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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{"version":3,"file":"GuardIndicator.js","names":[],"sources":["../../../../../src/components/shared/three/indicators/GuardIndicator.tsx"],"sourcesContent":["/**\n * GuardIndicator - Visual indicator showing current fighting stance guard position\n * Displays Korean traditional stance name, English translation, and guard characteristics\n *\n * @module components/shared/three/indicators/GuardIndicator\n * @category Combat UI\n * @korean 방어자세표시기\n */\n\nimport React, { useMemo } from \"react\";\nimport { STANCE_GUARD_CONFIGS } from \"../../../../systems/animation\";\nimport { TRIGRAM_DATA } from \"../../../../systems/trigram/types\";\nimport { TrigramStance } from \"../../../../types/common\";\nimport { KOREAN_COLORS } from \"../../../../types/constants\";\nimport { hexToRgbaString } from \"../../../../utils/colorUtils\";\n\n/**\n * Props for GuardIndicator component\n */\nexport interface GuardIndicatorProps {\n /** Current trigram stance */\n readonly currentStance: TrigramStance;\n /** Whether player is in guard animation state */\n readonly isInGuard: boolean;\n /** Player position: 'left' for player 1, 'right' for player 2 */\n readonly position: \"left\" | \"right\";\n /** Whether to use mobile-optimized sizing */\n readonly isMobile?: boolean;\n}\n\n/**\n * Get guard height label based on arm positions\n *\n * Guard heights based on shoulder.x (vertical angle in radians):\n * - High guard (고위): shoulder at chin level (x <= -0.8)\n * GEON (-1.0), LI (-1.6), GAN (-1.0)\n * - Mid guard (중위): shoulder at chest level (-0.8 < x < -0.4)\n * TAE (-0.7), JIN (-0.6), SON (-0.8), GAM (-0.8)\n * - Low guard (저위): shoulder low (x >= -0.4)\n * GON (-0.4)\n */\nfunction getGuardHeight(stance: TrigramStance): {\n korean: string;\n english: string;\n} {\n const config = STANCE_GUARD_CONFIGS[stance];\n const shoulderY = config.guardPose.leftArm.shoulder.x; // x is vertical in Euler\n\n if (shoulderY <= -0.8) {\n return { korean: \"고위\", english: \"High\" };\n } else if (shoulderY < -0.4) {\n return { korean: \"중위\", english: \"Mid\" };\n } else {\n return { korean: \"저위\", english: \"Low\" };\n }\n}\n\n/**\n * Get traditional Korean stance name from guard config\n */\nfunction getTraditionalStanceName(stance: TrigramStance): {\n korean: string;\n romanized: string;\n} {\n const stanceNames: Record<\n TrigramStance,\n { korean: string; romanized: string }\n > = {\n [TrigramStance.GEON]: { korean: \"앞서기\", romanized: \"Ap Seogi\" },\n [TrigramStance.TAE]: { korean: \"범서기\", romanized: \"Beom Seogi\" },\n [TrigramStance.LI]: { korean: \"겨루기 준비\", romanized: \"Gyeorugi Junbi\" },\n [TrigramStance.JIN]: { korean: \"주춤서기\", romanized: \"Juchum Seogi\" },\n [TrigramStance.SON]: { korean: \"학다리서기\", romanized: \"Hakdari Seogi\" },\n [TrigramStance.GAM]: { korean: \"뒷발서기\", romanized: \"Dwitbal Seogi\" },\n [TrigramStance.GAN]: { korean: \"모아서기\", romanized: \"Moa Seogi\" },\n [TrigramStance.GON]: { korean: \"중하\", romanized: \"Joong Ha Seogi\" },\n };\n return stanceNames[stance];\n}\n\n/**\n * Get weight distribution icon\n */\nfunction getWeightIcon(weight: \"forward\" | \"neutral\" | \"back\"): string {\n switch (weight) {\n case \"forward\":\n return \"▲\"; // Forward lean\n case \"back\":\n return \"▼\"; // Back lean\n case \"neutral\":\n return \"●\"; // Centered\n }\n}\n\n/**\n * GuardIndicator Component\n *\n * Displays current guard position information with Korean martial arts terminology.\n * Shows only when player is in a stance guard animation state.\n *\n * Features:\n * - Traditional Korean stance name (앞서기, 앞굽이, etc.)\n * - Romanized pronunciation\n * - Guard height indicator (High/Mid/Low)\n * - Weight distribution visualization\n * - Korean cyberpunk styling with glow effects\n * - Responsive mobile layout\n * - Accessible with proper ARIA labels\n *\n * @example\n * ```tsx\n * <GuardIndicator\n * currentStance={TrigramStance.GEON}\n * isInGuard={true}\n * position=\"left\"\n * isMobile={false}\n * />\n * ```\n *\n * @public\n * @korean 방어자세표시기\n */\nexport const GuardIndicator: React.FC<GuardIndicatorProps> = ({\n currentStance,\n isInGuard,\n position: _position, // Currently unused - indicator always positioned bottom-right\n isMobile = false,\n}) => {\n // Get guard configuration\n const config = useMemo(\n () => STANCE_GUARD_CONFIGS[currentStance],\n [currentStance],\n );\n\n const trigramData = useMemo(\n () => TRIGRAM_DATA[currentStance],\n [currentStance],\n );\n\n const stanceName = useMemo(\n () => getTraditionalStanceName(currentStance),\n [currentStance],\n );\n\n const guardHeight = useMemo(\n () => getGuardHeight(currentStance),\n [currentStance],\n );\n\n const weightIcon = useMemo(\n () => getWeightIcon(config.guardPose.weight),\n [config.guardPose.weight],\n );\n\n // Memoize responsive sizing\n const layout = useMemo(\n () => ({\n fontSize: isMobile ? 10 : 12,\n titleSize: isMobile ? 13 : 16,\n iconSize: isMobile ? 14 : 18,\n padding: isMobile ? \"6px 10px\" : \"8px 12px\",\n gap: isMobile ? \"3px\" : \"4px\",\n }),\n [isMobile],\n );\n\n // Container style - uses relative positioning for embedding in container HUDs\n const containerStyle = useMemo(\n () => ({\n position: \"relative\" as const,\n display: \"flex\",\n flexDirection: \"column\" as const,\n gap: layout.gap,\n backgroundColor: hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, 0.85),\n border: `1px solid ${hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 0.6)}`,\n borderRadius: \"6px\",\n padding: layout.padding,\n pointerEvents: \"none\" as const,\n width: \"100%\",\n boxSizing: \"border-box\" as const,\n boxShadow: `0 0 15px ${hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 0.3)}`,\n }),\n [layout],\n );\n\n // Don't render if not in guard state\n if (!isInGuard) return null;\n\n return (\n <div\n data-testid=\"guard-indicator\"\n role=\"status\"\n aria-live=\"polite\"\n aria-label={`Guard position: ${stanceName.romanized}, ${guardHeight.english} guard, ${config.guardPose.weight} weight`}\n style={containerStyle}\n >\n {/* Title: GUARD with trigram symbol */}\n <div\n style={{\n fontSize: layout.titleSize,\n color: hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, 1),\n fontWeight: \"bold\",\n textAlign: \"center\",\n textShadow: `0 0 10px ${hexToRgbaString(\n KOREAN_COLORS.ACCENT_GOLD,\n 0.6,\n )}`,\n borderBottom: `1px solid ${hexToRgbaString(\n KOREAN_COLORS.PRIMARY_CYAN,\n 0.4,\n )}`,\n paddingBottom: layout.gap,\n }}\n >\n {trigramData.symbol} GUARD\n </div>\n\n {/* Traditional stance name (Korean) */}\n <div\n style={{\n fontSize: layout.fontSize,\n color: hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 1),\n textAlign: \"center\",\n fontWeight: \"600\",\n }}\n >\n {stanceName.korean}\n </div>\n\n {/* Romanized name */}\n <div\n style={{\n fontSize: layout.fontSize,\n color: hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, 0.8),\n textAlign: \"center\",\n fontStyle: \"italic\",\n }}\n >\n {stanceName.romanized}\n </div>\n\n {/* Guard characteristics row */}\n <div\n style={{\n display: \"flex\",\n justifyContent: \"space-around\",\n marginTop: layout.gap,\n paddingTop: layout.gap,\n borderTop: `1px solid ${hexToRgbaString(\n KOREAN_COLORS.PRIMARY_CYAN,\n 0.3,\n )}`,\n }}\n >\n {/* Guard height */}\n <div style={{ textAlign: \"center\" }}>\n <div\n style={{\n fontSize: layout.iconSize,\n color: hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 1),\n }}\n >\n ⚔️\n </div>\n <div\n style={{\n fontSize: layout.fontSize - 1,\n color: hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, 0.9),\n }}\n >\n {guardHeight.korean}\n </div>\n <div\n style={{\n fontSize: layout.fontSize - 2,\n color: hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, 0.6),\n }}\n >\n {guardHeight.english}\n </div>\n </div>\n\n {/* Weight distribution */}\n <div style={{ textAlign: \"center\" }}>\n <div\n style={{\n fontSize: layout.iconSize,\n color: hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 1),\n }}\n >\n {weightIcon}\n </div>\n <div\n style={{\n fontSize: layout.fontSize - 1,\n color: hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, 0.9),\n }}\n >\n {config.guardPose.weight === \"forward\" && \"전방\"}\n {config.guardPose.weight === \"neutral\" && \"중립\"}\n {config.guardPose.weight === \"back\" && \"후방\"}\n </div>\n <div\n style={{\n fontSize: layout.fontSize - 2,\n color: hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, 0.6),\n textTransform: \"capitalize\" as const,\n }}\n >\n {config.guardPose.weight}\n </div>\n </div>\n </div>\n </div>\n );\n};\n\n/**\n * Memoized GuardIndicator to prevent unnecessary re-renders\n */\nexport default React.memo(GuardIndicator);\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAyCA,SAAS,eAAe,QAGtB;CAEA,MAAM,YADS,qBAAqB,QACX,UAAU,QAAQ,SAAS;AAEpD,KAAI,aAAa,IACf,QAAO;EAAE,QAAQ;EAAM,SAAS;EAAQ;UAC/B,YAAY,IACrB,QAAO;EAAE,QAAQ;EAAM,SAAS;EAAO;KAEvC,QAAO;EAAE,QAAQ;EAAM,SAAS;EAAO;;;;;AAO3C,SAAS,yBAAyB,QAGhC;AAcA,QAVI;GACD,cAAc,OAAO;GAAE,QAAQ;GAAO,WAAW;GAAY;GAC7D,cAAc,MAAM;GAAE,QAAQ;GAAO,WAAW;GAAc;GAC9D,cAAc,KAAK;GAAE,QAAQ;GAAU,WAAW;GAAkB;GACpE,cAAc,MAAM;GAAE,QAAQ;GAAQ,WAAW;GAAgB;GACjE,cAAc,MAAM;GAAE,QAAQ;GAAS,WAAW;GAAiB;GACnE,cAAc,MAAM;GAAE,QAAQ;GAAQ,WAAW;GAAiB;GAClE,cAAc,MAAM;GAAE,QAAQ;GAAQ,WAAW;GAAa;GAC9D,cAAc,MAAM;GAAE,QAAQ;GAAM,WAAW;GAAkB;EACnE,CACkB;;;;;AAMrB,SAAS,cAAc,QAAgD;AACrE,SAAQ,QAAR;EACE,KAAK,UACH,QAAO;EACT,KAAK,OACH,QAAO;EACT,KAAK,UACH,QAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAgCb,IAAa,kBAAiD,EAC5D,eACA,WACA,UAAU,WACV,WAAW,YACP;CAEJ,MAAM,SAAS,cACP,qBAAqB,gBAC3B,CAAC,cAAc,CAChB;CAED,MAAM,cAAc,cACZ,aAAa,gBACnB,CAAC,cAAc,CAChB;CAED,MAAM,aAAa,cACX,yBAAyB,cAAc,EAC7C,CAAC,cAAc,CAChB;CAED,MAAM,cAAc,cACZ,eAAe,cAAc,EACnC,CAAC,cAAc,CAChB;CAED,MAAM,aAAa,cACX,cAAc,OAAO,UAAU,OAAO,EAC5C,CAAC,OAAO,UAAU,OAAO,CAC1B;CAGD,MAAM,SAAS,eACN;EACL,UAAU,WAAW,KAAK;EAC1B,WAAW,WAAW,KAAK;EAC3B,UAAU,WAAW,KAAK;EAC1B,SAAS,WAAW,aAAa;EACjC,KAAK,WAAW,QAAQ;EACzB,GACD,CAAC,SAAS,CACX;CAGD,MAAM,iBAAiB,eACd;EACL,UAAU;EACV,SAAS;EACT,eAAe;EACf,KAAK,OAAO;EACZ,iBAAiB,gBAAgB,cAAc,oBAAoB,IAAK;EACxE,QAAQ,aAAa,gBAAgB,cAAc,cAAc,GAAI;EACrE,cAAc;EACd,SAAS,OAAO;EAChB,eAAe;EACf,OAAO;EACP,WAAW;EACX,WAAW,YAAY,gBAAgB,cAAc,cAAc,GAAI;EACxE,GACD,CAAC,OAAO,CACT;AAGD,KAAI,CAAC,UAAW,QAAO;AAEvB,QACE,qBAAC,OAAD;EACE,eAAY;EACZ,MAAK;EACL,aAAU;EACV,cAAY,mBAAmB,WAAW,UAAU,IAAI,YAAY,QAAQ,UAAU,OAAO,UAAU,OAAO;EAC9G,OAAO;YALT;GAQE,qBAAC,OAAD;IACE,OAAO;KACL,UAAU,OAAO;KACjB,OAAO,gBAAgB,cAAc,aAAa,EAAE;KACpD,YAAY;KACZ,WAAW;KACX,YAAY,YAAY,gBACtB,cAAc,aACd,GACD;KACD,cAAc,aAAa,gBACzB,cAAc,cACd,GACD;KACD,eAAe,OAAO;KACvB;cAfH,CAiBG,YAAY,QAAO,SAChB;;GAGN,oBAAC,OAAD;IACE,OAAO;KACL,UAAU,OAAO;KACjB,OAAO,gBAAgB,cAAc,cAAc,EAAE;KACrD,WAAW;KACX,YAAY;KACb;cAEA,WAAW;IACR,CAAA;GAGN,oBAAC,OAAD;IACE,OAAO;KACL,UAAU,OAAO;KACjB,OAAO,gBAAgB,cAAc,aAAa,GAAI;KACtD,WAAW;KACX,WAAW;KACZ;cAEA,WAAW;IACR,CAAA;GAGN,qBAAC,OAAD;IACE,OAAO;KACL,SAAS;KACT,gBAAgB;KAChB,WAAW,OAAO;KAClB,YAAY,OAAO;KACnB,WAAW,aAAa,gBACtB,cAAc,cACd,GACD;KACF;cAVH,CAaE,qBAAC,OAAD;KAAK,OAAO,EAAE,WAAW,UAAU;eAAnC;MACE,oBAAC,OAAD;OACE,OAAO;QACL,UAAU,OAAO;QACjB,OAAO,gBAAgB,cAAc,cAAc,EAAE;QACtD;iBACF;OAEK,CAAA;MACN,oBAAC,OAAD;OACE,OAAO;QACL,UAAU,OAAO,WAAW;QAC5B,OAAO,gBAAgB,cAAc,aAAa,GAAI;QACvD;iBAEA,YAAY;OACT,CAAA;MACN,oBAAC,OAAD;OACE,OAAO;QACL,UAAU,OAAO,WAAW;QAC5B,OAAO,gBAAgB,cAAc,aAAa,GAAI;QACvD;iBAEA,YAAY;OACT,CAAA;MACF;QAGN,qBAAC,OAAD;KAAK,OAAO,EAAE,WAAW,UAAU;eAAnC;MACE,oBAAC,OAAD;OACE,OAAO;QACL,UAAU,OAAO;QACjB,OAAO,gBAAgB,cAAc,cAAc,EAAE;QACtD;iBAEA;OACG,CAAA;MACN,qBAAC,OAAD;OACE,OAAO;QACL,UAAU,OAAO,WAAW;QAC5B,OAAO,gBAAgB,cAAc,aAAa,GAAI;QACvD;iBAJH;QAMG,OAAO,UAAU,WAAW,aAAa;QACzC,OAAO,UAAU,WAAW,aAAa;QACzC,OAAO,UAAU,WAAW,UAAU;QACnC;;MACN,oBAAC,OAAD;OACE,OAAO;QACL,UAAU,OAAO,WAAW;QAC5B,OAAO,gBAAgB,cAAc,aAAa,GAAI;QACtD,eAAe;QAChB;iBAEA,OAAO,UAAU;OACd,CAAA;MACF;OACF;;GACF;;;AAOK,MAAM,KAAK,eAAe"}
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/**
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* Haptic Feedback System for Combat UI
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*
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* Provides tactile feedback for mobile devices during combat interactions
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* such as guard activation, stance changes, and guard breaks.
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* Uses the Vibration API with fallback for unsupported devices.
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*
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* @module components/shared/three/indicators/HapticFeedback
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* @category Combat UI
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* @korean 햅틱피드백
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*/
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/**
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* Haptic pattern type
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* @korean 햅틱패턴타입
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export type HapticPattern = number | number[];
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/**
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* Check if haptic feedback is supported on this device
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* @example
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* ```typescript
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* if (isHapticSupported()) {
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* }
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export declare function isHapticSupported(): boolean;
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/**
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* Trigger haptic feedback for guard activation or break
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* Provides tactile feedback when a player activates their guard
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* or when their guard is broken by an opponent.
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* Patterns:
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* - **activate**: Light single vibration (50ms) for guard activation
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* - **break**: Strong triple-pulse pattern (100ms, 50ms pause, 100ms) for guard break
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* @param type - Type of guard haptic feedback
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* @example
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* ```typescript
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* // When player activates guard
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* triggerGuardHaptic('activate');
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* // When guard is broken
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* triggerGuardHaptic('break');
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* ```
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* @public
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* @korean 방어햅틱트리거
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*/
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export declare function triggerGuardHaptic(type: "activate" | "break"): void;
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/**
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* Trigger haptic feedback for stance change
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*
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* Provides medium-strength tactile feedback when a player transitions
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* between trigram stances (건→태→리→진→손→감→간→곤).
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* @example
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* ```typescript
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* // When stance changes from Geon to Tae
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* triggerStanceChangeHaptic();
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* ```
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* @korean 자세변경햅틱트리거
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*/
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export declare function triggerStanceChangeHaptic(): void;
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/**
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* Trigger custom haptic pattern
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*
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* Allows for custom vibration patterns using the Vibration API.
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* Can specify either a single duration or a pattern array.
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*
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* Pattern arrays alternate between vibration and pause:
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* - [200, 100, 200] = vibrate 200ms, pause 100ms, vibrate 200ms
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* @param pattern - Vibration duration in ms or pattern array
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* @example
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* ```typescript
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* // Single vibration
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* triggerCustomHaptic(200);
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*
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* // Complex pattern
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* triggerCustomHaptic([100, 50, 100, 50, 100]);
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* ```
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*
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* @public
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* @korean 사용자정의햅틱트리거
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*/
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export declare function triggerCustomHaptic(pattern: HapticPattern): void;
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/**
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* Stop all haptic feedback
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*
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* Immediately stops any ongoing vibration. Useful for interrupting
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* long or repeated patterns.
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*
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* @example
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* ```typescript
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* // Stop any ongoing haptic feedback
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* stopHaptic();
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* ```
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*
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* @public
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* @korean 햅틱중지
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*/
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export declare function stopHaptic(): void;
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/**
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* Check if device is mobile
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*
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* Simple heuristic to detect mobile devices based on screen size,
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export interface HapticSettings {
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export declare const DEFAULT_HAPTIC_SETTINGS: HapticSettings;
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export declare function applyIntensity(pattern: HapticPattern, intensity: number): HapticPattern;
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*/
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export declare function triggerWithSettings(pattern: HapticPattern, settings?: HapticSettings): void;
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{"version":3,"file":"HapticFeedback.d.ts","sourceRoot":"","sources":["../../../../../src/components/shared/three/indicators/HapticFeedback.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH;;;GAGG;AACH,MAAM,MAAM,aAAa,GAAG,MAAM,GAAG,MAAM,EAAE,CAAC;AAE9C;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,iBAAiB,IAAI,OAAO,CAM3C;AAED;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,UAAU,GAAG,OAAO,GAAG,IAAI,CAkBnE;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,yBAAyB,IAAI,IAAI,CAYhD;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAWhE;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,UAAU,IAAI,IAAI,CAYjC;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,wBAAgB,cAAc,IAAI,OAAO,CAmBxC;AAED;;;;;;;GAOG;AACH,MAAM,WAAW,cAAc;IAC7B,yCAAyC;IACzC,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;IAC1B,wCAAwC;IACxC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;CAC5B;AAED;;;GAGG;AACH,eAAO,MAAM,uBAAuB,EAAE,cAGrC,CAAC;AAEF;;;;;;;;;;;GAWG;AACH,wBAAgB,cAAc,CAC5B,OAAO,EAAE,aAAa,EACtB,SAAS,EAAE,MAAM,GAChB,aAAa,CAQf;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,wBAAgB,mBAAmB,CACjC,OAAO,EAAE,aAAa,EACtB,QAAQ,GAAE,cAAwC,GACjD,IAAI,CAON"}
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//#region src/components/shared/three/indicators/HapticFeedback.ts
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/**
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* Check if haptic feedback is supported on this device
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*
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* @returns True if the Vibration API is available
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*
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* @example
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* ```typescript
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* if (isHapticSupported()) {
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* triggerGuardHaptic('activate');
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* }
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* ```
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*
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* @public
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* @korean 햅틱지원여부
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*/
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function isHapticSupported() {
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return typeof navigator !== "undefined" && "vibrate" in navigator && typeof navigator.vibrate === "function";
|
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}
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/**
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* Trigger haptic feedback for stance change
|
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*
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* Provides medium-strength tactile feedback when a player transitions
|
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* between trigram stances (건→태→리→진→손→감→간→곤).
|
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*
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* @example
|
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* ```typescript
|
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* // When stance changes from Geon to Tae
|
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* triggerStanceChangeHaptic();
|
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* ```
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*
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* @public
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* @korean 자세변경햅틱트리거
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*/
|
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function triggerStanceChangeHaptic() {
|
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if (!isHapticSupported()) return;
|
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try {
|
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navigator.vibrate(75);
|
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} catch (error) {
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console.warn("Haptic feedback failed:", error);
|
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}
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}
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//#endregion
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export { triggerStanceChangeHaptic };
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//# sourceMappingURL=HapticFeedback.js.map
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{"version":3,"file":"HapticFeedback.js","names":[],"sources":["../../../../../src/components/shared/three/indicators/HapticFeedback.ts"],"sourcesContent":["/**\n * Haptic Feedback System for Combat UI\n * \n * Provides tactile feedback for mobile devices during combat interactions\n * such as guard activation, stance changes, and guard breaks.\n * \n * Uses the Vibration API with fallback for unsupported devices.\n * \n * @module components/shared/three/indicators/HapticFeedback\n * @category Combat UI\n * @korean 햅틱피드백\n */\n\n/**\n * Haptic pattern type\n * @korean 햅틱패턴타입\n */\nexport type HapticPattern = number | number[];\n\n/**\n * Check if haptic feedback is supported on this device\n * \n * @returns True if the Vibration API is available\n * \n * @example\n * ```typescript\n * if (isHapticSupported()) {\n * triggerGuardHaptic('activate');\n * }\n * ```\n * \n * @public\n * @korean 햅틱지원여부\n */\nexport function isHapticSupported(): boolean {\n return (\n typeof navigator !== \"undefined\" &&\n \"vibrate\" in navigator &&\n typeof navigator.vibrate === \"function\"\n );\n}\n\n/**\n * Trigger haptic feedback for guard activation or break\n * \n * Provides tactile feedback when a player activates their guard\n * or when their guard is broken by an opponent.\n * \n * Patterns:\n * - **activate**: Light single vibration (50ms) for guard activation\n * - **break**: Strong triple-pulse pattern (100ms, 50ms pause, 100ms) for guard break\n * \n * @param type - Type of guard haptic feedback\n * \n * @example\n * ```typescript\n * // When player activates guard\n * triggerGuardHaptic('activate');\n * \n * // When guard is broken\n * triggerGuardHaptic('break');\n * ```\n * \n * @public\n * @korean 방어햅틱트리거\n */\nexport function triggerGuardHaptic(type: \"activate\" | \"break\"): void {\n if (!isHapticSupported()) {\n return;\n }\n\n try {\n if (type === \"activate\") {\n // Light haptic - single short vibration\n navigator.vibrate(50);\n } else if (type === \"break\") {\n // Strong haptic - triple pulse pattern for impact\n // Pattern: vibrate 100ms, pause 50ms, vibrate 100ms\n navigator.vibrate([100, 50, 100]);\n }\n } catch (error) {\n // Silently fail if vibration fails\n console.warn(\"Haptic feedback failed:\", error);\n }\n}\n\n/**\n * Trigger haptic feedback for stance change\n * \n * Provides medium-strength tactile feedback when a player transitions\n * between trigram stances (건→태→리→진→손→감→간→곤).\n * \n * @example\n * ```typescript\n * // When stance changes from Geon to Tae\n * triggerStanceChangeHaptic();\n * ```\n * \n * @public\n * @korean 자세변경햅틱트리거\n */\nexport function triggerStanceChangeHaptic(): void {\n if (!isHapticSupported()) {\n return;\n }\n\n try {\n // Medium haptic - single medium vibration\n navigator.vibrate(75);\n } catch (error) {\n // Silently fail if vibration fails\n console.warn(\"Haptic feedback failed:\", error);\n }\n}\n\n/**\n * Trigger custom haptic pattern\n * \n * Allows for custom vibration patterns using the Vibration API.\n * Can specify either a single duration or a pattern array.\n * \n * Pattern arrays alternate between vibration and pause:\n * - [200, 100, 200] = vibrate 200ms, pause 100ms, vibrate 200ms\n * \n * @param pattern - Vibration duration in ms or pattern array\n * \n * @example\n * ```typescript\n * // Single vibration\n * triggerCustomHaptic(200);\n * \n * // Complex pattern\n * triggerCustomHaptic([100, 50, 100, 50, 100]);\n * ```\n * \n * @public\n * @korean 사용자정의햅틱트리거\n */\nexport function triggerCustomHaptic(pattern: HapticPattern): void {\n if (!isHapticSupported()) {\n return;\n }\n\n try {\n navigator.vibrate(pattern);\n } catch (error) {\n // Silently fail if vibration fails\n console.warn(\"Haptic feedback failed:\", error);\n }\n}\n\n/**\n * Stop all haptic feedback\n * \n * Immediately stops any ongoing vibration. Useful for interrupting\n * long or repeated patterns.\n * \n * @example\n * ```typescript\n * // Stop any ongoing haptic feedback\n * stopHaptic();\n * ```\n * \n * @public\n * @korean 햅틱중지\n */\nexport function stopHaptic(): void {\n if (!isHapticSupported()) {\n return;\n }\n\n try {\n // Passing 0 or empty array stops vibration\n navigator.vibrate(0);\n } catch (error) {\n // Silently fail if vibration stop fails\n console.warn(\"Haptic stop failed:\", error);\n }\n}\n\n/**\n * Check if device is mobile\n * \n * Simple heuristic to detect mobile devices based on screen size,\n * user agent, and touch support.\n * \n * @returns True if device is likely mobile\n * \n * @example\n * ```typescript\n * if (isMobileDevice() && isHapticSupported()) {\n * triggerStanceChangeHaptic();\n * }\n * ```\n * \n * @public\n * @korean 모바일기기여부\n */\nexport function isMobileDevice(): boolean {\n if (typeof window === \"undefined\" || typeof navigator === \"undefined\") {\n return false;\n }\n\n // Check screen size (mobile typically < 768px)\n const isMobileSize = window.innerWidth < 768;\n\n // Check user agent for mobile indicators\n const mobileKeywords = /Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i;\n const isMobileUA = mobileKeywords.test(navigator.userAgent);\n\n // Check for touch support (modern browsers)\n const hasTouch =\n \"ontouchstart\" in window ||\n navigator.maxTouchPoints > 0;\n\n // Device is mobile if it meets size OR user agent criteria AND has touch\n return (isMobileSize || isMobileUA) && hasTouch;\n}\n\n/**\n * Haptic feedback settings\n * \n * Allows for global configuration of haptic feedback intensity\n * and enable/disable state.\n * \n * @korean 햅틱설정\n */\nexport interface HapticSettings {\n /** Whether haptic feedback is enabled */\n readonly enabled: boolean;\n /** Intensity multiplier (0.0 to 1.0) */\n readonly intensity: number;\n}\n\n/**\n * Default haptic settings\n * @korean 기본햅틱설정\n */\nexport const DEFAULT_HAPTIC_SETTINGS: HapticSettings = {\n enabled: true,\n intensity: 1.0,\n};\n\n/**\n * Apply intensity modifier to haptic pattern\n * \n * Scales vibration durations based on intensity setting.\n * \n * @param pattern - Original haptic pattern\n * @param intensity - Intensity multiplier (0.0 to 1.0)\n * @returns Scaled haptic pattern\n * \n * @internal\n * @korean 햅틱강도적용\n */\nexport function applyIntensity(\n pattern: HapticPattern,\n intensity: number\n): HapticPattern {\n const clampedIntensity = Math.max(0, Math.min(1, intensity));\n\n if (typeof pattern === \"number\") {\n return Math.round(pattern * clampedIntensity);\n }\n\n return pattern.map((duration) => Math.round(duration * clampedIntensity));\n}\n\n/**\n * Trigger haptic with settings\n * \n * Wrapper function that applies haptic settings before triggering.\n * \n * @param pattern - Haptic pattern to trigger\n * @param settings - Haptic settings to apply\n * \n * @example\n * ```typescript\n * const settings = { enabled: true, intensity: 0.7 };\n * triggerWithSettings(100, settings); // Triggers 70ms vibration\n * ```\n * \n * @public\n * @korean 설정포함햅틱트리거\n */\nexport function triggerWithSettings(\n pattern: HapticPattern,\n settings: HapticSettings = DEFAULT_HAPTIC_SETTINGS\n): void {\n if (!settings.enabled || !isHapticSupported()) {\n return;\n }\n\n const scaledPattern = applyIntensity(pattern, settings.intensity);\n triggerCustomHaptic(scaledPattern);\n}\n"],"mappings":";;;;;;;;;;;;;;;;AAkCA,SAAgB,oBAA6B;AAC3C,QACE,OAAO,cAAc,eACrB,aAAa,aACb,OAAO,UAAU,YAAY;;;;;;;;;;;;;;;;;AA+DjC,SAAgB,4BAAkC;AAChD,KAAI,CAAC,mBAAmB,CACtB;AAGF,KAAI;AAEF,YAAU,QAAQ,GAAG;UACd,OAAO;AAEd,UAAQ,KAAK,2BAA2B,MAAM"}
|
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|
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1
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+
/**
|
|
2
|
+
* StanceChangeIndicator - Visual feedback for stance changes
|
|
3
|
+
* Displays Korean and English stance names with trigram symbols
|
|
4
|
+
*
|
|
5
|
+
* @module components/shared/three/indicators/StanceChangeIndicator
|
|
6
|
+
* @category Combat UI
|
|
7
|
+
* @korean 자세변경표시기
|
|
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|
+
*/
|
|
9
|
+
import React from "react";
|
|
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|
+
/**
|
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11
|
+
* Props for StanceChangeIndicator component
|
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12
|
+
*/
|
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13
|
+
export interface StanceChangeIndicatorProps {
|
|
14
|
+
/** Current stance index (0-7) */
|
|
15
|
+
readonly currentStance: number;
|
|
16
|
+
/** Previous stance index (0-7) for change detection */
|
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17
|
+
readonly previousStance: number;
|
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18
|
+
/** Mobile layout flag */
|
|
19
|
+
readonly isMobile?: boolean;
|
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|
+
/** Display duration in milliseconds (default: 1000ms) */
|
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|
+
readonly duration?: number;
|
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|
+
/** Show transition progress bar (default: true) */
|
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|
+
readonly showProgress?: boolean;
|
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|
+
/** Transition duration in milliseconds for progress bar (default: 600ms) */
|
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|
+
readonly transitionDuration?: number;
|
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|
+
}
|
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|
+
/**
|
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28
|
+
* StanceChangeIndicator Component
|
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29
|
+
*
|
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|
+
* Displays a temporary overlay showing the current trigram stance
|
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|
+
* with Korean name, English name, and trigram symbol.
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+
*
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+
* Features:
|
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|
+
* - Fade in/out animation
|
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|
+
* - Korean cyberpunk styling
|
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|
+
* - Responsive mobile layout
|
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+
* - Trigram symbol display
|
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|
+
* - Glow effect for visual emphasis
|
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+
*
|
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|
+
* @example
|
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41
|
+
* ```tsx
|
|
42
|
+
* <StanceChangeIndicator
|
|
43
|
+
* currentStance={player.stance}
|
|
44
|
+
* previousStance={previousStance}
|
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45
|
+
* isMobile={isMobile}
|
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|
+
* />
|
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|
+
* ```
|
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|
+
*
|
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|
+
* @public
|
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|
+
* @korean 자세변경표시기
|
|
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|
+
*/
|
|
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|
+
export declare const StanceChangeIndicator: React.FC<StanceChangeIndicatorProps>;
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{"version":3,"file":"StanceChangeIndicator.d.ts","sourceRoot":"","sources":["../../../../../src/components/shared/three/indicators/StanceChangeIndicator.tsx"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AAIH,OAAO,KAA+C,MAAM,OAAO,CAAC;AAapE;;GAEG;AACH,MAAM,WAAW,0BAA0B;IACzC,iCAAiC;IACjC,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,uDAAuD;IACvD,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;IAChC,yBAAyB;IACzB,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;IAC5B,yDAAyD;IACzD,QAAQ,CAAC,QAAQ,CAAC,EAAE,MAAM,CAAC;IAC3B,mDAAmD;IACnD,QAAQ,CAAC,YAAY,CAAC,EAAE,OAAO,CAAC;IAChC,4EAA4E;IAC5E,QAAQ,CAAC,kBAAkB,CAAC,EAAE,MAAM,CAAC;CACtC;AAED;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,eAAO,MAAM,qBAAqB,EAAE,KAAK,CAAC,EAAE,CAAC,0BAA0B,CA2PtE,CAAC"}
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+
import { TrigramStance } from "../../../../types/common.js";
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|
+
import { KOREAN_COLORS } from "../../../../types/constants/colors.js";
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|
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import { FONT_FAMILY } from "../../../../types/constants/typography.js";
|
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|
+
import "../../../../types/constants/index.js";
|
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|
+
import { TRIGRAM_STANCES_ORDER } from "../../../../systems/trigram/types.js";
|
|
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|
+
import { hexToRgbaString } from "../../../../utils/colorUtils.js";
|
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|
+
import { getTrigramElementColor, getTrigramEnglishName, getTrigramKoreanName, getTrigramSymbol } from "./ElementalColorSystem.js";
|
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|
+
import { triggerStanceChangeHaptic } from "./HapticFeedback.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 { Html } from "@react-three/drei";
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|
+
//#region src/components/shared/three/indicators/StanceChangeIndicator.tsx
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/**
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* StanceChangeIndicator - Visual feedback for stance changes
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* Displays Korean and English stance names with trigram symbols
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*
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* @module components/shared/three/indicators/StanceChangeIndicator
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* @category Combat UI
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* @korean 자세변경표시기
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*/
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/**
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* StanceChangeIndicator Component
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*
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* Displays a temporary overlay showing the current trigram stance
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* with Korean name, English name, and trigram symbol.
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*
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* Features:
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* - Fade in/out animation
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* - Korean cyberpunk styling
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* - Responsive mobile layout
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* - Trigram symbol display
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* - Glow effect for visual emphasis
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*
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* @example
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* ```tsx
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* <StanceChangeIndicator
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* currentStance={player.stance}
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* previousStance={previousStance}
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* isMobile={isMobile}
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* />
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* ```
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*
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* @public
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* @korean 자세변경표시기
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*/
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var StanceChangeIndicator = ({ currentStance, previousStance, isMobile = false, duration = 1e3, showProgress = true, transitionDuration = 600 }) => {
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const [showIndicator, setShowIndicator] = useState(false);
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const [progress, setProgress] = useState(0);
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const isMountedRef = useRef(true);
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const startTimeRef = useRef(0);
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const animationFrameRef = useRef(void 0);
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useEffect(() => {
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isMountedRef.current = true;
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return () => {
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isMountedRef.current = false;
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};
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}, []);
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useEffect(() => {
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if (animationFrameRef.current !== void 0) {
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cancelAnimationFrame(animationFrameRef.current);
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animationFrameRef.current = void 0;
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}
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if (currentStance !== previousStance) {
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setShowIndicator(true);
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setProgress(0);
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startTimeRef.current = 0;
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triggerStanceChangeHaptic();
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if (showProgress) {
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const animate = (timestamp) => {
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if (!isMountedRef.current) return;
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if (startTimeRef.current === 0) startTimeRef.current = timestamp;
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const elapsed = timestamp - startTimeRef.current;
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const newProgress = Math.min(elapsed / transitionDuration * 100, 100);
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setProgress(newProgress);
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if (newProgress < 100) animationFrameRef.current = requestAnimationFrame(animate);
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};
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animationFrameRef.current = requestAnimationFrame(animate);
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}
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const timer = setTimeout(() => {
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if (isMountedRef.current) setShowIndicator(false);
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}, duration);
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return () => {
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clearTimeout(timer);
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if (animationFrameRef.current) cancelAnimationFrame(animationFrameRef.current);
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};
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}
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}, [
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currentStance,
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previousStance,
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duration,
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showProgress,
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transitionDuration
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]);
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const stance = useMemo(() => TRIGRAM_STANCES_ORDER[currentStance] ?? TrigramStance.GEON, [currentStance]);
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const elementalColor = useMemo(() => getTrigramElementColor(stance), [stance]);
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const koreanName = useMemo(() => getTrigramKoreanName(stance), [stance]);
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const englishName = useMemo(() => getTrigramEnglishName(stance), [stance]);
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const trigramSymbol = useMemo(() => getTrigramSymbol(stance), [stance]);
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const animationStyles = useMemo(() => /* @__PURE__ */ jsx("style", { children: `
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@keyframes fadeInOut {
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0% {
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opacity: 0;
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transform: translateY(-20px);
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}
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10% {
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opacity: 1;
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transform: translateY(0);
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}
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90% {
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opacity: 1;
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transform: translateY(0);
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}
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100% {
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opacity: 0;
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transform: translateY(-10px);
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}
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}
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` }), []);
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if (!showIndicator) return null;
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const fontSize = isMobile ? 24 : 36;
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const subFontSize = isMobile ? 14 : 18;
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const top = isMobile ? "30%" : "20%";
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const primaryColorHex = hexToRgbaString(elementalColor, 1);
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return /* @__PURE__ */ jsx(Html, {
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fullscreen: true,
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children: /* @__PURE__ */ jsxs("div", {
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"data-testid": "stance-change-indicator",
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role: "status",
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"aria-live": "polite",
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"aria-label": `Stance changed to ${englishName}`,
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style: {
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position: "absolute",
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top,
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left: "50%",
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transform: "translateX(-50%)",
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textAlign: "center",
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animation: "fadeInOut 1s",
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pointerEvents: "none",
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zIndex: 1e3
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},
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children: [
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/* @__PURE__ */ jsxs("div", {
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style: {
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fontSize: `${fontSize}px`,
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color: primaryColorHex,
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fontFamily: FONT_FAMILY.KOREAN,
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fontWeight: "bold",
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textShadow: `0 0 20px ${hexToRgbaString(elementalColor, .8)},
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0 0 40px ${hexToRgbaString(elementalColor, .5)}`,
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marginBottom: "8px"
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},
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children: [
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koreanName,
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" ",
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trigramSymbol
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]
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}),
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/* @__PURE__ */ jsx("div", {
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style: {
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fontSize: `${subFontSize}px`,
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color: hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, 1),
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fontFamily: FONT_FAMILY.KOREAN,
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textShadow: `0 0 10px ${hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, .6)}`,
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marginBottom: showProgress ? "12px" : "0"
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},
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children: englishName
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}),
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showProgress && /* @__PURE__ */ jsxs("div", {
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"data-testid": "stance-transition-progress",
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style: {
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width: "200px",
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margin: "0 auto",
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padding: "8px 0"
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},
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children: [
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/* @__PURE__ */ jsx("div", {
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style: {
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fontSize: "11px",
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color: "rgba(255, 255, 255, 0.7)",
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fontFamily: FONT_FAMILY.KOREAN,
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marginBottom: "4px",
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letterSpacing: "1px"
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},
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children: "팔괘전환 | Transition"
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}),
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/* @__PURE__ */ jsx("div", {
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style: {
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width: "100%",
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height: "6px",
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backgroundColor: "rgba(0, 0, 0, 0.6)",
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borderRadius: "3px",
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overflow: "hidden",
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border: `1px solid ${hexToRgbaString(elementalColor, .3)}`
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},
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children: /* @__PURE__ */ jsx("div", { style: {
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width: `${progress}%`,
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height: "100%",
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backgroundColor: primaryColorHex,
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transition: "width 0.05s linear",
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boxShadow: `0 0 8px ${primaryColorHex}`
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} })
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}),
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/* @__PURE__ */ jsxs("div", {
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style: {
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fontSize: "10px",
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color: "rgba(255, 255, 255, 0.5)",
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fontFamily: FONT_FAMILY.KOREAN,
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marginTop: "4px"
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},
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children: [Math.max(0, Math.ceil(transitionDuration * (1 - progress / 100))), "ms"]
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})
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]
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}),
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animationStyles
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]
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})
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});
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};
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//#endregion
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export { StanceChangeIndicator };
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//# sourceMappingURL=StanceChangeIndicator.js.map
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|
@@ -0,0 +1 @@
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1
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{"version":3,"file":"StanceChangeIndicator.js","names":[],"sources":["../../../../../src/components/shared/three/indicators/StanceChangeIndicator.tsx"],"sourcesContent":["/**\n * StanceChangeIndicator - Visual feedback for stance changes\n * Displays Korean and English stance names with trigram symbols\n * \n * @module components/shared/three/indicators/StanceChangeIndicator\n * @category Combat UI\n * @korean 자세변경표시기\n */\n\n \nimport { Html } from \"@react-three/drei\";\nimport React, { useEffect, useState, useMemo, useRef } from \"react\";\nimport { FONT_FAMILY, KOREAN_COLORS } from \"../../../../types/constants\";\nimport { hexToRgbaString } from \"../../../../utils/colorUtils\";\nimport { TRIGRAM_STANCES_ORDER } from \"../../../../systems/trigram/types\";\nimport { TrigramStance } from \"../../../../types/common\";\nimport { \n getTrigramElementColor, \n getTrigramKoreanName, \n getTrigramEnglishName,\n getTrigramSymbol\n} from \"./ElementalColorSystem\";\nimport { triggerStanceChangeHaptic } from \"./HapticFeedback\";\n\n/**\n * Props for StanceChangeIndicator component\n */\nexport interface StanceChangeIndicatorProps {\n /** Current stance index (0-7) */\n readonly currentStance: number;\n /** Previous stance index (0-7) for change detection */\n readonly previousStance: number;\n /** Mobile layout flag */\n readonly isMobile?: boolean;\n /** Display duration in milliseconds (default: 1000ms) */\n readonly duration?: number;\n /** Show transition progress bar (default: true) */\n readonly showProgress?: boolean;\n /** Transition duration in milliseconds for progress bar (default: 600ms) */\n readonly transitionDuration?: number;\n}\n\n/**\n * StanceChangeIndicator Component\n * \n * Displays a temporary overlay showing the current trigram stance\n * with Korean name, English name, and trigram symbol.\n * \n * Features:\n * - Fade in/out animation\n * - Korean cyberpunk styling\n * - Responsive mobile layout\n * - Trigram symbol display\n * - Glow effect for visual emphasis\n * \n * @example\n * ```tsx\n * <StanceChangeIndicator\n * currentStance={player.stance}\n * previousStance={previousStance}\n * isMobile={isMobile}\n * />\n * ```\n * \n * @public\n * @korean 자세변경표시기\n */\nexport const StanceChangeIndicator: React.FC<StanceChangeIndicatorProps> = ({\n currentStance,\n previousStance,\n isMobile = false,\n duration = 1000,\n showProgress = true,\n transitionDuration = 600,\n}) => {\n const [showIndicator, setShowIndicator] = useState(false);\n const [progress, setProgress] = useState(0);\n const isMountedRef = useRef(true);\n const startTimeRef = useRef<number>(0);\n const animationFrameRef = useRef<number | undefined>(undefined);\n\n // Track component mount state\n useEffect(() => {\n isMountedRef.current = true;\n return () => {\n isMountedRef.current = false;\n };\n }, []);\n\n // Show/hide indicator based on stance change\n // This effect intentionally sets state synchronously for immediate visual feedback\n useEffect(() => {\n // Cancel any existing animation frame first\n if (animationFrameRef.current !== undefined) {\n cancelAnimationFrame(animationFrameRef.current);\n animationFrameRef.current = undefined;\n }\n\n if (currentStance !== previousStance) {\n setShowIndicator(true);\n setProgress(0);\n startTimeRef.current = 0;\n\n // Trigger haptic feedback for stance change\n triggerStanceChangeHaptic();\n\n // Animation loop for progress bar\n if (showProgress) {\n const animate = (timestamp: number) => {\n if (!isMountedRef.current) return;\n \n // Initialize start time on first frame\n if (startTimeRef.current === 0) {\n startTimeRef.current = timestamp;\n }\n \n const elapsed = timestamp - startTimeRef.current;\n const newProgress = Math.min((elapsed / transitionDuration) * 100, 100);\n \n setProgress(newProgress);\n\n if (newProgress < 100) {\n animationFrameRef.current = requestAnimationFrame(animate);\n }\n };\n\n animationFrameRef.current = requestAnimationFrame(animate);\n }\n\n const timer = setTimeout(() => {\n if (isMountedRef.current) {\n setShowIndicator(false);\n }\n }, duration);\n\n return () => {\n clearTimeout(timer);\n if (animationFrameRef.current) {\n cancelAnimationFrame(animationFrameRef.current);\n }\n };\n }\n }, [currentStance, previousStance, duration, showProgress, transitionDuration]);\n\n // Get trigram stance from index\n const stance = useMemo(\n () => TRIGRAM_STANCES_ORDER[currentStance] ?? TrigramStance.GEON,\n [currentStance]\n );\n\n // Get elemental color for stance\n const elementalColor = useMemo(\n () => getTrigramElementColor(stance),\n [stance]\n );\n\n // Get trigram names using elemental color system\n const koreanName = useMemo(\n () => getTrigramKoreanName(stance),\n [stance]\n );\n\n const englishName = useMemo(\n () => getTrigramEnglishName(stance),\n [stance]\n );\n\n const trigramSymbol = useMemo(\n () => getTrigramSymbol(stance),\n [stance]\n );\n\n // Memoize animation styles to prevent redefinition on every render\n const animationStyles = useMemo(() => (\n <style>\n {`\n @keyframes fadeInOut {\n 0% {\n opacity: 0;\n transform: translateY(-20px);\n }\n 10% {\n opacity: 1;\n transform: translateY(0);\n }\n 90% {\n opacity: 1;\n transform: translateY(0);\n }\n 100% {\n opacity: 0;\n transform: translateY(-10px);\n }\n }\n `}\n </style>\n ), []);\n\n if (!showIndicator) return null;\n\n const fontSize = isMobile ? 24 : 36;\n const subFontSize = isMobile ? 14 : 18;\n const top = isMobile ? \"30%\" : \"20%\";\n\n // Use elemental color system\n const primaryColorHex = hexToRgbaString(elementalColor, 1);\n\n return (\n <Html fullscreen>\n <div\n data-testid=\"stance-change-indicator\"\n role=\"status\"\n aria-live=\"polite\"\n aria-label={`Stance changed to ${englishName}`}\n style={{\n position: \"absolute\",\n top,\n left: \"50%\",\n transform: \"translateX(-50%)\",\n textAlign: \"center\",\n animation: \"fadeInOut 1s\",\n pointerEvents: \"none\",\n zIndex: 1000,\n }}\n >\n {/* Main stance display */}\n <div\n style={{\n fontSize: `${fontSize}px`,\n color: primaryColorHex,\n fontFamily: FONT_FAMILY.KOREAN,\n fontWeight: \"bold\",\n textShadow: `0 0 20px ${hexToRgbaString(elementalColor, 0.8)}, \n 0 0 40px ${hexToRgbaString(elementalColor, 0.5)}`,\n marginBottom: \"8px\",\n }}\n >\n {koreanName} {trigramSymbol}\n </div>\n\n {/* English name */}\n <div\n style={{\n fontSize: `${subFontSize}px`,\n color: hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, 1),\n fontFamily: FONT_FAMILY.KOREAN,\n textShadow: `0 0 10px ${hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, 0.6)}`,\n marginBottom: showProgress ? 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