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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@@ -0,0 +1,298 @@
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import { PlayerArchetype, TrigramStance } from "../../../../types/common.js";
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import { KOREAN_COLORS } from "../../../../types/constants/colors.js";
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import "../../../../types/constants/index.js";
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import KOREAN_VITAL_POINTS from "../../../../systems/vitalpoint/KoreanVitalPoints.js";
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import SkeletalPlayer3D from "../../../shared/three/models/SkeletalPlayer3D.js";
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import VitalPointMarker3D from "./VitalPointMarker3D.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 * as THREE from "three";
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//#region src/components/screens/training/components/TrainingDummy3D.tsx
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/**
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* TrainingDummy3D - 3D training dummy with vital points
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*
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* Provides anatomically accurate training dummy using SkeletalPlayer3D
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* for Korean martial arts practice. Supports anatomy overlays and difficulty modes.
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*
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* Refactored to extend SkeletalPlayer3D for visual consistency with player characters.
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*
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* @module components/screens/training/TrainingDummy3D
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* @category 3D Components
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* @korean 훈련인형3D컴포넌트
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*/
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/**
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* Map body region to 3D position on dummy
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*
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* Positions are calibrated for SkeletalPlayer3D bone structure.
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*
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* @param pointId - Unique identifier for the vital point
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* @param category - Anatomical category (head, neck, torso, etc.)
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* @returns 3D coordinates [x, y, z] relative to dummy center
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* @korean 급소위치계산
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*/
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var getVitalPointPosition = (pointId, category) => {
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const basePos = {
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head: [
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0,
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1.75,
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.12
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],
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neck: [
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0,
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1.5,
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.1
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],
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torso: [
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0,
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1.15,
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.18
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],
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chest: [
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0,
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1.2,
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54
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.2
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],
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56
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+
abdomen: [
|
|
57
|
+
0,
|
|
58
|
+
.85,
|
|
59
|
+
.18
|
|
60
|
+
],
|
|
61
|
+
back: [
|
|
62
|
+
0,
|
|
63
|
+
1.1,
|
|
64
|
+
-.15
|
|
65
|
+
],
|
|
66
|
+
arm: [
|
|
67
|
+
-.45,
|
|
68
|
+
1.15,
|
|
69
|
+
0
|
|
70
|
+
],
|
|
71
|
+
leg: [
|
|
72
|
+
-.18,
|
|
73
|
+
.4,
|
|
74
|
+
.05
|
|
75
|
+
],
|
|
76
|
+
neurological: [
|
|
77
|
+
0,
|
|
78
|
+
1.7,
|
|
79
|
+
.08
|
|
80
|
+
],
|
|
81
|
+
vascular: [
|
|
82
|
+
0,
|
|
83
|
+
1.45,
|
|
84
|
+
.12
|
|
85
|
+
],
|
|
86
|
+
muscular: [
|
|
87
|
+
0,
|
|
88
|
+
1.1,
|
|
89
|
+
.2
|
|
90
|
+
],
|
|
91
|
+
skeletal: [
|
|
92
|
+
0,
|
|
93
|
+
.9,
|
|
94
|
+
.15
|
|
95
|
+
]
|
|
96
|
+
}[category.toLowerCase()] ?? [
|
|
97
|
+
0,
|
|
98
|
+
1.1,
|
|
99
|
+
.15
|
|
100
|
+
];
|
|
101
|
+
const hash = pointId.split("").reduce((acc, char) => acc + char.charCodeAt(0), 0) * .001;
|
|
102
|
+
return [
|
|
103
|
+
basePos[0] + Math.sin(hash * 7.3) * .08,
|
|
104
|
+
basePos[1] + Math.cos(hash * 5.1) * .08,
|
|
105
|
+
basePos[2] + Math.sin(hash * 3.7) * .03
|
|
106
|
+
];
|
|
107
|
+
};
|
|
108
|
+
/**
|
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109
|
+
* Health bar component for training dummy
|
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110
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+
*
|
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111
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+
* Displays above the dummy with Korean cyberpunk styling.
|
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112
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+
* @korean 훈련인형체력바
|
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113
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+
*/
|
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114
|
+
var HEALTH_BAR_WIDTH = 1.2;
|
|
115
|
+
var HEALTH_BAR_HEIGHT = .1;
|
|
116
|
+
var DummyHealthBar = ({ health, maxHealth, position }) => {
|
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117
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+
const healthPercent = Math.max(0, Math.min(100, health / maxHealth * 100));
|
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118
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+
const bgGeometry = useMemo(() => new THREE.BoxGeometry(HEALTH_BAR_WIDTH, HEALTH_BAR_HEIGHT, .02), []);
|
|
119
|
+
const healthGeometry = useMemo(() => new THREE.BoxGeometry(HEALTH_BAR_WIDTH, HEALTH_BAR_HEIGHT, .02), []);
|
|
120
|
+
const borderGeometry = useMemo(() => new THREE.BoxGeometry(HEALTH_BAR_WIDTH + .04, HEALTH_BAR_HEIGHT + .04, .01), []);
|
|
121
|
+
const healthColor = useMemo(() => {
|
|
122
|
+
if (healthPercent > 70) return KOREAN_COLORS.HEALTH_FULL;
|
|
123
|
+
if (healthPercent > 40) return KOREAN_COLORS.HEALTH_MEDIUM;
|
|
124
|
+
if (healthPercent > 20) return KOREAN_COLORS.HEALTH_LOW;
|
|
125
|
+
return KOREAN_COLORS.HEALTH_CRITICAL;
|
|
126
|
+
}, [healthPercent]);
|
|
127
|
+
const healthScale = useMemo(() => [
|
|
128
|
+
healthPercent / 100,
|
|
129
|
+
1,
|
|
130
|
+
1
|
|
131
|
+
], [healthPercent]);
|
|
132
|
+
useEffect(() => {
|
|
133
|
+
return () => {
|
|
134
|
+
bgGeometry.dispose();
|
|
135
|
+
healthGeometry.dispose();
|
|
136
|
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borderGeometry.dispose();
|
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137
|
+
};
|
|
138
|
+
}, [
|
|
139
|
+
bgGeometry,
|
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140
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healthGeometry,
|
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borderGeometry
|
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|
+
]);
|
|
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|
+
return /* @__PURE__ */ jsxs("group", {
|
|
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|
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position,
|
|
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|
+
name: "dummy-health-bar",
|
|
146
|
+
children: [
|
|
147
|
+
/* @__PURE__ */ jsxs("mesh", { children: [/* @__PURE__ */ jsx("primitive", { object: bgGeometry }), /* @__PURE__ */ jsx("meshBasicMaterial", {
|
|
148
|
+
color: KOREAN_COLORS.UI_BACKGROUND_DARK,
|
|
149
|
+
transparent: true,
|
|
150
|
+
opacity: .7
|
|
151
|
+
})] }),
|
|
152
|
+
/* @__PURE__ */ jsxs("mesh", {
|
|
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|
+
position: [
|
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|
+
-(HEALTH_BAR_WIDTH * (1 - healthPercent / 100)) / 2,
|
|
155
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+
0,
|
|
156
|
+
.01
|
|
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+
],
|
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|
+
scale: healthScale,
|
|
159
|
+
children: [/* @__PURE__ */ jsx("primitive", { object: healthGeometry }), /* @__PURE__ */ jsx("meshBasicMaterial", {
|
|
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color: healthColor,
|
|
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|
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transparent: true,
|
|
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|
+
opacity: .9
|
|
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+
})]
|
|
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|
+
}),
|
|
165
|
+
/* @__PURE__ */ jsxs("lineSegments", { children: [/* @__PURE__ */ jsx("edgesGeometry", { args: [borderGeometry] }), /* @__PURE__ */ jsx("lineBasicMaterial", {
|
|
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|
+
color: KOREAN_COLORS.PRIMARY_CYAN,
|
|
167
|
+
transparent: true,
|
|
168
|
+
opacity: .8
|
|
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})] })
|
|
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|
+
]
|
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|
+
});
|
|
172
|
+
};
|
|
173
|
+
/**
|
|
174
|
+
* TrainingDummy3D Component
|
|
175
|
+
*
|
|
176
|
+
* Main training dummy using SkeletalPlayer3D for consistent visual appearance.
|
|
177
|
+
* Displays vital points for martial arts practice with difficulty-based sizing.
|
|
178
|
+
*
|
|
179
|
+
* @example
|
|
180
|
+
* ```tsx
|
|
181
|
+
* <TrainingDummy3D
|
|
182
|
+
* position={[0, 0, 5]}
|
|
183
|
+
* selectedVitalPoint="temple"
|
|
184
|
+
* isTraining={true}
|
|
185
|
+
* health={75}
|
|
186
|
+
* difficulty="normal"
|
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187
|
+
* onVitalPointHit={(id) => console.log(`Hit ${id}`)}
|
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|
+
* />
|
|
189
|
+
* ```
|
|
190
|
+
*
|
|
191
|
+
* @korean 훈련인형3D컴포넌트
|
|
192
|
+
*/
|
|
193
|
+
var TrainingDummy3D = ({ position, selectedVitalPoint, isTraining, health = 100, maxHealth = 100, onVitalPointHit, onDefeated, difficulty = "normal", vitalPointCount = 12, isMobile = false, archetype = PlayerArchetype.MUSA, stance = TrigramStance.GEON }) => {
|
|
194
|
+
const groupRef = useRef(null);
|
|
195
|
+
const [isStunned, setIsStunned] = useState(false);
|
|
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|
+
const vitalPoints = useMemo(() => KOREAN_VITAL_POINTS.slice(0, Math.min(vitalPointCount, KOREAN_VITAL_POINTS.length)), [vitalPointCount]);
|
|
197
|
+
const sizeMultiplier = useMemo(() => {
|
|
198
|
+
switch (difficulty) {
|
|
199
|
+
case "easy": return 1.5;
|
|
200
|
+
case "normal": return 1;
|
|
201
|
+
case "hard": return .7;
|
|
202
|
+
default: return 1;
|
|
203
|
+
}
|
|
204
|
+
}, [difficulty]);
|
|
205
|
+
const prevHealthRef = useRef(health);
|
|
206
|
+
const onDefeatedRef = useRef(onDefeated);
|
|
207
|
+
useEffect(() => {
|
|
208
|
+
onDefeatedRef.current = onDefeated;
|
|
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|
+
}, [onDefeated]);
|
|
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|
+
useEffect(() => {
|
|
211
|
+
if (prevHealthRef.current > 0 && health <= 0) onDefeatedRef.current?.();
|
|
212
|
+
if (prevHealthRef.current - health > 20) {
|
|
213
|
+
setIsStunned(true);
|
|
214
|
+
const timer = setTimeout(() => setIsStunned(false), 500);
|
|
215
|
+
return () => clearTimeout(timer);
|
|
216
|
+
}
|
|
217
|
+
prevHealthRef.current = health;
|
|
218
|
+
}, [health]);
|
|
219
|
+
useFrame((state) => {
|
|
220
|
+
if (!groupRef.current) return;
|
|
221
|
+
const time = state.clock.elapsedTime;
|
|
222
|
+
const breathScale = Math.sin(time * 1.5) * .01 + 1;
|
|
223
|
+
groupRef.current.scale.y = breathScale;
|
|
224
|
+
groupRef.current.rotation.y = Math.sin(time * .5) * .02;
|
|
225
|
+
});
|
|
226
|
+
const handlePointHit = useCallback((pointId) => {
|
|
227
|
+
onVitalPointHit?.(pointId);
|
|
228
|
+
}, [onVitalPointHit]);
|
|
229
|
+
return /* @__PURE__ */ jsxs("group", {
|
|
230
|
+
ref: groupRef,
|
|
231
|
+
position,
|
|
232
|
+
name: "training-dummy-3d",
|
|
233
|
+
children: [
|
|
234
|
+
/* @__PURE__ */ jsx(SkeletalPlayer3D, {
|
|
235
|
+
playerId: "training-dummy",
|
|
236
|
+
archetype,
|
|
237
|
+
stance,
|
|
238
|
+
position: [
|
|
239
|
+
0,
|
|
240
|
+
0,
|
|
241
|
+
0
|
|
242
|
+
],
|
|
243
|
+
rotation: Math.PI,
|
|
244
|
+
facing: "left",
|
|
245
|
+
health,
|
|
246
|
+
maxHealth,
|
|
247
|
+
stamina: 100,
|
|
248
|
+
ki: 50,
|
|
249
|
+
balance: "READY",
|
|
250
|
+
pain: 0,
|
|
251
|
+
consciousness: 100,
|
|
252
|
+
isMobile,
|
|
253
|
+
currentAnimation: "idle",
|
|
254
|
+
isBlocking: false,
|
|
255
|
+
isStunned,
|
|
256
|
+
showHealthBar: false,
|
|
257
|
+
showStanceIndicator: false,
|
|
258
|
+
enableFacialExpressions: true,
|
|
259
|
+
enableEyeTracking: true
|
|
260
|
+
}),
|
|
261
|
+
vitalPoints.map((point) => /* @__PURE__ */ jsx("group", {
|
|
262
|
+
position: getVitalPointPosition(point.id, point.category),
|
|
263
|
+
children: /* @__PURE__ */ jsx(VitalPointMarker3D, {
|
|
264
|
+
vitalPoint: point,
|
|
265
|
+
isSelected: point.id === selectedVitalPoint,
|
|
266
|
+
isTraining,
|
|
267
|
+
isMobile,
|
|
268
|
+
onHit: handlePointHit,
|
|
269
|
+
sizeMultiplier
|
|
270
|
+
})
|
|
271
|
+
}, point.id)),
|
|
272
|
+
isTraining && /* @__PURE__ */ jsx(DummyHealthBar, {
|
|
273
|
+
health,
|
|
274
|
+
maxHealth,
|
|
275
|
+
position: [
|
|
276
|
+
0,
|
|
277
|
+
2.3,
|
|
278
|
+
0
|
|
279
|
+
]
|
|
280
|
+
}),
|
|
281
|
+
isTraining && /* @__PURE__ */ jsx("pointLight", {
|
|
282
|
+
position: [
|
|
283
|
+
0,
|
|
284
|
+
1.2,
|
|
285
|
+
.5
|
|
286
|
+
],
|
|
287
|
+
color: KOREAN_COLORS.PRIMARY_CYAN,
|
|
288
|
+
intensity: .3,
|
|
289
|
+
distance: 3,
|
|
290
|
+
decay: 2
|
|
291
|
+
})
|
|
292
|
+
]
|
|
293
|
+
});
|
|
294
|
+
};
|
|
295
|
+
//#endregion
|
|
296
|
+
export { TrainingDummy3D as default };
|
|
297
|
+
|
|
298
|
+
//# sourceMappingURL=TrainingDummy3D.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"TrainingDummy3D.js","names":[],"sources":["../../../../../src/components/screens/training/components/TrainingDummy3D.tsx"],"sourcesContent":["/**\n * TrainingDummy3D - 3D training dummy with vital points\n *\n * Provides anatomically accurate training dummy using SkeletalPlayer3D\n * for Korean martial arts practice. Supports anatomy overlays and difficulty modes.\n *\n * Refactored to extend SkeletalPlayer3D for visual consistency with player characters.\n *\n * @module components/screens/training/TrainingDummy3D\n * @category 3D Components\n * @korean 훈련인형3D컴포넌트\n */\n\nimport { useFrame } from \"@react-three/fiber\";\nimport React, {\n useCallback,\n useEffect,\n useMemo,\n useRef,\n useState,\n} from \"react\";\nimport * as THREE from \"three\";\nimport { KOREAN_VITAL_POINTS } from \"../../../../systems/vitalpoint/KoreanVitalPoints\";\nimport { PlayerArchetype, TrigramStance } from \"../../../../types/common\";\nimport { KOREAN_COLORS } from \"../../../../types/constants\";\nimport SkeletalPlayer3D from \"../../../shared/three/models/SkeletalPlayer3D\";\nimport VitalPointMarker3D from \"./VitalPointMarker3D\";\n\n/**\n * Difficulty mode for training\n * @korean 난이도모드\n */\nexport type DifficultyMode = \"easy\" | \"normal\" | \"hard\";\n\n/**\n * Props for TrainingDummy3D component\n * @korean 훈련인형3D속성\n */\nexport interface TrainingDummy3DProps {\n /** 3D world position of the dummy */\n readonly position: [number, number, number];\n /** Currently selected vital point for targeting */\n readonly selectedVitalPoint: string | null;\n /** Whether training is active */\n readonly isTraining: boolean;\n /** Current health of dummy (0-100) */\n readonly health?: number;\n /** Maximum health of dummy */\n readonly maxHealth?: number;\n /** Callback when vital point is hit */\n readonly onVitalPointHit?: (vitalPointId: string) => void;\n /** Callback when dummy is defeated */\n readonly onDefeated?: () => void;\n /** Difficulty mode (affects marker sizes) */\n readonly difficulty?: DifficultyMode;\n /** Number of vital points to display (3-70) */\n readonly vitalPointCount?: number;\n /** Whether on mobile device */\n readonly isMobile?: boolean;\n /** Archetype to display (affects body type and appearance) */\n readonly archetype?: PlayerArchetype;\n /** Current stance for the dummy */\n readonly stance?: TrigramStance;\n}\n\n/**\n * Map body region to 3D position on dummy\n *\n * Positions are calibrated for SkeletalPlayer3D bone structure.\n *\n * @param pointId - Unique identifier for the vital point\n * @param category - Anatomical category (head, neck, torso, etc.)\n * @returns 3D coordinates [x, y, z] relative to dummy center\n * @korean 급소위치계산\n */\nconst getVitalPointPosition = (\n pointId: string,\n category: string,\n): [number, number, number] => {\n // Base positions calibrated for SkeletalPlayer3D skeletal rig\n // These align with the 28-bone humanoid rig structure\n const positions: Record<string, [number, number, number]> = {\n head: [0, 1.75, 0.12], // Head bone + offset\n neck: [0, 1.5, 0.1], // Neck bone\n torso: [0, 1.15, 0.18], // Chest/spine area\n chest: [0, 1.2, 0.2], // Upper chest\n abdomen: [0, 0.85, 0.18], // Lower torso\n back: [0, 1.1, -0.15], // Spine back\n arm: [-0.45, 1.15, 0], // Upper arm area\n leg: [-0.18, 0.4, 0.05], // Thigh area\n neurological: [0, 1.7, 0.08], // Temple/head neural points\n vascular: [0, 1.45, 0.12], // Neck vascular points\n muscular: [0, 1.1, 0.2], // Muscle groups\n skeletal: [0, 0.9, 0.15], // Joints/bones\n };\n\n // Get base position or default to center torso\n const basePos = positions[category.toLowerCase()] ?? [0, 1.1, 0.15];\n\n // Add deterministic offset for multiple points in same region\n // Uses character code of pointId for consistent positioning\n const hash =\n pointId.split(\"\").reduce((acc, char) => acc + char.charCodeAt(0), 0) *\n 0.001;\n return [\n basePos[0] + Math.sin(hash * 7.3) * 0.08,\n basePos[1] + Math.cos(hash * 5.1) * 0.08,\n basePos[2] + Math.sin(hash * 3.7) * 0.03,\n ];\n};\n\n/**\n * Health bar component for training dummy\n *\n * Displays above the dummy with Korean cyberpunk styling.\n * @korean 훈련인형체력바\n */\n\n// Constants defined outside component to avoid recreation\nconst HEALTH_BAR_WIDTH = 1.2;\nconst HEALTH_BAR_HEIGHT = 0.1;\n\nconst DummyHealthBar: React.FC<{\n readonly health: number;\n readonly maxHealth: number;\n readonly position: [number, number, number];\n}> = ({ health, maxHealth, position }) => {\n // Health percentage\n const healthPercent = Math.max(0, Math.min(100, (health / maxHealth) * 100));\n\n // Memoize geometries to avoid recreating on every render\n const bgGeometry = useMemo(\n () => new THREE.BoxGeometry(HEALTH_BAR_WIDTH, HEALTH_BAR_HEIGHT, 0.02),\n [],\n );\n const healthGeometry = useMemo(\n () => new THREE.BoxGeometry(HEALTH_BAR_WIDTH, HEALTH_BAR_HEIGHT, 0.02),\n [],\n );\n const borderGeometry = useMemo(\n () =>\n new THREE.BoxGeometry(\n HEALTH_BAR_WIDTH + 0.04,\n HEALTH_BAR_HEIGHT + 0.04,\n 0.01,\n ),\n [],\n );\n\n // Determine health bar color based on health percentage\n const healthColor = useMemo(() => {\n if (healthPercent > 70) return KOREAN_COLORS.HEALTH_FULL;\n if (healthPercent > 40) return KOREAN_COLORS.HEALTH_MEDIUM;\n if (healthPercent > 20) return KOREAN_COLORS.HEALTH_LOW;\n return KOREAN_COLORS.HEALTH_CRITICAL;\n }, [healthPercent]);\n\n // Use scale instead of recreating geometry\n const healthScale: [number, number, number] = useMemo(\n () => [healthPercent / 100, 1, 1],\n [healthPercent],\n );\n\n // Cleanup geometries on unmount\n useEffect(() => {\n return () => {\n bgGeometry.dispose();\n healthGeometry.dispose();\n borderGeometry.dispose();\n };\n }, [bgGeometry, healthGeometry, borderGeometry]);\n\n return (\n <group position={position} name=\"dummy-health-bar\">\n {/* Background bar */}\n <mesh>\n <primitive object={bgGeometry} />\n <meshBasicMaterial\n color={KOREAN_COLORS.UI_BACKGROUND_DARK}\n transparent\n opacity={0.7}\n />\n </mesh>\n\n {/* Health bar (scaled based on health, anchored to left edge) */}\n <mesh\n position={[\n -(HEALTH_BAR_WIDTH * (1 - healthPercent / 100)) / 2,\n 0,\n 0.01,\n ]}\n scale={healthScale}\n >\n <primitive object={healthGeometry} />\n <meshBasicMaterial color={healthColor} transparent opacity={0.9} />\n </mesh>\n\n {/* Border frame - outline using EdgesGeometry for crisp border */}\n <lineSegments>\n <edgesGeometry args={[borderGeometry]} />\n <lineBasicMaterial\n color={KOREAN_COLORS.PRIMARY_CYAN}\n transparent\n opacity={0.8}\n />\n </lineSegments>\n </group>\n );\n};\n\n/**\n * TrainingDummy3D Component\n *\n * Main training dummy using SkeletalPlayer3D for consistent visual appearance.\n * Displays vital points for martial arts practice with difficulty-based sizing.\n *\n * @example\n * ```tsx\n * <TrainingDummy3D\n * position={[0, 0, 5]}\n * selectedVitalPoint=\"temple\"\n * isTraining={true}\n * health={75}\n * difficulty=\"normal\"\n * onVitalPointHit={(id) => console.log(`Hit ${id}`)}\n * />\n * ```\n *\n * @korean 훈련인형3D컴포넌트\n */\nexport const TrainingDummy3D: React.FC<TrainingDummy3DProps> = ({\n position,\n selectedVitalPoint,\n isTraining,\n health = 100,\n maxHealth = 100,\n onVitalPointHit,\n onDefeated,\n difficulty = \"normal\",\n vitalPointCount = 12,\n isMobile = false,\n archetype = PlayerArchetype.MUSA,\n stance = TrigramStance.GEON,\n}) => {\n const groupRef = useRef<THREE.Group>(null);\n const [isStunned, setIsStunned] = useState(false);\n\n // Select vital points to display based on count (expandable to 70)\n const vitalPoints = useMemo(\n () =>\n KOREAN_VITAL_POINTS.slice(\n 0,\n Math.min(vitalPointCount, KOREAN_VITAL_POINTS.length),\n ),\n [vitalPointCount],\n );\n\n // Calculate size multiplier based on difficulty\n const sizeMultiplier = useMemo(() => {\n switch (difficulty) {\n case \"easy\":\n return 1.5; // Larger targets\n case \"normal\":\n return 1.0; // Standard size\n case \"hard\":\n return 0.7; // Smaller targets\n default:\n return 1.0;\n }\n }, [difficulty]);\n\n // Track previous health to detect defeat\n const prevHealthRef = useRef(health);\n\n // Store latest onDefeated callback in a ref to avoid stale closure\n const onDefeatedRef = useRef(onDefeated);\n useEffect(() => {\n onDefeatedRef.current = onDefeated;\n }, [onDefeated]);\n\n // Check for defeat and trigger stun effect on significant damage\n useEffect(() => {\n // Defeated check\n if (prevHealthRef.current > 0 && health <= 0) {\n onDefeatedRef.current?.();\n }\n\n // Stun on significant damage (more than 20 points)\n if (prevHealthRef.current - health > 20) {\n setIsStunned(true);\n const timer = setTimeout(() => setIsStunned(false), 500);\n return () => clearTimeout(timer);\n }\n\n prevHealthRef.current = health;\n return undefined;\n }, [health]);\n\n // Subtle idle animation for training dummy\n useFrame((state) => {\n if (!groupRef.current) return;\n\n // Gentle breathing/swaying motion\n const time = state.clock.elapsedTime;\n const breathScale = Math.sin(time * 1.5) * 0.01 + 1;\n groupRef.current.scale.y = breathScale;\n\n // Subtle rotation as if waiting for attack\n groupRef.current.rotation.y = Math.sin(time * 0.5) * 0.02;\n });\n\n // Handle vital point hit\n const handlePointHit = useCallback(\n (pointId: string) => {\n onVitalPointHit?.(pointId);\n },\n [onVitalPointHit],\n );\n\n return (\n <group ref={groupRef} position={position} name=\"training-dummy-3d\">\n {/* SkeletalPlayer3D as the base character model */}\n <SkeletalPlayer3D\n playerId=\"training-dummy\"\n archetype={archetype}\n stance={stance}\n position={[0, 0, 0]}\n rotation={Math.PI} // Face the player\n facing=\"left\"\n health={health}\n maxHealth={maxHealth}\n stamina={100}\n ki={50}\n balance=\"READY\"\n pain={0}\n consciousness={100}\n isMobile={isMobile}\n currentAnimation=\"idle\"\n isBlocking={false}\n isStunned={isStunned}\n showHealthBar={false} // We use custom health bar\n showStanceIndicator={false}\n enableFacialExpressions={true}\n enableEyeTracking={true}\n />\n\n {/* Vital point markers overlaid on the skeletal model */}\n {vitalPoints.map((point) => (\n <group\n key={point.id}\n position={getVitalPointPosition(point.id, point.category)}\n >\n <VitalPointMarker3D\n vitalPoint={point}\n isSelected={point.id === selectedVitalPoint}\n isTraining={isTraining}\n isMobile={isMobile}\n onHit={handlePointHit}\n sizeMultiplier={sizeMultiplier}\n />\n </group>\n ))}\n\n {/* Health bar above dummy */}\n {isTraining && (\n <DummyHealthBar\n health={health}\n maxHealth={maxHealth}\n position={[0, 2.3, 0]}\n />\n )}\n\n {/* Training mode indicator glow */}\n {isTraining && (\n <pointLight\n position={[0, 1.2, 0.5]}\n color={KOREAN_COLORS.PRIMARY_CYAN}\n intensity={0.3}\n distance={3}\n decay={2}\n />\n )}\n </group>\n );\n};\n\nexport default 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/**
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* TrainingFeedbackOverlayHtml - Html overlay for training feedback messages
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*
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export interface TrainingFeedbackOverlayHtmlProps {
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/** Feedback message to display */
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/**
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export declare const TrainingFeedbackOverlayHtml: React.NamedExoticComponent<TrainingFeedbackOverlayHtmlProps>;
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{"version":3,"file":"TrainingFeedbackOverlayHtml.d.ts","sourceRoot":"","sources":["../../../../../src/components/screens/training/components/TrainingFeedbackOverlayHtml.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,OAAO,KAAK,MAAM,OAAO,CAAC;AAG1B,OAAO,iBAAiB,CAAC;AAEzB;;GAEG;AACH,MAAM,WAAW,gCAAgC;IAC/C,kCAAkC;IAClC,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,+BAA+B;IAC/B,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;CAC5B;AAED;;;;;GAKG;AACH,eAAO,MAAM,2BAA2B,8DA0BtC,CAAC;AAIH,eAAe,2BAA2B,CAAC"}
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import { KOREAN_COLORS } from "../../../../types/constants/colors.js";
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/* empty css */
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import { jsx } from "react/jsx-runtime";
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//#region src/components/screens/training/components/TrainingFeedbackOverlayHtml.tsx
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/**
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* TrainingFeedbackOverlayHtml - Html overlay for training feedback messages
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*
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* Displays temporary feedback messages for hits, misses, and achievements
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* with consistent Korean martial arts cyberpunk theming.
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*/
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/**
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* TrainingFeedbackOverlayHtml Component
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* Html overlay for displaying training feedback with Korean theming
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*/
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var TrainingFeedbackOverlayHtml = React.memo(({ message, isMobile }) => {
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return /* @__PURE__ */ jsx("div", {
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className: `training-feedback ${isMobile ? "mobile" : "desktop"}`,
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style: {
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fontFamily: FONT_FAMILY.KOREAN,
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color: hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD),
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},
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"data-testid": "training-feedback-html",
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});
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}, (prevProps, nextProps) => {
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TrainingFeedbackOverlayHtml.displayName = "TrainingFeedbackOverlayHtml";
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//#endregion
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export { TrainingFeedbackOverlayHtml as default };
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{"version":3,"file":"TrainingFeedbackOverlayHtml.js","names":[],"sources":["../../../../../src/components/screens/training/components/TrainingFeedbackOverlayHtml.tsx"],"sourcesContent":["/**\n * TrainingFeedbackOverlayHtml - Html overlay for training feedback messages\n * \n * Displays temporary feedback messages for hits, misses, and achievements\n * with consistent Korean martial arts cyberpunk theming.\n * \n * @module components/screens/training/components/TrainingFeedbackOverlayHtml\n * @category Training UI\n * @korean 훈련피드백오버레이\n */\n\nimport React from \"react\";\nimport { FONT_FAMILY, KOREAN_COLORS } from \"../../../../types/constants\";\nimport { hexToRgbaString } from \"../../../../utils/colorUtils\";\nimport \"../training.css\";\n\n/**\n * Props for TrainingFeedbackOverlayHtml component\n */\nexport interface TrainingFeedbackOverlayHtmlProps {\n /** Feedback message to display */\n readonly message: string;\n /** Whether on mobile device */\n readonly isMobile: boolean;\n}\n\n/**\n * TrainingFeedbackOverlayHtml Component\n * Html overlay for displaying training feedback with Korean theming\n * \n * @korean 훈련피드백오버레이컴포넌트\n */\nexport const TrainingFeedbackOverlayHtml = React.memo<TrainingFeedbackOverlayHtmlProps>(\n ({\n message,\n isMobile,\n }) => {\n return (\n <div\n className={`training-feedback ${isMobile ? \"mobile\" : \"desktop\"}`}\n style={{\n fontFamily: FONT_FAMILY.KOREAN,\n fontWeight: \"bold\",\n color: hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD),\n textShadow: `0 2px 10px ${hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, 0.5)}`,\n }}\n data-testid=\"training-feedback-html\"\n >\n {message}\n </div>\n );\n},\n(prevProps, nextProps) => {\n // Only re-render if message or mobile state changes\n return (\n prevProps.message === nextProps.message &&\n prevProps.isMobile === nextProps.isMobile\n );\n});\n\nTrainingFeedbackOverlayHtml.displayName = \"TrainingFeedbackOverlayHtml\";\n\nexport default TrainingFeedbackOverlayHtml;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;AAgCA,IAAa,8BAA8B,MAAM,MAC9C,EACC,SACA,eACI;AACN,QACE,oBAAC,OAAD;EACE,WAAW,qBAAqB,WAAW,WAAW;EACtD,OAAO;GACL,YAAY,YAAY;GACxB,YAAY;GACZ,OAAO,gBAAgB,cAAc,YAAY;GACjD,YAAY,cAAc,gBAAgB,cAAc,aAAa,GAAI;GAC1E;EACD,eAAY;YAEX;EACG,CAAA;IAGT,WAAW,cAAc;AAExB,QACE,UAAU,YAAY,UAAU,WAChC,UAAU,aAAa,UAAU;EAEnC;AAEF,4BAA4B,cAAc"}
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/**
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* TrainingHitEffects3D - Optimized particle effects using InstancedMesh
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*
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* Provides visual feedback for successful and missed strikes
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*/
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import React from "react";
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/**
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* Props for TrainingHitEffects3D component
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*/
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export interface TrainingHitEffects3DProps {
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/** Position where the hit occurred */
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readonly position: [number, number, number];
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/** Type of hit effect */
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readonly type: "success" | "perfect" | "miss";
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/** Whether to show the effect */
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readonly visible: boolean;
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/** Callback when effect completes */
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readonly onComplete?: () => void;
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}
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/**
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* TrainingHitEffects3D Component
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* Optimized particle burst effect using InstancedMesh for better performance
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*/
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export declare const TrainingHitEffects3D: React.FC<TrainingHitEffects3DProps>;
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export default TrainingHitEffects3D;
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//# sourceMappingURL=TrainingHitEffects3D.d.ts.map
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{"version":3,"file":"TrainingHitEffects3D.d.ts","sourceRoot":"","sources":["../../../../../src/components/screens/training/components/TrainingHitEffects3D.tsx"],"names":[],"mappings":"AAAA;;;;;GAKG;AAGH,OAAO,KAA+C,MAAM,OAAO,CAAC;AAKpE;;GAEG;AACH,MAAM,WAAW,yBAAyB;IACxC,sCAAsC;IACtC,QAAQ,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC5C,yBAAyB;IACzB,QAAQ,CAAC,IAAI,EAAE,SAAS,GAAG,SAAS,GAAG,MAAM,CAAC;IAC9C,iCAAiC;IACjC,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;IAC1B,qCAAqC;IACrC,QAAQ,CAAC,UAAU,CAAC,EAAE,MAAM,IAAI,CAAC;CAClC;AA6CD;;;GAGG;AACH,eAAO,MAAM,oBAAoB,EAAE,KAAK,CAAC,EAAE,CAAC,yBAAyB,CAgLpE,CAAC;AAEF,eAAe,oBAAoB,CAAC"}
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/**
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* TrainingModeSelectorOverlayHtml - Html overlay for training mode selection
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*
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* Allows switching between different training modes with consistent Korean theming.
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* Uses KOREAN_COLORS constants and bilingual formatting.
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*
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* @module components/screens/training
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* @category Training UI
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* @korean 훈련모드선택오버레이
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*/
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import React from "react";
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import "../training.css";
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/**
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* Training mode types
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*/
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export type TrainingMode = "basics" | "advanced" | "free" | "stance_training" | "vital_point" | "combo_practice" | "footwork";
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/**
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* Props for TrainingModeSelectorOverlayHtml component
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*/
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export interface TrainingModeSelectorOverlayHtmlProps {
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/** Currently selected training mode */
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readonly currentMode: TrainingMode;
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/** Callback when mode changes */
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readonly onModeChange: (mode: TrainingMode) => void;
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/** Whether on mobile device */
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readonly isMobile: boolean;
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}
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/**
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* TrainingModeSelectorOverlayHtml Component
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*
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* Html overlay for selecting training mode with Korean theming.
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* Compact horizontal grid layout optimized for desktop and mobile.
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*
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*
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* @example
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* ```tsx
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* <TrainingModeSelectorOverlayHtml
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* currentMode="vital_point"
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* onModeChange={(mode) => console.log(mode)}
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* />
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* ```
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*
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*/
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export declare const TrainingModeSelectorOverlayHtml: React.NamedExoticComponent<TrainingModeSelectorOverlayHtmlProps>;
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export default TrainingModeSelectorOverlayHtml;
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{"version":3,"file":"TrainingModeSelectorOverlayHtml.d.ts","sourceRoot":"","sources":["../../../../../src/components/screens/training/components/TrainingModeSelectorOverlayHtml.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,OAAO,KAAK,MAAM,OAAO,CAAC;AAa1B,OAAO,iBAAiB,CAAC;AAEzB;;GAEG;AACH,MAAM,MAAM,YAAY,GACpB,QAAQ,GACR,UAAU,GACV,MAAM,GACN,iBAAiB,GACjB,aAAa,GACb,gBAAgB,GAChB,UAAU,CAAC;AAEf;;GAEG;AACH,MAAM,WAAW,oCAAoC;IACnD,uCAAuC;IACvC,QAAQ,CAAC,WAAW,EAAE,YAAY,CAAC;IACnC,iCAAiC;IACjC,QAAQ,CAAC,YAAY,EAAE,CAAC,IAAI,EAAE,YAAY,KAAK,IAAI,CAAC;IACpD,+BAA+B;IAC/B,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;CAC5B;AA8CD;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,eAAO,MAAM,+BAA+B,kEA2IzC,CAAC;AAIJ,eAAe,+BAA+B,CAAC"}
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