps {\n /** 3D position where hit occurred */\n readonly position: [number, number, number];\n /** Type of hit (affects visual style) */\n readonly type: \"success\" | \"perfect\" | \"miss\";\n /** Damage dealt (if applicable) */\n readonly damage?: number;\n /** Whether effect is visible */\n readonly visible?: boolean;\n /** Callback when effect completes */\n readonly onComplete?: () => void;\n /** Duration in milliseconds */\n readonly duration?: number;\n /** Whether on mobile device */\n readonly isMobile?: boolean;\n}\n\n/**\n * Impact particle system\n */\nconst ImpactParticles: React.FC<{\n position: [number, number, number];\n color: number;\n count: number;\n}> = ({ position, color, count }) => {\n const pointsRef = useRef<THREE.Points>(null);\n\n // Store velocities in a ref that persists across renders\n const velocitiesRef = useRef<Float32Array | null>(null);\n\n // Store initial position for seeded random - use useState to capture at mount\n // Note: This intentionally ignores position prop changes to maintain consistent\n // particle behavior throughout the effect's lifetime. To update particles when\n // position changes, add a key prop to the parent component to force remount.\n const [initialPosition] = useState(position);\n\n // Initialize particle positions and velocities - use seed based on initial position\n const { positions, velocities } = useMemo(() => {\n const pos = new Float32Array(count * 3);\n const vel = new Float32Array(count * 3);\n\n // Use initial position as seed for deterministic but varying particles\n const seed =\n initialPosition[0] + initialPosition[1] * 10 + initialPosition[2] * 100;\n\n // Simple seeded random using position\n // Large multiplier (10000) ensures sufficient entropy for randomness while keeping values deterministic\n function seededRandom(index: number): number {\n const x = Math.sin(seed + index) * 10000;\n return x - Math.floor(x);\n }\n\n // Use pooled vector for velocity calculations to reduce allocations\n // Pool strategy: Acquire once, reuse for all particles, release\n const tempVel = ThreeObjectPools.vector3.acquire();\n \n try {\n for (let i = 0; i < count; i++) {\n const i3 = i * 3;\n // Start at center\n pos[i3] = 0;\n pos[i3 + 1] = 0;\n pos[i3 + 2] = 0;\n\n // Random outward velocities using seeded random\n const theta = seededRandom(i * 3) * Math.PI * 2;\n const phi = seededRandom(i * 3 + 1) * Math.PI;\n const speed = 0.5 + seededRandom(i * 3 + 2) * 1.5;\n\n tempVel.set(\n Math.sin(phi) * Math.cos(theta),\n Math.cos(phi),\n Math.sin(phi) * Math.sin(theta)\n );\n tempVel.normalize().multiplyScalar(speed);\n \n // Add upward bias\n vel[i3] = tempVel.x;\n vel[i3 + 1] = tempVel.y + 1;\n vel[i3 + 2] = tempVel.z;\n }\n } finally {\n // Always release pooled vector\n ThreeObjectPools.vector3.release(tempVel);\n }\n\n return { positions: pos, velocities: vel };\n }, [count, initialPosition]); // initialPosition is captured at mount and won't change\n\n // Update velocities ref in useEffect to avoid ref access during render\n useEffect(() => {\n velocitiesRef.current = velocities;\n }, [velocities]);\n\n // Animate particles\n useFrame((_, delta) => {\n if (!pointsRef.current || !velocitiesRef.current) return;\n\n const attr = pointsRef.current.geometry.attributes.position;\n const array = attr.array as Float32Array;\n const vel = velocitiesRef.current;\n\n for (let i = 0; i < count; i++) {\n const i3 = i * 3;\n\n // Update positions\n array[i3] += vel[i3] * delta * 10;\n array[i3 + 1] += vel[i3 + 1] * delta * 10;\n array[i3 + 2] += vel[i3 + 2] * delta * 10;\n\n // Apply gravity\n // Note: Intentionally mutating velocitiesRef.current (Float32Array) for performance.\n // This is safe and won't trigger React re-renders since it's a ref.\n vel[i3 + 1] -= 9.8 * delta;\n\n // Fade out particles that go too far\n if (array[i3 + 1] < -2) {\n array[i3 + 1] = -2;\n }\n }\n\n attr.needsUpdate = true;\n });\n\n return (\n <points ref={pointsRef} position={position}>\n <bufferGeometry>\n <bufferAttribute attach=\"attributes-position\" args={[positions, 3]} />\n </bufferGeometry>\n <pointsMaterial\n size={0.08}\n color={color}\n transparent\n opacity={1.0}\n sizeAttenuation\n depthWrite={false}\n blending={THREE.AdditiveBlending}\n />\n </points>\n );\n};\n\n/**\n * Expanding ring effect\n */\nconst RingEffect: React.FC<{\n position: [number, number, number];\n color: number;\n maxRadius: number;\n}> = ({ position, color, maxRadius }) => {\n const meshRef = useRef<THREE.Mesh>(null);\n const startTime = useRef<number>(0);\n\n // Initialize start time on mount using useEffect\n useEffect(() => {\n if (startTime.current === 0) {\n startTime.current = Date.now();\n }\n }, []);\n\n useFrame(() => {\n if (!meshRef.current) return;\n\n const elapsed = (Date.now() - startTime.current) / 1000;\n const progress = Math.min(elapsed / 0.5, 1); // 0.5 second duration\n\n // Expand ring - use pooled vector for scale to avoid allocation\n const radius = progress * maxRadius;\n const tempScale = ThreeObjectPools.vector3.acquire();\n try {\n tempScale.setScalar(radius);\n meshRef.current.scale.copy(tempScale);\n } finally {\n ThreeObjectPools.vector3.release(tempScale);\n }\n\n // Fade out\n const material = meshRef.current.material as THREE.MeshBasicMaterial;\n material.opacity = 1 - progress;\n });\n\n return (\n <mesh ref={meshRef} position={position} rotation={[Math.PI / 2, 0, 0]}>\n <ringGeometry args={[0.9, 1.0, 32]} />\n <meshBasicMaterial\n color={color}\n transparent\n opacity={1}\n side={THREE.DoubleSide}\n />\n </mesh>\n );\n};\n\n/**\n * Floating damage number\n */\nconst DamageNumber: React.FC<{\n position: [number, number, number];\n damage: number;\n type: \"perfect\" | \"normal\" | \"miss\";\n isMobile: boolean;\n onComplete: () => void;\n}> = ({ position, damage, type, isMobile, onComplete }) => {\n const [offset, setOffset] = useState(0);\n const [opacity, setOpacity] = useState(1);\n const startTime = useRef<number>(0);\n const completedRef = useRef(false);\n\n // Initialize start time on mount using useEffect\n useEffect(() => {\n if (startTime.current === 0) {\n startTime.current = Date.now();\n }\n }, []);\n\n useFrame(() => {\n const elapsed = (Date.now() - startTime.current) / 1000;\n const progress = Math.min(elapsed / 1.5, 1); // 1.5 second duration\n\n // Float upward\n setOffset(progress * 1);\n\n // Fade out\n setOpacity(1 - progress);\n\n // Complete when done (only once)\n if (progress >= 1 && !completedRef.current && onComplete) {\n completedRef.current = true;\n onComplete();\n }\n });\n\n const color =\n type === \"perfect\" ? \"#ffd700\" : type === \"normal\" ? \"#00ffff\" : \"#ff4444\";\n const text = type === \"miss\" ? \"빗나감 | MISS\" : `${damage}`; // Korean: 빗나감 = miss/deflected\n\n return (\n <Html\n position={[position[0], position[1] + offset, position[2]]}\n center\n distanceFactor={10}\n style={{ pointerEvents: \"none\", opacity }}\n >\n <div\n style={{\n fontSize: isMobile ? \"20px\" : \"28px\",\n fontWeight: \"bold\",\n fontFamily: FONT_FAMILY.KOREAN,\n color,\n textShadow: \"0 0 10px rgba(0, 0, 0, 0.8)\",\n whiteSpace: \"nowrap\",\n }}\n data-testid=\"damage-number\"\n >\n {text}\n </div>\n </Html>\n );\n};\n\n/**\n * HitFeedbackEffect3D Component\n * Main hit feedback visualization\n */\nexport const HitFeedbackEffect3D: React.FC<HitFeedbackEffect3DProps> = ({\n position,\n type,\n damage,\n visible = true,\n onComplete,\n duration = 1500,\n isMobile = false,\n}) => {\n const [showEffect, setShowEffect] = useState(visible);\n const timeoutRef = useRef<NodeJS.Timeout | null>(null);\n\n // Get colors based on hit type\n const effectColor = useMemo(() => {\n switch (type) {\n case \"perfect\":\n return KOREAN_COLORS.ACCENT_GOLD;\n case \"success\":\n return KOREAN_COLORS.PRIMARY_CYAN;\n case \"miss\":\n return KOREAN_COLORS.TEXT_SECONDARY;\n default:\n return KOREAN_COLORS.PRIMARY_CYAN;\n }\n }, [type]);\n\n // Reduce particle counts on mobile to avoid frame drops\n const particleCount = useMemo(() => {\n const isPerfect = type === \"perfect\";\n const isSuccess = type === \"success\";\n\n if (isMobile) {\n return isPerfect ? 30 : isSuccess ? 20 : 10;\n }\n\n // Higher fidelity on non-mobile devices\n return isPerfect ? 80 : isSuccess ? 50 : 25;\n }, [type, isMobile]);\n const ringRadius = type === \"perfect\" ? 1.5 : 1.0;\n\n // Track completion to prevent multiple calls\n const completedRef = useRef(false);\n\n // Handle effect completion (only once)\n const handleComplete = useCallback(() => {\n if (completedRef.current) return;\n completedRef.current = true;\n setShowEffect(false);\n onComplete?.();\n }, [onComplete]);\n\n // Auto-complete after duration\n useEffect(() => {\n if (visible && showEffect) {\n timeoutRef.current = setTimeout(handleComplete, duration);\n }\n\n return () => {\n if (timeoutRef.current) {\n clearTimeout(timeoutRef.current);\n }\n };\n }, [visible, showEffect, duration, handleComplete]);\n\n if (!showEffect) return null;\n\n return (\n <group name={`hit-feedback-${type}`}>\n {/* Particle burst */}\n <ImpactParticles\n position={position}\n color={effectColor}\n count={particleCount}\n />\n\n {/* Expanding ring */}\n <RingEffect\n position={position}\n color={effectColor}\n maxRadius={ringRadius}\n />\n\n {/* Floating damage number */}\n {damage !== undefined && type !== \"miss\" && (\n <DamageNumber\n position={position}\n damage={damage}\n type={type === \"perfect\" ? \"perfect\" : \"normal\"}\n isMobile={isMobile}\n onComplete={handleComplete}\n />\n )}\n\n {/* Miss indicator */}\n {type === \"miss\" && (\n <DamageNumber\n position={position}\n damage={0}\n type=\"miss\"\n isMobile={isMobile}\n onComplete={handleComplete}\n />\n )}\n </group>\n );\n};\n\nexport default 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