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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/**
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* GrapplingIndicator3D - Visual indicator for grappling state and struggle
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*
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* **Korean**: 잡기 표시기 3D (Japgi Pyosigi 3D)
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*
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* Displays visual feedback during grappling interactions including:
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* - Grip strength meter (UI overlay)
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*
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*
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* @module components/shared/three/effects/GrapplingIndicator3D
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* @category Combat Effects
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* @korean 잡기표시기3D
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*/
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import React from "react";
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import type { Position3D } from "../../../../types/physics";
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import { GrappleControl } from "../../../../types/common";
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/**
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* Props for GrapplingIndicator3D component
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*/
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export interface GrapplingIndicator3DProps {
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/** Current grapple control state (undefined if not grappling) */
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readonly grappleControl: GrappleControl | undefined;
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/** Character position in 3D space (meters) */
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readonly characterPosition: Position3D;
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/** Whether the character is the controller (attacker) */
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readonly isController: boolean;
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/** Whether to use mobile-optimized rendering */
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readonly isMobile?: boolean;
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readonly "data-testid"?: string;
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}
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/**
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* Main GrapplingIndicator3D component
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*
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* Renders struggle particles and grip strength UI during grappling.
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* Automatically adjusts visualization based on grapple state.
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*/
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export declare const GrapplingIndicator3D: React.FC<GrapplingIndicator3DProps>;
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export default GrapplingIndicator3D;
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{"version":3,"file":"GrapplingIndicator3D.d.ts","sourceRoot":"","sources":["../../../../../src/components/shared/three/effects/GrapplingIndicator3D.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAIH,OAAO,KAAsC,MAAM,OAAO,CAAC;AAG3D,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,2BAA2B,CAAC;AAC5D,OAAO,EAAE,cAAc,EAAgB,MAAM,0BAA0B,CAAC;AAExE;;GAEG;AACH,MAAM,WAAW,yBAAyB;IACxC,iEAAiE;IACjE,QAAQ,CAAC,cAAc,EAAE,cAAc,GAAG,SAAS,CAAC;IACpD,8CAA8C;IAC9C,QAAQ,CAAC,iBAAiB,EAAE,UAAU,CAAC;IACvC,yDAAyD;IACzD,QAAQ,CAAC,YAAY,EAAE,OAAO,CAAC;IAC/B,gDAAgD;IAChD,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;IAC5B,oCAAoC;IACpC,QAAQ,CAAC,aAAa,CAAC,EAAE,MAAM,CAAC;CACjC;AA8TD;;;;;GAKG;AACH,eAAO,MAAM,oBAAoB,EAAE,KAAK,CAAC,EAAE,CAAC,yBAAyB,CAkDpE,CAAC;AAEF,eAAe,oBAAoB,CAAC"}
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/**
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* HitEffects3D - Three.js particle effects for combat
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*
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* Maintains Korean theming and visual feedback for combat actions
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*/
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import React from "react";
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import { HitEffect } from "../../../../systems";
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import { type PhysicsArenaBounds } from "../../../../types/PhysicsTypes";
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/**
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* Props for the HitEffects3D component.
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* Controls which effects are displayed and callbacks for effect lifecycle.
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*/
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export interface HitEffects3DProps {
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/** Array of active hit effects to render in the scene */
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readonly effects: HitEffect[];
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/** Callback invoked when an effect completes its duration */
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readonly onEffectComplete?: (effectId: string) => void;
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/** Arena bounds for accurate coordinate conversion (physics-first with meter dimensions) */
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readonly arenaBounds?: PhysicsArenaBounds;
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}
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/**
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* HitEffects3D Component
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* Manages all active hit effects in the combat scene
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* Uses refs to avoid triggering React re-renders at 60fps
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*/
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export declare const HitEffects3D: React.FC<HitEffects3DProps>;
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export default HitEffects3D;
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//# sourceMappingURL=HitEffects3D.d.ts.map
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{"version":3,"file":"HitEffects3D.d.ts","sourceRoot":"","sources":["../../../../../src/components/shared/three/effects/HitEffects3D.tsx"],"names":[],"mappings":"AAAA;;;;GAIG;AAGH,OAAO,KAA+C,MAAM,OAAO,CAAC;AAEpE,OAAO,EAAE,SAAS,EAAE,MAAM,qBAAqB,CAAC;AAGhD,OAAO,EAAgC,KAAK,kBAAkB,EAAE,MAAM,gCAAgC,CAAC;AAEvG;;;GAGG;AACH,MAAM,WAAW,iBAAiB;IAChC,yDAAyD;IACzD,QAAQ,CAAC,OAAO,EAAE,SAAS,EAAE,CAAC;IAC9B,6DAA6D;IAC7D,QAAQ,CAAC,gBAAgB,CAAC,EAAE,CAAC,QAAQ,EAAE,MAAM,KAAK,IAAI,CAAC;IACvD,4FAA4F;IAC5F,QAAQ,CAAC,WAAW,CAAC,EAAE,kBAAkB,CAAC;CAC3C;AAiVD;;;;GAIG;AACH,eAAO,MAAM,YAAY,EAAE,KAAK,CAAC,EAAE,CAAC,iBAAiB,CAmGpD,CAAC;AAEF,eAAe,YAAY,CAAC"}
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import { KOREAN_COLORS } from "../../../../types/constants/colors.js";
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import "../../../../types/constants/index.js";
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import { HitEffectType } from "../../../../systems/effects.js";
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import { DEFAULT_PHYSICS_ARENA_BOUNDS } from "../../../../types/PhysicsTypes.js";
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import { useEffect, useMemo, useRef, useState } from "react";
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import { jsx, jsxs } from "react/jsx-runtime";
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import { useFrame } from "@react-three/fiber";
|
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import * as THREE from "three";
|
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//#region src/components/shared/three/effects/HitEffects3D.tsx
|
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/**
|
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11
|
+
* HitEffects3D - Three.js particle effects for combat
|
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12
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*
|
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* Maintains Korean theming and visual feedback for combat actions
|
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+
*/
|
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/**
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* Individual Hit Effect Component
|
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* Renders a single effect with Three.js primitives
|
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*/
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var HitEffectVisual = ({ effect, effectRef, arenaBounds }) => {
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const groupRef = useRef(null);
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const alphaRef = useRef(1);
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const position3D = useMemo(() => {
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if (!effect.position) return [
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1,
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];
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const bounds = arenaBounds ?? DEFAULT_PHYSICS_ARENA_BOUNDS;
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const halfWidth = bounds.worldWidthMeters / 2;
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const halfDepth = bounds.worldDepthMeters / 2;
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return [
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Math.min(halfWidth, Math.max(-halfWidth, effect.position.x)),
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1.5,
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Math.min(halfDepth, Math.max(-halfDepth, effect.position.y))
|
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];
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}, [effect.position, arenaBounds]);
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useFrame(() => {
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if (!groupRef.current || !effectRef.current) return;
|
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alphaRef.current = 1 - effectRef.current.progress;
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let sparkIndex = 0;
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groupRef.current.traverse((object) => {
|
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if (object instanceof THREE.Mesh && object.material instanceof THREE.MeshBasicMaterial) {
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const baseOpacity = object.material.userData.baseOpacity ?? 1;
|
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object.material.opacity = alphaRef.current * baseOpacity;
|
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+
if (effect.type === HitEffectType.BLOCK && object.geometry instanceof THREE.SphereGeometry) {
|
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|
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if (object.geometry.parameters?.radius === .05) {
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if (sparkIndex++ < 3) object.position.y = Math.sin((1 - alphaRef.current) * Math.PI) * .3;
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}
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}
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}
|
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});
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if (effect.type === HitEffectType.COUNTER || effect.type === HitEffectType.VITAL_POINT_STRIKE) groupRef.current.rotation.y += .1;
|
|
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|
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if (effect.type === HitEffectType.CRITICAL_HIT) {
|
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|
+
const pulse = 1 + Math.sin(effectRef.current.progress * Math.PI * 4) * .2;
|
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+
groupRef.current.scale.set(pulse, pulse, pulse);
|
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+
}
|
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+
});
|
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+
switch (effect.type) {
|
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|
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case HitEffectType.HIT: return /* @__PURE__ */ jsxs("group", {
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ref: groupRef,
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position: position3D,
|
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children: [/* @__PURE__ */ jsxs("mesh", { children: [/* @__PURE__ */ jsx("sphereGeometry", { args: [
|
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.3 * effect.intensity,
|
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16,
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16
|
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66
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] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
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color: KOREAN_COLORS.ACCENT_RED,
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transparent: true,
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opacity: .5,
|
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userData: { baseOpacity: .5 }
|
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})] }), /* @__PURE__ */ jsxs("mesh", {
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rotation: [
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-Math.PI / 2,
|
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0,
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0
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],
|
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position: [
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0,
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0,
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0
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],
|
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children: [/* @__PURE__ */ jsx("ringGeometry", { args: [
|
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|
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.3 * effect.intensity,
|
|
84
|
+
.35 * effect.intensity,
|
|
85
|
+
32
|
|
86
|
+
] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
|
|
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|
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color: KOREAN_COLORS.ACCENT_RED,
|
|
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|
+
transparent: true,
|
|
89
|
+
opacity: 1,
|
|
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|
+
side: THREE.DoubleSide,
|
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userData: { baseOpacity: 1 }
|
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})]
|
|
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|
+
})]
|
|
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|
+
});
|
|
95
|
+
case HitEffectType.CRITICAL_HIT: return /* @__PURE__ */ jsxs("group", {
|
|
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|
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ref: groupRef,
|
|
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|
+
position: position3D,
|
|
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|
+
children: [/* @__PURE__ */ jsxs("mesh", { children: [/* @__PURE__ */ jsx("sphereGeometry", { args: [
|
|
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|
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.5 * effect.intensity,
|
|
100
|
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16,
|
|
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|
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16
|
|
102
|
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] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
|
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|
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color: KOREAN_COLORS.ACCENT_GOLD,
|
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+
transparent: true,
|
|
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|
+
opacity: .7,
|
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userData: { baseOpacity: .7 }
|
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|
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})] }), [
|
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0,
|
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109
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+
1,
|
|
110
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+
2,
|
|
111
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+
3
|
|
112
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+
].map((i) => {
|
|
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const angle = i * Math.PI / 2;
|
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|
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return /* @__PURE__ */ jsxs("mesh", {
|
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position: [
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Math.cos(angle) * .3,
|
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0,
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Math.sin(angle) * .3
|
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],
|
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rotation: [
|
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0,
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angle,
|
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],
|
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children: [/* @__PURE__ */ jsx("boxGeometry", { args: [
|
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.6,
|
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.05,
|
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.05
|
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] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
|
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color: KOREAN_COLORS.ACCENT_RED,
|
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transparent: true,
|
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opacity: 1,
|
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userData: { baseOpacity: 1 }
|
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})]
|
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|
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}, i);
|
|
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|
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})]
|
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|
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});
|
|
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|
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case HitEffectType.BLOCK: return /* @__PURE__ */ jsxs("group", {
|
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ref: groupRef,
|
|
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|
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position: position3D,
|
|
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|
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children: [/* @__PURE__ */ jsxs("mesh", {
|
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rotation: [
|
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0,
|
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0,
|
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|
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Math.PI / 2
|
|
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|
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],
|
|
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|
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children: [/* @__PURE__ */ jsx("torusGeometry", { args: [
|
|
148
|
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.4 * effect.intensity,
|
|
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|
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.05,
|
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150
|
+
8,
|
|
151
|
+
16,
|
|
152
|
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Math.PI
|
|
153
|
+
] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
|
|
154
|
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color: KOREAN_COLORS.ACCENT_CYAN,
|
|
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|
+
transparent: true,
|
|
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|
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opacity: 1,
|
|
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|
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userData: { baseOpacity: 1 }
|
|
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|
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})]
|
|
159
|
+
}), [
|
|
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|
+
0,
|
|
161
|
+
1,
|
|
162
|
+
2
|
|
163
|
+
].map((i) => /* @__PURE__ */ jsxs("mesh", {
|
|
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|
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position: [
|
|
165
|
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(i - 1) * .2,
|
|
166
|
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0,
|
|
167
|
+
0
|
|
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|
+
],
|
|
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|
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children: [/* @__PURE__ */ jsx("sphereGeometry", { args: [
|
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|
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.05,
|
|
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|
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8,
|
|
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|
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8
|
|
173
|
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] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
|
|
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|
+
color: KOREAN_COLORS.ACCENT_CYAN,
|
|
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|
+
transparent: true,
|
|
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|
+
opacity: .8,
|
|
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|
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userData: { baseOpacity: .8 }
|
|
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|
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})]
|
|
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|
+
}, i))]
|
|
180
|
+
});
|
|
181
|
+
case HitEffectType.MISS: return /* @__PURE__ */ jsx("group", {
|
|
182
|
+
ref: groupRef,
|
|
183
|
+
position: position3D,
|
|
184
|
+
children: [0, 1].map((i) => /* @__PURE__ */ jsxs("mesh", {
|
|
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|
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position: [
|
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|
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(i - .5) * .2,
|
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|
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i * .1,
|
|
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|
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0
|
|
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|
+
],
|
|
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|
+
rotation: [
|
|
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|
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0,
|
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|
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0,
|
|
193
|
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(i - .5) * .3
|
|
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|
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],
|
|
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|
+
children: [/* @__PURE__ */ jsx("boxGeometry", { args: [
|
|
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|
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.6,
|
|
197
|
+
.02,
|
|
198
|
+
.02
|
|
199
|
+
] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
|
|
200
|
+
color: KOREAN_COLORS.TEXT_TERTIARY,
|
|
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|
+
transparent: true,
|
|
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|
+
opacity: 1,
|
|
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|
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userData: { baseOpacity: 1 }
|
|
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|
+
})]
|
|
205
|
+
}, i))
|
|
206
|
+
});
|
|
207
|
+
case HitEffectType.VITAL_POINT_STRIKE: return /* @__PURE__ */ jsxs("group", {
|
|
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|
+
ref: groupRef,
|
|
209
|
+
position: position3D,
|
|
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|
+
children: [
|
|
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|
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/* @__PURE__ */ jsxs("mesh", { children: [/* @__PURE__ */ jsx("sphereGeometry", { args: [
|
|
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|
+
.35 * effect.intensity,
|
|
213
|
+
16,
|
|
214
|
+
16
|
|
215
|
+
] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
|
|
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|
+
color: KOREAN_COLORS.SECONDARY_MAGENTA,
|
|
217
|
+
transparent: true,
|
|
218
|
+
opacity: .5,
|
|
219
|
+
userData: { baseOpacity: .5 }
|
|
220
|
+
})] }),
|
|
221
|
+
[
|
|
222
|
+
.2,
|
|
223
|
+
.3,
|
|
224
|
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.4
|
|
225
|
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].map((radius, i) => /* @__PURE__ */ jsxs("mesh", {
|
|
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|
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rotation: [
|
|
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|
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-Math.PI / 2,
|
|
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|
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0,
|
|
229
|
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0
|
|
230
|
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],
|
|
231
|
+
children: [/* @__PURE__ */ jsx("ringGeometry", { args: [
|
|
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|
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radius,
|
|
233
|
+
radius + .02,
|
|
234
|
+
32
|
|
235
|
+
] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
|
|
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|
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color: KOREAN_COLORS.SECONDARY_MAGENTA,
|
|
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|
+
transparent: true,
|
|
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|
+
opacity: 1,
|
|
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|
+
side: THREE.DoubleSide,
|
|
240
|
+
userData: { baseOpacity: 1 }
|
|
241
|
+
})]
|
|
242
|
+
}, i)),
|
|
243
|
+
/* @__PURE__ */ jsxs("mesh", {
|
|
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|
+
position: [
|
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|
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0,
|
|
246
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case HitEffectType.PARRY: return /* @__PURE__ */ jsxs("group", {
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position: [
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case HitEffectType.GENERAL_DAMAGE:
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case HitEffectType.STATUS_EFFECT:
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opacity: .5,
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})] })
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});
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}
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};
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/**
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* HitEffects3D Component
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* Manages all active hit effects in the combat scene
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* Uses refs to avoid triggering React re-renders at 60fps
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*/
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var HitEffects3D = ({ effects, onEffectComplete, arenaBounds }) => {
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const effectRefsMap = useRef(/* @__PURE__ */ new Map());
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const completedEffectsRef = useRef(/* @__PURE__ */ new Set());
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const [effectRefsSnapshot, setEffectRefsSnapshot] = useState(/* @__PURE__ */ new Map());
|
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useEffect(() => {
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const currentIdSet = new Set(effects.map((e) => e.id));
|
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effectRefsMap.current.forEach((_ref, id) => {
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if (!currentIdSet.has(id)) {
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effectRefsMap.current.delete(id);
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completedEffectsRef.current.delete(id);
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}
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});
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effects.forEach((effect) => {
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if (!effectRefsMap.current.has(effect.id)) effectRefsMap.current.set(effect.id, { current: {
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progress: 0
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} });
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});
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setEffectRefsSnapshot(new Map(effectRefsMap.current));
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}, [effects]);
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useFrame(() => {
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const now = Date.now();
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effectRefsMap.current.forEach((ref, id) => {
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if (!ref.current) return;
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const progress = Math.min((now - ref.current.startTime) / ref.current.duration, 1);
|
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ref.current.progress = progress;
|
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if (progress >= 1 && onEffectComplete && !completedEffectsRef.current.has(id)) {
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completedEffectsRef.current.add(id);
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onEffectComplete(id);
|
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}
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});
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});
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return /* @__PURE__ */ jsx("group", { children: useMemo(() => {
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return effects.map((effect) => {
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return {
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effect,
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effectRef: effectRefsSnapshot.get(effect.id)
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};
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}).filter((item) => item.effectRef !== void 0);
|
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}, [effects, effectRefsSnapshot]).map(({ effect, effectRef }) => {
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return /* @__PURE__ */ jsx(HitEffectVisual, {
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effect,
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effectRef,
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arenaBounds
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}, effect.id);
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}) });
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};
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//#endregion
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export { HitEffects3D as default };
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{"version":3,"file":"HitEffects3D.js","names":[],"sources":["../../../../../src/components/shared/three/effects/HitEffects3D.tsx"],"sourcesContent":["/**\n * HitEffects3D - Three.js particle effects for combat\n *\n * Maintains Korean theming and visual feedback for combat actions\n */\n\nimport { useFrame } from \"@react-three/fiber\";\nimport React, { useEffect, useMemo, useRef, useState } from \"react\";\nimport * as THREE from \"three\";\nimport { HitEffect } from \"../../../../systems\";\nimport { HitEffectType } from \"../../../../systems/effects\";\nimport { KOREAN_COLORS } from \"../../../../types/constants\";\nimport { DEFAULT_PHYSICS_ARENA_BOUNDS, type PhysicsArenaBounds } from \"../../../../types/PhysicsTypes\";\n\n/**\n * Props for the HitEffects3D component.\n * Controls which effects are displayed and callbacks for effect lifecycle.\n */\nexport interface HitEffects3DProps {\n /** Array of active hit effects to render in the scene */\n readonly effects: HitEffect[];\n /** Callback invoked when an effect completes its duration */\n readonly onEffectComplete?: (effectId: string) => void;\n /** Arena bounds for accurate coordinate conversion (physics-first with meter dimensions) */\n readonly arenaBounds?: PhysicsArenaBounds;\n}\n\ninterface ActiveEffect extends HitEffect {\n progress: number;\n}\n\n/**\n * Individual Hit Effect Component\n * Renders a single effect with Three.js primitives\n */\nconst HitEffectVisual: React.FC<{\n effect: HitEffect;\n effectRef: React.MutableRefObject<ActiveEffect | null>;\n arenaBounds?: PhysicsArenaBounds;\n}> = ({ effect, effectRef, arenaBounds }) => {\n const groupRef = useRef<THREE.Group>(null);\n // Use ref for alpha to avoid setState in useFrame (eliminates 60 rerenders/sec)\n const alphaRef = useRef(1);\n\n // Position in 3D space - use meter coordinates directly\n const position3D: [number, number, number] = useMemo(() => {\n if (!effect.position) return [0, 1, 0];\n\n // Use arena bounds if available, otherwise use default values for 10m arena\n const bounds = arenaBounds ?? DEFAULT_PHYSICS_ARENA_BOUNDS;\n \n // Position is in meters relative to arena center (0, 0)\n // Player models use meter coordinates directly: position={[playerPos.x, 0, playerPos.y]}\n // So we use meter coordinates directly too for alignment\n const halfWidth = bounds.worldWidthMeters / 2;\n const halfDepth = bounds.worldDepthMeters / 2;\n \n // Clamp position to arena boundaries in meters\n const clampedX = Math.min(halfWidth, Math.max(-halfWidth, effect.position.x));\n const clampedZ = Math.min(halfDepth, Math.max(-halfDepth, effect.position.y));\n \n // Use clamped meter coordinates directly in 3D space (no remapping)\n const x = clampedX; // Meter position X\n const y = 1.5; // Mid-height for effects\n const z = clampedZ; // Meter position Z (depth)\n\n return [x, y, z];\n }, [effect.position, arenaBounds]);\n\n // Animate effect based on type - Update materials directly in the group\n useFrame(() => {\n if (!groupRef.current || !effectRef.current) return;\n\n // Access fresh progress value from ref and update alpha ref (no setState!)\n const progress = effectRef.current.progress;\n alphaRef.current = 1 - progress;\n\n // Update all material opacities and positions in the group hierarchy\n let sparkIndex = 0;\n groupRef.current.traverse((object) => {\n if (object instanceof THREE.Mesh && object.material instanceof THREE.MeshBasicMaterial) {\n const baseOpacity = object.material.userData.baseOpacity ?? 1;\n object.material.opacity = alphaRef.current * baseOpacity;\n \n // For BLOCK effect, animate spark particle positions\n if (effect.type === HitEffectType.BLOCK && object.geometry instanceof THREE.SphereGeometry) {\n if (object.geometry.parameters?.radius === 0.05) { // Spark particles have radius 0.05\n const i = sparkIndex++;\n if (i < 3) { // Only update the 3 spark particles\n object.position.y = Math.sin((1 - alphaRef.current) * Math.PI) * 0.3;\n }\n }\n }\n }\n });\n\n // Rotate for some effects\n if (\n effect.type === HitEffectType.COUNTER ||\n effect.type === HitEffectType.VITAL_POINT_STRIKE\n ) {\n groupRef.current.rotation.y += 0.1;\n }\n\n // Scale pulse for critical hits\n if (effect.type === HitEffectType.CRITICAL_HIT) {\n const pulse =\n 1 + Math.sin(effectRef.current.progress * Math.PI * 4) * 0.2;\n groupRef.current.scale.set(pulse, pulse, pulse);\n }\n });\n\n // Render based on effect type\n switch (effect.type) {\n case HitEffectType.HIT:\n return (\n <group ref={groupRef} position={position3D}>\n {/* Impact flash sphere */}\n <mesh>\n <sphereGeometry args={[0.3 * effect.intensity, 16, 16]} />\n <meshBasicMaterial\n color={KOREAN_COLORS.ACCENT_RED}\n transparent\n opacity={0.5}\n userData={{ baseOpacity: 0.5 }}\n />\n </mesh>\n {/* Expanding ring */}\n <mesh rotation={[-Math.PI / 2, 0, 0]} position={[0, 0, 0]}>\n <ringGeometry\n args={[0.3 * effect.intensity, 0.35 * effect.intensity, 32]}\n />\n <meshBasicMaterial\n color={KOREAN_COLORS.ACCENT_RED}\n transparent\n opacity={1}\n side={THREE.DoubleSide}\n userData={{ baseOpacity: 1.0 }}\n />\n </mesh>\n </group>\n );\n\n case HitEffectType.CRITICAL_HIT:\n return (\n <group ref={groupRef} position={position3D}>\n {/* Large impact sphere */}\n <mesh>\n <sphereGeometry args={[0.5 * effect.intensity, 16, 16]} />\n <meshBasicMaterial\n color={KOREAN_COLORS.ACCENT_GOLD}\n transparent\n opacity={0.7}\n userData={{ baseOpacity: 0.7 }}\n />\n </mesh>\n {/* Star burst lines */}\n {[0, 1, 2, 3].map((i) => {\n const angle = (i * Math.PI) / 2;\n return (\n <mesh\n key={i}\n position={[Math.cos(angle) * 0.3, 0, Math.sin(angle) * 0.3]}\n rotation={[0, angle, 0]}\n >\n <boxGeometry args={[0.6, 0.05, 0.05]} />\n <meshBasicMaterial\n color={KOREAN_COLORS.ACCENT_RED}\n transparent\n opacity={1}\n userData={{ baseOpacity: 1.0 }}\n />\n </mesh>\n );\n })}\n </group>\n );\n\n case HitEffectType.BLOCK:\n return (\n <group ref={groupRef} position={position3D}>\n {/* Shield arc */}\n <mesh rotation={[0, 0, Math.PI / 2]}>\n <torusGeometry\n args={[0.4 * effect.intensity, 0.05, 8, 16, Math.PI]}\n />\n <meshBasicMaterial\n color={KOREAN_COLORS.ACCENT_CYAN}\n transparent\n opacity={1}\n userData={{ baseOpacity: 1.0 }}\n />\n </mesh>\n {/* Spark particles - positions will be updated in useFrame */}\n {[0, 1, 2].map((i) => (\n <mesh\n key={i}\n position={[\n (i - 1) * 0.2,\n 0,\n 0,\n ]}\n >\n <sphereGeometry args={[0.05, 8, 8]} />\n <meshBasicMaterial\n color={KOREAN_COLORS.ACCENT_CYAN}\n transparent\n opacity={0.8}\n userData={{ baseOpacity: 0.8 }}\n />\n </mesh>\n ))}\n </group>\n );\n\n case HitEffectType.MISS:\n return (\n <group ref={groupRef} position={position3D}>\n {/* Swish trail lines */}\n {[0, 1].map((i) => (\n <mesh\n key={i}\n position={[(i - 0.5) * 0.2, i * 0.1, 0]}\n rotation={[0, 0, (i - 0.5) * 0.3]}\n >\n <boxGeometry args={[0.6, 0.02, 0.02]} />\n <meshBasicMaterial\n color={KOREAN_COLORS.TEXT_TERTIARY}\n transparent\n opacity={1}\n userData={{ baseOpacity: 1.0 }}\n />\n </mesh>\n ))}\n </group>\n );\n\n case HitEffectType.VITAL_POINT_STRIKE:\n return (\n <group ref={groupRef} position={position3D}>\n {/* Pulsing sphere */}\n <mesh>\n <sphereGeometry args={[0.35 * effect.intensity, 16, 16]} />\n <meshBasicMaterial\n color={KOREAN_COLORS.SECONDARY_MAGENTA}\n transparent\n opacity={0.5}\n userData={{ baseOpacity: 0.5 }}\n />\n </mesh>\n {/* Concentric rings */}\n {[0.2, 0.3, 0.4].map((radius, i) => (\n <mesh key={i} rotation={[-Math.PI / 2, 0, 0]}>\n <ringGeometry args={[radius, radius + 0.02, 32]} />\n <meshBasicMaterial\n color={KOREAN_COLORS.SECONDARY_MAGENTA}\n transparent\n opacity={1}\n side={THREE.DoubleSide}\n userData={{ baseOpacity: 1.0 }}\n />\n </mesh>\n ))}\n {/* Crosshair */}\n <mesh position={[0, 0, 0]}>\n <boxGeometry args={[0.8, 0.02, 0.02]} />\n <meshBasicMaterial\n color={KOREAN_COLORS.SECONDARY_MAGENTA}\n transparent\n opacity={0.8}\n userData={{ baseOpacity: 0.8 }}\n />\n </mesh>\n <mesh position={[0, 0, 0]} rotation={[0, 0, Math.PI / 2]}>\n <boxGeometry args={[0.8, 0.02, 0.02]} />\n <meshBasicMaterial\n color={KOREAN_COLORS.SECONDARY_MAGENTA}\n transparent\n opacity={0.8}\n userData={{ baseOpacity: 0.8 }}\n />\n </mesh>\n </group>\n );\n\n case HitEffectType.PARRY:\n return (\n <group ref={groupRef} position={position3D}>\n {/* Deflection arc */}\n <mesh>\n <torusGeometry\n args={[0.35 * effect.intensity, 0.05, 8, 16, Math.PI / 2]}\n />\n <meshBasicMaterial\n color={KOREAN_COLORS.ACCENT_GOLD}\n transparent\n opacity={1}\n userData={{ baseOpacity: 1.0 }}\n />\n </mesh>\n {/* Sparks */}\n {[0, 1, 2].map((i) => {\n const angle = (Math.PI / 6) * (i - 1);\n return (\n <mesh\n key={i}\n position={[Math.cos(angle) * 0.4, Math.sin(angle) * 0.4, 0]}\n >\n <sphereGeometry args={[0.04, 8, 8]} />\n <meshBasicMaterial\n color={KOREAN_COLORS.ACCENT_GOLD}\n transparent\n opacity={0.8}\n userData={{ baseOpacity: 0.8 }}\n />\n </mesh>\n );\n })}\n </group>\n );\n\n case HitEffectType.COUNTER:\n return (\n <group ref={groupRef} position={position3D}>\n {/* Spinning energy blades */}\n {[0, 1, 2, 3].map((i) => (\n <mesh\n key={i}\n rotation={[0, (i * Math.PI) / 2, 0]}\n position={[0, 0, 0]}\n >\n <boxGeometry args={[0.6, 0.05, 0.05]} />\n <meshBasicMaterial\n color={KOREAN_COLORS.PRIMARY_CYAN}\n transparent\n opacity={1}\n userData={{ baseOpacity: 1.0 }}\n />\n </mesh>\n ))}\n </group>\n );\n\n case HitEffectType.GENERAL_DAMAGE:\n case HitEffectType.STATUS_EFFECT:\n default:\n return (\n <group ref={groupRef} position={position3D}>\n <mesh>\n <sphereGeometry args={[0.3 * effect.intensity, 16, 16]} />\n <meshBasicMaterial\n color={KOREAN_COLORS.ACCENT_GREEN}\n transparent\n opacity={0.5}\n userData={{ baseOpacity: 0.5 }}\n />\n </mesh>\n </group>\n );\n }\n};\n\n/**\n * HitEffects3D Component\n * Manages all active hit effects in the combat scene\n * Uses refs to avoid triggering React re-renders at 60fps\n */\nexport const HitEffects3D: React.FC<HitEffects3DProps> = ({\n effects,\n onEffectComplete,\n arenaBounds,\n}) => {\n // Use refs to track effects without causing re-renders\n const effectRefsMap = useRef<\n Map<string, React.MutableRefObject<ActiveEffect | null>>\n >(new Map());\n const completedEffectsRef = useRef<Set<string>>(new Set());\n\n // Store effectRefs as state to avoid ref access during render\n // This is updated in useEffect, not during render\n const [effectRefsSnapshot, setEffectRefsSnapshot] = useState<\n Map<string, React.MutableRefObject<ActiveEffect | null>>\n >(new Map());\n\n // Update effect refs when effects change (minimal state updates)\n useEffect(() => {\n // Clean up refs for removed effects\n const currentIdSet = new Set(effects.map((e) => e.id));\n effectRefsMap.current.forEach((_ref, id) => {\n if (!currentIdSet.has(id)) {\n effectRefsMap.current.delete(id);\n completedEffectsRef.current.delete(id);\n }\n });\n\n // Initialize refs for new effects\n effects.forEach((effect) => {\n if (!effectRefsMap.current.has(effect.id)) {\n effectRefsMap.current.set(effect.id, {\n current: { ...effect, progress: 0 },\n });\n }\n });\n\n // Create a snapshot of the refs for use in render\n // This is a new Map with the same refs (not a deep copy)\n setEffectRefsSnapshot(new Map(effectRefsMap.current));\n }, [effects]);\n\n // Update progress using refs (no setState in useFrame)\n useFrame(() => {\n const now = Date.now();\n\n effectRefsMap.current.forEach((ref, id) => {\n if (!ref.current) return;\n\n const progress = Math.min(\n (now - ref.current.startTime) / ref.current.duration,\n 1\n );\n ref.current.progress = progress;\n\n // Handle completion\n const isExpired = progress >= 1;\n if (\n isExpired &&\n onEffectComplete &&\n !completedEffectsRef.current.has(id)\n ) {\n completedEffectsRef.current.add(id);\n onEffectComplete(id);\n }\n });\n });\n\n // Pre-compute effect data to avoid ref access during render\n const effectsToRender = useMemo(() => {\n return effects\n .map((effect) => {\n const effectRef = effectRefsSnapshot.get(effect.id);\n return { effect, effectRef };\n })\n .filter(\n (\n item\n ): item is {\n effect: HitEffect;\n effectRef: React.MutableRefObject<ActiveEffect | null>;\n } => item.effectRef !== undefined\n );\n }, [effects, effectRefsSnapshot]);\n\n return (\n <group>\n {effectsToRender.map(({ effect, effectRef }) => {\n return (\n <HitEffectVisual\n key={effect.id}\n effect={effect}\n effectRef={effectRef}\n arenaBounds={arenaBounds}\n />\n );\n })}\n </group>\n );\n};\n\nexport default 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/**
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* LimbExposureIndicator3D - Visual indicator for exposed limbs during combat
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*
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* **Korean**: 사지 노출 표시기 3D (Saji Nochul Pyosigi 3D)
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*
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* Displays a glowing effect on exposed limbs during attack execution,
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* indicating vulnerability windows for counter-attacks. The glow intensity
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* is based on the vulnerability multiplier (1.5x-2.5x).
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*
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* Features:
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* - Red/orange glow effect using pointLight
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* - Intensity scales with vulnerability multiplier
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* - Smooth fade in/out during exposure window
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* - Positioned at limb location on character model
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* - Performance optimized for 60fps
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*
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* @module components/shared/three/effects/LimbExposureIndicator3D
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* @category Combat Effects
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* @korean 사지노출표시기3D
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*/
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import React from "react";
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import type { CounterOpportunity, Position3D } from "../../../../types/physics";
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/**
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* Props for LimbExposureIndicator3D component
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*/
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export interface LimbExposureIndicator3DProps {
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/** Counter-attack opportunity with exposure data */
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readonly opportunity: CounterOpportunity | undefined;
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/** Character position in 3D space (meters) */
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readonly characterPosition: Position3D;
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/** Whether the character is facing left */
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readonly facingLeft?: boolean;
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/** Whether to use mobile-optimized rendering */
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readonly isMobile?: boolean;
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/** Current time in technique execution (ms) */
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readonly currentTime: number;
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/** Test ID for component testing */
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readonly "data-testid"?: string;
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}
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/**
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* LimbExposureIndicator3D Component
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*
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* Renders a glowing point light at the exposed limb position during
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* vulnerability windows. The light intensity and color reflect the
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* degree of vulnerability.
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*
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* Performance:
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* - Uses single point light (low overhead)
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* - Calculates fade factor once per frame
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* - Memoized offset calculations
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* - Early return if no opportunity
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*
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* @example
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* ```tsx
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* <LimbExposureIndicator3D
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* opportunity={counterOpportunity}
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* characterPosition={{ x: 2, y: 0, z: 0 }}
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* facingLeft={false}
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* isMobile={false}
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* currentTime={450}
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* />
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* ```
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*/
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export declare const LimbExposureIndicator3D: React.FC<LimbExposureIndicator3DProps>;
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declare const _default: React.NamedExoticComponent<LimbExposureIndicator3DProps>;
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export default _default;
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//# sourceMappingURL=LimbExposureIndicator3D.d.ts.map
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+
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