blacktrigram 0.7.44 → 0.7.47
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/lib/audio/AudioManager.d.ts +26 -0
- package/lib/audio/AudioManager.d.ts.map +1 -1
- package/lib/audio/AudioManager.js +26 -0
- package/lib/audio/AudioManager.js.map +1 -1
- package/lib/audio/index.d.ts.map +1 -1
- package/lib/audio/index.js.map +1 -1
- package/lib/audio/types.d.ts +18 -2
- package/lib/audio/types.d.ts.map +1 -1
- package/lib/audio/types.js +1 -0
- package/lib/audio/types.js.map +1 -1
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -1
- package/lib/components/index.d.ts.map +1 -1
- package/lib/components/index.js.map +1 -1
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -1
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +0 -1
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -1
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +0 -1
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -1
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -1
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -1
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -1
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -1
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -1
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +0 -1
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -1
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +0 -1
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -1
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +0 -2
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -1
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +0 -1
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -1
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -1
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -1
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -1
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -1
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -1
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAudio.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatLayout.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -1
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -1
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -1
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -1
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/GamepadVisualization3D.d.ts.map +1 -1
- package/lib/components/screens/controls/components/GamepadVisualization3D.js.map +1 -1
- package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/Key3D.d.ts.map +1 -1
- package/lib/components/screens/controls/components/Key3D.js.map +1 -1
- package/lib/components/screens/controls/components/VisualKeyboard3D.d.ts.map +1 -1
- package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
- package/lib/components/screens/controls/constants/ControlsConstants.d.ts.map +1 -1
- package/lib/components/screens/controls/constants/ControlsConstants.js.map +1 -1
- package/lib/components/screens/controls/hooks/useControlsState.d.ts.map +1 -1
- package/lib/components/screens/controls/hooks/useControlsState.js.map +1 -1
- package/lib/components/screens/endscreen/EndScreen3D.d.ts.map +1 -1
- package/lib/components/screens/endscreen/EndScreen3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/DefeatAnimation3D.d.ts.map +1 -1
- package/lib/components/screens/endscreen/components/DefeatAnimation3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/VictoryAnimation3D.d.ts.map +1 -1
- package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/index.d.ts.map +1 -1
- package/lib/components/screens/endscreen/index.d.ts.map +1 -1
- package/lib/components/screens/intro/IntroScreen3D.d.ts.map +1 -1
- package/lib/components/screens/intro/IntroScreen3D.js +1 -1
- package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
- package/lib/components/screens/intro/components/AbilityListOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/MenuSectionOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/StatBarOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
- package/lib/components/screens/philosophy/PhilosophyScreen3D.d.ts.map +1 -1
- package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
- package/lib/components/screens/philosophy/components/InteractiveTrigramGridOverlayHtml.d.ts +0 -1
- package/lib/components/screens/philosophy/components/InteractiveTrigramGridOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/philosophy/components/PhilosophyNavigationOverlayHtml.d.ts +0 -1
- package/lib/components/screens/philosophy/components/PhilosophyNavigationOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/philosophy/components/PhilosophySectionOverlayHtml.d.ts +0 -1
- package/lib/components/screens/philosophy/components/PhilosophySectionOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/philosophy/components/PhilosophyTextOverlayHtml.d.ts +0 -1
- package/lib/components/screens/philosophy/components/PhilosophyTextOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/philosophy/components/TrigramSymbol3D.d.ts +0 -1
- package/lib/components/screens/philosophy/components/TrigramSymbol3D.d.ts.map +1 -1
- package/lib/components/screens/philosophy/components/TrigramVisualization3D.d.ts +0 -1
- package/lib/components/screens/philosophy/components/TrigramVisualization3D.d.ts.map +1 -1
- package/lib/components/screens/philosophy/hooks/usePhilosophyState.d.ts +0 -1
- package/lib/components/screens/philosophy/hooks/usePhilosophyState.d.ts.map +1 -1
- package/lib/components/screens/training/TrainingScreen3D.d.ts.map +1 -1
- package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
- package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/AnatomyOverlay3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
- package/lib/components/screens/training/components/DamageNumber3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/FootPlacementMarkers3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/FootPlacementMarkers3D.js.map +1 -1
- package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/HitFeedbackEffect3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
- package/lib/components/screens/training/components/TrainingAICharacter3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingArena3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingControlsOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingControlsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingDummy3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
- package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingHitEffects3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingStatsOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/VitalPointMarker3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
- package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingBottomHUD.d.ts.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingBottomHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingLeftHUD.d.ts.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingLeftHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingRightHUD.d.ts.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingRightHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingTopHUD.d.ts.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
- package/lib/components/screens/training/components/index.d.ts.map +1 -1
- package/lib/components/screens/training/hooks/useAttackMovement.d.ts.map +1 -1
- package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingActions.d.ts.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingLayout.d.ts.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingLayout.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingState.d.ts.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingState.js.map +1 -1
- package/lib/components/shared/base/AccessibilityProvider.d.ts.map +1 -1
- package/lib/components/shared/base/BaseButton.d.ts.map +1 -1
- package/lib/components/shared/base/BaseButton.js.map +1 -1
- package/lib/components/shared/base/BaseButtonOverlayHtml.d.ts.map +1 -1
- package/lib/components/shared/base/BaseButtonOverlayHtml.js.map +1 -1
- package/lib/components/shared/base/BasePanel.d.ts.map +1 -1
- package/lib/components/shared/base/BasePanel.js.map +1 -1
- package/lib/components/shared/base/BaseText.d.ts.map +1 -1
- package/lib/components/shared/base/BaseText.js.map +1 -1
- package/lib/components/shared/base/ResponsiveContainer.d.ts.map +1 -1
- package/lib/components/shared/base/index.d.ts.map +1 -1
- package/lib/components/shared/base/useKoreanTheme.d.ts.map +1 -1
- package/lib/components/shared/base/useKoreanTheme.js.map +1 -1
- package/lib/components/shared/debug/PerformanceDebugOverlayHtml.d.ts.map +1 -1
- package/lib/components/shared/debug/PerformanceDebugOverlayHtml.js.map +1 -1
- package/lib/components/shared/effects/ScreenFlash.d.ts.map +1 -1
- package/lib/components/shared/mobile/ActionButtons.d.ts.map +1 -1
- package/lib/components/shared/mobile/ActionButtons.js +0 -1
- package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
- package/lib/components/shared/mobile/GestureRecognizerPure.d.ts +0 -1
- package/lib/components/shared/mobile/GestureRecognizerPure.d.ts.map +1 -1
- package/lib/components/shared/mobile/GestureRecognizerPure.js +0 -1
- package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
- package/lib/components/shared/mobile/HapticController.d.ts +0 -13
- package/lib/components/shared/mobile/HapticController.d.ts.map +1 -1
- package/lib/components/shared/mobile/HapticController.js +0 -10
- package/lib/components/shared/mobile/HapticController.js.map +1 -1
- package/lib/components/shared/mobile/MobileControlsPure.d.ts.map +1 -1
- package/lib/components/shared/mobile/MobileControlsPure.js.map +1 -1
- package/lib/components/shared/mobile/PerformanceMonitor.d.ts +0 -15
- package/lib/components/shared/mobile/PerformanceMonitor.d.ts.map +1 -1
- package/lib/components/shared/mobile/StanceWheelPure.d.ts +0 -1
- package/lib/components/shared/mobile/StanceWheelPure.d.ts.map +1 -1
- package/lib/components/shared/mobile/StanceWheelPure.js +0 -1
- package/lib/components/shared/mobile/StanceWheelPure.js.map +1 -1
- package/lib/components/shared/mobile/TouchOptimizer.d.ts +0 -4
- package/lib/components/shared/mobile/TouchOptimizer.d.ts.map +1 -1
- package/lib/components/shared/mobile/TouchOptimizer.js +0 -3
- package/lib/components/shared/mobile/TouchOptimizer.js.map +1 -1
- package/lib/components/shared/mobile/VirtualDPad.d.ts.map +1 -1
- package/lib/components/shared/mobile/VirtualDPad.js +0 -1
- package/lib/components/shared/mobile/VirtualDPad.js.map +1 -1
- package/lib/components/shared/mobile/index.d.ts.map +1 -1
- package/lib/components/shared/three/anatomy/BodySurface.d.ts.map +1 -1
- package/lib/components/shared/three/anatomy/BodySurface.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneAttachedMuscles.d.ts.map +1 -1
- package/lib/components/shared/three/anatomy/BoneAttachedMuscles.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneClothing.d.ts.map +1 -1
- package/lib/components/shared/three/anatomy/BoneClothing.js.map +1 -1
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- package/lib/systems/physics/CoordinateMapper.d.ts.map +1 -1
- package/lib/systems/physics/CoordinateMapper.js +0 -1
- package/lib/systems/physics/CoordinateMapper.js.map +1 -1
- package/lib/systems/physics/KnockbackPhysics.d.ts +0 -11
- package/lib/systems/physics/KnockbackPhysics.d.ts.map +1 -1
- package/lib/systems/physics/KnockbackPhysics.js +0 -8
- package/lib/systems/physics/KnockbackPhysics.js.map +1 -1
- package/lib/systems/physics/MovementPhysics.d.ts +0 -10
- package/lib/systems/physics/MovementPhysics.d.ts.map +1 -1
- package/lib/systems/physics/MovementPhysics.js +0 -8
- package/lib/systems/physics/MovementPhysics.js.map +1 -1
- package/lib/systems/physics/PhysicalReachCalculator.d.ts +0 -6
- package/lib/systems/physics/PhysicalReachCalculator.d.ts.map +1 -1
- package/lib/systems/physics/PhysicalReachCalculator.js +0 -5
- package/lib/systems/physics/PhysicalReachCalculator.js.map +1 -1
- package/lib/systems/physics/SpeedModifierSystem.d.ts +0 -5
- package/lib/systems/physics/SpeedModifierSystem.d.ts.map +1 -1
- package/lib/systems/physics/SpeedModifierSystem.js +0 -4
- package/lib/systems/physics/SpeedModifierSystem.js.map +1 -1
- package/lib/systems/player.d.ts +0 -5
- package/lib/systems/player.d.ts.map +1 -1
- package/lib/systems/trigram/TrigramCalculator.d.ts +0 -1
- package/lib/systems/trigram/TrigramCalculator.d.ts.map +1 -1
- package/lib/systems/trigram/TrigramCalculator.js +0 -1
- package/lib/systems/trigram/TrigramCalculator.js.map +1 -1
- package/lib/systems/trigram/types.d.ts +0 -4
- package/lib/systems/trigram/types.d.ts.map +1 -1
- package/lib/systems/trigram/types.js +0 -2
- package/lib/systems/trigram/types.js.map +1 -1
- package/lib/systems/types.d.ts +7 -2
- package/lib/systems/types.d.ts.map +1 -1
- package/lib/systems/types.js.map +1 -1
- package/lib/systems/vitalpoint/DamageCalculator.d.ts +0 -3
- package/lib/systems/vitalpoint/DamageCalculator.d.ts.map +1 -1
- package/lib/systems/vitalpoint/DamageCalculator.js +0 -3
- package/lib/systems/vitalpoint/DamageCalculator.js.map +1 -1
- package/lib/systems/vitalpoint/KoreanVitalPoints.d.ts +0 -8
- package/lib/systems/vitalpoint/KoreanVitalPoints.d.ts.map +1 -1
- package/lib/systems/vitalpoint/KoreanVitalPoints.js +0 -8
- package/lib/systems/vitalpoint/KoreanVitalPoints.js.map +1 -1
- package/lib/systems/vitalpoint/VitalPointsData.d.ts +0 -3
- package/lib/systems/vitalpoint/VitalPointsData.d.ts.map +1 -1
- package/lib/systems/vitalpoint/VitalPointsData.js +0 -1
- package/lib/systems/vitalpoint/VitalPointsData.js.map +1 -1
- package/lib/types/PhysicsTypes.d.ts +21 -78
- package/lib/types/PhysicsTypes.d.ts.map +1 -1
- package/lib/types/PhysicsTypes.js +17 -63
- package/lib/types/PhysicsTypes.js.map +1 -1
- package/lib/types/clothing.d.ts +0 -9
- package/lib/types/clothing.d.ts.map +1 -1
- package/lib/types/constants/animations.d.ts +35 -1
- package/lib/types/constants/animations.d.ts.map +1 -1
- package/lib/types/constants/animations.js +12 -1
- package/lib/types/constants/animations.js.map +1 -1
- package/lib/types/constants/colors.d.ts +28 -2
- package/lib/types/constants/colors.d.ts.map +1 -1
- package/lib/types/constants/colors.js +30 -4
- package/lib/types/constants/colors.js.map +1 -1
- package/lib/types/constants/index.d.ts +5 -1
- package/lib/types/constants/index.d.ts.map +1 -1
- package/lib/types/constants/index.js.map +1 -1
- package/lib/types/constants/performance.d.ts +0 -2
- package/lib/types/constants/performance.d.ts.map +1 -1
- package/lib/types/constants/performance.js +0 -2
- package/lib/types/constants/performance.js.map +1 -1
- package/lib/types/constants/typography.d.ts +40 -2
- package/lib/types/constants/typography.d.ts.map +1 -1
- package/lib/types/constants/typography.js +40 -2
- package/lib/types/constants/typography.js.map +1 -1
- package/lib/types/constants/ui.d.ts +89 -1
- package/lib/types/constants/ui.d.ts.map +1 -1
- package/lib/types/constants/ui.js +33 -1
- package/lib/types/constants/ui.js.map +1 -1
- package/lib/types/facial.d.ts +0 -15
- package/lib/types/facial.d.ts.map +1 -1
- package/lib/types/facial.js +0 -8
- package/lib/types/facial.js.map +1 -1
- package/lib/types/hand-animation.d.ts +34 -147
- package/lib/types/hand-animation.d.ts.map +1 -1
- package/lib/types/hand-animation.js +0 -2
- package/lib/types/hand-animation.js.map +1 -1
- package/lib/types/injury.d.ts +0 -2
- package/lib/types/injury.d.ts.map +1 -1
- package/lib/types/injury.js +0 -1
- package/lib/types/injury.js.map +1 -1
- package/lib/types/physics.d.ts +0 -21
- package/lib/types/physics.d.ts.map +1 -1
- package/lib/types/physics.js +0 -6
- package/lib/types/physics.js.map +1 -1
- package/lib/types/physicsConstants.d.ts +0 -12
- package/lib/types/physicsConstants.d.ts.map +1 -1
- package/lib/types/physicsConstants.js +0 -12
- package/lib/types/physicsConstants.js.map +1 -1
- package/lib/types/player-visual.d.ts +45 -189
- package/lib/types/player-visual.d.ts.map +1 -1
- package/lib/types/technique.d.ts +1 -5
- package/lib/types/technique.d.ts.map +1 -1
- package/lib/types/techniqueId.d.ts +0 -1
- package/lib/types/techniqueId.d.ts.map +1 -1
- package/lib/types/techniqueId.js +0 -1
- package/lib/types/techniqueId.js.map +1 -1
- package/lib/utils/arenaWorldDimensions.d.ts +0 -11
- package/lib/utils/arenaWorldDimensions.d.ts.map +1 -1
- package/lib/utils/arenaWorldDimensions.js +0 -6
- package/lib/utils/arenaWorldDimensions.js.map +1 -1
- package/lib/utils/controlMapping.d.ts +3 -4
- package/lib/utils/controlMapping.d.ts.map +1 -1
- package/lib/utils/controlMapping.js +1 -2
- package/lib/utils/controlMapping.js.map +1 -1
- package/lib/utils/deviceDetection.d.ts +0 -5
- package/lib/utils/deviceDetection.d.ts.map +1 -1
- package/lib/utils/deviceDetection.js +0 -5
- package/lib/utils/deviceDetection.js.map +1 -1
- package/lib/utils/hapticFeedback.d.ts +23 -95
- package/lib/utils/hapticFeedback.d.ts.map +1 -1
- package/lib/utils/hapticFeedback.js +9 -39
- package/lib/utils/hapticFeedback.js.map +1 -1
- package/lib/utils/haptics.d.ts +0 -3
- package/lib/utils/haptics.d.ts.map +1 -1
- package/lib/utils/haptics.js +0 -1
- package/lib/utils/haptics.js.map +1 -1
- package/lib/utils/math.d.ts +0 -3
- package/lib/utils/math.d.ts.map +1 -1
- package/lib/utils/math.js +0 -2
- package/lib/utils/math.js.map +1 -1
- package/lib/utils/mobileLayoutHelpers.d.ts +0 -3
- package/lib/utils/mobileLayoutHelpers.d.ts.map +1 -1
- package/lib/utils/mobileLayoutHelpers.js +0 -1
- package/lib/utils/mobileLayoutHelpers.js.map +1 -1
- package/lib/utils/mobileUIUtils.d.ts +5 -100
- package/lib/utils/mobileUIUtils.d.ts.map +1 -1
- package/lib/utils/mobileUIUtils.js +0 -9
- package/lib/utils/mobileUIUtils.js.map +1 -1
- package/lib/utils/physicalAttributeValidation.d.ts.map +1 -1
- package/lib/utils/player3DHelpers.d.ts.map +1 -1
- package/lib/utils/player3DHelpers.js.map +1 -1
- package/lib/utils/responsiveLayoutHelpers.d.ts +0 -65
- package/lib/utils/responsiveLayoutHelpers.d.ts.map +1 -1
- package/lib/utils/responsiveLayoutHelpers.js +0 -65
- package/lib/utils/responsiveLayoutHelpers.js.map +1 -1
- package/lib/utils/responsiveOrientationConstants.d.ts +0 -7
- package/lib/utils/responsiveOrientationConstants.d.ts.map +1 -1
- package/lib/utils/responsiveOrientationConstants.js +0 -7
- package/lib/utils/responsiveOrientationConstants.js.map +1 -1
- package/lib/utils/safeAreaUtils.d.ts +0 -6
- package/lib/utils/safeAreaUtils.d.ts.map +1 -1
- package/lib/utils/safeAreaUtils.js +0 -2
- package/lib/utils/safeAreaUtils.js.map +1 -1
- package/lib/utils/sharedPhysicsConfig.d.ts +0 -4
- package/lib/utils/sharedPhysicsConfig.d.ts.map +1 -1
- package/lib/utils/sharedPhysicsConfig.js +0 -2
- package/lib/utils/sharedPhysicsConfig.js.map +1 -1
- package/lib/utils/skeletonScaling.d.ts +0 -9
- package/lib/utils/skeletonScaling.d.ts.map +1 -1
- package/lib/utils/skeletonScaling.js +0 -1
- package/lib/utils/skeletonScaling.js.map +1 -1
- package/package.json +8 -8
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{"version":3,"file":"ui.d.ts","sourceRoot":"","sources":["../../../src/types/constants/ui.ts"],"names":[],"mappings":"AAAA
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{"version":3,"file":"ui.d.ts","sourceRoot":"","sources":["../../../src/types/constants/ui.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAIH;;;;;;;GAOG;AACH,eAAO,MAAM,gBAAgB;;;;;CAKnB,CAAC;AAEX;;;;;;GAMG;AACH,eAAO,MAAM,aAAa;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwBhB,CAAC;AAEX;;;;;;GAMG;AACH,eAAO,MAAM,OAAO;;;;;;;;CAQV,CAAC;AAEX;;;;;;GAMG;AACH,eAAO,MAAM,OAAO;;;;;;;;CAQV,CAAC;AAEX;;;;;;GAMG;AACH,eAAO,MAAM,aAAa;;;;;;;CAOhB,CAAC;AAEX;;;;;;GAMG;AACH,eAAO,MAAM,OAAO;;;;;;;CAOV,CAAC;AAEX;;;;;;GAMG;AACH,eAAO,MAAM,aAAa;;;;;CAKhB,CAAC;AAEX;;;;;;GAMG;AACH,eAAO,MAAM,aAAa;;;;;;;;;;;;;;;;;;;;;;;;;CAyBhB,CAAC;AAEX;;;;;;GAMG;AACH,eAAO,MAAM,aAAa;;;;;;;CAOhB,CAAC;AAEX;;;;;;GAMG;AACH,eAAO,MAAM,aAAa;;;;;;CAMhB,CAAC;AAEX;;;;;;GAMG;AACH,eAAO,MAAM,sBAAsB;;;;;;;;CAQzB,CAAC;AAEX;;GAEG;AAEH,eAAO,MAAM,YAAY;;;;;;;;;;;;;;;;;;;;;;;CAkCf,CAAC;AAEX;;;;;;GAMG;AACH,eAAO,MAAM,oBAAoB;;;;;;CAMvB,CAAC;AAEX;;;;;;GAMG;AACH,eAAO,MAAM,iBAAiB;;;;;;;;CAWpB,CAAC;AAEX,eAAe,YAAY,CAAC"}
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import { KOREAN_COLORS } from "./colors.js";
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//#region src/types/constants/ui.ts
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/**
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* UI constants for Black Trigram Korean martial arts interface
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* UI constants for Black Trigram Korean martial arts interface.
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*
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* @module types/constants/ui
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* @korean UI상수
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* Safe area inset defaults for notched devices
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@@ -17,6 +21,13 @@ var SAFE_AREA_INSETS = {
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/**
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* Layout dimension constants for UI components.
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* Spacing values in pixels for consistent layout margins and padding.
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* @korean 테두리반경
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*/
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var BORDER_RADIUS = {
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KOREAN_COLORS.UI_BACKGROUND_MEDIUM, KOREAN_COLORS.UI_BORDER, KOREAN_COLORS.TEXT_PRIMARY, KOREAN_COLORS.UI_BACKGROUND_LIGHT, KOREAN_COLORS.ACTIVE_BORDER, KOREAN_COLORS.TEXT_ACCENT, KOREAN_COLORS.UI_BACKGROUND_DARK, KOREAN_COLORS.ACTIVE_BORDER, KOREAN_COLORS.TEXT_ACCENT, KOREAN_COLORS.UI_DISABLED_FILL, KOREAN_COLORS.UI_DISABLED_BORDER, KOREAN_COLORS.TEXT_TERTIARY;
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/**
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* Health bar color thresholds for player vital display.
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* @korean 체력바색상
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*/
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var HEALTH_COLORS = {
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FULL: KOREAN_COLORS.POSITIVE_GREEN,
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{"version":3,"file":"ui.js","names":[],"sources":["../../../src/types/constants/ui.ts"],"sourcesContent":["/**\n * UI constants for Black Trigram Korean martial arts interface\n */\n\nimport { KOREAN_COLORS } from \"./colors\";\n\n/**\n * Safe area inset defaults for notched devices\n * iOS devices: iPhone X+ have notches and home indicators\n * Android devices: Various implementations\n * \n * @category UI Constants\n * @korean 안전영역삽입\n */\nexport const SAFE_AREA_INSETS = {\n TOP: 44, // Status bar and notch area\n BOTTOM: 34, // Home indicator area\n LEFT: 0, // No side notches on most devices\n RIGHT: 0, // No side notches on most devices\n} as const;\n\n
|
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1
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+
{"version":3,"file":"ui.js","names":[],"sources":["../../../src/types/constants/ui.ts"],"sourcesContent":["/**\n * UI constants for Black Trigram Korean martial arts interface.\n *\n * @module types/constants/ui\n * @category UI Constants\n * @korean UI상수\n */\n\nimport { KOREAN_COLORS } from \"./colors\";\n\n/**\n * Safe area inset defaults for notched devices\n * iOS devices: iPhone X+ have notches and home indicators\n * Android devices: Various implementations\n * \n * @category UI Constants\n * @korean 안전영역삽입\n */\nexport const SAFE_AREA_INSETS = {\n TOP: 44, // Status bar and notch area\n BOTTOM: 34, // Home indicator area\n LEFT: 0, // No side notches on most devices\n RIGHT: 0, // No side notches on most devices\n} as const;\n\n/**\n * Layout dimension constants for UI components.\n *\n * @constant\n * @category UI Constants\n * @korean UI치수\n */\nexport const UI_DIMENSIONS = {\n HEADER_HEIGHT: 80,\n FOOTER_HEIGHT: 60,\n SIDEBAR_WIDTH: 250,\n CONTENT_PADDING: 20,\n\n // Button sizes\n BUTTON_SMALL: { width: 80, height: 32 },\n BUTTON_MEDIUM: { width: 120, height: 40 },\n BUTTON_LARGE: { width: 200, height: 50 },\n\n // Modal sizes\n MODAL_SMALL: { width: 400, height: 300 },\n MODAL_MEDIUM: { width: 600, height: 450 },\n MODAL_LARGE: { width: 800, height: 600 },\n\n // Default screen dimensions for fallback calculations\n DEFAULT_SCREEN_WIDTH: 1920,\n DEFAULT_SCREEN_HEIGHT: 1080,\n\n // Mobile touch target sizes (iOS/Android guidelines: 48px minimum)\n TOUCH_TARGET_MIN: 48,\n TOUCH_TARGET_COMFORTABLE: 56,\n TOUCH_TARGET_SPACING: 8, // Minimum spacing between touch targets\n} as const;\n\n/**\n * Z-index layer values for UI stacking context.\n *\n * @constant\n * @category UI Constants\n * @korean Z인덱스레이어\n */\nexport const Z_INDEX = {\n BACKGROUND: 0,\n GAME_WORLD: 100,\n UI_BACKGROUND: 200,\n UI_ELEMENTS: 300,\n MODALS: 400,\n TOOLTIPS: 500,\n DEBUG_OVERLAY: 1000,\n} as const;\n\n/**\n * Spacing values in pixels for consistent layout margins and padding.\n *\n * @constant\n * @category UI Constants\n * @korean UI간격\n */\nexport const SPACING = {\n XS: 4,\n SM: 8,\n MD: 16,\n LG: 24,\n XL: 32,\n XXL: 48,\n COMPACT: 12, // Mobile compact spacing\n} as const;\n\n/**\n * Border radius values in pixels for consistent rounded corners.\n *\n * @constant\n * @category UI Constants\n * @korean 테두리반경\n */\nexport const BORDER_RADIUS = {\n NONE: 0,\n SM: 4,\n MD: 8,\n LG: 12,\n XL: 16,\n ROUND: 9999,\n} as const;\n\n/**\n * Box shadow definitions for depth and elevation effects.\n *\n * @constant\n * @category UI Constants\n * @korean UI그림자\n */\nexport const SHADOWS = {\n SM: \"0 1px 2px 0 rgba(0, 0, 0, 0.05)\",\n MD: \"0 4px 6px -1px rgba(0, 0, 0, 0.1)\",\n LG: \"0 10px 15px -3px rgba(0, 0, 0, 0.1)\",\n XL: \"0 20px 25px -5px rgba(0, 0, 0, 0.1)\",\n CYBER: \"0 0 20px rgba(0, 255, 255, 0.3)\",\n KOREAN_GLOW: \"0 0 15px rgba(255, 215, 0, 0.4)\",\n} as const;\n\n/**\n * Animation curve CSS transition strings for UI.\n *\n * @constant\n * @category UI Constants\n * @korean UI애니메이션타이밍\n */\nexport const UI_ANIMATIONS = {\n FAST: \"150ms ease-out\",\n NORMAL: \"250ms ease-in-out\",\n SLOW: \"400ms ease-in-out\",\n BOUNCE: \"300ms cubic-bezier(0.68, -0.55, 0.265, 1.55)\",\n} as const;\n\n/**\n * Button state color tokens for normal, hover, pressed, and disabled states.\n *\n * @constant\n * @category UI Constants\n * @korean 버튼상태\n */\nexport const BUTTON_STATES = {\n NORMAL: {\n background: KOREAN_COLORS.UI_BACKGROUND_MEDIUM,\n border: KOREAN_COLORS.UI_BORDER,\n text: KOREAN_COLORS.TEXT_PRIMARY,\n alpha: 1.0,\n },\n HOVER: {\n background: KOREAN_COLORS.UI_BACKGROUND_LIGHT,\n border: KOREAN_COLORS.ACTIVE_BORDER,\n text: KOREAN_COLORS.TEXT_ACCENT,\n alpha: 1.0,\n },\n PRESSED: {\n background: KOREAN_COLORS.UI_BACKGROUND_DARK,\n border: KOREAN_COLORS.ACTIVE_BORDER,\n text: KOREAN_COLORS.TEXT_ACCENT,\n alpha: 0.8,\n },\n DISABLED: {\n background: KOREAN_COLORS.UI_DISABLED_FILL,\n border: KOREAN_COLORS.UI_DISABLED_BORDER,\n text: KOREAN_COLORS.TEXT_TERTIARY,\n alpha: 0.5,\n },\n} as const;\n\n/**\n * Health bar color thresholds for player vital display.\n *\n * @constant\n * @category UI Constants\n * @korean 체력바색상\n */\nexport const HEALTH_COLORS = {\n FULL: KOREAN_COLORS.POSITIVE_GREEN,\n HIGH: KOREAN_COLORS.ACCENT_YELLOW,\n MEDIUM: KOREAN_COLORS.WARNING_ORANGE,\n LOW: KOREAN_COLORS.WARNING_YELLOW,\n CRITICAL: KOREAN_COLORS.NEGATIVE_RED,\n UNCONSCIOUS: KOREAN_COLORS.UI_GRAY,\n} as const;\n\n/**\n * Status effect color tokens for positive, negative, and neutral effects.\n *\n * @constant\n * @category UI Constants\n * @korean 상태효과색상\n */\nexport const STATUS_COLORS = {\n POSITIVE: KOREAN_COLORS.POSITIVE_GREEN,\n NEGATIVE: KOREAN_COLORS.NEGATIVE_RED,\n NEUTRAL: KOREAN_COLORS.TEXT_SECONDARY,\n TEMPORARY: KOREAN_COLORS.ACCENT_YELLOW,\n PERMANENT: KOREAN_COLORS.ACCENT_PURPLE,\n} as const;\n\n/**\n * Combat feedback color tokens for hit, block, and special strike results.\n *\n * @constant\n * @category UI Constants\n * @korean 전투피드백색상\n */\nexport const COMBAT_FEEDBACK_COLORS = {\n HIT: KOREAN_COLORS.ACCENT_RED,\n CRITICAL_HIT: KOREAN_COLORS.CRITICAL_HIT,\n BLOCKED: KOREAN_COLORS.BLOCKED_ATTACK,\n MISS: KOREAN_COLORS.UI_GRAY,\n PERFECT: KOREAN_COLORS.PERFECT_STRIKE,\n COUNTER: KOREAN_COLORS.ACCENT_CYAN,\n VITAL_POINT: KOREAN_COLORS.VITAL_POINT_HIT,\n} as const;\n\n/**\n * UI Layout and component constants for Korean martial arts game\n */\n\nexport const UI_CONSTANTS = {\n // Layout dimensions\n HEADER_HEIGHT: 80,\n FOOTER_HEIGHT: 60,\n SIDEBAR_WIDTH: 240,\n PANEL_WIDTH: 320,\n\n // Component sizes\n BUTTON_HEIGHT: 48,\n BUTTON_WIDTH: 160,\n INPUT_HEIGHT: 40,\n CARD_MIN_HEIGHT: 120,\n\n // Spacing\n MARGIN_SMALL: 8,\n MARGIN_MEDIUM: 16,\n MARGIN_LARGE: 24,\n MARGIN_XLARGE: 32,\n\n // Borders and radii\n BORDER_RADIUS: 8,\n BORDER_WIDTH: 2,\n\n // Animation durations (ms)\n ANIMATION_FAST: 150,\n ANIMATION_NORMAL: 300,\n ANIMATION_SLOW: 500,\n\n // Z-index layers\n Z_BACKGROUND: 0,\n Z_CONTENT: 10,\n Z_OVERLAY: 100,\n Z_MODAL: 1000,\n Z_TOOLTIP: 2000,\n} as const;\n\n/**\n * Cyberpunk visual-effect intensity values for glows, flickers, and scanlines.\n *\n * @constant\n * @category UI Constants\n * @korean 사이버팡크UI효과\n */\nexport const CYBERPUNK_UI_EFFECTS = {\n GLOW_INTENSITY: 0.3,\n PULSE_SPEED: 2.0,\n FLICKER_FREQUENCY: 0.1,\n SCAN_LINE_OPACITY: 0.1,\n NOISE_INTENSITY: 0.05,\n} as const;\n\n/**\n * Korean traditional layout proportions and spacing ratios.\n *\n * @constant\n * @category UI Constants\n * @korean 한국UI레이아웃\n */\nexport const KOREAN_UI_LAYOUTS = {\n // Traditional Korean proportions\n GOLDEN_RATIO: 1.618,\n HANGEUL_LINE_HEIGHT: 1.4,\n KOREAN_ENGLISH_RATIO: 0.7,\n\n // Text hierarchy\n TITLE_SCALE: 2.0,\n SUBTITLE_SCALE: 1.5,\n BODY_SCALE: 1.0,\n CAPTION_SCALE: 0.8,\n} as const;\n\nexport default UI_CONSTANTS;\n"],"mappings":";;;;;;;;;;;;;;;;;AAkBA,IAAa,mBAAmB;CAC9B,KAAK;CACL,QAAQ;CACR,MAAM;CACN,OAAO;CACR;;;;;;;;AASD,IAAa,gBAAgB;CAC3B,eAAe;CACf,eAAe;CACf,eAAe;CACf,iBAAiB;CAGjB,cAAc;EAAE,OAAO;EAAI,QAAQ;EAAI;CACvC,eAAe;EAAE,OAAO;EAAK,QAAQ;EAAI;CACzC,cAAc;EAAE,OAAO;EAAK,QAAQ;EAAI;CAGxC,aAAa;EAAE,OAAO;EAAK,QAAQ;EAAK;CACxC,cAAc;EAAE,OAAO;EAAK,QAAQ;EAAK;CACzC,aAAa;EAAE,OAAO;EAAK,QAAQ;EAAK;CAGxC,sBAAsB;CACtB,uBAAuB;CAGvB,kBAAkB;CAClB,0BAA0B;CAC1B,sBAAsB;CACvB;;;;;;;;AA0BD,IAAa,UAAU;CACrB,IAAI;CACJ,IAAI;CACJ,IAAI;CACJ,IAAI;CACJ,IAAI;CACJ,KAAK;CACL,SAAS;CACV;;;;;;;;AASD,IAAa,gBAAgB;CAC3B,MAAM;CACN,IAAI;CACJ,IAAI;CACJ,IAAI;CACJ,IAAI;CACJ,OAAO;CACR;AAyCe,cAAc,sBAClB,cAAc,WAChB,cAAc,cAIR,cAAc,qBAClB,cAAc,eAChB,cAAc,aAIR,cAAc,oBAClB,cAAc,eAChB,cAAc,aAIR,cAAc,kBAClB,cAAc,oBAChB,cAAc;;;;;;;;AAYxB,IAAa,gBAAgB;CAC3B,MAAM,cAAc;CACpB,MAAM,cAAc;CACpB,QAAQ,cAAc;CACtB,KAAK,cAAc;CACnB,UAAU,cAAc;CACxB,aAAa,cAAc;CAC5B;AAUW,cAAc,gBACd,cAAc,cACf,cAAc,gBACZ,cAAc,eACd,cAAc;AAWpB,cAAc,YACL,cAAc,cACnB,cAAc,gBACjB,cAAc,SACX,cAAc,gBACd,cAAc,aACV,cAAc;;;;AAO7B,IAAa,eAAe;CAE1B,eAAe;CACf,eAAe;CACf,eAAe;CACf,aAAa;CAGb,eAAe;CACf,cAAc;CACd,cAAc;CACd,iBAAiB;CAGjB,cAAc;CACd,eAAe;CACf,cAAc;CACd,eAAe;CAGf,eAAe;CACf,cAAc;CAGd,gBAAgB;CAChB,kBAAkB;CAClB,gBAAgB;CAGhB,cAAc;CACd,WAAW;CACX,WAAW;CACX,SAAS;CACT,WAAW;CACZ"}
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package/lib/types/facial.d.ts
CHANGED
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* Represents emotional and physical states visible on fighter's face.
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* @public
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@@ -51,7 +49,6 @@ export declare const FACIAL_EXPRESSION_NAMES: Record<FacialExpression, {
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* Tracks accumulated damage to face for visual feedback.
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* Includes bruising, swelling, and bleeding effects.
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* @public
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|
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@@ -99,7 +95,6 @@ export interface ExpressionState {
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-
* @public
|
|
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@@ -107,7 +102,6 @@ export declare const EYE_OPENNESS: Record<FacialExpression, number>;
|
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* @public
|
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* @public
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@@ -140,7 +133,6 @@ export declare enum HeadMovementType {
|
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*
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* @public
|
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@@ -161,7 +153,6 @@ export interface HeadMovementKeyframes {
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* @public
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@@ -183,7 +174,6 @@ export interface EyeTrackingState {
|
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* @public
|
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{"version":3,"file":"facial.d.ts","sourceRoot":"","sources":["../../src/types/facial.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAE/B;;;;;;;;GAQG;AACH,oBAAY,gBAAgB;IAC1B,wBAAwB;IACxB,OAAO,YAAY;IACnB,oCAAoC;IACpC,OAAO,YAAY;IACnB,8BAA8B;IAC9B,MAAM,WAAW;IACjB,mCAAmC;IACnC,SAAS,cAAc;IACvB,iDAAiD;IACjD,UAAU,eAAe;IACzB,+BAA+B;IAC/B,QAAQ,aAAa;CACtB;AAED;;;;;GAKG;AACH,eAAO,MAAM,uBAAuB,EAAE,MAAM,CAC1C,gBAAgB,EAChB;IAAE,MAAM,EAAE,MAAM,CAAC;IAAC,OAAO,EAAE,MAAM,CAAC;IAAC,SAAS,EAAE,MAAM,CAAA;CAAE,CAgCvD,CAAC;AAEF;;;;;;;;GAQG;AACH,MAAM,WAAW,iBAAiB;IAChC,uDAAuD;IACvD,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;IACjC,wDAAwD;IACxD,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;IAClC,yCAAyC;IACzC,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,oCAAoC;IACpC,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,2CAA2C;IAC3C,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;IACjC,4CAA4C;IAC5C,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;IAClC,0CAA0C;IAC1C,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;IAChC,iCAAiC;IACjC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,+CAA+C;IAC/C,QAAQ,CAAC,iBAAiB,EAAE,MAAM,CAAC;CACpC;AAED;;;;;;;GAOG;AACH,MAAM,WAAW,eAAe;IAC9B,gCAAgC;IAChC,QAAQ,CAAC,UAAU,EAAE,gBAAgB,CAAC;IACtC,+DAA+D;IAC/D,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,qDAAqD;IACrD,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;IAChC,yCAAyC;IACzC,QAAQ,CAAC,kBAAkB,CAAC,EAAE,gBAAgB,CAAC;IAC/C,qDAAqD;IACrD,QAAQ,CAAC,kBAAkB,CAAC,EAAE,MAAM,CAAC;CACtC;AAED;;;;;GAKG;AACH,eAAO,MAAM,YAAY,EAAE,MAAM,CAAC,gBAAgB,EAAE,MAAM,CAOzD,CAAC;AAEF;;;;;GAKG;AACH,eAAO,MAAM,cAAc,EAAE,MAAM,CAAC,gBAAgB,EAAE,MAAM,CAO3D,CAAC;AAEF;;;;;;;GAOG;AACH,oBAAY,gBAAgB;IAC1B,+BAA+B;IAC/B,MAAM,WAAW;IACjB,uCAAuC;IACvC,GAAG,QAAQ;IACX,iCAAiC;IACjC,IAAI,SAAS;IACb,mCAAmC;IACnC,IAAI,SAAS;IACb,+BAA+B;IAC/B,KAAK,UAAU;IACf,+BAA+B;IAC/B,IAAI,SAAS;CACd;AAED;;;;;;;GAOG;AACH,MAAM,WAAW,qBAAqB;IACpC,+BAA+B;IAC/B,QAAQ,CAAC,IAAI,EAAE,gBAAgB,CAAC;IAChC,qCAAqC;IACrC,QAAQ,CAAC,SAAS,EAAE,SAAS,KAAK,CAAC,KAAK,EAAE,CAAC;IAC3C,2CAA2C;IAC3C,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,0CAA0C;IAC1C,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,8BAA8B;IAC9B,QAAQ,CAAC,IAAI,EAAE,OAAO,CAAC;CACxB;AAED;;;;;;;GAOG;AACH,MAAM,WAAW,gBAAgB;IAC/B,qDAAqD;IACrD,QAAQ,CAAC,cAAc,EAAE,KAAK,CAAC,OAAO,CAAC;IACvC,0CAA0C;IAC1C,QAAQ,CAAC,aAAa,EAAE,KAAK,CAAC,OAAO,CAAC;IACtC,uDAAuD;IACvD,QAAQ,CAAC,WAAW,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC;IAC/C,wCAAwC;IACxC,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,kCAAkC;IAClC,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;CAC3B;AAED;;;;;GAKG;AACH,eAAO,MAAM,qBAAqB,EAAE,iBAUnC,CAAC;AAEF;;;;;GAKG;AACH,eAAO,MAAM,wBAAwB,EAAE,eAItC,CAAC;AAEF;;;;;GAKG;AACH,eAAO,MAAM,oBAAoB,EAAE,gBAMlC,CAAC;AAEF;;;;;GAKG;AACH,MAAM,WAAW,WAAW;IAC1B,gCAAgC;IAChC,QAAQ,CAAC,UAAU,EAAE,gBAAgB,CAAC;IACtC,0BAA0B;IAC1B,QAAQ,CAAC,MAAM,EAAE,iBAAiB,CAAC;IACnC,yCAAyC;IACzC,QAAQ,CAAC,gBAAgB,EAAE,KAAK,CAAC,OAAO,CAAC;IACzC,2CAA2C;IAC3C,QAAQ,CAAC,YAAY,EAAE,KAAK,CAAC,KAAK,CAAC;IACnC,0CAA0C;IAC1C,QAAQ,CAAC,iBAAiB,CAAC,EAAE,OAAO,CAAC;IACrC,kDAAkD;IAClD,QAAQ,CAAC,mBAAmB,CAAC,EAAE,OAAO,CAAC;IACvC,yCAAyC;IACzC,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;IAC5B,0CAA0C;IAC1C,QAAQ,CAAC,SAAS,CAAC,EAAE,MAAM,CAAC;CAC7B;AAED;;;;;GAKG;AACH,MAAM,WAAW,QAAQ;IACvB,oCAAoC;IACpC,QAAQ,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC5C,gCAAgC;IAChC,QAAQ,CAAC,UAAU,EAAE,gBAAgB,CAAC;IACtC,wCAAwC;IACxC,QAAQ,CAAC,aAAa,EAAE,KAAK,CAAC,OAAO,CAAC;IACtC,gCAAgC;IAChC,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,4CAA4C;IAC5C,QAAQ,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAAC;CACjC;AAED;;;;;GAKG;AACH,MAAM,WAAW,UAAU;IACzB,sCAAsC;IACtC,QAAQ,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC5C,gCAAgC;IAChC,QAAQ,CAAC,UAAU,EAAE,gBAAgB,CAAC;IACtC,+BAA+B;IAC/B,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;CAC3B"}
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{"version":3,"file":"facial.js","names":[],"sources":["../../src/types/facial.ts"],"sourcesContent":["/**\n * Facial animation types for realistic combat emotion and damage\n * \n * Defines facial expression system with damage tracking, eye tracking,\n * and smooth expression transitions for authentic human-like combat feedback.\n * \n * @module types/facial\n * @category Type Definitions\n * @korean 얼굴애니메이션타입\n */\n\nimport * as THREE from \"three\";\n\n/**\n * Facial expression states for combat\n * \n * Represents emotional and physical states visible on fighter's face.\n * Each expression corresponds to specific combat situations.\n * \n * @public\n * @category Facial Animation\n * @korean 얼굴표정\n */\nexport enum FacialExpression {\n /** Calm, ready state */\n NEUTRAL = \"neutral\",\n /** Concentrated, ready to attack */\n FOCUSED = \"focused\",\n /** Pain response after hit */\n PAINED = \"pained\",\n /** Low stamina, heavy breathing */\n EXHAUSTED = \"exhausted\",\n /** Brief satisfaction after successful strike */\n VICTORIOUS = \"victorious\",\n /** Knocked out, unconscious */\n DEFEATED = \"defeated\",\n}\n\n/**\n * Bilingual names for facial expressions\n * \n * @public\n * @category Facial Animation\n * @korean 표정이름\n */\nexport const FACIAL_EXPRESSION_NAMES: Record<\n FacialExpression,\n { korean: string; english: string; romanized: string }\n> = {\n [FacialExpression.NEUTRAL]: {\n korean: \"평온\",\n english: \"Neutral\",\n romanized: \"pyeong-on\",\n },\n [FacialExpression.FOCUSED]: {\n korean: \"집중\",\n english: \"Focused\",\n romanized: \"jipjung\",\n },\n [FacialExpression.PAINED]: {\n korean: \"고통\",\n english: \"Pained\",\n romanized: \"gotong\",\n },\n [FacialExpression.EXHAUSTED]: {\n korean: \"지침\",\n english: \"Exhausted\",\n romanized: \"jichim\",\n },\n [FacialExpression.VICTORIOUS]: {\n korean: \"승리\",\n english: \"Victorious\",\n romanized: \"seungri\",\n },\n [FacialExpression.DEFEATED]: {\n korean: \"패배\",\n english: \"Defeated\",\n romanized: \"paebae\",\n },\n};\n\n/**\n * Facial damage state tracking\n * \n * Tracks accumulated damage to face for visual feedback.\n * Includes bruising, swelling, and bleeding effects.\n * \n * @public\n * @category Facial Animation\n * @korean 얼굴손상상태\n */\nexport interface FacialDamageState {\n /** Left eye swelling (0-1, 0=none, 1=fully swollen) */\n readonly leftEyeSwelling: number;\n \n /** Right eye swelling (0-1, 0=none, 1=fully swollen) */\n readonly rightEyeSwelling: number;\n \n /** Mouth/lip bleeding intensity (0-1) */\n readonly mouthBleeding: number;\n \n /** Nose bleeding intensity (0-1) */\n readonly noseBleeding: number;\n \n /** Bruise intensity on left cheek (0-1) */\n readonly leftCheekBruise: number;\n \n /** Bruise intensity on right cheek (0-1) */\n readonly rightCheekBruise: number;\n \n /** Forehead bruise/cut intensity (0-1) */\n readonly foreheadBruise: number;\n \n /** Jaw bruise intensity (0-1) */\n readonly jawBruise: number;\n \n /** Total facial damage accumulation (0-100) */\n readonly totalFacialDamage: number;\n}\n\n/**\n * Expression state with transition timing\n * \n * Manages current expression and smooth transition to next expression.\n * \n * @public\n * @category Facial Animation\n * @korean 표정상태\n */\nexport interface ExpressionState {\n /** Current facial expression */\n readonly expression: FacialExpression;\n \n /** Expression intensity (0-1, affects degree of expression) */\n readonly intensity: number;\n \n /** Time to transition to new expression (seconds) */\n readonly transitionTime: number;\n \n /** Previous expression (for blending) */\n readonly previousExpression?: FacialExpression;\n \n /** Transition progress (0-1, 0=start, 1=complete) */\n readonly transitionProgress?: number;\n}\n\n/**\n * Eye openness values for expressions\n * \n * @public\n * @category Facial Animation\n * @korean 눈개방도\n */\nexport const EYE_OPENNESS: Record<FacialExpression, number> = {\n [FacialExpression.NEUTRAL]: 1.0, // Fully open\n [FacialExpression.FOCUSED]: 0.7, // Narrowed\n [FacialExpression.PAINED]: 0.3, // Squinted\n [FacialExpression.EXHAUSTED]: 0.5, // Half-closed\n [FacialExpression.VICTORIOUS]: 0.9, // Nearly fully open\n [FacialExpression.DEFEATED]: 0.0, // Closed\n};\n\n/**\n * Mouth openness values for expressions\n * \n * @public\n * @category Facial Animation\n * @korean 입개방도\n */\nexport const MOUTH_OPENNESS: Record<FacialExpression, number> = {\n [FacialExpression.NEUTRAL]: 0.0, // Closed\n [FacialExpression.FOCUSED]: 0.0, // Closed, determined\n [FacialExpression.PAINED]: 0.8, // Open, yelling\n [FacialExpression.EXHAUSTED]: 0.4, // Panting\n [FacialExpression.VICTORIOUS]: 0.2, // Slight smile\n [FacialExpression.DEFEATED]: 0.1, // Slack\n};\n\n/**\n * Head movement animation type\n * \n * Defines types of head movements for combat reactions.\n * \n * @public\n * @category Facial Animation\n * @korean 머리움직임타입\n */\nexport enum HeadMovementType {\n /** Head snaps back when hit */\n RECOIL = \"recoil\",\n /** Slight nod forward during attack */\n NOD = \"nod\",\n /** Head tilts to avoid strike */\n TILT = \"tilt\",\n /** Head turns to track opponent */\n TURN = \"turn\",\n /** Head shakes when stunned */\n SHAKE = \"shake\",\n /** Head drops when defeated */\n DROP = \"drop\",\n}\n\n/**\n * Head movement animation keyframes\n * \n * Sequence of Euler rotations for head movement animations.\n * \n * @public\n * @category Facial Animation\n * @korean 머리움직임키프레임\n */\nexport interface HeadMovementKeyframes {\n /** Movement type identifier */\n readonly type: HeadMovementType;\n \n /** Sequence of rotation keyframes */\n readonly rotations: readonly THREE.Euler[];\n \n /** Duration of each keyframe in seconds */\n readonly frameDuration: number;\n \n /** Total animation duration in seconds */\n readonly totalDuration: number;\n \n /** Whether animation loops */\n readonly loop: boolean;\n}\n\n/**\n * Eye tracking state\n * \n * Manages eye direction and pupil position for opponent tracking.\n * \n * @public\n * @category Facial Animation\n * @korean 눈추적상태\n */\nexport interface EyeTrackingState {\n /** Target position to look at (opponent position) */\n readonly targetPosition: THREE.Vector3;\n \n /** Current look direction (normalized) */\n readonly lookDirection: THREE.Vector3;\n \n /** Pupil offset from center (-1 to 1 for each axis) */\n readonly pupilOffset: { x: number; y: number };\n \n /** Tracking speed (smoothing factor) */\n readonly trackingSpeed: number;\n \n /** Whether tracking is enabled */\n readonly enabled: boolean;\n}\n\n/**\n * Default facial damage state (no damage)\n * \n * @public\n * @category Facial Animation\n * @korean 기본얼굴손상상태\n */\nexport const DEFAULT_FACIAL_DAMAGE: FacialDamageState = {\n leftEyeSwelling: 0,\n rightEyeSwelling: 0,\n mouthBleeding: 0,\n noseBleeding: 0,\n leftCheekBruise: 0,\n rightCheekBruise: 0,\n foreheadBruise: 0,\n jawBruise: 0,\n totalFacialDamage: 0,\n};\n\n/**\n * Default expression state (neutral)\n * \n * @public\n * @category Facial Animation\n * @korean 기본표정상태\n */\nexport const DEFAULT_EXPRESSION_STATE: ExpressionState = {\n expression: FacialExpression.NEUTRAL,\n intensity: 1.0,\n transitionTime: 0.2,\n};\n\n/**\n * Default eye tracking state\n * \n * @public\n * @category Facial Animation\n * @korean 기본눈추적상태\n */\nexport const DEFAULT_EYE_TRACKING: EyeTrackingState = {\n targetPosition: new THREE.Vector3(0, 1.9, 5), // Looking forward\n lookDirection: new THREE.Vector3(0, 0, 1), // Forward\n pupilOffset: { x: 0, y: 0 },\n trackingSpeed: 0.1,\n enabled: true,\n};\n\n/**\n * Face3D component props\n * \n * @public\n * @category Facial Animation\n * @korean 얼굴3D속성\n */\nexport interface Face3DProps {\n /** Current facial expression */\n readonly expression: FacialExpression;\n \n /** Facial damage state */\n readonly damage: FacialDamageState;\n \n /** Opponent position for eye tracking */\n readonly opponentPosition: THREE.Vector3;\n \n /** Current head rotation 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{"version":3,"file":"facial.js","names":[],"sources":["../../src/types/facial.ts"],"sourcesContent":["/**\n * Facial animation types for realistic combat emotion and damage\n * \n * Defines facial expression system with damage tracking, eye tracking,\n * and smooth expression transitions for authentic human-like combat feedback.\n * \n * @module types/facial\n * @category Type Definitions\n * @korean 얼굴애니메이션타입\n */\n\nimport * as THREE from \"three\";\n\n/**\n * Facial expression states for combat\n * \n * Represents emotional and physical states visible on fighter's face.\n * Each expression corresponds to specific combat situations.\n * \n * @category Facial Animation\n * @korean 얼굴표정\n */\nexport enum FacialExpression {\n /** Calm, ready state */\n NEUTRAL = \"neutral\",\n /** Concentrated, ready to attack */\n FOCUSED = \"focused\",\n /** Pain response after hit */\n PAINED = \"pained\",\n /** Low stamina, heavy breathing */\n EXHAUSTED = \"exhausted\",\n /** Brief satisfaction after successful strike */\n VICTORIOUS = \"victorious\",\n /** Knocked out, unconscious */\n DEFEATED = \"defeated\",\n}\n\n/**\n * Bilingual names for facial expressions\n * \n * @category Facial Animation\n * @korean 표정이름\n */\nexport const FACIAL_EXPRESSION_NAMES: Record<\n FacialExpression,\n { korean: string; english: string; romanized: string }\n> = {\n [FacialExpression.NEUTRAL]: {\n korean: \"평온\",\n english: \"Neutral\",\n romanized: \"pyeong-on\",\n },\n [FacialExpression.FOCUSED]: {\n korean: \"집중\",\n english: \"Focused\",\n romanized: \"jipjung\",\n },\n [FacialExpression.PAINED]: {\n korean: \"고통\",\n english: \"Pained\",\n romanized: \"gotong\",\n },\n [FacialExpression.EXHAUSTED]: {\n korean: \"지침\",\n english: \"Exhausted\",\n romanized: \"jichim\",\n },\n [FacialExpression.VICTORIOUS]: {\n korean: \"승리\",\n english: \"Victorious\",\n romanized: \"seungri\",\n },\n [FacialExpression.DEFEATED]: {\n korean: \"패배\",\n english: \"Defeated\",\n romanized: \"paebae\",\n },\n};\n\n/**\n * Facial damage state tracking\n * \n * Tracks accumulated damage to face for visual feedback.\n * Includes bruising, swelling, and bleeding effects.\n * \n * @category Facial Animation\n * @korean 얼굴손상상태\n */\nexport interface FacialDamageState {\n /** Left eye swelling (0-1, 0=none, 1=fully swollen) */\n readonly leftEyeSwelling: number;\n /** Right eye swelling (0-1, 0=none, 1=fully swollen) */\n readonly rightEyeSwelling: number;\n /** Mouth/lip bleeding intensity (0-1) */\n readonly mouthBleeding: number;\n /** Nose bleeding intensity (0-1) */\n readonly noseBleeding: number;\n /** Bruise intensity on left cheek (0-1) */\n readonly leftCheekBruise: number;\n /** Bruise intensity on right cheek (0-1) */\n readonly rightCheekBruise: number;\n /** Forehead bruise/cut intensity (0-1) */\n readonly foreheadBruise: number;\n /** Jaw bruise intensity (0-1) */\n readonly jawBruise: number;\n /** Total facial damage accumulation (0-100) */\n readonly totalFacialDamage: number;\n}\n\n/**\n * Expression state with transition timing\n * \n * Manages current expression and smooth transition to next expression.\n * \n * @category Facial Animation\n * @korean 표정상태\n */\nexport interface ExpressionState {\n /** Current facial expression */\n readonly expression: FacialExpression;\n /** Expression intensity (0-1, affects degree of expression) */\n readonly intensity: number;\n /** Time to transition to new expression (seconds) */\n readonly transitionTime: number;\n /** Previous expression (for blending) */\n readonly previousExpression?: FacialExpression;\n /** Transition progress (0-1, 0=start, 1=complete) */\n readonly transitionProgress?: number;\n}\n\n/**\n * Eye openness values for expressions\n * \n * @category Facial Animation\n * @korean 눈개방도\n */\nexport const EYE_OPENNESS: Record<FacialExpression, number> = {\n [FacialExpression.NEUTRAL]: 1.0, // Fully open\n [FacialExpression.FOCUSED]: 0.7, // Narrowed\n [FacialExpression.PAINED]: 0.3, // Squinted\n [FacialExpression.EXHAUSTED]: 0.5, // Half-closed\n [FacialExpression.VICTORIOUS]: 0.9, // Nearly fully open\n [FacialExpression.DEFEATED]: 0.0, // Closed\n};\n\n/**\n * Mouth openness values for expressions\n * \n * @category Facial Animation\n * @korean 입개방도\n */\nexport const MOUTH_OPENNESS: Record<FacialExpression, number> = {\n [FacialExpression.NEUTRAL]: 0.0, // Closed\n [FacialExpression.FOCUSED]: 0.0, // Closed, determined\n [FacialExpression.PAINED]: 0.8, // Open, yelling\n [FacialExpression.EXHAUSTED]: 0.4, // Panting\n [FacialExpression.VICTORIOUS]: 0.2, // Slight smile\n [FacialExpression.DEFEATED]: 0.1, // Slack\n};\n\n/**\n * Head movement animation type\n * \n * Defines types of head movements for combat reactions.\n * \n * @category Facial Animation\n * @korean 머리움직임타입\n */\nexport enum HeadMovementType {\n /** Head snaps back when hit */\n RECOIL = \"recoil\",\n /** Slight nod forward during attack */\n NOD = \"nod\",\n /** Head tilts to avoid strike */\n TILT = \"tilt\",\n /** Head turns to track opponent */\n TURN = \"turn\",\n /** Head shakes when stunned */\n SHAKE = \"shake\",\n /** Head drops when defeated */\n DROP = \"drop\",\n}\n\n/**\n * Head movement animation keyframes\n * \n * Sequence of Euler rotations for head movement animations.\n * \n * @category Facial Animation\n * @korean 머리움직임키프레임\n */\nexport interface HeadMovementKeyframes {\n /** Movement type identifier */\n readonly type: HeadMovementType;\n /** Sequence of rotation keyframes */\n readonly rotations: readonly THREE.Euler[];\n /** Duration of each keyframe in seconds */\n readonly frameDuration: number;\n /** Total animation duration in seconds */\n readonly totalDuration: number;\n /** Whether animation loops */\n readonly loop: boolean;\n}\n\n/**\n * Eye tracking state\n * \n * Manages eye direction and pupil position for opponent tracking.\n * \n * @category Facial Animation\n * @korean 눈추적상태\n */\nexport interface EyeTrackingState {\n /** Target position to look at (opponent position) */\n readonly targetPosition: THREE.Vector3;\n /** Current look direction (normalized) */\n readonly lookDirection: THREE.Vector3;\n /** Pupil offset from center (-1 to 1 for each axis) */\n readonly pupilOffset: { x: number; y: number };\n /** Tracking speed (smoothing factor) */\n readonly trackingSpeed: number;\n /** Whether tracking is enabled */\n readonly enabled: boolean;\n}\n\n/**\n * Default facial damage state (no damage)\n * \n * @category Facial Animation\n * @korean 기본얼굴손상상태\n */\nexport const DEFAULT_FACIAL_DAMAGE: FacialDamageState = {\n leftEyeSwelling: 0,\n rightEyeSwelling: 0,\n mouthBleeding: 0,\n noseBleeding: 0,\n leftCheekBruise: 0,\n rightCheekBruise: 0,\n foreheadBruise: 0,\n jawBruise: 0,\n totalFacialDamage: 0,\n};\n\n/**\n * Default expression state (neutral)\n * \n * @category Facial Animation\n * @korean 기본표정상태\n */\nexport const DEFAULT_EXPRESSION_STATE: ExpressionState = {\n expression: FacialExpression.NEUTRAL,\n intensity: 1.0,\n transitionTime: 0.2,\n};\n\n/**\n * Default eye tracking state\n * \n * @category Facial Animation\n * @korean 기본눈추적상태\n */\nexport const DEFAULT_EYE_TRACKING: EyeTrackingState = {\n targetPosition: new THREE.Vector3(0, 1.9, 5), // Looking forward\n lookDirection: new THREE.Vector3(0, 0, 1), // Forward\n pupilOffset: { x: 0, y: 0 },\n trackingSpeed: 0.1,\n enabled: true,\n};\n\n/**\n * Face3D component props\n * \n * @category Facial Animation\n * @korean 얼굴3D속성\n */\nexport interface Face3DProps {\n /** Current facial expression */\n readonly expression: FacialExpression;\n /** Facial damage state */\n readonly damage: FacialDamageState;\n /** Opponent position for eye tracking */\n readonly opponentPosition: THREE.Vector3;\n /** Current head rotation (Euler angles) */\n readonly headRotation: THREE.Euler;\n /** Enable eye tracking (default: true) */\n readonly enableEyeTracking?: boolean;\n /** Enable damage visualization (default: true) */\n readonly enableDamageVisuals?: boolean;\n /** Mobile mode (simplified rendering) */\n readonly isMobile?: boolean;\n /** Skin tone color (default: 0xffdbac) */\n readonly skinColor?: number;\n}\n\n/**\n * Eye component props\n * \n * @category Facial Animation\n * @korean 눈3D속성\n */\nexport interface EyeProps {\n /** Eye position relative to head */\n readonly position: [number, number, number];\n /** Current facial expression */\n readonly expression: FacialExpression;\n /** Look direction for pupil tracking */\n readonly lookDirection: THREE.Vector3;\n /** Eye swelling amount (0-1) */\n readonly swelling: number;\n /** Whether this is the left or right eye */\n readonly side: \"left\" | \"right\";\n}\n\n/**\n * Mouth component props\n * \n * @category Facial Animation\n * @korean 입3D속성\n */\nexport interface MouthProps {\n /** Mouth position relative to head */\n readonly position: [number, number, number];\n /** Current facial expression */\n readonly expression: FacialExpression;\n /** Bleeding intensity (0-1) */\n readonly bleeding: number;\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;AAsBA,IAAY,mBAAL,yBAAA,kBAAA;;CAEL,iBAAA,aAAU;;CAEV,iBAAA,aAAU;;CAEV,iBAAA,YAAS;;CAET,iBAAA,eAAY;;CAEZ,iBAAA,gBAAa;;CAEb,iBAAA,cAAW;;KACZ;;;;;;;AAQD,IAAa,0BAGT;EACD,iBAAiB,UAAU;EAC1B,QAAQ;EACR,SAAS;EACT,WAAW;EACZ;EACA,iBAAiB,UAAU;EAC1B,QAAQ;EACR,SAAS;EACT,WAAW;EACZ;EACA,iBAAiB,SAAS;EACzB,QAAQ;EACR,SAAS;EACT,WAAW;EACZ;EACA,iBAAiB,YAAY;EAC5B,QAAQ;EACR,SAAS;EACT,WAAW;EACZ;EACA,iBAAiB,aAAa;EAC7B,QAAQ;EACR,SAAS;EACT,WAAW;EACZ;EACA,iBAAiB,WAAW;EAC3B,QAAQ;EACR,SAAS;EACT,WAAW;EACZ;CACF;;;;;;;AA2DD,IAAa,eAAiD;EAC3D,iBAAiB,UAAU;EAC3B,iBAAiB,UAAU;EAC3B,iBAAiB,SAAS;EAC1B,iBAAiB,YAAY;EAC7B,iBAAiB,aAAa;EAC9B,iBAAiB,WAAW;CAC9B;;;;;;;AAQD,IAAa,iBAAmD;EAC7D,iBAAiB,UAAU;EAC3B,iBAAiB,UAAU;EAC3B,iBAAiB,SAAS;EAC1B,iBAAiB,YAAY;EAC7B,iBAAiB,aAAa;EAC9B,iBAAiB,WAAW;CAC9B;;;;;;;;;AAUD,IAAY,mBAAL,yBAAA,kBAAA;;CAEL,iBAAA,YAAS;;CAET,iBAAA,SAAM;;CAEN,iBAAA,UAAO;;CAEP,iBAAA,UAAO;;CAEP,iBAAA,WAAQ;;CAER,iBAAA,UAAO;;KACR;;;;;;;AAkDD,IAAa,wBAA2C;CACtD,iBAAiB;CACjB,kBAAkB;CAClB,eAAe;CACf,cAAc;CACd,iBAAiB;CACjB,kBAAkB;CAClB,gBAAgB;CAChB,WAAW;CACX,mBAAmB;CACpB;;;;;;;AAQD,IAAa,2BAA4C;CACvD,YAAY,iBAAiB;CAC7B,WAAW;CACX,gBAAgB;CACjB;;;;;;;AAQD,IAAa,uBAAyC;CACpD,gBAAgB,IAAI,MAAM,QAAQ,GAAG,KAAK,EAAE;CAC5C,eAAe,IAAI,MAAM,QAAQ,GAAG,GAAG,EAAE;CACzC,aAAa;EAAE,GAAG;EAAG,GAAG;EAAG;CAC3B,eAAe;CACf,SAAS;CACV"}
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