치지직 채팅창 인식 추가 및 주사위 횟수 증가 추가.

This commit is contained in:
kimyu
2026-09-16 02:21:39 +09:00
parent 171a4e19f6
commit 7c402dfd8f
22 changed files with 2133 additions and 90 deletions

View File

@@ -1,6 +1,15 @@
'use client';
import { Suspense, useCallback, useEffect, useLayoutEffect, useRef, useState } from 'react';
import {
memo,
Suspense,
useCallback,
useEffect,
useLayoutEffect,
useMemo,
useRef,
useState,
} from 'react';
import { Canvas, useFrame, useLoader, useThree } from '@react-three/fiber';
import {
Physics,
@@ -33,10 +42,10 @@ const WALL_HALF_H = WALL_HEIGHT / 2;
const STILL_SPEED_SQ = 0.05;
const STILL_FRAMES = 18;
const MIN_VIEW_PX = 16;
const DEFAULT_DICE_FACE_TEXTURES = getDiceFaceTextureList(DEFAULT_ASSETS.dice);
// 결과 판정: 로컬 법선이 월드 +Y에 가장 가까운 면
const DICE_FACES = [
{ value: 1, localNormal: new Vector3(0, 1, 0) },
{ value: 6, localNormal: new Vector3(0, -1, 0) },
@@ -51,9 +60,7 @@ const _normal = new Vector3();
const WORLD_UP = new Vector3(0, 1, 0);
export type DiceRollResult = {
/** 이동에 쓰는 합 */
sum: number;
/** 각 주사위 윗면 */
faces: number[];
};
@@ -248,6 +255,7 @@ function RapierDiceExample({
faceUrlSets,
floorColor,
floorImage,
canvasKey,
}: {
diceRefs: React.RefObject<RapierRigidBody | null>[];
diceCount: DiceCount;
@@ -256,15 +264,18 @@ function RapierDiceExample({
faceUrlSets: string[][];
floorColor: string;
floorImage: string | null;
canvasKey: number;
}) {
const spawnX = diceCount === 2 ? [-0.85, 0.85] : [0];
return (
<Canvas
key={canvasKey}
orthographic
camera={{ position: [0, 20, 0.01], zoom: 1 }}
className="h-full w-full"
gl={{ alpha: true }}
gl={{ alpha: true, antialias: true }}
resize={{ scroll: false, debounce: { scroll: 0, resize: 0 } }}
>
<FitSquareFloor />
<ambientLight intensity={0.85} />
@@ -282,7 +293,7 @@ function RapierDiceExample({
{spawnX.map((x, index) => (
<RigidBody
key={`die-${index}-${diceCount}`}
key={`die-${index}-${diceCount}-${canvasKey}`}
ref={diceRefs[index]}
type="dynamic"
position={[x, 4, index === 0 ? 0 : 0.15]}
@@ -290,7 +301,14 @@ function RapierDiceExample({
restitution={0.2}
friction={0.6}
>
<Suspense fallback={null}>
<Suspense
fallback={
<mesh>
<boxGeometry args={[1, 1, 1]} />
<meshStandardMaterial color="#f8fafc" />
</mesh>
}
>
<DiceMesh
key={faceUrlSets[index]?.join('|') ?? index}
faceUrls={faceUrlSets[index] ?? DEFAULT_DICE_FACE_TEXTURES}
@@ -310,9 +328,12 @@ function RapierDiceExample({
}
function rollDice(body: RapierRigidBody | null) {
if (!body) return;
if (!body) return false;
body.wakeUp();
body.setTranslation({ x: body.translation().x, y: 4, z: body.translation().z }, true);
body.setLinvel({ x: 0, y: 0, z: 0 }, true);
body.setAngvel({ x: 0, y: 0, z: 0 }, true);
body.applyImpulse(
{ x: (Math.random() - 0.5) * 8, y: 4 + Math.random() * 4, z: (Math.random() - 0.5) * 8 },
true,
@@ -321,6 +342,7 @@ function rollDice(body: RapierRigidBody | null) {
{ x: (Math.random() - 0.5) * 6, y: (Math.random() - 0.5) * 6, z: (Math.random() - 0.5) * 6 },
true,
);
return true;
}
function formatResult(result: DiceRollResult | null) {
@@ -329,16 +351,25 @@ function formatResult(result: DiceRollResult | null) {
return `결과: ${result.faces.join(' + ')} = ${result.sum}`;
}
export default function Dice({
export default memo(function Dice({
onRolled,
disabled = false,
requireDiceQueue = false,
diceQueue = 0,
onConsumeDice,
}: {
onRolled?: (result: DiceRollResult) => void;
disabled?: boolean;
requireDiceQueue?: boolean;
diceQueue?: number;
onConsumeDice?: (count?: number) => Promise<{ ok: boolean; error?: string }>;
}) {
const hostRef = useRef<HTMLDivElement>(null);
const diceRefA = useRef<RapierRigidBody>(null);
const diceRefB = useRef<RapierRigidBody>(null);
const diceRefs = [diceRefA, diceRefB];
const diceRefs = useMemo(() => [diceRefA, diceRefB], []);
const [view, setView] = useState({ w: 0, h: 0, gen: 0 });
const [rolling, setRolling] = useState(false);
const [result, setResult] = useState<DiceRollResult | null>(null);
const [diceCount, setDiceCount] = useState<DiceCount>(1);
@@ -347,6 +378,7 @@ export default function Dice({
]);
const [floorColor, setFloorColor] = useState(DEFAULT_DICE_FLOOR_COLOR);
const [floorImage, setFloorImage] = useState<string | null>(null);
const [queueHint, setQueueHint] = useState<string | null>(null);
useEffect(() => {
const assets = getAssets();
@@ -360,6 +392,36 @@ export default function Dice({
setFloorImage(assets.diceFloorImage);
}, []);
// 칸 크기가 잡히기 전에 Canvas가 마운트되면 WebGL이 깨져 주사위가 안 보임
useEffect(() => {
const el = hostRef.current;
if (!el || typeof ResizeObserver === 'undefined') return;
const apply = (width: number, height: number) => {
const w = Math.floor(width);
const h = Math.floor(height);
setView((prev) => {
const ready = w >= MIN_VIEW_PX && h >= MIN_VIEW_PX;
const wasReady = prev.w >= MIN_VIEW_PX && prev.h >= MIN_VIEW_PX;
if (!ready) return { w, h, gen: prev.gen };
if (!wasReady) return { w, h, gen: prev.gen + 1 };
if (Math.abs(w - prev.w) > 4 || Math.abs(h - prev.h) > 4) {
return { w, h, gen: prev.gen + 1 };
}
return prev;
});
};
apply(el.clientWidth, el.clientHeight);
const ro = new ResizeObserver((entries) => {
const cr = entries[0]?.contentRect;
if (!cr) return;
apply(cr.width, cr.height);
});
ro.observe(el);
return () => ro.disconnect();
}, []);
const onSettled = useCallback(
(next: DiceRollResult) => {
setResult(next);
@@ -369,42 +431,91 @@ export default function Dice({
[onRolled],
);
const busy = rolling || disabled;
const canvasReady = view.w >= MIN_VIEW_PX && view.h >= MIN_VIEW_PX && view.gen > 0;
const busy =
rolling || disabled || !canvasReady || (requireDiceQueue && diceQueue <= 0);
return (
<div className="relative h-full w-full" style={{ containerType: 'size' }}>
<div className="absolute top-0 left-0 aspect-square w-[min(100%,100cqh)]">
<RapierDiceExample
diceRefs={diceRefs}
diceCount={diceCount}
rolling={rolling}
onSettled={onSettled}
faceUrlSets={faceUrlSets}
floorColor={floorColor}
floorImage={floorImage}
/>
<div className="relative h-full w-full min-h-0 min-w-0" style={{ containerType: 'size' }}>
<div
ref={hostRef}
className="absolute top-0 left-0 aspect-square w-[min(100%,100cqh)] bg-sky-700/90"
>
{canvasReady ? (
<RapierDiceExample
diceRefs={diceRefs}
diceCount={diceCount}
rolling={rolling}
onSettled={onSettled}
faceUrlSets={faceUrlSets}
floorColor={floorColor}
floorImage={floorImage}
canvasKey={view.gen}
/>
) : (
<div className="flex h-full w-full items-center justify-center text-xs text-white/70">
주사위 준비 중…
</div>
)}
<button
type="button"
className="absolute bottom-2 left-2 z-10 rounded bg-black/70 px-3 py-1 text-sm text-white disabled:opacity-50"
disabled={busy}
onClick={() => {
setResult(null);
setRolling(true);
for (let i = 0; i < diceCount; i++) {
rollDice(diceRefs[i].current);
}
void (async () => {
setQueueHint(null);
if (!canvasReady) {
setQueueHint('주사위 준비 중…');
return;
}
if (requireDiceQueue) {
if (!onConsumeDice) {
setQueueHint('주사위 큐 연동 오류');
return;
}
const consumed = await onConsumeDice(1);
if (!consumed.ok) {
setQueueHint(consumed.error || '남은 주사위 없음');
return;
}
}
// 물리 바디가 아직 없으면 한 프레임 뒤 재시도
const tryRoll = (attempt: number) => {
const bodies = Array.from({ length: diceCount }, (_, i) => diceRefs[i].current);
if (bodies.some((b) => !b)) {
if (attempt < 8) {
requestAnimationFrame(() => tryRoll(attempt + 1));
return;
}
setQueueHint('주사위 준비 중…');
setRolling(false);
return;
}
setResult(null);
setRolling(true);
for (const body of bodies) rollDice(body);
};
tryRoll(0);
})();
}}
>
Roll
Roll{requireDiceQueue ? ` (${diceQueue})` : ''}
</button>
<div className="pointer-events-none absolute right-2 bottom-2 z-10 rounded bg-black/70 px-3 py-1 text-sm text-white">
{rolling
? '굴리는 중…'
: disabled
? '이동 중…'
: formatResult(result)}
{queueHint
? queueHint
: !canvasReady
? '주사위 준비 중…'
: rolling
? '굴리는 중…'
: disabled
? '이동 중…'
: requireDiceQueue && diceQueue <= 0
? '후원 대기 중…'
: formatResult(result)}
</div>
</div>
</div>
);
}
});