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 { BORDERS, BORDER_RADIUS, GRADIENTS, HIERARCHY, HUD_STYLE, SPACING, SPACING_ADJUSTMENTS, SPACING_NUMERIC, TYPOGRAPHY, TYPOGRAPHY_NUMERIC } from "../../../../../types/constants/designSystem.js";
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onClick: onReturnToMenu,
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onMouseEnter: () => onPlaySFX("menu_hover"),
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};
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//#endregion
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export { TrainingTopHUD as default };
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{"version":3,"file":"TrainingTopHUD.js","names":[],"sources":["../../../../../../src/components/screens/training/components/hud/TrainingTopHUD.tsx"],"sourcesContent":["/**\n * TrainingTopHUD - Slim top bar for training screen\n *\n * Gaming Best Practice - Minimal Top Bar:\n * - Training Active/Stop indicator (left)\n * - Vital Point hint + Archetype Selector (center) - desktop only\n * - Return to Menu button (right) - Standard gaming pattern\n *\n * Mobile:\n * - Only shows Training status (left) and Return button (right)\n * - Other controls consolidated in BottomHUD\n *\n * Layout:\n * - Width: 100% of screen\n * - Height: Compact 50-70px (minimal obstruction)\n *\n * @korean 훈련화면 상단 바 - 훈련 상태, 급소 힌트, 원형 선택, 메뉴 복귀\n */\n\nimport React from \"react\";\nimport { PlayerArchetype } from \"../../../../../types/common\";\nimport { HUD_HEIGHT } from \"../../../../../types/LayoutTypes\";\nimport { SPACING, SPACING_NUMERIC, SPACING_ADJUSTMENTS, BORDER_RADIUS, TYPOGRAPHY, TYPOGRAPHY_NUMERIC, HIERARCHY, BORDERS, GRADIENTS, HUD_STYLE } from \"../../../../../types/constants/designSystem\";\nimport {\n ArchetypeSelectionButtons,\n ReturnToMenuButton,\n} from \"../TrainingButtonsOverlayHtml\";\nimport TrainingControlsOverlayHtml from \"../TrainingControlsOverlayHtml\";\n\nexport interface TrainingTopHUDProps {\n /** Screen width for layout calculations */\n readonly width: number;\n /** Screen height for layout calculations */\n readonly height: number;\n /** Whether mobile layout is active */\n readonly isMobile: boolean;\n /** Position scale multiplier for large displays */\n readonly positionScale: number;\n /** Whether training is currently active */\n readonly isTraining: boolean;\n /** Handler to start training */\n readonly onStartTraining: () => void;\n /** Handler to stop training */\n readonly onStopTraining: () => void;\n /** Currently selected archetype */\n readonly selectedArchetype: PlayerArchetype;\n /** Handler for archetype selection */\n readonly onArchetypeSelect: (archetype: PlayerArchetype) => void;\n /** Whether vital point overlay is visible */\n readonly overlayVisible: boolean;\n /** Handler for returning to menu */\n readonly onReturnToMenu: () => void;\n /** Handler for playing sound effects */\n readonly onPlaySFX: (sound: string) => void;\n}\n\n/**\n * TrainingTopHUD Component\n *\n * Slim top bar containing training controls, vital point hint, archetype selector,\n * and return to menu button. On mobile, only essential controls shown.\n */\nexport const TrainingTopHUD: React.FC<TrainingTopHUDProps> = ({\n width,\n isMobile,\n positionScale,\n isTraining,\n onStartTraining,\n onStopTraining,\n selectedArchetype,\n onArchetypeSelect,\n overlayVisible,\n onReturnToMenu,\n onPlaySFX,\n}) => {\n // Layout calculations for slim top bar\n const layout = React.useMemo(() => {\n const hudHeight = isMobile\n ? HUD_HEIGHT.TRAINING_TOP_MOBILE\n : HUD_HEIGHT.TRAINING_TOP_DESKTOP * positionScale;\n\n const padding = isMobile ? SPACING_NUMERIC.xs : SPACING_NUMERIC.sm * positionScale;\n const gap = isMobile ? SPACING_NUMERIC.xs : SPACING_NUMERIC.sm * positionScale;\n const fontSize = isMobile ? TYPOGRAPHY_NUMERIC.bodySmall : TYPOGRAPHY_NUMERIC.bodySmall * positionScale;\n\n return {\n hudHeight,\n padding,\n gap,\n fontSize,\n hudWidth: width,\n };\n }, [width, isMobile, positionScale]);\n\n return (\n <div\n style={{\n position: \"absolute\",\n top: 0,\n left: 0,\n width: \"100%\",\n height: `${layout.hudHeight}px`,\n display: \"flex\",\n flexDirection: \"row\",\n justifyContent: \"space-between\",\n alignItems: \"center\",\n padding: `${layout.padding}px ${SPACING_ADJUSTMENTS.horizontalEmphasis}`,\n pointerEvents: \"none\",\n boxSizing: \"border-box\",\n borderBottom: BORDERS.default,\n background: GRADIENTS.vertical(0.9),\n backdropFilter: HUD_STYLE.backdropFilter,\n }}\n data-testid=\"training-top-hud\"\n >\n {/* Left Section - Training Controls (compact) */}\n <div\n style={{\n display: \"flex\",\n flexDirection: \"row\",\n gap: `${layout.gap}px`,\n pointerEvents: \"all\",\n alignItems: \"center\",\n }}\n data-testid=\"training-top-hud-left-section\"\n >\n <TrainingControlsOverlayHtml\n isTraining={isTraining}\n onStartTraining={onStartTraining}\n onStopTraining={onStopTraining}\n isMobile={isMobile}\n />\n </div>\n\n {/* Center Section - Vital Point Hint + Archetype Selector (desktop) */}\n {!isMobile && (\n <div\n style={{\n display: \"flex\",\n flexDirection: \"row\",\n alignItems: \"center\",\n gap: `${layout.gap * 2}px`,\n }}\n data-testid=\"training-top-hud-center-section\"\n >\n {/* Vital Point Hint */}\n {!overlayVisible && (\n <div\n style={{\n padding: `${SPACING.xxs} ${SPACING_ADJUSTMENTS.xsPlus}`,\n background: HUD_STYLE.background,\n border: BORDERS.muted,\n borderRadius: BORDER_RADIUS.sm,\n fontSize: `${layout.fontSize}px`,\n fontFamily: TYPOGRAPHY.bodySmall.fontFamily,\n color: HIERARCHY.accent.color,\n whiteSpace: \"nowrap\",\n }}\n data-testid=\"vital-point-hint\"\n >\n 💡 Press{\" \"}\n <span\n style={{\n color: HIERARCHY.gold.color,\n fontWeight: \"bold\",\n }}\n >\n V\n </span>{\" \"}\n for vital points\n </div>\n )}\n\n {/* Archetype Selector */}\n <div\n style={{\n display: \"flex\",\n flexDirection: \"row\",\n alignItems: \"center\",\n gap: `${layout.gap}px`,\n padding: `${SPACING_ADJUSTMENTS.compact} ${SPACING.sm}`,\n background: HUD_STYLE.background,\n border: BORDERS.accent,\n borderRadius: BORDER_RADIUS.md,\n pointerEvents: \"all\",\n }}\n >\n <span\n style={{\n fontSize: `${layout.fontSize}px`,\n color: HIERARCHY.gold.color,\n fontWeight: \"bold\",\n fontFamily: TYPOGRAPHY.bodySmall.fontFamily,\n whiteSpace: \"nowrap\",\n }}\n >\n 원형 | Archetype:\n </span>\n <ArchetypeSelectionButtons\n selectedArchetype={selectedArchetype}\n onArchetypeSelect={onArchetypeSelect}\n onPlaySFX={onPlaySFX}\n isMobile={isMobile}\n />\n </div>\n </div>\n )}\n\n {/* Mobile Center - Just vital point hint */}\n {isMobile && !overlayVisible && (\n <div\n style={{\n padding: `${SPACING.xxs} ${SPACING.xs}`,\n background: HUD_STYLE.background,\n border: BORDERS.muted,\n borderRadius: SPACING.xxs,\n fontSize: TYPOGRAPHY.caption.fontSize,\n fontFamily: TYPOGRAPHY.caption.fontFamily,\n color: HIERARCHY.accent.color,\n }}\n data-testid=\"training-top-hud-center-section\"\n >\n <span style={{ color: HIERARCHY.gold.color }}>\n V\n </span>{\" \"}\n = 급소\n </div>\n )}\n\n {/* Right Section - Return to Menu */}\n <div\n style={{\n display: \"flex\",\n flexDirection: \"row\",\n alignItems: \"center\",\n pointerEvents: \"all\",\n }}\n data-testid=\"training-top-hud-right-section\"\n >\n <ReturnToMenuButton\n onClick={onReturnToMenu}\n onMouseEnter={() => onPlaySFX(\"menu_hover\")}\n isMobile={isMobile}\n />\n </div>\n </div>\n );\n};\n\nexport default TrainingTopHUD;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA8DA,IAAa,kBAAiD,EAC5D,OACA,UACA,eACA,YACA,iBACA,gBACA,mBACA,mBACA,gBACA,gBACA,gBACI;CAEJ,MAAM,SAAS,MAAM,cAAc;AASjC,SAAO;GACL,WATgB,WACd,WAAW,sBACX,WAAW,uBAAuB;GAQpC,SANc,WAAW,gBAAgB,KAAK,gBAAgB,KAAK;GAOnE,KANU,WAAW,gBAAgB,KAAK,gBAAgB,KAAK;GAO/D,UANe,WAAW,mBAAmB,YAAY,mBAAmB,YAAY;GAOxF,UAAU;GACX;IACA;EAAC;EAAO;EAAU;EAAc,CAAC;AAEpC,QACE,qBAAC,OAAD;EACE,OAAO;GACL,UAAU;GACV,KAAK;GACL,MAAM;GACN,OAAO;GACP,QAAQ,GAAG,OAAO,UAAU;GAC5B,SAAS;GACT,eAAe;GACf,gBAAgB;GAChB,YAAY;GACZ,SAAS,GAAG,OAAO,QAAQ,KAAK,oBAAoB;GACpD,eAAe;GACf,WAAW;GACX,cAAc,QAAQ;GACtB,YAAY,UAAU,SAAS,GAAI;GACnC,gBAAgB,UAAU;GAC3B;EACD,eAAY;YAlBd;GAqBE,oBAAC,OAAD;IACE,OAAO;KACL,SAAS;KACT,eAAe;KACf,KAAK,GAAG,OAAO,IAAI;KACnB,eAAe;KACf,YAAY;KACb;IACD,eAAY;cAEZ,oBAAC,6BAAD;KACc;KACK;KACD;KACN;KACV,CAAA;IACE,CAAA;GAGL,CAAC,YACA,qBAAC,OAAD;IACE,OAAO;KACL,SAAS;KACT,eAAe;KACf,YAAY;KACZ,KAAK,GAAG,OAAO,MAAM,EAAE;KACxB;IACD,eAAY;cAPd,CAUG,CAAC,kBACA,qBAAC,OAAD;KACE,OAAO;MACL,SAAS,GAAG,QAAQ,IAAI,GAAG,oBAAoB;MAC/C,YAAY,UAAU;MACtB,QAAQ,QAAQ;MAChB,cAAc,cAAc;MAC5B,UAAU,GAAG,OAAO,SAAS;MAC7B,YAAY,WAAW,UAAU;MACjC,OAAO,UAAU,OAAO;MACxB,YAAY;MACb;KACD,eAAY;eAXd;MAYC;MACU;MACT,oBAAC,QAAD;OACE,OAAO;QACL,OAAO,UAAU,KAAK;QACtB,YAAY;QACb;iBACF;OAEM,CAAA;MAAC;MAAI;MAER;QAIR,qBAAC,OAAD;KACE,OAAO;MACL,SAAS;MACT,eAAe;MACf,YAAY;MACZ,KAAK,GAAG,OAAO,IAAI;MACnB,SAAS,GAAG,oBAAoB,QAAQ,GAAG,QAAQ;MACnD,YAAY,UAAU;MACtB,QAAQ,QAAQ;MAChB,cAAc,cAAc;MAC5B,eAAe;MAChB;eAXH,CAaE,oBAAC,QAAD;MACE,OAAO;OACL,UAAU,GAAG,OAAO,SAAS;OAC7B,OAAO,UAAU,KAAK;OACtB,YAAY;OACZ,YAAY,WAAW,UAAU;OACjC,YAAY;OACb;gBACF;MAEM,CAAA,EACP,oBAAC,2BAAD;MACqB;MACA;MACR;MACD;MACV,CAAA,CACE;OACF;;GAIP,YAAY,CAAC,kBACZ,qBAAC,OAAD;IACE,OAAO;KACL,SAAS,GAAG,QAAQ,IAAI,GAAG,QAAQ;KACnC,YAAY,UAAU;KACtB,QAAQ,QAAQ;KAChB,cAAc,QAAQ;KACtB,UAAU,WAAW,QAAQ;KAC7B,YAAY,WAAW,QAAQ;KAC/B,OAAO,UAAU,OAAO;KACzB;IACD,eAAY;cAVd;KAYE,oBAAC,QAAD;MAAM,OAAO,EAAE,OAAO,UAAU,KAAK,OAAO;gBAAE;MAEvC,CAAA;KAAC;KAAI;KAER;;GAIR,oBAAC,OAAD;IACE,OAAO;KACL,SAAS;KACT,eAAe;KACf,YAAY;KACZ,eAAe;KAChB;IACD,eAAY;cAEZ,oBAAC,oBAAD;KACE,SAAS;KACT,oBAAoB,UAAU,aAAa;KACjC;KACV,CAAA;IACE,CAAA;GACF"}
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/**
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* Training HUD Components Index
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*
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* Exports all training screen HUD components for organized UI layout.
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*
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* @korean 훈련화면 HUD 컴포넌트 모음
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*/
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export { TrainingBottomHUD, type TrainingBottomHUDProps, } from "./TrainingBottomHUD";
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export { TrainingLeftHUD, type TrainingLeftHUDProps } from "./TrainingLeftHUD";
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export { TrainingRightHUD, type TrainingRightHUDProps, } from "./TrainingRightHUD";
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export { TrainingTopHUD, type TrainingTopHUDProps } from "./TrainingTopHUD";
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/training/components/hud/index.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AAEH,OAAO,EACL,iBAAiB,EACjB,KAAK,sBAAsB,GAC5B,MAAM,qBAAqB,CAAC;AAC7B,OAAO,EAAE,eAAe,EAAE,KAAK,oBAAoB,EAAE,MAAM,mBAAmB,CAAC;AAC/E,OAAO,EACL,gBAAgB,EAChB,KAAK,qBAAqB,GAC3B,MAAM,oBAAoB,CAAC;AAC5B,OAAO,EAAE,cAAc,EAAE,KAAK,mBAAmB,EAAE,MAAM,kBAAkB,CAAC"}
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export { default as DamageNumber3D } from "./DamageNumber3D";
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export { default as TrainingAICharacter3D } from "./TrainingAICharacter3D";
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export { default as TrainingArena3D } from "./TrainingArena3D";
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export { default as TrainingDummy3D } from "./TrainingDummy3D";
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export { default as TrainingHitEffects3D } from "./TrainingHitEffects3D";
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export { default as AnatomyOverlay3D } from "./AnatomyOverlay3D";
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export { default as HitFeedbackEffect3D } from "./HitFeedbackEffect3D";
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export { default as VitalPointMarker3D } from "./VitalPointMarker3D";
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export { default as AnatomyControlsOverlayHtml } from "./AnatomyControlsOverlayHtml";
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../src/components/screens/training/components/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,IAAI,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAC7D,OAAO,EAAE,OAAO,IAAI,qBAAqB,EAAE,MAAM,yBAAyB,CAAC;AAC3E,OAAO,EAAE,OAAO,IAAI,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAC/D,OAAO,EAAE,OAAO,IAAI,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAC/D,OAAO,EAAE,OAAO,IAAI,oBAAoB,EAAE,MAAM,wBAAwB,CAAC;AAEzE,OAAO,EAAE,OAAO,IAAI,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACjE,OAAO,EAAE,OAAO,IAAI,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AACvE,OAAO,EAAE,OAAO,IAAI,kBAAkB,EAAE,MAAM,sBAAsB,CAAC;AAErE,OAAO,EAAE,OAAO,IAAI,0BAA0B,EAAE,MAAM,8BAA8B,CAAC;AACrF,OAAO,EAAE,OAAO,IAAI,2BAA2B,EAAE,MAAM,+BAA+B,CAAC;AACvF,OAAO,EAAE,OAAO,IAAI,2BAA2B,EAAE,MAAM,+BAA+B,CAAC;AACvF,OAAO,EAAE,OAAO,IAAI,+BAA+B,EAAE,MAAM,mCAAmC,CAAC;AAC/F,OAAO,EAAE,OAAO,IAAI,wBAAwB,EAAE,MAAM,4BAA4B,CAAC;AACjF,OAAO,EAAE,OAAO,IAAI,6BAA6B,EAAE,MAAM,iCAAiC,CAAC;AAG3F,cAAc,OAAO,CAAC;AAEtB,YAAY,EAAE,+BAA+B,EAAE,MAAM,8BAA8B,CAAC;AACpF,YAAY,EAAE,YAAY,EAAE,qBAAqB,EAAE,MAAM,oBAAoB,CAAC;AAC9E,YAAY,EAAE,wBAAwB,EAAE,MAAM,uBAAuB,CAAC;AACtE,YAAY,EAAE,0BAA0B,EAAE,MAAM,yBAAyB,CAAC;AAC1E,YAAY,EAAE,cAAc,EAAE,oBAAoB,EAAE,MAAM,mBAAmB,CAAC;AAC9E,YAAY,EAAE,uBAAuB,EAAE,MAAM,sBAAsB,CAAC"}
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import "./AnatomyOverlay3D.js";
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import "./HitFeedbackEffect3D.js";
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import "./VitalPointMarker3D.js";
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import "./hud/TrainingTopHUD.js";
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import "./hud/index.js";
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import "./DamageNumber3D.js";
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import "./TrainingAICharacter3D.js";
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/**
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* useAttackMovement Hook - Track Attack Movement for 3D Characters
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*
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* Custom hook for managing attack movement physics during animations.
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* Tracks lunge and recovery phases with smooth easing curves.
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*
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* @korean 공격이동훅 - 공격 이동 추적
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*/
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import * as THREE from "three";
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import { AnimationType } from "../../../../systems/animation";
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import { TrigramStance } from "../../../../types/common";
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/**
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* Configuration for useAttackMovement hook
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*/
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export interface UseAttackMovementConfig {
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/** Whether character is currently attacking */
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readonly isAttacking: boolean;
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/** Animation type for current attack */
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readonly animationType?: AnimationType;
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/** Current trigram stance */
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readonly currentStance: TrigramStance;
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/** Base position of character (when not attacking) */
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readonly basePosition: [number, number, number];
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/** Direction vector for attack (normalized) */
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readonly attackDirection?: THREE.Vector3;
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/** Animation duration in seconds (default: 0.4) */
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readonly animationDuration?: number;
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}
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/**
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* Return value from useAttackMovement hook
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*/
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export interface UseAttackMovementResult {
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/** Current 3D position including attack movement */
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readonly currentPosition: [number, number, number];
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/** Whether in forward lunge phase */
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readonly isLunging: boolean;
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/** Whether in recovery return phase */
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readonly isRecovering: boolean;
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/** Progress through attack movement (0-1) */
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readonly progress: number;
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}
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/**
|
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* useAttackMovement hook
|
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*
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* Tracks attack movement physics and returns current position.
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* Automatically handles lunge and recovery phases with smooth easing.
|
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*
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* @param config - Attack movement configuration
|
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* @returns Current position and movement state
|
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*
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* @example
|
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* ```typescript
|
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* const { currentPosition, isLunging } = useAttackMovement({
|
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* isAttacking: playerIsAttacking,
|
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* animationType: AnimationType.ROUNDHOUSE_KICK,
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* currentStance: TrigramStance.LI,
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* basePosition: [0, 0, 0],
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* attackDirection: new THREE.Vector3(1, 0, 0),
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* });
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*
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* // Use currentPosition for rendering
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* <CharacterModel position={currentPosition} />
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* ```
|
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*
|
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+
* @korean 공격이동사용
|
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*/
|
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+
export declare function useAttackMovement(config: UseAttackMovementConfig): UseAttackMovementResult;
|
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export default useAttackMovement;
|
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//# sourceMappingURL=useAttackMovement.d.ts.map
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{"version":3,"file":"useAttackMovement.d.ts","sourceRoot":"","sources":["../../../../../src/components/screens/training/hooks/useAttackMovement.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AAGH,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AAEpD,OAAO,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAE/C;;GAEG;AACH,MAAM,WAAW,uBAAuB;IACtC,+CAA+C;IAC/C,QAAQ,CAAC,WAAW,EAAE,OAAO,CAAC;IAC9B,wCAAwC;IACxC,QAAQ,CAAC,aAAa,CAAC,EAAE,aAAa,CAAC;IACvC,6BAA6B;IAC7B,QAAQ,CAAC,aAAa,EAAE,aAAa,CAAC;IACtC,sDAAsD;IACtD,QAAQ,CAAC,YAAY,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAChD,+CAA+C;IAC/C,QAAQ,CAAC,eAAe,CAAC,EAAE,KAAK,CAAC,OAAO,CAAC;IACzC,mDAAmD;IACnD,QAAQ,CAAC,iBAAiB,CAAC,EAAE,MAAM,CAAC;CACrC;AAED;;GAEG;AACH,MAAM,WAAW,uBAAuB;IACtC,oDAAoD;IACpD,QAAQ,CAAC,eAAe,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACnD,qCAAqC;IACrC,QAAQ,CAAC,SAAS,EAAE,OAAO,CAAC;IAC5B,uCAAuC;IACvC,QAAQ,CAAC,YAAY,EAAE,OAAO,CAAC;IAC/B,6CAA6C;IAC7C,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;CAC3B;AAED;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,wBAAgB,iBAAiB,CAC/B,MAAM,EAAE,uBAAuB,GAC9B,uBAAuB,CA6IzB;AAED,eAAe,iBAAiB,CAAC"}
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import AttackMovementPhysics from "../../../../systems/physics/AttackMovementPhysics.js";
|
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|
+
import "../../../../systems/physics/index.js";
|
|
3
|
+
import { useEffect, useRef, useState } from "react";
|
|
4
|
+
import * as THREE from "three";
|
|
5
|
+
//#region src/components/screens/training/hooks/useAttackMovement.ts
|
|
6
|
+
/**
|
|
7
|
+
* useAttackMovement Hook - Track Attack Movement for 3D Characters
|
|
8
|
+
*
|
|
9
|
+
* Custom hook for managing attack movement physics during animations.
|
|
10
|
+
* Tracks lunge and recovery phases with smooth easing curves.
|
|
11
|
+
*
|
|
12
|
+
* @korean 공격이동훅 - 공격 이동 추적
|
|
13
|
+
*/
|
|
14
|
+
/**
|
|
15
|
+
* useAttackMovement hook
|
|
16
|
+
*
|
|
17
|
+
* Tracks attack movement physics and returns current position.
|
|
18
|
+
* Automatically handles lunge and recovery phases with smooth easing.
|
|
19
|
+
*
|
|
20
|
+
* @param config - Attack movement configuration
|
|
21
|
+
* @returns Current position and movement state
|
|
22
|
+
*
|
|
23
|
+
* @example
|
|
24
|
+
* ```typescript
|
|
25
|
+
* const { currentPosition, isLunging } = useAttackMovement({
|
|
26
|
+
* isAttacking: playerIsAttacking,
|
|
27
|
+
* animationType: AnimationType.ROUNDHOUSE_KICK,
|
|
28
|
+
* currentStance: TrigramStance.LI,
|
|
29
|
+
* basePosition: [0, 0, 0],
|
|
30
|
+
* attackDirection: new THREE.Vector3(1, 0, 0),
|
|
31
|
+
* });
|
|
32
|
+
*
|
|
33
|
+
* // Use currentPosition for rendering
|
|
34
|
+
* <CharacterModel position={currentPosition} />
|
|
35
|
+
* ```
|
|
36
|
+
*
|
|
37
|
+
* @korean 공격이동사용
|
|
38
|
+
*/
|
|
39
|
+
function useAttackMovement(config) {
|
|
40
|
+
const { isAttacking, animationType, currentStance, basePosition, attackDirection, animationDuration = .4 } = config;
|
|
41
|
+
const physicsRef = useRef(new AttackMovementPhysics());
|
|
42
|
+
const attackStartTimeRef = useRef(null);
|
|
43
|
+
const attackMovementResultRef = useRef(null);
|
|
44
|
+
const [currentPosition, setCurrentPosition] = useState(basePosition);
|
|
45
|
+
const [isLunging, setIsLunging] = useState(false);
|
|
46
|
+
const [isRecovering, setIsRecovering] = useState(false);
|
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47
|
+
const [progress, setProgress] = useState(0);
|
|
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|
+
const wasAttackingRef = useRef(false);
|
|
49
|
+
useEffect(() => {
|
|
50
|
+
if (!isAttacking) setCurrentPosition(basePosition);
|
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+
}, [isAttacking, basePosition]);
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+
useEffect(() => {
|
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+
if (isAttacking && !wasAttackingRef.current) {
|
|
54
|
+
attackStartTimeRef.current = performance.now() / 1e3;
|
|
55
|
+
if (animationType && attackDirection) attackMovementResultRef.current = physicsRef.current.calculateAttackMovement({
|
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56
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+
animationType,
|
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57
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+
currentStance,
|
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58
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+
direction: attackDirection.clone().normalize(),
|
|
59
|
+
animationDuration
|
|
60
|
+
});
|
|
61
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+
} else if (!isAttacking && wasAttackingRef.current) {
|
|
62
|
+
attackStartTimeRef.current = null;
|
|
63
|
+
attackMovementResultRef.current = null;
|
|
64
|
+
setIsLunging(false);
|
|
65
|
+
setIsRecovering(false);
|
|
66
|
+
setProgress(0);
|
|
67
|
+
}
|
|
68
|
+
wasAttackingRef.current = isAttacking;
|
|
69
|
+
if (!isAttacking || !attackStartTimeRef.current || !attackMovementResultRef.current) return;
|
|
70
|
+
const result = attackMovementResultRef.current;
|
|
71
|
+
let animationFrameId;
|
|
72
|
+
const updatePosition = () => {
|
|
73
|
+
if (attackStartTimeRef.current === null) return;
|
|
74
|
+
const elapsedTime = performance.now() / 1e3 - attackStartTimeRef.current;
|
|
75
|
+
const lunging = physicsRef.current.isInLungePhase(elapsedTime, result.lungeDuration);
|
|
76
|
+
const recovering = physicsRef.current.isInRecoveryPhase(elapsedTime, result);
|
|
77
|
+
setIsLunging(lunging);
|
|
78
|
+
setIsRecovering(recovering);
|
|
79
|
+
setProgress(Math.min(1, elapsedTime / result.totalDuration));
|
|
80
|
+
if (lunging || recovering) {
|
|
81
|
+
const basePos = new THREE.Vector3(...basePosition);
|
|
82
|
+
const newPosition = physicsRef.current.applyAttackMovement(basePos, result, elapsedTime, recovering);
|
|
83
|
+
setCurrentPosition([
|
|
84
|
+
newPosition.x,
|
|
85
|
+
newPosition.y,
|
|
86
|
+
newPosition.z
|
|
87
|
+
]);
|
|
88
|
+
animationFrameId = requestAnimationFrame(updatePosition);
|
|
89
|
+
} else {
|
|
90
|
+
setCurrentPosition(basePosition);
|
|
91
|
+
setIsLunging(false);
|
|
92
|
+
setIsRecovering(false);
|
|
93
|
+
setProgress(1);
|
|
94
|
+
}
|
|
95
|
+
};
|
|
96
|
+
animationFrameId = requestAnimationFrame(updatePosition);
|
|
97
|
+
return () => {
|
|
98
|
+
if (animationFrameId) cancelAnimationFrame(animationFrameId);
|
|
99
|
+
};
|
|
100
|
+
}, [
|
|
101
|
+
isAttacking,
|
|
102
|
+
animationType,
|
|
103
|
+
currentStance,
|
|
104
|
+
attackDirection,
|
|
105
|
+
animationDuration,
|
|
106
|
+
basePosition
|
|
107
|
+
]);
|
|
108
|
+
return {
|
|
109
|
+
currentPosition,
|
|
110
|
+
isLunging,
|
|
111
|
+
isRecovering,
|
|
112
|
+
progress
|
|
113
|
+
};
|
|
114
|
+
}
|
|
115
|
+
//#endregion
|
|
116
|
+
export { useAttackMovement as default };
|
|
117
|
+
|
|
118
|
+
//# sourceMappingURL=useAttackMovement.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
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{"version":3,"file":"useAttackMovement.js","names":[],"sources":["../../../../../src/components/screens/training/hooks/useAttackMovement.ts"],"sourcesContent":["/**\n * useAttackMovement Hook - Track Attack Movement for 3D Characters\n *\n * Custom hook for managing attack movement physics during animations.\n * Tracks lunge and recovery phases with smooth easing curves.\n *\n * @korean 공격이동훅 - 공격 이동 추적\n */\n\nimport { useEffect, useRef, useState } from \"react\";\nimport * as THREE from \"three\";\nimport { AnimationType } from \"@/systems/animation\";\nimport { AttackMovementPhysics } from \"@/systems/physics\";\nimport { TrigramStance } from \"@/types/common\";\n\n/**\n * Configuration for useAttackMovement hook\n */\nexport interface UseAttackMovementConfig {\n /** Whether character is currently attacking */\n readonly isAttacking: boolean;\n /** Animation type for current attack */\n readonly animationType?: AnimationType;\n /** Current trigram stance */\n readonly currentStance: TrigramStance;\n /** Base position of character (when not attacking) */\n readonly basePosition: [number, number, number];\n /** Direction vector for attack (normalized) */\n readonly attackDirection?: THREE.Vector3;\n /** Animation duration in seconds (default: 0.4) */\n readonly animationDuration?: number;\n}\n\n/**\n * Return value from useAttackMovement hook\n */\nexport interface UseAttackMovementResult {\n /** Current 3D position including attack movement */\n readonly currentPosition: [number, number, number];\n /** Whether in forward lunge phase */\n readonly isLunging: boolean;\n /** Whether in recovery return phase */\n readonly isRecovering: boolean;\n /** Progress through attack movement (0-1) */\n readonly progress: number;\n}\n\n/**\n * useAttackMovement hook\n *\n * Tracks attack movement physics and returns current position.\n * Automatically handles lunge and recovery phases with smooth easing.\n *\n * @param config - Attack movement configuration\n * @returns Current position and movement state\n *\n * @example\n * ```typescript\n * const { currentPosition, isLunging } = useAttackMovement({\n * isAttacking: playerIsAttacking,\n * animationType: AnimationType.ROUNDHOUSE_KICK,\n * currentStance: TrigramStance.LI,\n * basePosition: [0, 0, 0],\n * attackDirection: new THREE.Vector3(1, 0, 0),\n * });\n *\n * // Use currentPosition for rendering\n * <CharacterModel position={currentPosition} />\n * ```\n *\n * @korean 공격이동사용\n */\nexport function useAttackMovement(\n config: UseAttackMovementConfig\n): UseAttackMovementResult {\n const {\n isAttacking,\n animationType,\n currentStance,\n basePosition,\n attackDirection,\n animationDuration = 0.4,\n } = config;\n\n // Attack movement physics engine\n const physicsRef = useRef(new AttackMovementPhysics());\n\n // Attack timing\n const attackStartTimeRef = useRef<number | null>(null);\n const attackMovementResultRef = useRef<ReturnType<\n typeof physicsRef.current.calculateAttackMovement\n > | null>(null);\n\n // Current position state\n const [currentPosition, setCurrentPosition] = useState<\n [number, number, number]\n >(basePosition);\n const [isLunging, setIsLunging] = useState(false);\n const [isRecovering, setIsRecovering] = useState(false);\n const [progress, setProgress] = useState(0);\n\n // Track previous attack state\n const wasAttackingRef = useRef(false);\n\n // Keep position synced with basePosition when not attacking\n useEffect(() => {\n if (!isAttacking) {\n setCurrentPosition(basePosition);\n }\n }, [isAttacking, basePosition]);\n\n // Initialize attack movement and manage animation loop\n useEffect(() => {\n if (isAttacking && !wasAttackingRef.current) {\n // Attack just started - initialize movement\n attackStartTimeRef.current = performance.now() / 1000;\n\n // Calculate attack movement if we have animation type\n if (animationType && attackDirection) {\n attackMovementResultRef.current =\n physicsRef.current.calculateAttackMovement({\n animationType,\n currentStance,\n direction: attackDirection.clone().normalize(),\n animationDuration,\n });\n }\n } else if (!isAttacking && wasAttackingRef.current) {\n // Attack ended - clean up\n attackStartTimeRef.current = null;\n attackMovementResultRef.current = null;\n setIsLunging(false);\n setIsRecovering(false);\n setProgress(0);\n }\n\n wasAttackingRef.current = isAttacking;\n\n // Only start animation loop if attacking\n if (!isAttacking || !attackStartTimeRef.current || !attackMovementResultRef.current) {\n return;\n }\n\n const result = attackMovementResultRef.current;\n let animationFrameId: number;\n\n const updatePosition = () => {\n if (attackStartTimeRef.current === null) return;\n\n const currentTime = performance.now() / 1000;\n const elapsedTime = currentTime - attackStartTimeRef.current;\n\n // Determine phase\n const lunging = physicsRef.current.isInLungePhase(\n elapsedTime,\n result.lungeDuration\n );\n const recovering = physicsRef.current.isInRecoveryPhase(\n elapsedTime,\n result\n );\n\n setIsLunging(lunging);\n setIsRecovering(recovering);\n\n // Calculate progress\n const totalProgress = Math.min(1.0, elapsedTime / result.totalDuration);\n setProgress(totalProgress);\n\n if (lunging || recovering) {\n // Apply attack movement physics\n const basePos = new THREE.Vector3(...basePosition);\n const newPosition = physicsRef.current.applyAttackMovement(\n basePos,\n result,\n elapsedTime,\n recovering\n );\n\n setCurrentPosition([newPosition.x, newPosition.y, newPosition.z]);\n\n // Continue animation\n animationFrameId = requestAnimationFrame(updatePosition);\n } else {\n // Attack movement complete - return to base\n setCurrentPosition(basePosition);\n setIsLunging(false);\n setIsRecovering(false);\n setProgress(1.0);\n }\n };\n\n // Start animation loop\n animationFrameId = requestAnimationFrame(updatePosition);\n\n return () => {\n if (animationFrameId) {\n cancelAnimationFrame(animationFrameId);\n }\n };\n }, [\n isAttacking,\n animationType,\n currentStance,\n attackDirection,\n animationDuration,\n basePosition,\n ]);\n\n return {\n currentPosition,\n isLunging,\n isRecovering,\n progress,\n };\n}\n\nexport default useAttackMovement;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAwEA,SAAgB,kBACd,QACyB;CACzB,MAAM,EACJ,aACA,eACA,eACA,cACA,iBACA,oBAAoB,OAClB;CAGJ,MAAM,aAAa,OAAO,IAAI,uBAAuB,CAAC;CAGtD,MAAM,qBAAqB,OAAsB,KAAK;CACtD,MAAM,0BAA0B,OAEtB,KAAK;CAGf,MAAM,CAAC,iBAAiB,sBAAsB,SAE5C,aAAa;CACf,MAAM,CAAC,WAAW,gBAAgB,SAAS,MAAM;CACjD,MAAM,CAAC,cAAc,mBAAmB,SAAS,MAAM;CACvD,MAAM,CAAC,UAAU,eAAe,SAAS,EAAE;CAG3C,MAAM,kBAAkB,OAAO,MAAM;AAGrC,iBAAgB;AACd,MAAI,CAAC,YACH,oBAAmB,aAAa;IAEjC,CAAC,aAAa,aAAa,CAAC;AAG/B,iBAAgB;AACd,MAAI,eAAe,CAAC,gBAAgB,SAAS;AAE3C,sBAAmB,UAAU,YAAY,KAAK,GAAG;AAGjD,OAAI,iBAAiB,gBACnB,yBAAwB,UACtB,WAAW,QAAQ,wBAAwB;IACzC;IACA;IACA,WAAW,gBAAgB,OAAO,CAAC,WAAW;IAC9C;IACD,CAAC;aAEG,CAAC,eAAe,gBAAgB,SAAS;AAElD,sBAAmB,UAAU;AAC7B,2BAAwB,UAAU;AAClC,gBAAa,MAAM;AACnB,mBAAgB,MAAM;AACtB,eAAY,EAAE;;AAGhB,kBAAgB,UAAU;AAG1B,MAAI,CAAC,eAAe,CAAC,mBAAmB,WAAW,CAAC,wBAAwB,QAC1E;EAGF,MAAM,SAAS,wBAAwB;EACvC,IAAI;EAEJ,MAAM,uBAAuB;AAC3B,OAAI,mBAAmB,YAAY,KAAM;GAGzC,MAAM,cADc,YAAY,KAAK,GAAG,MACN,mBAAmB;GAGrD,MAAM,UAAU,WAAW,QAAQ,eACjC,aACA,OAAO,cACR;GACD,MAAM,aAAa,WAAW,QAAQ,kBACpC,aACA,OACD;AAED,gBAAa,QAAQ;AACrB,mBAAgB,WAAW;AAI3B,eADsB,KAAK,IAAI,GAAK,cAAc,OAAO,cAAc,CAC7C;AAE1B,OAAI,WAAW,YAAY;IAEzB,MAAM,UAAU,IAAI,MAAM,QAAQ,GAAG,aAAa;IAClD,MAAM,cAAc,WAAW,QAAQ,oBACrC,SACA,QACA,aACA,WACD;AAED,uBAAmB;KAAC,YAAY;KAAG,YAAY;KAAG,YAAY;KAAE,CAAC;AAGjE,uBAAmB,sBAAsB,eAAe;UACnD;AAEL,uBAAmB,aAAa;AAChC,iBAAa,MAAM;AACnB,oBAAgB,MAAM;AACtB,gBAAY,EAAI;;;AAKpB,qBAAmB,sBAAsB,eAAe;AAExD,eAAa;AACX,OAAI,iBACF,sBAAqB,iBAAiB;;IAGzC;EACD;EACA;EACA;EACA;EACA;EACA;EACD,CAAC;AAEF,QAAO;EACL;EACA;EACA;EACA;EACD"}
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/**
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* useTrainingActions Hook - Training Action Handlers
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*
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* Custom hook for managing training action handlers.
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* Mirrors useCombatActions pattern for consistency.
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*
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* @korean 훈련액션훅 - 훈련 액션 핸들러 관리
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*/
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import { AudioBodyRegion, ImpactIntensity } from "../../../../audio/types";
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import type { AttackIntensity } from "../../../screens/combat/hooks/useCombatAudio";
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import { AnimationState, AnimationType } from "../../../../systems/animation";
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import { Position, TrigramStance } from "../../../../types/common";
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import { TrainingActions, TrainingScreenState } from "./useTrainingState";
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export interface UseTrainingActionsConfig {
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readonly state: TrainingScreenState;
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readonly actions: TrainingActions;
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readonly playerPosition: Position;
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readonly player3DPosition: [number, number, number];
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readonly dummyPosition: [number, number, number];
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readonly playerArchetype: import("../../../../types/common").PlayerArchetype;
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readonly playerStance: TrigramStance;
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/** Ref to current selected technique's animation type for distance-based hit detection */
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readonly currentTechniqueAnimationTypeRef: React.MutableRefObject<AnimationType>;
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readonly audio: {
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readonly playSFX: (sound: string, volume?: number) => Promise<void>;
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};
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/** Attack sound function from useCombatAudio for playing attack whoosh sounds */
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readonly playAttackSound?: (intensity: AttackIntensity) => Promise<void>;
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/** Bone impact audio function from useCombatAudio or similar hook */
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readonly playBoneImpactSound?: (options: {
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region?: AudioBodyRegion;
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intensity?: ImpactIntensity;
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damage?: number;
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remainingHealth?: number;
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vitalPoint?: boolean;
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hitPosition?: {
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x: number;
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y: number;
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z?: number;
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};
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}) => Promise<void>;
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readonly onPlayerUpdate: (updates: {
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currentStance?: TrigramStance;
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lastActionTime?: number;
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position?: Position;
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}) => void;
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readonly playerAnimation: {
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readonly transitionTo: (state: AnimationState) => boolean;
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readonly transitionToStanceGuard: (stance: TrigramStance) => boolean;
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readonly currentState: string;
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};
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/** External ref to store pending attack data - shared with animation events */
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readonly pendingAttackRef: React.MutableRefObject<{
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accuracy: number;
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vitalPoint: string;
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animationType?: AnimationType;
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startTime?: number;
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techniqueId?: string;
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} | null>;
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/** Currently selected technique ID (from technique bar) */
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readonly selectedTechniqueId?: string;
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/** Callback to set the visual attack animation */
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readonly setAttackAnimation?: (animationName: string | undefined) => void;
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}
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export interface UseTrainingActionsReturn {
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readonly handleStartTraining: () => void;
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readonly handleStopTraining: () => void;
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readonly handleDummyHit: (vitalPointId: string, attackContext?: {
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animationType?: AnimationType;
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techniqueId?: string;
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}) => boolean;
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readonly handleDummyDefeated: () => void;
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readonly handleStanceChange: (stanceIndex: number) => void;
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readonly handleAttack: () => void;
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}
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/**
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* useTrainingActions hook
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* Provides training action handlers with proper memoization
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*/
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export declare function useTrainingActions(config: UseTrainingActionsConfig): UseTrainingActionsReturn;
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export default useTrainingActions;
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//# sourceMappingURL=useTrainingActions.d.ts.map
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