blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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import { KOREAN_COLORS } from "../../../../types/constants/colors.js";
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import "../../../../types/constants/index.js";
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import { BodyPart } from "../../../../systems/bodypart/types.js";
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import { hexToRgbaString } from "../../../../utils/colorUtils.js";
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//#region src/components/shared/three/ui/BodyPartHealthDisplay.tsx
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/**
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* BodyPartHealthDisplay Component - Individual body part health visualization
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*
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* Displays health bars for all 8 body parts:
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* - Neck (경부)
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* - Torso Upper (상부 몸통)
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* - Right Leg (우다리)
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*
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* @module components/shared/three/ui/BodyPartHealthDisplay
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*/
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/**
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* Body part names in Korean and English
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*/
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var BODY_PART_NAMES = {
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[BodyPart.HEAD]: {
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korean: "두부",
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english: "Head"
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},
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[BodyPart.NECK]: {
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korean: "경부",
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english: "Neck"
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},
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[BodyPart.TORSO_UPPER]: {
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korean: "상부",
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english: "Upper"
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},
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[BodyPart.TORSO_LOWER]: {
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korean: "하부",
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english: "Lower"
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},
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[BodyPart.ARM_LEFT]: {
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english: "L.Arm"
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},
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[BodyPart.ARM_RIGHT]: {
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korean: "우팔",
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english: "R.Arm"
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},
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[BodyPart.LEG_LEFT]: {
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korean: "좌다리",
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english: "L.Leg"
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},
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[BodyPart.LEG_RIGHT]: {
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/**
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* BodyPartHealthDisplay - Shows health bars for all 8 body parts
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*
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* <BodyPartHealthDisplay
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* bodyPartHealth={player.bodyPartHealth}
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* />
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var BodyPartHealthDisplay = ({ bodyPartHealth, playerId, position, isMobile }) => {
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const isLeft = position === "left";
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const barWidth = isMobile ? 100 : 140;
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{
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label: "상체 | Upper",
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parts: [
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BodyPart.HEAD,
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BodyPart.NECK,
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BodyPart.TORSO_UPPER,
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BodyPart.TORSO_LOWER
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]
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{
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label: "팔 | Arms",
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parts: [BodyPart.ARM_LEFT, BodyPart.ARM_RIGHT]
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{
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label: "다리 | Legs",
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parts: [BodyPart.LEG_LEFT, BodyPart.LEG_RIGHT]
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], []);
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return /* @__PURE__ */ jsxs("div", {
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"data-testid": `body-part-health-${playerId}`,
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style: {
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display: "flex",
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flexDirection: "column",
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gap,
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backgroundColor: hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, .9),
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borderRadius: "8px",
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padding: isMobile ? "6px" : "8px",
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border: `2px solid ${hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, .7)}`,
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boxShadow: `0 0 12px ${hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, .3)}`,
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width: "100%",
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children: [/* @__PURE__ */ jsx("div", {
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style: {
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fontSize: isMobile ? "10px" : "11px",
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fontWeight: "bold",
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fontFamily: FONT_FAMILY.KOREAN,
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color: hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 1),
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textAlign: isLeft ? "left" : "right",
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marginBottom: "2px"
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},
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children: "신체 | Body Parts"
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}), bodyPartGroups.map((group) => /* @__PURE__ */ jsxs("div", {
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style: {
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display: "flex",
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children: [/* @__PURE__ */ jsx("div", {
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style: {
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fontSize: `${fontSize - 1}px`,
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fontFamily: FONT_FAMILY.KOREAN,
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color: hexToRgbaString(KOREAN_COLORS.TEXT_SECONDARY, .8),
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textAlign: isLeft ? "left" : "right",
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marginTop: group.label === bodyPartGroups[0].label ? "0" : "4px"
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},
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children: group.label
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}), group.parts.map((part) => {
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const health = bodyPartHealth[part];
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const names = BODY_PART_NAMES[part];
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const healthColor = getHealthColor(health);
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const shouldPulse = health < 20;
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return /* @__PURE__ */ jsxs("div", {
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"data-testid": `body-part-${playerId}-${part}`,
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style: {
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display: "flex",
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flexDirection: "column",
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gap: "2px"
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},
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children: [/* @__PURE__ */ jsxs("div", {
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style: {
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display: "flex",
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justifyContent: "space-between",
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alignItems: "center",
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fontSize: `${fontSize}px`,
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fontFamily: FONT_FAMILY.KOREAN,
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color: hexToRgbaString(healthColor, 1)
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},
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children: [/* @__PURE__ */ jsx("span", {
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style: { fontWeight: health < 40 ? "bold" : "normal" },
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children: isMobile ? names.korean : `${names.korean} | ${names.english}`
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}), /* @__PURE__ */ jsxs("span", {
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style: { fontSize: `${fontSize - 1}px` },
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children: [Math.round(health), "%"]
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})]
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}), /* @__PURE__ */ jsx("div", {
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style: {
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width: `${barWidth}px`,
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height: `${barHeight}px`,
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backgroundColor: hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_MEDIUM, 1),
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borderRadius: "2px",
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overflow: "hidden",
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animation: shouldPulse ? "healthPulse 0.8s infinite" : "none"
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},
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children: /* @__PURE__ */ jsx("div", { style: {
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width: `${health}%`,
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height: "100%",
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backgroundColor: hexToRgbaString(healthColor, 1),
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transition: "width 0.3s ease-in-out, background-color 0.3s ease-in-out",
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boxShadow: `0 0 8px ${hexToRgbaString(healthColor, .4)}`
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} })
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})]
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}, part);
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})]
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}, group.label))]
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});
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};
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//#endregion
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export { BodyPartHealthDisplay as default };
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//# sourceMappingURL=BodyPartHealthDisplay.js.map
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@@ -0,0 +1 @@
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{"version":3,"file":"BodyPartHealthDisplay.js","names":[],"sources":["../../../../../src/components/shared/three/ui/BodyPartHealthDisplay.tsx"],"sourcesContent":["/**\n * BodyPartHealthDisplay Component - Individual body part health visualization\n *\n * Displays health bars for all 8 body parts:\n * - Head (두부)\n * - Neck (경부)\n * - Torso Upper (상부 몸통)\n * - Torso Lower (하부 몸통)\n * - Left Arm (좌팔)\n * - Right Arm (우팔)\n * - Left Leg (좌다리)\n * - Right Leg (우다리)\n *\n * @module components/shared/three/ui/BodyPartHealthDisplay\n * @category Shared UI\n * @korean 신체부위체력표시\n */\n\nimport React, { useMemo } from \"react\";\nimport { BodyPart, BodyPartHealth } from \"../../../../systems/bodypart/types\";\nimport { FONT_FAMILY, KOREAN_COLORS } from \"../../../../types/constants\";\nimport { hexToRgbaString } from \"../../../../utils/colorUtils\";\n\nexport interface BodyPartHealthDisplayProps {\n /** Body part health data */\n readonly bodyPartHealth: BodyPartHealth;\n /** Player identifier for test IDs */\n readonly playerId: string;\n /** 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 * Body part names in Korean and English\n */\nconst BODY_PART_NAMES: Record<BodyPart, { korean: string; english: string }> = {\n [BodyPart.HEAD]: { korean: \"두부\", english: \"Head\" },\n [BodyPart.NECK]: { korean: \"경부\", english: \"Neck\" },\n [BodyPart.TORSO_UPPER]: { korean: \"상부\", english: \"Upper\" },\n [BodyPart.TORSO_LOWER]: { korean: \"하부\", english: \"Lower\" },\n [BodyPart.ARM_LEFT]: { korean: \"좌팔\", english: \"L.Arm\" },\n [BodyPart.ARM_RIGHT]: { korean: \"우팔\", english: \"R.Arm\" },\n [BodyPart.LEG_LEFT]: { korean: \"좌다리\", english: \"L.Leg\" },\n [BodyPart.LEG_RIGHT]: { korean: \"우다리\", english: \"R.Leg\" },\n};\n\n/**\n * Get health bar color based on health percentage\n */\nconst getHealthColor = (health: number): number => {\n if (health >= 80) return 0x00ff00; // Green\n if (health >= 60) return 0xffd700; // Yellow\n if (health >= 40) return 0xffa500; // Orange\n if (health >= 20) return 0xff6b6b; // Red\n return 0x8b0000; // Dark red\n};\n\n/**\n * BodyPartHealthDisplay - Shows health bars for all 8 body parts\n *\n * @example\n * ```tsx\n * <BodyPartHealthDisplay\n * bodyPartHealth={player.bodyPartHealth}\n * playerId=\"player-1\"\n * position=\"left\"\n * isMobile={false}\n * />\n * ```\n */\nexport const BodyPartHealthDisplay: React.FC<BodyPartHealthDisplayProps> = ({\n bodyPartHealth,\n playerId,\n position,\n isMobile,\n}) => {\n const isLeft = position === \"left\";\n\n // Responsive sizing\n const barWidth = isMobile ? 100 : 140;\n const barHeight = isMobile ? 8 : 10;\n const fontSize = isMobile ? 9 : 10;\n const gap = isMobile ? \"4px\" : \"5px\";\n\n // Group body parts for display\n const bodyPartGroups = useMemo(\n () => [\n {\n label: \"상체 | Upper\",\n parts: [\n BodyPart.HEAD,\n BodyPart.NECK,\n BodyPart.TORSO_UPPER,\n BodyPart.TORSO_LOWER,\n ],\n },\n { label: \"팔 | Arms\", parts: [BodyPart.ARM_LEFT, BodyPart.ARM_RIGHT] },\n { label: \"다리 | Legs\", parts: [BodyPart.LEG_LEFT, BodyPart.LEG_RIGHT] },\n ],\n [],\n );\n\n return (\n <div\n data-testid={`body-part-health-${playerId}`}\n style={{\n position: \"relative\",\n display: \"flex\",\n flexDirection: \"column\",\n gap,\n backgroundColor: hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, 0.9),\n borderRadius: \"8px\",\n padding: isMobile ? \"6px\" : \"8px\",\n border: `2px solid ${hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 0.7)}`,\n boxShadow: `0 0 12px ${hexToRgbaString(\n KOREAN_COLORS.PRIMARY_CYAN,\n 0.3,\n )}`,\n pointerEvents: \"none\",\n width: \"100%\",\n boxSizing: \"border-box\" as const,\n fontSize: isMobile ? \"9px\" : \"10px\",\n }}\n >\n {/* Title */}\n <div\n style={{\n fontSize: isMobile ? \"10px\" : \"11px\",\n fontWeight: \"bold\",\n fontFamily: FONT_FAMILY.KOREAN,\n color: hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 1),\n textAlign: isLeft ? \"left\" : \"right\",\n marginBottom: \"2px\",\n }}\n >\n 신체 | Body Parts\n </div>\n\n {/* Body part groups */}\n {bodyPartGroups.map((group) => (\n <div\n key={group.label}\n style={{\n display: \"flex\",\n flexDirection: \"column\",\n gap: \"3px\",\n }}\n >\n {/* Group label - optional, can be hidden for compact display */}\n <div\n style={{\n fontSize: `${fontSize - 1}px`,\n fontFamily: FONT_FAMILY.KOREAN,\n color: hexToRgbaString(KOREAN_COLORS.TEXT_SECONDARY, 0.8),\n textAlign: isLeft ? \"left\" : \"right\",\n marginTop: group.label === bodyPartGroups[0].label ? \"0\" : \"4px\",\n }}\n >\n {group.label}\n </div>\n\n {/* Body parts in group */}\n {group.parts.map((part) => {\n const health = bodyPartHealth[part];\n const names = BODY_PART_NAMES[part];\n const healthColor = getHealthColor(health);\n const shouldPulse = health < 20;\n\n return (\n <div\n key={part}\n data-testid={`body-part-${playerId}-${part}`}\n style={{\n display: \"flex\",\n flexDirection: \"column\",\n gap: \"2px\",\n }}\n >\n {/* Body part name and value */}\n <div\n style={{\n display: \"flex\",\n justifyContent: \"space-between\",\n alignItems: \"center\",\n fontSize: `${fontSize}px`,\n fontFamily: FONT_FAMILY.KOREAN,\n color: hexToRgbaString(healthColor, 1),\n }}\n >\n <span style={{ fontWeight: health < 40 ? \"bold\" : \"normal\" }}>\n {isMobile\n ? names.korean\n : `${names.korean} | ${names.english}`}\n </span>\n <span style={{ fontSize: `${fontSize - 1}px` }}>\n {Math.round(health)}%\n </span>\n </div>\n\n {/* Health bar */}\n <div\n style={{\n width: `${barWidth}px`,\n height: `${barHeight}px`,\n backgroundColor: hexToRgbaString(\n KOREAN_COLORS.UI_BACKGROUND_MEDIUM,\n 1,\n ),\n borderRadius: \"2px\",\n overflow: \"hidden\",\n animation: shouldPulse\n ? \"healthPulse 0.8s infinite\"\n : \"none\",\n }}\n >\n <div\n style={{\n width: `${health}%`,\n height: \"100%\",\n backgroundColor: hexToRgbaString(healthColor, 1),\n transition:\n \"width 0.3s ease-in-out, background-color 0.3s ease-in-out\",\n boxShadow: `0 0 8px ${hexToRgbaString(healthColor, 0.4)}`,\n }}\n />\n </div>\n </div>\n );\n })}\n </div>\n ))}\n </div>\n );\n};\n\nexport default BodyPartHealthDisplay;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;AAqCA,IAAM,kBAAyE;EAC5E,SAAS,OAAO;EAAE,QAAQ;EAAM,SAAS;EAAQ;EACjD,SAAS,OAAO;EAAE,QAAQ;EAAM,SAAS;EAAQ;EACjD,SAAS,cAAc;EAAE,QAAQ;EAAM,SAAS;EAAS;EACzD,SAAS,cAAc;EAAE,QAAQ;EAAM,SAAS;EAAS;EACzD,SAAS,WAAW;EAAE,QAAQ;EAAM,SAAS;EAAS;EACtD,SAAS,YAAY;EAAE,QAAQ;EAAM,SAAS;EAAS;EACvD,SAAS,WAAW;EAAE,QAAQ;EAAO,SAAS;EAAS;EACvD,SAAS,YAAY;EAAE,QAAQ;EAAO,SAAS;EAAS;CAC1D;;;;AAKD,IAAM,kBAAkB,WAA2B;AACjD,KAAI,UAAU,GAAI,QAAO;AACzB,KAAI,UAAU,GAAI,QAAO;AACzB,KAAI,UAAU,GAAI,QAAO;AACzB,KAAI,UAAU,GAAI,QAAO;AACzB,QAAO;;;;;;;;;;;;;;;AAgBT,IAAa,yBAA+D,EAC1E,gBACA,UACA,UACA,eACI;CACJ,MAAM,SAAS,aAAa;CAG5B,MAAM,WAAW,WAAW,MAAM;CAClC,MAAM,YAAY,WAAW,IAAI;CACjC,MAAM,WAAW,WAAW,IAAI;CAChC,MAAM,MAAM,WAAW,QAAQ;CAG/B,MAAM,iBAAiB,cACf;EACJ;GACE,OAAO;GACP,OAAO;IACL,SAAS;IACT,SAAS;IACT,SAAS;IACT,SAAS;IACV;GACF;EACD;GAAE,OAAO;GAAY,OAAO,CAAC,SAAS,UAAU,SAAS,UAAU;GAAE;EACrE;GAAE,OAAO;GAAa,OAAO,CAAC,SAAS,UAAU,SAAS,UAAU;GAAE;EACvE,EACD,EAAE,CACH;AAED,QACE,qBAAC,OAAD;EACE,eAAa,oBAAoB;EACjC,OAAO;GACL,UAAU;GACV,SAAS;GACT,eAAe;GACf;GACA,iBAAiB,gBAAgB,cAAc,oBAAoB,GAAI;GACvE,cAAc;GACd,SAAS,WAAW,QAAQ;GAC5B,QAAQ,aAAa,gBAAgB,cAAc,cAAc,GAAI;GACrE,WAAW,YAAY,gBACrB,cAAc,cACd,GACD;GACD,eAAe;GACf,OAAO;GACP,WAAW;GACX,UAAU,WAAW,QAAQ;GAC9B;YAnBH,CAsBE,oBAAC,OAAD;GACE,OAAO;IACL,UAAU,WAAW,SAAS;IAC9B,YAAY;IACZ,YAAY,YAAY;IACxB,OAAO,gBAAgB,cAAc,cAAc,EAAE;IACrD,WAAW,SAAS,SAAS;IAC7B,cAAc;IACf;aACF;GAEK,CAAA,EAGL,eAAe,KAAK,UACnB,qBAAC,OAAD;GAEE,OAAO;IACL,SAAS;IACT,eAAe;IACf,KAAK;IACN;aANH,CASE,oBAAC,OAAD;IACE,OAAO;KACL,UAAU,GAAG,WAAW,EAAE;KAC1B,YAAY,YAAY;KACxB,OAAO,gBAAgB,cAAc,gBAAgB,GAAI;KACzD,WAAW,SAAS,SAAS;KAC7B,WAAW,MAAM,UAAU,eAAe,GAAG,QAAQ,MAAM;KAC5D;cAEA,MAAM;IACH,CAAA,EAGL,MAAM,MAAM,KAAK,SAAS;IACzB,MAAM,SAAS,eAAe;IAC9B,MAAM,QAAQ,gBAAgB;IAC9B,MAAM,cAAc,eAAe,OAAO;IAC1C,MAAM,cAAc,SAAS;AAE7B,WACE,qBAAC,OAAD;KAEE,eAAa,aAAa,SAAS,GAAG;KACtC,OAAO;MACL,SAAS;MACT,eAAe;MACf,KAAK;MACN;eAPH,CAUE,qBAAC,OAAD;MACE,OAAO;OACL,SAAS;OACT,gBAAgB;OAChB,YAAY;OACZ,UAAU,GAAG,SAAS;OACtB,YAAY,YAAY;OACxB,OAAO,gBAAgB,aAAa,EAAE;OACvC;gBARH,CAUE,oBAAC,QAAD;OAAM,OAAO,EAAE,YAAY,SAAS,KAAK,SAAS,UAAU;iBACzD,WACG,MAAM,SACN,GAAG,MAAM,OAAO,KAAK,MAAM;OAC1B,CAAA,EACP,qBAAC,QAAD;OAAM,OAAO,EAAE,UAAU,GAAG,WAAW,EAAE,KAAK;iBAA9C,CACG,KAAK,MAAM,OAAO,EAAC,IACf;SACH;SAGN,oBAAC,OAAD;MACE,OAAO;OACL,OAAO,GAAG,SAAS;OACnB,QAAQ,GAAG,UAAU;OACrB,iBAAiB,gBACf,cAAc,sBACd,EACD;OACD,cAAc;OACd,UAAU;OACV,WAAW,cACP,8BACA;OACL;gBAED,oBAAC,OAAD,EACE,OAAO;OACL,OAAO,GAAG,OAAO;OACjB,QAAQ;OACR,iBAAiB,gBAAgB,aAAa,EAAE;OAChD,YACE;OACF,WAAW,WAAW,gBAAgB,aAAa,GAAI;OACxD,EACD,CAAA;MACE,CAAA,CACF;OAxDC,KAwDD;KAER,CACE;KAxFC,MAAM,MAwFP,CACN,CACE"}
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/**
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* BreathingIndicator Component - Visual feedback for breathing disruption status
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*
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* **Korean**: 호흡곤란 표시기
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*
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* Displays breathing difficulty with:
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* - Color-coded lungs icon (🫁)
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* - Bilingual label (Korean | English)
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* - Time remaining until recovery
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* - Pulsing animation based on severity
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*/
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import React from "react";
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import { PlayerState } from "../../../../systems/player";
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import "./BreathingIndicator.css";
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export interface BreathingIndicatorProps {
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/** Player state to check for breathing disruption */
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readonly player: PlayerState;
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/** Whether to use mobile-optimized sizing */
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readonly isMobile?: boolean;
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}
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/**
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* BreathingIndicator - Shows breathing disruption status with Korean-English labels
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*/
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export declare const BreathingIndicator: React.FC<BreathingIndicatorProps>;
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//# sourceMappingURL=BreathingIndicator.d.ts.map
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{"version":3,"file":"BreathingIndicator.d.ts","sourceRoot":"","sources":["../../../../../src/components/shared/three/ui/BreathingIndicator.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAEH,OAAO,KAAuC,MAAM,OAAO,CAAC;AAK5D,OAAO,EAAE,WAAW,EAAE,MAAM,4BAA4B,CAAC;AAGzD,OAAO,0BAA0B,CAAC;AAElC,MAAM,WAAW,uBAAuB;IACtC,qDAAqD;IACrD,QAAQ,CAAC,MAAM,EAAE,WAAW,CAAC;IAC7B,6CAA6C;IAC7C,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;CAC7B;AAED;;GAEG;AACH,eAAO,MAAM,kBAAkB,EAAE,KAAK,CAAC,EAAE,CAAC,uBAAuB,CA8GhE,CAAC"}
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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 { BreathingDisruptionSystem } from "../../../../systems/breathing/BreathingDisruptionSystem.js";
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import { createBreathingIndicator } from "../../../../systems/breathing/feedback.js";
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import "../../../../systems/breathing/index.js";
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import { hexToRgbaString } from "../../../../utils/colorUtils.js";
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/* empty css */
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import { useEffect, useMemo, useState } from "react";
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import { jsx, jsxs } from "react/jsx-runtime";
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//#region src/components/shared/three/ui/BreathingIndicator.tsx
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/**
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* BreathingIndicator Component - Visual feedback for breathing disruption status
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*
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* **Korean**: 호흡곤란 표시기
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*
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* Displays breathing difficulty with:
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* - Color-coded lungs icon (🫁)
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* - Bilingual label (Korean | English)
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* - Time remaining until recovery
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* - Pulsing animation based on severity
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*/
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/**
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* BreathingIndicator - Shows breathing disruption status with Korean-English labels
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*/
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var BreathingIndicator = ({ player, isMobile = false }) => {
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const [currentTime, setCurrentTime] = useState(() => Date.now());
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useEffect(() => {
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const interval = setInterval(() => {
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setCurrentTime(Date.now());
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}, 100);
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return () => clearInterval(interval);
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}, []);
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const breathingState = useMemo(() => {
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const level = BreathingDisruptionSystem.getCurrentLevel(player);
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const activeEffect = BreathingDisruptionSystem.getActiveEffect(player);
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return createBreathingIndicator(level, activeEffect ? Math.max(0, activeEffect.endTime - currentTime) : 0, BreathingDisruptionSystem.canRecover(player));
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}, [player, currentTime]);
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if (!breathingState.visible) return null;
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const iconSize = isMobile ? 24 : 32;
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const fontSize = isMobile ? 10 : 12;
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const padding = isMobile ? "4px 8px" : "6px 12px";
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const secondsRemaining = Math.ceil(breathingState.timeRemaining / 1e3);
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return /* @__PURE__ */ jsxs("div", {
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"data-testid": "breathing-indicator",
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style: {
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display: "flex",
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alignItems: "center",
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gap: isMobile ? "6px" : "8px",
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padding,
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backgroundColor: "rgba(0, 0, 0, 0.7)",
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borderRadius: "8px",
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border: `2px solid ${hexToRgbaString(breathingState.color, breathingState.opacity)}`,
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boxShadow: `0 0 10px ${hexToRgbaString(breathingState.color, .5)}`,
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animation: "breathing-pulse 1s ease-in-out infinite",
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pointerEvents: "none"
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},
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children: [/* @__PURE__ */ jsx("div", {
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"data-testid": "breathing-icon",
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style: {
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fontSize: `${iconSize}px`,
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lineHeight: 1,
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transform: `scale(${breathingState.scale})`,
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filter: `drop-shadow(0 0 6px ${hexToRgbaString(breathingState.color, .6)})`
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},
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children: breathingState.icon
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}), /* @__PURE__ */ jsxs("div", {
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style: {
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display: "flex",
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flexDirection: "column",
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gap: "2px"
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},
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children: [/* @__PURE__ */ jsxs("div", {
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"data-testid": "breathing-label",
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style: {
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fontSize: `${fontSize}px`,
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fontFamily: FONT_FAMILY.KOREAN,
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fontWeight: "bold",
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color: hexToRgbaString(breathingState.color, 1),
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textShadow: `0 0 4px ${hexToRgbaString(breathingState.color, .8)}`,
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whiteSpace: "nowrap"
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},
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children: [
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breathingState.label.korean,
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" | ",
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breathingState.label.english
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]
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}), /* @__PURE__ */ jsx("div", {
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"data-testid": "breathing-timer",
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style: {
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fontSize: `${fontSize - 2}px`,
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fontFamily: FONT_FAMILY.KOREAN,
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color: breathingState.isRecovering ? hexToRgbaString(65280, .8) : hexToRgbaString(16777215, .6),
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whiteSpace: "nowrap"
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},
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children: breathingState.isRecovering ? "회복중 | Recovering" : `${secondsRemaining}s`
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})]
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})]
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});
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};
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BreathingIndicator.displayName = "BreathingIndicator";
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//#endregion
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export { BreathingIndicator };
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//# sourceMappingURL=BreathingIndicator2.js.map
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{"version":3,"file":"BreathingIndicator2.js","names":[],"sources":["../../../../../src/components/shared/three/ui/BreathingIndicator.tsx"],"sourcesContent":["/**\n * BreathingIndicator Component - Visual feedback for breathing disruption status\n * \n * **Korean**: 호흡곤란 표시기\n * \n * Displays breathing difficulty with:\n * - Color-coded lungs icon (🫁)\n * - Bilingual label (Korean | English)\n * - Time remaining until recovery\n * - Pulsing animation based on severity\n */\n\nimport React, { useEffect, useMemo, useState } from \"react\";\nimport {\n BreathingDisruptionSystem,\n createBreathingIndicator,\n} from \"../../../../systems/breathing\";\nimport { PlayerState } from \"../../../../systems/player\";\nimport { FONT_FAMILY } from \"../../../../types/constants\";\nimport { hexToRgbaString } from \"../../../../utils/colorUtils\";\nimport \"./BreathingIndicator.css\";\n\nexport interface BreathingIndicatorProps {\n /** Player state to check for breathing disruption */\n readonly player: PlayerState;\n /** Whether to use mobile-optimized sizing */\n readonly isMobile?: boolean;\n}\n\n/**\n * BreathingIndicator - Shows breathing disruption status with Korean-English labels\n */\nexport const BreathingIndicator: React.FC<BreathingIndicatorProps> = ({\n player,\n isMobile = false,\n}) => {\n // Use state to trigger re-renders for timer updates\n const [currentTime, setCurrentTime] = useState(() => Date.now());\n\n // Update current time every 100ms to keep the timer accurate\n useEffect(() => {\n const interval = setInterval(() => {\n setCurrentTime(Date.now());\n }, 100);\n\n return () => clearInterval(interval);\n }, []);\n\n // Get current breathing disruption state\n const breathingState = useMemo(() => {\n const level = BreathingDisruptionSystem.getCurrentLevel(player);\n const activeEffect = BreathingDisruptionSystem.getActiveEffect(player);\n const timeRemaining = activeEffect\n ? Math.max(0, activeEffect.endTime - currentTime)\n : 0;\n const isRecovering = BreathingDisruptionSystem.canRecover(player);\n\n return createBreathingIndicator(level, timeRemaining, isRecovering);\n }, [player, currentTime]);\n\n // Don't render if no breathing disruption\n if (!breathingState.visible) {\n return null;\n }\n\n // Responsive sizing\n const iconSize = isMobile ? 24 : 32;\n const fontSize = isMobile ? 10 : 12;\n const padding = isMobile ? \"4px 8px\" : \"6px 12px\";\n\n // Format time remaining\n const secondsRemaining = Math.ceil(breathingState.timeRemaining / 1000);\n\n return (\n <div\n data-testid=\"breathing-indicator\"\n style={{\n display: \"flex\",\n alignItems: \"center\",\n gap: isMobile ? \"6px\" : \"8px\",\n padding,\n backgroundColor: \"rgba(0, 0, 0, 0.7)\",\n borderRadius: \"8px\",\n border: `2px solid ${hexToRgbaString(breathingState.color, breathingState.opacity)}`,\n boxShadow: `0 0 10px ${hexToRgbaString(breathingState.color, 0.5)}`,\n animation: \"breathing-pulse 1s ease-in-out infinite\",\n pointerEvents: \"none\",\n }}\n >\n {/* Lungs icon */}\n <div\n data-testid=\"breathing-icon\"\n style={{\n fontSize: `${iconSize}px`,\n lineHeight: 1,\n transform: `scale(${breathingState.scale})`,\n filter: `drop-shadow(0 0 6px ${hexToRgbaString(breathingState.color, 0.6)})`,\n }}\n >\n {breathingState.icon}\n </div>\n\n {/* Label and time */}\n <div\n style={{\n display: \"flex\",\n flexDirection: \"column\",\n gap: \"2px\",\n }}\n >\n {/* Bilingual label */}\n <div\n data-testid=\"breathing-label\"\n style={{\n fontSize: `${fontSize}px`,\n fontFamily: FONT_FAMILY.KOREAN,\n fontWeight: \"bold\",\n color: hexToRgbaString(breathingState.color, 1),\n textShadow: `0 0 4px ${hexToRgbaString(breathingState.color, 0.8)}`,\n whiteSpace: \"nowrap\",\n }}\n >\n {breathingState.label.korean} | {breathingState.label.english}\n </div>\n\n {/* Time remaining */}\n <div\n data-testid=\"breathing-timer\"\n style={{\n fontSize: `${fontSize - 2}px`,\n fontFamily: FONT_FAMILY.KOREAN,\n color: breathingState.isRecovering\n ? hexToRgbaString(0x00ff00, 0.8)\n : hexToRgbaString(0xffffff, 0.6),\n whiteSpace: \"nowrap\",\n }}\n >\n {breathingState.isRecovering ? \"회복중 | Recovering\" : `${secondsRemaining}s`}\n </div>\n </div>\n </div>\n );\n};\n\nBreathingIndicator.displayName = \"BreathingIndicator\";\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;AAgCA,IAAa,sBAAyD,EACpE,QACA,WAAW,YACP;CAEJ,MAAM,CAAC,aAAa,kBAAkB,eAAe,KAAK,KAAK,CAAC;AAGhE,iBAAgB;EACd,MAAM,WAAW,kBAAkB;AACjC,kBAAe,KAAK,KAAK,CAAC;KACzB,IAAI;AAEP,eAAa,cAAc,SAAS;IACnC,EAAE,CAAC;CAGN,MAAM,iBAAiB,cAAc;EACnC,MAAM,QAAQ,0BAA0B,gBAAgB,OAAO;EAC/D,MAAM,eAAe,0BAA0B,gBAAgB,OAAO;AAMtE,SAAO,yBAAyB,OALV,eAClB,KAAK,IAAI,GAAG,aAAa,UAAU,YAAY,GAC/C,GACiB,0BAA0B,WAAW,OAAO,CAEE;IAClE,CAAC,QAAQ,YAAY,CAAC;AAGzB,KAAI,CAAC,eAAe,QAClB,QAAO;CAIT,MAAM,WAAW,WAAW,KAAK;CACjC,MAAM,WAAW,WAAW,KAAK;CACjC,MAAM,UAAU,WAAW,YAAY;CAGvC,MAAM,mBAAmB,KAAK,KAAK,eAAe,gBAAgB,IAAK;AAEvE,QACE,qBAAC,OAAD;EACE,eAAY;EACZ,OAAO;GACL,SAAS;GACT,YAAY;GACZ,KAAK,WAAW,QAAQ;GACxB;GACA,iBAAiB;GACjB,cAAc;GACd,QAAQ,aAAa,gBAAgB,eAAe,OAAO,eAAe,QAAQ;GAClF,WAAW,YAAY,gBAAgB,eAAe,OAAO,GAAI;GACjE,WAAW;GACX,eAAe;GAChB;YAbH,CAgBI,oBAAC,OAAD;GACE,eAAY;GACZ,OAAO;IACL,UAAU,GAAG,SAAS;IACtB,YAAY;IACZ,WAAW,SAAS,eAAe,MAAM;IACzC,QAAQ,uBAAuB,gBAAgB,eAAe,OAAO,GAAI,CAAC;IAC3E;aAEA,eAAe;GACZ,CAAA,EAGN,qBAAC,OAAD;GACE,OAAO;IACL,SAAS;IACT,eAAe;IACf,KAAK;IACN;aALH,CAQE,qBAAC,OAAD;IACE,eAAY;IACZ,OAAO;KACL,UAAU,GAAG,SAAS;KACtB,YAAY,YAAY;KACxB,YAAY;KACZ,OAAO,gBAAgB,eAAe,OAAO,EAAE;KAC/C,YAAY,WAAW,gBAAgB,eAAe,OAAO,GAAI;KACjE,YAAY;KACb;cATH;KAWG,eAAe,MAAM;KAAO;KAAI,eAAe,MAAM;KAClD;OAGN,oBAAC,OAAD;IACE,eAAY;IACZ,OAAO;KACL,UAAU,GAAG,WAAW,EAAE;KAC1B,YAAY,YAAY;KACxB,OAAO,eAAe,eAClB,gBAAgB,OAAU,GAAI,GAC9B,gBAAgB,UAAU,GAAI;KAClC,YAAY;KACb;cAEA,eAAe,eAAe,qBAAqB,GAAG,iBAAiB;IACpE,CAAA,CACF;KACF;;;AAIZ,mBAAmB,cAAc"}
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/**
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* CombatReadinessBar Component - 10-bar segmented combat readiness display
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*
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4
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* Displays comprehensive combat readiness with:
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* - 10 segmented bars representing 10% each
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* - Color transitions: Green (>80%), Yellow (60-79%), Orange (40-59%), Red (20-39%), Dark Red (<20%)
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* - Smooth 0.3s transition animations
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* - Korean/English bilingual labels
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* - Numeric percentage display
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* - Responsive sizing for mobile/tablet/desktop
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* - Real-time calculation from body health, pain, consciousness, and balance
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*/
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import React from "react";
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import type { PlayerState } from "../../../../systems/player";
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export interface CombatReadinessBarProps {
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/** Player state containing all combat factors */
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readonly player: PlayerState;
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/** Player identifier for test ID */
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readonly playerId: string;
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/** Whether to use mobile-optimized sizing */
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readonly isMobile: boolean;
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}
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/**
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* CombatReadinessBar - 10-bar segmented combat readiness display with Korean theming
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*
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* Calculates and displays overall combat readiness from multiple factors:
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* - Body part health (40% weight)
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* - Pain level (20% weight)
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* - Consciousness (20% weight)
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* - Balance state (20% weight)
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*
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* @example
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* ```tsx
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* <CombatReadinessBar
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* player={playerState}
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* playerId="player-1"
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* isMobile={false}
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* />
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* ```
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*/
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export declare const CombatReadinessBar: React.FC<CombatReadinessBarProps>;
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export default CombatReadinessBar;
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{"version":3,"file":"CombatReadinessBar.d.ts","sourceRoot":"","sources":["../../../../../src/components/shared/three/ui/CombatReadinessBar.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,KAAkB,MAAM,OAAO,CAAC;AASvC,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,4BAA4B,CAAC;AAE9D,MAAM,WAAW,uBAAuB;IACtC,iDAAiD;IACjD,QAAQ,CAAC,MAAM,EAAE,WAAW,CAAC;IAC7B,oCAAoC;IACpC,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,6CAA6C;IAC7C,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;CAC5B;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,eAAO,MAAM,kBAAkB,EAAE,KAAK,CAAC,EAAE,CAAC,uBAAuB,CA+GhE,CAAC;AAEF,eAAe,kBAAkB,CAAC"}
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import { KOREAN_COLORS } from "../../../../types/constants/colors.js";
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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 { hexToRgbaString } from "../../../../utils/colorUtils.js";
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import { calculateCombatReadiness, getCombatReadinessBars, getCombatReadinessColor, getCombatReadinessLabel } from "../../../../utils/combatReadiness.js";
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import { useMemo } from "react";
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import { jsx, jsxs } from "react/jsx-runtime";
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//#region src/components/shared/three/ui/CombatReadinessBar.tsx
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/**
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* CombatReadinessBar Component - 10-bar segmented combat readiness display
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*
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* Displays comprehensive combat readiness with:
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* - 10 segmented bars representing 10% each
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* - Color transitions: Green (>80%), Yellow (60-79%), Orange (40-59%), Red (20-39%), Dark Red (<20%)
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* - Smooth 0.3s transition animations
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* - Korean/English bilingual labels
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* - Numeric percentage display
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* - Responsive sizing for mobile/tablet/desktop
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* - Real-time calculation from body health, pain, consciousness, and balance
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*/
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/**
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* CombatReadinessBar - 10-bar segmented combat readiness display with Korean theming
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*
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* Calculates and displays overall combat readiness from multiple factors:
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* - Body part health (40% weight)
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* - Pain level (20% weight)
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* - Consciousness (20% weight)
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* - Balance state (20% weight)
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*
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* @example
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* ```tsx
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* <CombatReadinessBar
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* player={playerState}
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* playerId="player-1"
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* isMobile={false}
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* />
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* ```
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*/
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var CombatReadinessBar = ({ player, playerId, isMobile }) => {
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const readiness = useMemo(() => calculateCombatReadiness(player), [player]);
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const segments = 10;
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const filledSegments = getCombatReadinessBars(readiness, segments);
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const readinessColor = getCombatReadinessColor(readiness);
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const readinessLabel = getCombatReadinessLabel(readiness);
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const shouldPulse = readiness < 20;
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const barWidth = isMobile ? 180 : 250;
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const barHeight = isMobile ? 16 : 20;
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const fontSize = isMobile ? 11 : 13;
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const padding = isMobile ? "8px 12px" : "12px 16px";
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const statusText = `${readiness}% ${readinessLabel.korean}`;
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return /* @__PURE__ */ jsxs("div", {
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"data-testid": `combat-readiness-bar-${playerId}`,
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role: "progressbar",
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"aria-label": "전투 준비도 | Combat Readiness",
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"aria-valuenow": readiness,
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"aria-valuemin": 0,
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"aria-valuemax": 100,
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"aria-valuetext": `${readiness}% Combat Readiness - ${readinessLabel.english}`,
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style: {
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width: `${barWidth}px`,
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padding,
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backgroundColor: hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, 1),
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borderRadius: "8px",
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border: `2px solid ${hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 1)}`,
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boxShadow: `0 0 10px ${hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, .2)}`
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},
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children: [
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/* @__PURE__ */ jsxs("div", {
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style: {
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fontSize: `${fontSize}px`,
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color: hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 1),
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fontFamily: FONT_FAMILY.KOREAN,
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marginBottom: "4px",
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display: "flex",
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justifyContent: "space-between",
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fontWeight: "bold"
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},
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children: [/* @__PURE__ */ jsx("span", { children: "전투 준비도 | Combat Readiness" }), /* @__PURE__ */ jsx("span", {
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"data-testid": `combat-readiness-value-${playerId}`,
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children: statusText
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})]
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}),
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/* @__PURE__ */ jsx("div", {
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style: {
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display: "flex",
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gap: "3px",
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height: `${barHeight}px`,
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animation: shouldPulse ? "healthPulse 0.8s infinite" : "none"
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},
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children: Array.from({ length: segments }).map((_, index) => /* @__PURE__ */ jsx("div", {
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"data-testid": `combat-readiness-segment-${playerId}-${index}`,
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style: {
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flex: 1,
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backgroundColor: index < filledSegments ? hexToRgbaString(readinessColor, 1) : hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_MEDIUM, 1),
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borderRadius: "2px",
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transition: "background-color 0.3s ease-in-out",
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boxShadow: index < filledSegments ? `0 0 8px ${hexToRgbaString(readinessColor, .4)}` : "none"
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}
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}, index))
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}),
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/* @__PURE__ */ jsxs("div", {
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"data-testid": `combat-readiness-breakdown-${playerId}`,
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style: {
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display: "none",
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fontSize: `${fontSize - 2}px`,
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color: hexToRgbaString(KOREAN_COLORS.TEXT_SECONDARY, 1),
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marginTop: "4px",
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fontFamily: FONT_FAMILY.KOREAN
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},
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children: [
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/* @__PURE__ */ jsxs("div", { children: ["Body: ", player.bodyPartHealth ? "tracked" : "aggregate"] }),
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/* @__PURE__ */ jsxs("div", { children: [
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"Pain: ",
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Math.round(player.pain),
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"%"
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] }),
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/* @__PURE__ */ jsxs("div", { children: [
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"Consciousness: ",
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Math.round(player.consciousness),
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"%"
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] }),
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/* @__PURE__ */ jsxs("div", { children: [
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"Balance: ",
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Math.round(player.balance),
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"%"
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] })
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]
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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 { CombatReadinessBar as default };
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//# sourceMappingURL=CombatReadinessBar.js.map
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{"version":3,"file":"CombatReadinessBar.js","names":[],"sources":["../../../../../src/components/shared/three/ui/CombatReadinessBar.tsx"],"sourcesContent":["/**\n * CombatReadinessBar Component - 10-bar segmented combat readiness display\n * \n * Displays comprehensive combat readiness with:\n * - 10 segmented bars representing 10% each\n * - Color transitions: Green (>80%), Yellow (60-79%), Orange (40-59%), Red (20-39%), Dark Red (<20%)\n * - Smooth 0.3s transition animations\n * - Korean/English bilingual labels\n * - Numeric percentage display\n * - Responsive sizing for mobile/tablet/desktop\n * - Real-time calculation from body health, pain, consciousness, and balance\n */\n\nimport React, { useMemo } from \"react\";\nimport { KOREAN_COLORS, FONT_FAMILY } from \"../../../../types/constants\";\nimport { hexToRgbaString } from \"../../../../utils/colorUtils\";\nimport { \n calculateCombatReadiness, \n getCombatReadinessColor, \n getCombatReadinessLabel,\n getCombatReadinessBars\n} from \"../../../../utils/combatReadiness\";\nimport type { PlayerState } from \"../../../../systems/player\";\n\nexport interface CombatReadinessBarProps {\n /** Player state containing all combat factors */\n readonly player: PlayerState;\n /** Player identifier for test ID */\n readonly playerId: string;\n /** Whether to use mobile-optimized sizing */\n readonly isMobile: boolean;\n}\n\n/**\n * CombatReadinessBar - 10-bar segmented combat readiness display with Korean theming\n * \n * Calculates and displays overall combat readiness from multiple factors:\n * - Body part health (40% weight)\n * - Pain level (20% weight)\n * - Consciousness (20% weight)\n * - Balance state (20% weight)\n * \n * @example\n * ```tsx\n * <CombatReadinessBar \n * player={playerState} \n * playerId=\"player-1\"\n * isMobile={false}\n * />\n * ```\n */\nexport const CombatReadinessBar: React.FC<CombatReadinessBarProps> = ({\n player,\n playerId,\n isMobile,\n}) => {\n // Calculate combat readiness percentage\n const readiness = useMemo(\n () => calculateCombatReadiness(player),\n [player]\n );\n\n const segments = 10;\n const filledSegments = getCombatReadinessBars(readiness, segments);\n const readinessColor = getCombatReadinessColor(readiness);\n const readinessLabel = getCombatReadinessLabel(readiness);\n const shouldPulse = readiness < 20;\n\n // Responsive sizing\n const barWidth = isMobile ? 180 : 250;\n const barHeight = isMobile ? 16 : 20;\n const fontSize = isMobile ? 11 : 13;\n const padding = isMobile ? \"8px 12px\" : \"12px 16px\";\n\n // Status text based on readiness level\n const statusText = `${readiness}% ${readinessLabel.korean}`;\n\n return (\n <div\n data-testid={`combat-readiness-bar-${playerId}`}\n role=\"progressbar\"\n aria-label=\"전투 준비도 | Combat Readiness\"\n aria-valuenow={readiness}\n aria-valuemin={0}\n aria-valuemax={100}\n aria-valuetext={`${readiness}% Combat Readiness - ${readinessLabel.english}`}\n style={{\n width: `${barWidth}px`,\n padding,\n backgroundColor: hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_DARK, 1),\n borderRadius: \"8px\",\n border: `2px solid ${hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 1)}`,\n boxShadow: `0 0 10px ${hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 0.2)}`,\n }}\n >\n {/* Label and numeric/status display */}\n <div\n style={{\n fontSize: `${fontSize}px`,\n color: hexToRgbaString(KOREAN_COLORS.PRIMARY_CYAN, 1),\n fontFamily: FONT_FAMILY.KOREAN,\n marginBottom: \"4px\",\n display: \"flex\",\n justifyContent: \"space-between\",\n fontWeight: \"bold\",\n }}\n >\n <span>전투 준비도 | Combat Readiness</span>\n <span data-testid={`combat-readiness-value-${playerId}`}>\n {statusText}\n </span>\n </div>\n\n {/* 10-segment combat readiness bar */}\n <div\n style={{\n display: \"flex\",\n gap: \"3px\",\n height: `${barHeight}px`,\n animation: shouldPulse ? \"healthPulse 0.8s infinite\" : \"none\",\n }}\n >\n {Array.from({ length: segments }).map((_, index) => (\n <div\n key={index}\n data-testid={`combat-readiness-segment-${playerId}-${index}`}\n style={{\n flex: 1,\n backgroundColor:\n index < filledSegments\n ? hexToRgbaString(readinessColor, 1)\n : hexToRgbaString(KOREAN_COLORS.UI_BACKGROUND_MEDIUM, 1),\n borderRadius: \"2px\",\n transition: \"background-color 0.3s ease-in-out\",\n boxShadow:\n index < filledSegments\n ? `0 0 8px ${hexToRgbaString(readinessColor, 0.4)}`\n : \"none\",\n }}\n />\n ))}\n </div>\n\n {/* Breakdown tooltip (hover) - optional enhancement */}\n <div\n data-testid={`combat-readiness-breakdown-${playerId}`}\n style={{\n display: \"none\", // Hidden by default, can be shown on hover\n fontSize: `${fontSize - 2}px`,\n color: hexToRgbaString(KOREAN_COLORS.TEXT_SECONDARY, 1),\n marginTop: \"4px\",\n fontFamily: FONT_FAMILY.KOREAN,\n }}\n >\n {/* Detailed breakdown for debugging/advanced players */}\n <div>Body: {player.bodyPartHealth ? \"tracked\" : \"aggregate\"}</div>\n <div>Pain: {Math.round(player.pain)}%</div>\n <div>Consciousness: {Math.round(player.consciousness)}%</div>\n <div>Balance: {Math.round(player.balance)}%</div>\n </div>\n </div>\n );\n};\n\nexport default CombatReadinessBar;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmDA,IAAa,sBAAyD,EACpE,QACA,UACA,eACI;CAEJ,MAAM,YAAY,cACV,yBAAyB,OAAO,EACtC,CAAC,OAAO,CACT;CAED,MAAM,WAAW;CACjB,MAAM,iBAAiB,uBAAuB,WAAW,SAAS;CAClE,MAAM,iBAAiB,wBAAwB,UAAU;CACzD,MAAM,iBAAiB,wBAAwB,UAAU;CACzD,MAAM,cAAc,YAAY;CAGhC,MAAM,WAAW,WAAW,MAAM;CAClC,MAAM,YAAY,WAAW,KAAK;CAClC,MAAM,WAAW,WAAW,KAAK;CACjC,MAAM,UAAU,WAAW,aAAa;CAGxC,MAAM,aAAa,GAAG,UAAU,IAAI,eAAe;AAEnD,QACE,qBAAC,OAAD;EACE,eAAa,wBAAwB;EACrC,MAAK;EACL,cAAW;EACX,iBAAe;EACf,iBAAe;EACf,iBAAe;EACf,kBAAgB,GAAG,UAAU,uBAAuB,eAAe;EACnE,OAAO;GACL,OAAO,GAAG,SAAS;GACnB;GACA,iBAAiB,gBAAgB,cAAc,oBAAoB,EAAE;GACrE,cAAc;GACd,QAAQ,aAAa,gBAAgB,cAAc,cAAc,EAAE;GACnE,WAAW,YAAY,gBAAgB,cAAc,cAAc,GAAI;GACxE;YAfH;GAkBE,qBAAC,OAAD;IACE,OAAO;KACL,UAAU,GAAG,SAAS;KACtB,OAAO,gBAAgB,cAAc,cAAc,EAAE;KACrD,YAAY,YAAY;KACxB,cAAc;KACd,SAAS;KACT,gBAAgB;KAChB,YAAY;KACb;cATH,CAWE,oBAAC,QAAD,EAAA,UAAM,6BAAgC,CAAA,EACtC,oBAAC,QAAD;KAAM,eAAa,0BAA0B;eAC1C;KACI,CAAA,CACH;;GAGN,oBAAC,OAAD;IACE,OAAO;KACL,SAAS;KACT,KAAK;KACL,QAAQ,GAAG,UAAU;KACrB,WAAW,cAAc,8BAA8B;KACxD;cAEA,MAAM,KAAK,EAAE,QAAQ,UAAU,CAAC,CAAC,KAAK,GAAG,UACxC,oBAAC,OAAD;KAEE,eAAa,4BAA4B,SAAS,GAAG;KACrD,OAAO;MACL,MAAM;MACN,iBACE,QAAQ,iBACJ,gBAAgB,gBAAgB,EAAE,GAClC,gBAAgB,cAAc,sBAAsB,EAAE;MAC5D,cAAc;MACd,YAAY;MACZ,WACE,QAAQ,iBACJ,WAAW,gBAAgB,gBAAgB,GAAI,KAC/C;MACP;KACD,EAfK,MAeL,CACF;IACE,CAAA;GAGN,qBAAC,OAAD;IACE,eAAa,8BAA8B;IAC3C,OAAO;KACL,SAAS;KACT,UAAU,GAAG,WAAW,EAAE;KAC1B,OAAO,gBAAgB,cAAc,gBAAgB,EAAE;KACvD,WAAW;KACX,YAAY,YAAY;KACzB;cARH;KAWE,qBAAC,OAAD,EAAA,UAAA,CAAK,UAAO,OAAO,iBAAiB,YAAY,YAAkB,EAAA,CAAA;KAClE,qBAAC,OAAD,EAAA,UAAA;MAAK;MAAO,KAAK,MAAM,OAAO,KAAK;MAAC;MAAO,EAAA,CAAA;KAC3C,qBAAC,OAAD,EAAA,UAAA;MAAK;MAAgB,KAAK,MAAM,OAAO,cAAc;MAAC;MAAO,EAAA,CAAA;KAC7D,qBAAC,OAAD,EAAA,UAAA;MAAK;MAAU,KAAK,MAAM,OAAO,QAAQ;MAAC;MAAO,EAAA,CAAA;KAC7C;;GACF"}
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/**
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* ComboCounter - Combo counter display component
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*
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* Displays the current combo count with Korean-English bilingual text.
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* Animates on combo increment and shows milestone indicators.
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*
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* Uses Html overlay from @react-three/drei for rendering within 3D scenes.
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*
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* @module components/shared/three/ui/ComboCounter
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* @category Shared UI
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* @korean 콤보카운터
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*/
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import React from "react";
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import "./HUDAnimations.css";
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/**
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* Props for the ComboCounter component
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*/
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export interface ComboCounterProps {
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/** Current combo count */
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readonly combo: number;
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/** Whether to use mobile-optimized sizing */
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readonly isMobile?: boolean;
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/** Minimum combo to display (default: 2) */
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readonly minDisplayCombo?: number;
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}
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/**
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* ComboCounter Component
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*
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* Displays the current combo count with animations and milestone indicators.
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* Only visible when combo >= minDisplayCombo (default: 2).
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*
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* @example
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* ```tsx
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* <ComboCounter
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* combo={5}
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* isMobile={isMobile}
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* />
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* ```
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*/
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export declare const ComboCounter: React.FC<ComboCounterProps>;
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export default ComboCounter;
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//# sourceMappingURL=ComboCounter.d.ts.map
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{"version":3,"file":"ComboCounter.d.ts","sourceRoot":"","sources":["../../../../../src/components/shared/three/ui/ComboCounter.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAGH,OAAO,KAA+C,MAAM,OAAO,CAAC;AAGpE,OAAO,qBAAqB,CAAC;AAE7B;;GAEG;AACH,MAAM,WAAW,iBAAiB;IAChC,0BAA0B;IAC1B,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,6CAA6C;IAC7C,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;IAC5B,4CAA4C;IAC5C,QAAQ,CAAC,eAAe,CAAC,EAAE,MAAM,CAAC;CACnC;AAkED;;;;;;;;;;;;;GAaG;AACH,eAAO,MAAM,YAAY,EAAE,KAAK,CAAC,EAAE,CAAC,iBAAiB,CA2MpD,CAAC;AAEF,eAAe,YAAY,CAAC"}
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