blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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1
+ 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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+ import { HUD_HEIGHT } from "../../../../../types/LayoutTypes.js";
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+ import { ArchetypeSelectionButtons, ReturnToMenuButton } from "../TrainingButtonsOverlayHtml.js";
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+ import TrainingControlsOverlayHtml from "../TrainingControlsOverlayHtml.js";
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+ import React from "react";
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+ import { jsx, jsxs } from "react/jsx-runtime";
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+ //#region src/components/screens/training/components/hud/TrainingTopHUD.tsx
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+ /**
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+ * TrainingTopHUD - Slim top bar for training screen
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+ *
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+ * Gaming Best Practice - Minimal Top Bar:
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+ * - Training Active/Stop indicator (left)
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+ * - Vital Point hint + Archetype Selector (center) - desktop only
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+ * - Return to Menu button (right) - Standard gaming pattern
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+ *
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+ * Mobile:
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+ * - Only shows Training status (left) and Return button (right)
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+ * - Other controls consolidated in BottomHUD
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+ *
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+ * Layout:
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+ * - Width: 100% of screen
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+ * - Height: Compact 50-70px (minimal obstruction)
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+ *
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+ * @korean 훈련화면 상단 바 - 훈련 상태, 급소 힌트, 원형 선택, 메뉴 복귀
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+ */
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+ /**
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+ * TrainingTopHUD Component
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+ *
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+ * Slim top bar containing training controls, vital point hint, archetype selector,
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+ * and return to menu button. On mobile, only essential controls shown.
31
+ */
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+ var TrainingTopHUD = ({ width, isMobile, positionScale, isTraining, onStartTraining, onStopTraining, selectedArchetype, onArchetypeSelect, overlayVisible, onReturnToMenu, onPlaySFX }) => {
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+ const layout = React.useMemo(() => {
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+ return {
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+ hudHeight: isMobile ? HUD_HEIGHT.TRAINING_TOP_MOBILE : HUD_HEIGHT.TRAINING_TOP_DESKTOP * positionScale,
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+ padding: isMobile ? SPACING_NUMERIC.xs : SPACING_NUMERIC.sm * positionScale,
37
+ gap: isMobile ? SPACING_NUMERIC.xs : SPACING_NUMERIC.sm * positionScale,
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+ fontSize: isMobile ? TYPOGRAPHY_NUMERIC.bodySmall : TYPOGRAPHY_NUMERIC.bodySmall * positionScale,
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+ hudWidth: width
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+ };
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+ }, [
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+ width,
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+ isMobile,
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+ positionScale
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+ ]);
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+ return /* @__PURE__ */ jsxs("div", {
47
+ style: {
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+ position: "absolute",
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+ top: 0,
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+ left: 0,
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+ width: "100%",
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+ height: `${layout.hudHeight}px`,
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+ display: "flex",
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+ flexDirection: "row",
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+ justifyContent: "space-between",
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+ alignItems: "center",
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+ padding: `${layout.padding}px ${SPACING_ADJUSTMENTS.horizontalEmphasis}`,
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+ pointerEvents: "none",
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+ boxSizing: "border-box",
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+ borderBottom: BORDERS.default,
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+ background: GRADIENTS.vertical(.9),
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+ backdropFilter: HUD_STYLE.backdropFilter
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+ },
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+ "data-testid": "training-top-hud",
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+ children: [
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+ /* @__PURE__ */ jsx("div", {
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+ style: {
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+ display: "flex",
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+ flexDirection: "row",
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+ gap: `${layout.gap}px`,
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+ pointerEvents: "all",
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+ alignItems: "center"
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+ },
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+ "data-testid": "training-top-hud-left-section",
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+ children: /* @__PURE__ */ jsx(TrainingControlsOverlayHtml, {
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+ isTraining,
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+ onStartTraining,
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+ onStopTraining,
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+ isMobile
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+ })
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+ }),
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+ !isMobile && /* @__PURE__ */ jsxs("div", {
83
+ style: {
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+ display: "flex",
85
+ flexDirection: "row",
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+ alignItems: "center",
87
+ gap: `${layout.gap * 2}px`
88
+ },
89
+ "data-testid": "training-top-hud-center-section",
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+ children: [!overlayVisible && /* @__PURE__ */ jsxs("div", {
91
+ style: {
92
+ padding: `${SPACING.xxs} ${SPACING_ADJUSTMENTS.xsPlus}`,
93
+ background: HUD_STYLE.background,
94
+ border: BORDERS.muted,
95
+ borderRadius: BORDER_RADIUS.sm,
96
+ fontSize: `${layout.fontSize}px`,
97
+ fontFamily: TYPOGRAPHY.bodySmall.fontFamily,
98
+ color: HIERARCHY.accent.color,
99
+ whiteSpace: "nowrap"
100
+ },
101
+ "data-testid": "vital-point-hint",
102
+ children: [
103
+ "💡 Press",
104
+ " ",
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+ /* @__PURE__ */ jsx("span", {
106
+ style: {
107
+ color: HIERARCHY.gold.color,
108
+ fontWeight: "bold"
109
+ },
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+ children: "V"
111
+ }),
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+ " ",
113
+ "for vital points"
114
+ ]
115
+ }), /* @__PURE__ */ jsxs("div", {
116
+ style: {
117
+ display: "flex",
118
+ flexDirection: "row",
119
+ alignItems: "center",
120
+ gap: `${layout.gap}px`,
121
+ padding: `${SPACING_ADJUSTMENTS.compact} ${SPACING.sm}`,
122
+ background: HUD_STYLE.background,
123
+ border: BORDERS.accent,
124
+ borderRadius: BORDER_RADIUS.md,
125
+ pointerEvents: "all"
126
+ },
127
+ children: [/* @__PURE__ */ jsx("span", {
128
+ style: {
129
+ fontSize: `${layout.fontSize}px`,
130
+ color: HIERARCHY.gold.color,
131
+ fontWeight: "bold",
132
+ fontFamily: TYPOGRAPHY.bodySmall.fontFamily,
133
+ whiteSpace: "nowrap"
134
+ },
135
+ children: "원형 | Archetype:"
136
+ }), /* @__PURE__ */ jsx(ArchetypeSelectionButtons, {
137
+ selectedArchetype,
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+ onArchetypeSelect,
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+ onPlaySFX,
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+ isMobile
141
+ })]
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+ })]
143
+ }),
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+ isMobile && !overlayVisible && /* @__PURE__ */ jsxs("div", {
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+ style: {
146
+ padding: `${SPACING.xxs} ${SPACING.xs}`,
147
+ background: HUD_STYLE.background,
148
+ border: BORDERS.muted,
149
+ borderRadius: SPACING.xxs,
150
+ fontSize: TYPOGRAPHY.caption.fontSize,
151
+ fontFamily: TYPOGRAPHY.caption.fontFamily,
152
+ color: HIERARCHY.accent.color
153
+ },
154
+ "data-testid": "training-top-hud-center-section",
155
+ children: [
156
+ /* @__PURE__ */ jsx("span", {
157
+ style: { color: HIERARCHY.gold.color },
158
+ children: "V"
159
+ }),
160
+ " ",
161
+ "= 급소"
162
+ ]
163
+ }),
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+ /* @__PURE__ */ jsx("div", {
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+ style: {
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+ display: "flex",
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+ flexDirection: "row",
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+ alignItems: "center",
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+ pointerEvents: "all"
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+ },
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+ "data-testid": "training-top-hud-right-section",
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+ children: /* @__PURE__ */ jsx(ReturnToMenuButton, {
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+ onClick: onReturnToMenu,
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+ onMouseEnter: () => onPlaySFX("menu_hover"),
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+ isMobile
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+ })
177
+ })
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+ ]
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+ });
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+ };
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+ //#endregion
182
+ export { TrainingTopHUD as default };
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+
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+ //# sourceMappingURL=TrainingTopHUD.js.map
@@ -0,0 +1 @@
1
+ {"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"}
@@ -0,0 +1,13 @@
1
+ /**
2
+ * Training HUD Components Index
3
+ *
4
+ * Exports all training screen HUD components for organized UI layout.
5
+ * Each HUD is responsible for sizing its internal components.
6
+ *
7
+ * @korean 훈련화면 HUD 컴포넌트 모음
8
+ */
9
+ export { TrainingBottomHUD, type TrainingBottomHUDProps, } from "./TrainingBottomHUD";
10
+ export { TrainingLeftHUD, type TrainingLeftHUDProps } from "./TrainingLeftHUD";
11
+ export { TrainingRightHUD, type TrainingRightHUDProps, } from "./TrainingRightHUD";
12
+ export { TrainingTopHUD, type TrainingTopHUDProps } from "./TrainingTopHUD";
13
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"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"}
@@ -0,0 +1,4 @@
1
+ import "./TrainingBottomHUD.js";
2
+ import "./TrainingLeftHUD.js";
3
+ import "./TrainingRightHUD.js";
4
+ import "./TrainingTopHUD.js";
@@ -0,0 +1,22 @@
1
+ export { default as DamageNumber3D } from "./DamageNumber3D";
2
+ export { default as TrainingAICharacter3D } from "./TrainingAICharacter3D";
3
+ export { default as TrainingArena3D } from "./TrainingArena3D";
4
+ export { default as TrainingDummy3D } from "./TrainingDummy3D";
5
+ export { default as TrainingHitEffects3D } from "./TrainingHitEffects3D";
6
+ export { default as AnatomyOverlay3D } from "./AnatomyOverlay3D";
7
+ export { default as HitFeedbackEffect3D } from "./HitFeedbackEffect3D";
8
+ export { default as VitalPointMarker3D } from "./VitalPointMarker3D";
9
+ export { default as AnatomyControlsOverlayHtml } from "./AnatomyControlsOverlayHtml";
10
+ export { default as TrainingControlsOverlayHtml } from "./TrainingControlsOverlayHtml";
11
+ export { default as TrainingFeedbackOverlayHtml } from "./TrainingFeedbackOverlayHtml";
12
+ export { default as TrainingModeSelectorOverlayHtml } from "./TrainingModeSelectorOverlayHtml";
13
+ export { default as TrainingStatsOverlayHtml } from "./TrainingStatsOverlayHtml";
14
+ export { default as VitalPointTrainingOverlayHtml } from "./VitalPointTrainingOverlayHtml";
15
+ export * from "./hud";
16
+ export type { AnatomyControlsOverlayHtmlProps } from "./AnatomyControlsOverlayHtml";
17
+ export type { AnatomyLayer, AnatomyOverlay3DProps } from "./AnatomyOverlay3D";
18
+ export type { HitFeedbackEffect3DProps } from "./HitFeedbackEffect3D";
19
+ export type { TrainingAICharacter3DProps } from "./TrainingAICharacter3D";
20
+ export type { DifficultyMode, TrainingDummy3DProps } from "./TrainingDummy3D";
21
+ export type { VitalPointMarker3DProps } from "./VitalPointMarker3D";
22
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"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"}
@@ -0,0 +1,19 @@
1
+ import "./AnatomyOverlay3D.js";
2
+ import "./HitFeedbackEffect3D.js";
3
+ import "./VitalPointMarker3D.js";
4
+ import "./TrainingDummy3D.js";
5
+ import "./TrainingFeedbackOverlayHtml.js";
6
+ import "./hud/TrainingBottomHUD.js";
7
+ import "./AnatomyControlsOverlayHtml.js";
8
+ import "./hud/TrainingLeftHUD.js";
9
+ import "./TrainingModeSelectorOverlayHtml.js";
10
+ import "./TrainingStatsOverlayHtml.js";
11
+ import "./VitalPointTrainingOverlayHtml.js";
12
+ import "./hud/TrainingRightHUD.js";
13
+ import "./TrainingControlsOverlayHtml.js";
14
+ import "./hud/TrainingTopHUD.js";
15
+ import "./hud/index.js";
16
+ import "./DamageNumber3D.js";
17
+ import "./TrainingAICharacter3D.js";
18
+ import "./TrainingArena3D.js";
19
+ import "./TrainingHitEffects3D.js";
@@ -0,0 +1,69 @@
1
+ /**
2
+ * useAttackMovement Hook - Track Attack Movement for 3D Characters
3
+ *
4
+ * Custom hook for managing attack movement physics during animations.
5
+ * Tracks lunge and recovery phases with smooth easing curves.
6
+ *
7
+ * @korean 공격이동훅 - 공격 이동 추적
8
+ */
9
+ import * as THREE from "three";
10
+ import { AnimationType } from "../../../../systems/animation";
11
+ import { TrigramStance } from "../../../../types/common";
12
+ /**
13
+ * Configuration for useAttackMovement hook
14
+ */
15
+ export interface UseAttackMovementConfig {
16
+ /** Whether character is currently attacking */
17
+ readonly isAttacking: boolean;
18
+ /** Animation type for current attack */
19
+ readonly animationType?: AnimationType;
20
+ /** Current trigram stance */
21
+ readonly currentStance: TrigramStance;
22
+ /** Base position of character (when not attacking) */
23
+ readonly basePosition: [number, number, number];
24
+ /** Direction vector for attack (normalized) */
25
+ readonly attackDirection?: THREE.Vector3;
26
+ /** Animation duration in seconds (default: 0.4) */
27
+ readonly animationDuration?: number;
28
+ }
29
+ /**
30
+ * Return value from useAttackMovement hook
31
+ */
32
+ export interface UseAttackMovementResult {
33
+ /** Current 3D position including attack movement */
34
+ readonly currentPosition: [number, number, number];
35
+ /** Whether in forward lunge phase */
36
+ readonly isLunging: boolean;
37
+ /** Whether in recovery return phase */
38
+ readonly isRecovering: boolean;
39
+ /** Progress through attack movement (0-1) */
40
+ readonly progress: number;
41
+ }
42
+ /**
43
+ * useAttackMovement hook
44
+ *
45
+ * Tracks attack movement physics and returns current position.
46
+ * Automatically handles lunge and recovery phases with smooth easing.
47
+ *
48
+ * @param config - Attack movement configuration
49
+ * @returns Current position and movement state
50
+ *
51
+ * @example
52
+ * ```typescript
53
+ * const { currentPosition, isLunging } = useAttackMovement({
54
+ * isAttacking: playerIsAttacking,
55
+ * animationType: AnimationType.ROUNDHOUSE_KICK,
56
+ * currentStance: TrigramStance.LI,
57
+ * basePosition: [0, 0, 0],
58
+ * attackDirection: new THREE.Vector3(1, 0, 0),
59
+ * });
60
+ *
61
+ * // Use currentPosition for rendering
62
+ * <CharacterModel position={currentPosition} />
63
+ * ```
64
+ *
65
+ * @korean 공격이동사용
66
+ */
67
+ export declare function useAttackMovement(config: UseAttackMovementConfig): UseAttackMovementResult;
68
+ export default useAttackMovement;
69
+ //# sourceMappingURL=useAttackMovement.d.ts.map
@@ -0,0 +1 @@
1
+ {"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"}
@@ -0,0 +1,118 @@
1
+ import AttackMovementPhysics from "../../../../systems/physics/AttackMovementPhysics.js";
2
+ 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);
47
+ const [progress, setProgress] = useState(0);
48
+ const wasAttackingRef = useRef(false);
49
+ useEffect(() => {
50
+ if (!isAttacking) setCurrentPosition(basePosition);
51
+ }, [isAttacking, basePosition]);
52
+ useEffect(() => {
53
+ if (isAttacking && !wasAttackingRef.current) {
54
+ attackStartTimeRef.current = performance.now() / 1e3;
55
+ if (animationType && attackDirection) attackMovementResultRef.current = physicsRef.current.calculateAttackMovement({
56
+ animationType,
57
+ currentStance,
58
+ direction: attackDirection.clone().normalize(),
59
+ animationDuration
60
+ });
61
+ } 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
+ {"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"}
@@ -0,0 +1,82 @@
1
+ /**
2
+ * useTrainingActions Hook - Training Action Handlers
3
+ *
4
+ * Custom hook for managing training action handlers.
5
+ * Mirrors useCombatActions pattern for consistency.
6
+ *
7
+ * @korean 훈련액션훅 - 훈련 액션 핸들러 관리
8
+ */
9
+ import { AudioBodyRegion, ImpactIntensity } from "../../../../audio/types";
10
+ import type { AttackIntensity } from "../../../screens/combat/hooks/useCombatAudio";
11
+ import { AnimationState, AnimationType } from "../../../../systems/animation";
12
+ import { Position, TrigramStance } from "../../../../types/common";
13
+ import { TrainingActions, TrainingScreenState } from "./useTrainingState";
14
+ export interface UseTrainingActionsConfig {
15
+ readonly state: TrainingScreenState;
16
+ readonly actions: TrainingActions;
17
+ readonly playerPosition: Position;
18
+ readonly player3DPosition: [number, number, number];
19
+ readonly dummyPosition: [number, number, number];
20
+ readonly playerArchetype: import("../../../../types/common").PlayerArchetype;
21
+ readonly playerStance: TrigramStance;
22
+ /** Ref to current selected technique's animation type for distance-based hit detection */
23
+ readonly currentTechniqueAnimationTypeRef: React.MutableRefObject<AnimationType>;
24
+ readonly audio: {
25
+ readonly playSFX: (sound: string, volume?: number) => Promise<void>;
26
+ };
27
+ /** Attack sound function from useCombatAudio for playing attack whoosh sounds */
28
+ readonly playAttackSound?: (intensity: AttackIntensity) => Promise<void>;
29
+ /** Bone impact audio function from useCombatAudio or similar hook */
30
+ readonly playBoneImpactSound?: (options: {
31
+ region?: AudioBodyRegion;
32
+ intensity?: ImpactIntensity;
33
+ damage?: number;
34
+ remainingHealth?: number;
35
+ vitalPoint?: boolean;
36
+ hitPosition?: {
37
+ x: number;
38
+ y: number;
39
+ z?: number;
40
+ };
41
+ }) => Promise<void>;
42
+ readonly onPlayerUpdate: (updates: {
43
+ currentStance?: TrigramStance;
44
+ lastActionTime?: number;
45
+ position?: Position;
46
+ }) => void;
47
+ readonly playerAnimation: {
48
+ readonly transitionTo: (state: AnimationState) => boolean;
49
+ readonly transitionToStanceGuard: (stance: TrigramStance) => boolean;
50
+ readonly currentState: string;
51
+ };
52
+ /** External ref to store pending attack data - shared with animation events */
53
+ readonly pendingAttackRef: React.MutableRefObject<{
54
+ accuracy: number;
55
+ vitalPoint: string;
56
+ animationType?: AnimationType;
57
+ startTime?: number;
58
+ techniqueId?: string;
59
+ } | null>;
60
+ /** Currently selected technique ID (from technique bar) */
61
+ readonly selectedTechniqueId?: string;
62
+ /** Callback to set the visual attack animation */
63
+ readonly setAttackAnimation?: (animationName: string | undefined) => void;
64
+ }
65
+ export interface UseTrainingActionsReturn {
66
+ readonly handleStartTraining: () => void;
67
+ readonly handleStopTraining: () => void;
68
+ readonly handleDummyHit: (vitalPointId: string, attackContext?: {
69
+ animationType?: AnimationType;
70
+ techniqueId?: string;
71
+ }) => boolean;
72
+ readonly handleDummyDefeated: () => void;
73
+ readonly handleStanceChange: (stanceIndex: number) => void;
74
+ readonly handleAttack: () => void;
75
+ }
76
+ /**
77
+ * useTrainingActions hook
78
+ * Provides training action handlers with proper memoization
79
+ */
80
+ export declare function useTrainingActions(config: UseTrainingActionsConfig): UseTrainingActionsReturn;
81
+ export default useTrainingActions;
82
+ //# sourceMappingURL=useTrainingActions.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"useTrainingActions.d.ts","sourceRoot":"","sources":["../../../../../src/components/screens/training/hooks/useTrainingActions.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AAGH,OAAO,EACL,eAAe,EACf,eAAe,EAChB,MAAM,yBAAyB,CAAC;AACjC,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,8CAA8C,CAAC;AAEpF,OAAO,EACL,cAAc,EACd,aAAa,EAEd,MAAM,+BAA+B,CAAC;AAMvC,OAAO,EAIL,QAAQ,EACR,aAAa,EACd,MAAM,0BAA0B,CAAC;AAMlC,OAAO,EAAE,eAAe,EAAE,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AAE1E,MAAM,WAAW,wBAAwB;IACvC,QAAQ,CAAC,KAAK,EAAE,mBAAmB,CAAC;IACpC,QAAQ,CAAC,OAAO,EAAE,eAAe,CAAC;IAClC,QAAQ,CAAC,cAAc,EAAE,QAAQ,CAAC;IAClC,QAAQ,CAAC,gBAAgB,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACpD,QAAQ,CAAC,aAAa,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACjD,QAAQ,CAAC,eAAe,EAAE,OAAO,0BAA0B,EAAE,eAAe,CAAC;IAC7E,QAAQ,CAAC,YAAY,EAAE,aAAa,CAAC;IACrC,0FAA0F;IAC1F,QAAQ,CAAC,gCAAgC,EAAE,KAAK,CAAC,gBAAgB,CAAC,aAAa,CAAC,CAAC;IACjF,QAAQ,CAAC,KAAK,EAAE;QACd,QAAQ,CAAC,OAAO,EAAE,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,CAAC,EAAE,MAAM,KAAK,OAAO,CAAC,IAAI,CAAC,CAAC;KACrE,CAAC;IACF,iFAAiF;IACjF,QAAQ,CAAC,eAAe,CAAC,EAAE,CAAC,SAAS,EAAE,eAAe,KAAK,OAAO,CAAC,IAAI,CAAC,CAAC;IACzE,qEAAqE;IACrE,QAAQ,CAAC,mBAAmB,CAAC,EAAE,CAAC,OAAO,EAAE;QACvC,MAAM,CAAC,EAAE,eAAe,CAAC;QACzB,SAAS,CAAC,EAAE,eAAe,CAAC;QAC5B,MAAM,CAAC,EAAE,MAAM,CAAC;QAChB,eAAe,CAAC,EAAE,MAAM,CAAC;QACzB,UAAU,CAAC,EAAE,OAAO,CAAC;QACrB,WAAW,CAAC,EAAE;YAAE,CAAC,EAAE,MAAM,CAAC;YAAC,CAAC,EAAE,MAAM,CAAC;YAAC,CAAC,CAAC,EAAE,MAAM,CAAA;SAAE,CAAC;KACpD,KAAK,OAAO,CAAC,IAAI,CAAC,CAAC;IACpB,QAAQ,CAAC,cAAc,EAAE,CAAC,OAAO,EAAE;QACjC,aAAa,CAAC,EAAE,aAAa,CAAC;QAC9B,cAAc,CAAC,EAAE,MAAM,CAAC;QACxB,QAAQ,CAAC,EAAE,QAAQ,CAAC;KACrB,KAAK,IAAI,CAAC;IACX,QAAQ,CAAC,eAAe,EAAE;QACxB,QAAQ,CAAC,YAAY,EAAE,CAAC,KAAK,EAAE,cAAc,KAAK,OAAO,CAAC;QAC1D,QAAQ,CAAC,uBAAuB,EAAE,CAAC,MAAM,EAAE,aAAa,KAAK,OAAO,CAAC;QACrE,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;KAC/B,CAAC;IACF,+EAA+E;IAC/E,QAAQ,CAAC,gBAAgB,EAAE,KAAK,CAAC,gBAAgB,CAAC;QAChD,QAAQ,EAAE,MAAM,CAAC;QACjB,UAAU,EAAE,MAAM,CAAC;QACnB,aAAa,CAAC,EAAE,aAAa,CAAC;QAC9B,SAAS,CAAC,EAAE,MAAM,CAAC;QACnB,WAAW,CAAC,EAAE,MAAM,CAAC;KACtB,GAAG,IAAI,CAAC,CAAC;IACV,2DAA2D;IAC3D,QAAQ,CAAC,mBAAmB,CAAC,EAAE,MAAM,CAAC;IACtC,kDAAkD;IAClD,QAAQ,CAAC,kBAAkB,CAAC,EAAE,CAAC,aAAa,EAAE,MAAM,GAAG,SAAS,KAAK,IAAI,CAAC;CAC3E;AAED,MAAM,WAAW,wBAAwB;IACvC,QAAQ,CAAC,mBAAmB,EAAE,MAAM,IAAI,CAAC;IACzC,QAAQ,CAAC,kBAAkB,EAAE,MAAM,IAAI,CAAC;IACxC,QAAQ,CAAC,cAAc,EAAE,CACvB,YAAY,EAAE,MAAM,EACpB,aAAa,CAAC,EAAE;QACd,aAAa,CAAC,EAAE,aAAa,CAAC;QAC9B,WAAW,CAAC,EAAE,MAAM,CAAC;KACtB,KACE,OAAO,CAAC;IACb,QAAQ,CAAC,mBAAmB,EAAE,MAAM,IAAI,CAAC;IACzC,QAAQ,CAAC,kBAAkB,EAAE,CAAC,WAAW,EAAE,MAAM,KAAK,IAAI,CAAC;IAC3D,QAAQ,CAAC,YAAY,EAAE,MAAM,IAAI,CAAC;CACnC;AA6KD;;;GAGG;AACH,wBAAgB,kBAAkB,CAChC,MAAM,EAAE,wBAAwB,GAC/B,wBAAwB,CA+R1B;AAED,eAAe,kBAAkB,CAAC"}