Merge branch 'main' into dev

This commit is contained in:
tresabhi committed 2026-07-11 18:04:36 -05:00
commit 375adadbe5
1 file changed
+24 -18
@@ -42,10 +42,10 @@ const TRACER_THIN = TRACER_THICK / 2;
export function ShotDisplay() {
const shot = Tankopedia.use((state) => state.shot);
const inTracer = useRef<Mesh>(null!);
const outTracer = useRef<Mesh>(null!);
const splashRadiusWrapper = useRef<Group>(null!);
const splashRadiusMaterial = useRef<MeshBasicMaterial>(null!);
const inTracer = useRef<Mesh>(null);
const outTracer = useRef<Mesh>(null);
const splashRadiusWrapper = useRef<Group>(null);
const splashRadiusMaterial = useRef<MeshBasicMaterial>(null);
const { locale } = useLocale();
useEffect(() => {
@@ -63,10 +63,10 @@ export function ShotDisplay() {
outlineMaterial,
).computeLineDistances();
splashRadiusWrapper.current.add(outline);
splashRadiusWrapper.current?.add(outline);
return () => {
splashRadiusWrapper.current.remove(outline);
splashRadiusWrapper.current?.remove(outline);
};
}
});
@@ -255,11 +255,11 @@ export function ShotDisplay() {
}
interface AnimatorProps {
inTracer: RefObject<Mesh>;
outTracer: RefObject<Mesh>;
inTracer: RefObject<Mesh | null>;
outTracer: RefObject<Mesh | null>;
splashRadiusWrapper: RefObject<Group>;
splashRadiusMaterial: RefObject<MeshBasicMaterial>;
splashRadiusWrapper: RefObject<Group | null>;
splashRadiusMaterial: RefObject<MeshBasicMaterial | null>;
inLength: number;
outLength: number;
@@ -283,17 +283,23 @@ function Animator({
const tracerT1 = t % 1;
const tracerT2 = (t + 0.5) % 1;
inTracer.current.scale.set(1, 1 - 2 * Math.abs(tracerT1 - 0.5), 1);
inTracer.current.position.set(0, (1 - tracerT1) * inLength, 0);
if (inTracer.current) {
inTracer.current.scale.set(1, 1 - 2 * Math.abs(tracerT1 - 0.5), 1);
inTracer.current.position.set(0, (1 - tracerT1) * inLength, 0);
if (outTracer.current) {
outTracer.current.scale.set(1, 1 - 2 * Math.abs(tracerT2 - 0.5), 1);
outTracer.current.position.set(0, tracerT2 * outLength, 0);
if (outTracer.current) {
outTracer.current.scale.set(1, 1 - 2 * Math.abs(tracerT2 - 0.5), 1);
outTracer.current.position.set(0, tracerT2 * outLength, 0);
}
invalidate();
}
invalidate();
if (shot.splashRadius !== undefined) {
if (
shot.splashRadius !== undefined &&
splashRadiusWrapper.current &&
splashRadiusMaterial.current
) {
if (animationStartTime === null) animationStartTime = t;
const scale =