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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  1853. package/package.json +222 -0
@@ -0,0 +1 @@
1
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@@ -0,0 +1,49 @@
1
+ /**
2
+ * GrapplingIndicator3D - Visual indicator for grappling state and struggle
3
+ *
4
+ * **Korean**: 잡기 표시기 3D (Japgi Pyosigi 3D)
5
+ *
6
+ * Displays visual feedback during grappling interactions including:
7
+ * - Struggle particle effects
8
+ * - Grip strength meter (UI overlay)
9
+ * - Bilingual state text (Korean-English)
10
+ * - Shake effects during escape attempts
11
+ *
12
+ * Features:
13
+ * - Particle system for struggle visualization
14
+ * - HTML overlay for grip strength UI
15
+ * - Smooth transitions between grapple states
16
+ * - Performance optimized for 60fps
17
+ * - Korean-English bilingual text support
18
+ *
19
+ * @module components/shared/three/effects/GrapplingIndicator3D
20
+ * @category Combat Effects
21
+ * @korean 잡기표시기3D
22
+ */
23
+ import React from "react";
24
+ import type { Position3D } from "../../../../types/physics";
25
+ import { GrappleControl } from "../../../../types/common";
26
+ /**
27
+ * Props for GrapplingIndicator3D component
28
+ */
29
+ export interface GrapplingIndicator3DProps {
30
+ /** Current grapple control state (undefined if not grappling) */
31
+ readonly grappleControl: GrappleControl | undefined;
32
+ /** Character position in 3D space (meters) */
33
+ readonly characterPosition: Position3D;
34
+ /** Whether the character is the controller (attacker) */
35
+ readonly isController: boolean;
36
+ /** Whether to use mobile-optimized rendering */
37
+ readonly isMobile?: boolean;
38
+ /** Test ID for component testing */
39
+ readonly "data-testid"?: string;
40
+ }
41
+ /**
42
+ * Main GrapplingIndicator3D component
43
+ *
44
+ * Renders struggle particles and grip strength UI during grappling.
45
+ * Automatically adjusts visualization based on grapple state.
46
+ */
47
+ export declare const GrapplingIndicator3D: React.FC<GrapplingIndicator3DProps>;
48
+ export default GrapplingIndicator3D;
49
+ //# sourceMappingURL=GrapplingIndicator3D.d.ts.map
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@@ -0,0 +1,28 @@
1
+ /**
2
+ * HitEffects3D - Three.js particle effects for combat
3
+ *
4
+ * Maintains Korean theming and visual feedback for combat actions
5
+ */
6
+ import React from "react";
7
+ import { HitEffect } from "../../../../systems";
8
+ import { type PhysicsArenaBounds } from "../../../../types/PhysicsTypes";
9
+ /**
10
+ * Props for the HitEffects3D component.
11
+ * Controls which effects are displayed and callbacks for effect lifecycle.
12
+ */
13
+ export interface HitEffects3DProps {
14
+ /** Array of active hit effects to render in the scene */
15
+ readonly effects: HitEffect[];
16
+ /** Callback invoked when an effect completes its duration */
17
+ readonly onEffectComplete?: (effectId: string) => void;
18
+ /** Arena bounds for accurate coordinate conversion (physics-first with meter dimensions) */
19
+ readonly arenaBounds?: PhysicsArenaBounds;
20
+ }
21
+ /**
22
+ * HitEffects3D Component
23
+ * Manages all active hit effects in the combat scene
24
+ * Uses refs to avoid triggering React re-renders at 60fps
25
+ */
26
+ export declare const HitEffects3D: React.FC<HitEffects3DProps>;
27
+ export default HitEffects3D;
28
+ //# sourceMappingURL=HitEffects3D.d.ts.map
@@ -0,0 +1 @@
1
+ {"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"}
@@ -0,0 +1,427 @@
1
+ import { KOREAN_COLORS } from "../../../../types/constants/colors.js";
2
+ import "../../../../types/constants/index.js";
3
+ import { HitEffectType } from "../../../../systems/effects.js";
4
+ import { DEFAULT_PHYSICS_ARENA_BOUNDS } from "../../../../types/PhysicsTypes.js";
5
+ import { useEffect, useMemo, useRef, useState } from "react";
6
+ import { jsx, jsxs } from "react/jsx-runtime";
7
+ import { useFrame } from "@react-three/fiber";
8
+ import * as THREE from "three";
9
+ //#region src/components/shared/three/effects/HitEffects3D.tsx
10
+ /**
11
+ * HitEffects3D - Three.js particle effects for combat
12
+ *
13
+ * Maintains Korean theming and visual feedback for combat actions
14
+ */
15
+ /**
16
+ * Individual Hit Effect Component
17
+ * Renders a single effect with Three.js primitives
18
+ */
19
+ var HitEffectVisual = ({ effect, effectRef, arenaBounds }) => {
20
+ const groupRef = useRef(null);
21
+ const alphaRef = useRef(1);
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+ const position3D = useMemo(() => {
23
+ if (!effect.position) return [
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+ 0,
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+ 1,
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+ 0
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+ ];
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+ const bounds = arenaBounds ?? DEFAULT_PHYSICS_ARENA_BOUNDS;
29
+ const halfWidth = bounds.worldWidthMeters / 2;
30
+ const halfDepth = bounds.worldDepthMeters / 2;
31
+ return [
32
+ Math.min(halfWidth, Math.max(-halfWidth, effect.position.x)),
33
+ 1.5,
34
+ 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;
40
+ 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) {
43
+ 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) {
46
+ if (object.geometry.parameters?.radius === .05) {
47
+ if (sparkIndex++ < 3) object.position.y = Math.sin((1 - alphaRef.current) * Math.PI) * .3;
48
+ }
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+ }
50
+ }
51
+ });
52
+ if (effect.type === HitEffectType.COUNTER || effect.type === HitEffectType.VITAL_POINT_STRIKE) groupRef.current.rotation.y += .1;
53
+ if (effect.type === HitEffectType.CRITICAL_HIT) {
54
+ const pulse = 1 + Math.sin(effectRef.current.progress * Math.PI * 4) * .2;
55
+ groupRef.current.scale.set(pulse, pulse, pulse);
56
+ }
57
+ });
58
+ switch (effect.type) {
59
+ 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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+ ] }), /* @__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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+ position: [
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+ 0,
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+ 0,
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+ children: [/* @__PURE__ */ jsx("ringGeometry", { args: [
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+ userData: { baseOpacity: 1 }
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+ })]
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+ })]
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+ });
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+ case HitEffectType.CRITICAL_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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+ })] }), [
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+ 0,
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+ 1,
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+ const angle = i * Math.PI / 2;
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+ userData: { baseOpacity: 1 }
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+ })]
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+ }, i);
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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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+ position: position3D,
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+ children: [/* @__PURE__ */ jsxs("mesh", {
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+ position: [
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+ (i - 1) * .2,
166
+ 0,
167
+ 0
168
+ ],
169
+ children: [/* @__PURE__ */ jsx("sphereGeometry", { args: [
170
+ .05,
171
+ 8,
172
+ 8
173
+ ] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
174
+ color: KOREAN_COLORS.ACCENT_CYAN,
175
+ transparent: true,
176
+ opacity: .8,
177
+ userData: { baseOpacity: .8 }
178
+ })]
179
+ }, 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", {
185
+ position: [
186
+ (i - .5) * .2,
187
+ i * .1,
188
+ 0
189
+ ],
190
+ rotation: [
191
+ 0,
192
+ 0,
193
+ (i - .5) * .3
194
+ ],
195
+ children: [/* @__PURE__ */ jsx("boxGeometry", { args: [
196
+ .6,
197
+ .02,
198
+ .02
199
+ ] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
200
+ color: KOREAN_COLORS.TEXT_TERTIARY,
201
+ transparent: true,
202
+ opacity: 1,
203
+ userData: { baseOpacity: 1 }
204
+ })]
205
+ }, i))
206
+ });
207
+ case HitEffectType.VITAL_POINT_STRIKE: return /* @__PURE__ */ jsxs("group", {
208
+ ref: groupRef,
209
+ position: position3D,
210
+ children: [
211
+ /* @__PURE__ */ jsxs("mesh", { children: [/* @__PURE__ */ jsx("sphereGeometry", { args: [
212
+ .35 * effect.intensity,
213
+ 16,
214
+ 16
215
+ ] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
216
+ color: KOREAN_COLORS.SECONDARY_MAGENTA,
217
+ transparent: true,
218
+ opacity: .5,
219
+ userData: { baseOpacity: .5 }
220
+ })] }),
221
+ [
222
+ .2,
223
+ .3,
224
+ .4
225
+ ].map((radius, i) => /* @__PURE__ */ jsxs("mesh", {
226
+ rotation: [
227
+ -Math.PI / 2,
228
+ 0,
229
+ 0
230
+ ],
231
+ children: [/* @__PURE__ */ jsx("ringGeometry", { args: [
232
+ radius,
233
+ radius + .02,
234
+ 32
235
+ ] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
236
+ color: KOREAN_COLORS.SECONDARY_MAGENTA,
237
+ transparent: true,
238
+ opacity: 1,
239
+ side: THREE.DoubleSide,
240
+ userData: { baseOpacity: 1 }
241
+ })]
242
+ }, i)),
243
+ /* @__PURE__ */ jsxs("mesh", {
244
+ position: [
245
+ 0,
246
+ 0,
247
+ 0
248
+ ],
249
+ children: [/* @__PURE__ */ jsx("boxGeometry", { args: [
250
+ .8,
251
+ .02,
252
+ .02
253
+ ] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
254
+ color: KOREAN_COLORS.SECONDARY_MAGENTA,
255
+ transparent: true,
256
+ opacity: .8,
257
+ userData: { baseOpacity: .8 }
258
+ })]
259
+ }),
260
+ /* @__PURE__ */ jsxs("mesh", {
261
+ position: [
262
+ 0,
263
+ 0,
264
+ 0
265
+ ],
266
+ rotation: [
267
+ 0,
268
+ 0,
269
+ Math.PI / 2
270
+ ],
271
+ children: [/* @__PURE__ */ jsx("boxGeometry", { args: [
272
+ .8,
273
+ .02,
274
+ .02
275
+ ] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
276
+ color: KOREAN_COLORS.SECONDARY_MAGENTA,
277
+ transparent: true,
278
+ opacity: .8,
279
+ userData: { baseOpacity: .8 }
280
+ })]
281
+ })
282
+ ]
283
+ });
284
+ case HitEffectType.PARRY: return /* @__PURE__ */ jsxs("group", {
285
+ ref: groupRef,
286
+ position: position3D,
287
+ children: [/* @__PURE__ */ jsxs("mesh", { children: [/* @__PURE__ */ jsx("torusGeometry", { args: [
288
+ .35 * effect.intensity,
289
+ .05,
290
+ 8,
291
+ 16,
292
+ Math.PI / 2
293
+ ] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
294
+ color: KOREAN_COLORS.ACCENT_GOLD,
295
+ transparent: true,
296
+ opacity: 1,
297
+ userData: { baseOpacity: 1 }
298
+ })] }), [
299
+ 0,
300
+ 1,
301
+ 2
302
+ ].map((i) => {
303
+ const angle = Math.PI / 6 * (i - 1);
304
+ return /* @__PURE__ */ jsxs("mesh", {
305
+ position: [
306
+ Math.cos(angle) * .4,
307
+ Math.sin(angle) * .4,
308
+ 0
309
+ ],
310
+ children: [/* @__PURE__ */ jsx("sphereGeometry", { args: [
311
+ .04,
312
+ 8,
313
+ 8
314
+ ] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
315
+ color: KOREAN_COLORS.ACCENT_GOLD,
316
+ transparent: true,
317
+ opacity: .8,
318
+ userData: { baseOpacity: .8 }
319
+ })]
320
+ }, i);
321
+ })]
322
+ });
323
+ case HitEffectType.COUNTER: return /* @__PURE__ */ jsx("group", {
324
+ ref: groupRef,
325
+ position: position3D,
326
+ children: [
327
+ 0,
328
+ 1,
329
+ 2,
330
+ 3
331
+ ].map((i) => /* @__PURE__ */ jsxs("mesh", {
332
+ rotation: [
333
+ 0,
334
+ i * Math.PI / 2,
335
+ 0
336
+ ],
337
+ position: [
338
+ 0,
339
+ 0,
340
+ 0
341
+ ],
342
+ children: [/* @__PURE__ */ jsx("boxGeometry", { args: [
343
+ .6,
344
+ .05,
345
+ .05
346
+ ] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
347
+ color: KOREAN_COLORS.PRIMARY_CYAN,
348
+ transparent: true,
349
+ opacity: 1,
350
+ userData: { baseOpacity: 1 }
351
+ })]
352
+ }, i))
353
+ });
354
+ case HitEffectType.GENERAL_DAMAGE:
355
+ case HitEffectType.STATUS_EFFECT:
356
+ default: return /* @__PURE__ */ jsx("group", {
357
+ ref: groupRef,
358
+ position: position3D,
359
+ children: /* @__PURE__ */ jsxs("mesh", { children: [/* @__PURE__ */ jsx("sphereGeometry", { args: [
360
+ .3 * effect.intensity,
361
+ 16,
362
+ 16
363
+ ] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
364
+ color: KOREAN_COLORS.ACCENT_GREEN,
365
+ transparent: true,
366
+ opacity: .5,
367
+ userData: { baseOpacity: .5 }
368
+ })] })
369
+ });
370
+ }
371
+ };
372
+ /**
373
+ * HitEffects3D Component
374
+ * Manages all active hit effects in the combat scene
375
+ * Uses refs to avoid triggering React re-renders at 60fps
376
+ */
377
+ var HitEffects3D = ({ effects, onEffectComplete, arenaBounds }) => {
378
+ const effectRefsMap = useRef(/* @__PURE__ */ new Map());
379
+ const completedEffectsRef = useRef(/* @__PURE__ */ new Set());
380
+ const [effectRefsSnapshot, setEffectRefsSnapshot] = useState(/* @__PURE__ */ new Map());
381
+ useEffect(() => {
382
+ const currentIdSet = new Set(effects.map((e) => e.id));
383
+ effectRefsMap.current.forEach((_ref, id) => {
384
+ if (!currentIdSet.has(id)) {
385
+ effectRefsMap.current.delete(id);
386
+ completedEffectsRef.current.delete(id);
387
+ }
388
+ });
389
+ effects.forEach((effect) => {
390
+ if (!effectRefsMap.current.has(effect.id)) effectRefsMap.current.set(effect.id, { current: {
391
+ ...effect,
392
+ progress: 0
393
+ } });
394
+ });
395
+ setEffectRefsSnapshot(new Map(effectRefsMap.current));
396
+ }, [effects]);
397
+ useFrame(() => {
398
+ const now = Date.now();
399
+ effectRefsMap.current.forEach((ref, id) => {
400
+ if (!ref.current) return;
401
+ const progress = Math.min((now - ref.current.startTime) / ref.current.duration, 1);
402
+ ref.current.progress = progress;
403
+ if (progress >= 1 && onEffectComplete && !completedEffectsRef.current.has(id)) {
404
+ completedEffectsRef.current.add(id);
405
+ onEffectComplete(id);
406
+ }
407
+ });
408
+ });
409
+ return /* @__PURE__ */ jsx("group", { children: useMemo(() => {
410
+ return effects.map((effect) => {
411
+ return {
412
+ effect,
413
+ effectRef: effectRefsSnapshot.get(effect.id)
414
+ };
415
+ }).filter((item) => item.effectRef !== void 0);
416
+ }, [effects, effectRefsSnapshot]).map(({ effect, effectRef }) => {
417
+ return /* @__PURE__ */ jsx(HitEffectVisual, {
418
+ effect,
419
+ effectRef,
420
+ arenaBounds
421
+ }, effect.id);
422
+ }) });
423
+ };
424
+ //#endregion
425
+ export { HitEffects3D as default };
426
+
427
+ //# sourceMappingURL=HitEffects3D.js.map
@@ -0,0 +1 @@
1
+ {"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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@@ -0,0 +1,67 @@
1
+ /**
2
+ * LimbExposureIndicator3D - Visual indicator for exposed limbs during combat
3
+ *
4
+ * **Korean**: 사지 노출 표시기 3D (Saji Nochul Pyosigi 3D)
5
+ *
6
+ * Displays a glowing effect on exposed limbs during attack execution,
7
+ * indicating vulnerability windows for counter-attacks. The glow intensity
8
+ * is based on the vulnerability multiplier (1.5x-2.5x).
9
+ *
10
+ * Features:
11
+ * - Red/orange glow effect using pointLight
12
+ * - Intensity scales with vulnerability multiplier
13
+ * - Smooth fade in/out during exposure window
14
+ * - Positioned at limb location on character model
15
+ * - Performance optimized for 60fps
16
+ *
17
+ * @module components/shared/three/effects/LimbExposureIndicator3D
18
+ * @category Combat Effects
19
+ * @korean 사지노출표시기3D
20
+ */
21
+ import React from "react";
22
+ import type { CounterOpportunity, Position3D } from "../../../../types/physics";
23
+ /**
24
+ * Props for LimbExposureIndicator3D component
25
+ */
26
+ export interface LimbExposureIndicator3DProps {
27
+ /** Counter-attack opportunity with exposure data */
28
+ readonly opportunity: CounterOpportunity | undefined;
29
+ /** Character position in 3D space (meters) */
30
+ readonly characterPosition: Position3D;
31
+ /** Whether the character is facing left */
32
+ readonly facingLeft?: boolean;
33
+ /** Whether to use mobile-optimized rendering */
34
+ readonly isMobile?: boolean;
35
+ /** Current time in technique execution (ms) */
36
+ readonly currentTime: number;
37
+ /** Test ID for component testing */
38
+ readonly "data-testid"?: string;
39
+ }
40
+ /**
41
+ * LimbExposureIndicator3D Component
42
+ *
43
+ * Renders a glowing point light at the exposed limb position during
44
+ * vulnerability windows. The light intensity and color reflect the
45
+ * degree of vulnerability.
46
+ *
47
+ * Performance:
48
+ * - Uses single point light (low overhead)
49
+ * - Calculates fade factor once per frame
50
+ * - Memoized offset calculations
51
+ * - Early return if no opportunity
52
+ *
53
+ * @example
54
+ * ```tsx
55
+ * <LimbExposureIndicator3D
56
+ * opportunity={counterOpportunity}
57
+ * characterPosition={{ x: 2, y: 0, z: 0 }}
58
+ * facingLeft={false}
59
+ * isMobile={false}
60
+ * currentTime={450}
61
+ * />
62
+ * ```
63
+ */
64
+ export declare const LimbExposureIndicator3D: React.FC<LimbExposureIndicator3DProps>;
65
+ declare const _default: React.NamedExoticComponent<LimbExposureIndicator3DProps>;
66
+ export default _default;
67
+ //# sourceMappingURL=LimbExposureIndicator3D.d.ts.map
@@ -0,0 +1 @@
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