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https://github.com/blitzkit/blitzkit.git
synced 2026-10-21 10:47:04 +02:00
use useRef instead of useState
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0477887d68
commit
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1 file changed
+65
-64
+65
-64
@@ -5,7 +5,7 @@ import {
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} from "@blitzkit/core";
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import { invalidate, useFrame } from "@react-three/fiber";
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import type { QuicklimeEvent } from "quicklime";
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import { useEffect, useState } from "react";
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import { useEffect, useRef } from "react";
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import {
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MeshBasicMaterial,
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NormalBlending,
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@@ -43,44 +43,43 @@ export function PrimaryArmorSceneComponent({
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node,
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thickness,
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}: PrimaryArmorSceneComponentProps) {
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const [material] = useState(
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() =>
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new ShaderMaterial({
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fragmentShader,
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vertexShader,
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const material = useRef(
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new ShaderMaterial({
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fragmentShader,
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vertexShader,
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fog: true,
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transparent: true,
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fog: true,
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transparent: true,
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blending: isHalloween ? SubtractiveBlending : NormalBlending,
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blending: isHalloween ? SubtractiveBlending : NormalBlending,
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uniforms: UniformsUtils.merge([
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UniformsLib.common,
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UniformsLib.fog,
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uniforms: UniformsUtils.merge([
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UniformsLib.common,
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UniformsLib.fog,
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{
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thickness: { value: null },
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penetration: { value: null },
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caliber: { value: null },
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ricochet: { value: null },
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normalization: { value: null },
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isExplosive: { value: null },
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canSplash: { value: null },
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damage: { value: null },
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explosionRadius: { value: null },
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greenPenetration: { value: null },
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advancedHighlighting: { value: null },
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opaque: { value: null },
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{
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thickness: { value: null },
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penetration: { value: null },
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caliber: { value: null },
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ricochet: { value: null },
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normalization: { value: null },
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isExplosive: { value: null },
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canSplash: { value: null },
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damage: { value: null },
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explosionRadius: { value: null },
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greenPenetration: { value: null },
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advancedHighlighting: { value: null },
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opaque: { value: null },
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inverseProjectionMatrix: { value: null },
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resolution: { value: new Vector2() },
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spacedArmorBuffer: { value: null },
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spacedArmorDepth: { value: null },
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inverseProjectionMatrix: { value: null },
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resolution: { value: new Vector2() },
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spacedArmorBuffer: { value: null },
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spacedArmorDepth: { value: null },
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opacity: { value: 0 },
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},
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]),
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})
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opacity: { value: 0 },
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},
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]),
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}),
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);
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useEffect(() => {
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@@ -89,17 +88,17 @@ export function PrimaryArmorSceneComponent({
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const shell =
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tankopediaEphemeral.customShell ?? Duel.state.antagonist.shell;
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material.uniforms.caliber.value = shell.caliber;
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material.uniforms.ricochet.value = degToRad(
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isExplosive(shell.type) ? 90 : shell.ricochet!
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material.current.uniforms.caliber.value = shell.caliber;
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material.current.uniforms.ricochet.value = degToRad(
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isExplosive(shell.type) ? 90 : shell.ricochet!,
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);
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material.uniforms.normalization.value = degToRad(
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shell.normalization ?? 0
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material.current.uniforms.normalization.value = degToRad(
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shell.normalization ?? 0,
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);
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material.uniforms.isExplosive.value = isExplosive(shell.type);
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material.uniforms.canSplash.value = canSplash(shell.type);
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material.uniforms.damage.value = shell.armor_damage;
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material.uniforms.explosionRadius.value = shell.explosion_radius;
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material.current.uniforms.isExplosive.value = isExplosive(shell.type);
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material.current.uniforms.canSplash.value = canSplash(shell.type);
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material.current.uniforms.damage.value = shell.armor_damage;
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material.current.uniforms.explosionRadius.value = shell.explosion_radius;
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handleProtagonistEquipmentChange(true);
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handleAntagonistEquipmentChange(true);
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@@ -107,31 +106,32 @@ export function PrimaryArmorSceneComponent({
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invalidate();
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}
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function handleGreenPenetrationChange(greenPenetration: boolean) {
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material.uniforms.greenPenetration.value = greenPenetration;
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material.current.uniforms.greenPenetration.value = greenPenetration;
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}
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function handleAdvancedHighlightingChange(advancedHighlighting: boolean) {
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material.uniforms.advancedHighlighting.value = advancedHighlighting;
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material.current.uniforms.advancedHighlighting.value =
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advancedHighlighting;
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invalidate();
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}
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function handleOpaqueChange(opaque: boolean) {
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material.uniforms.opaque.value = opaque;
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material.current.uniforms.opaque.value = opaque;
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}
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function handleWireframeChange(wireframe: boolean) {
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material.wireframe = wireframe;
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material.current.wireframe = wireframe;
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}
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function handleProtagonistEquipmentChange(noInvalidate = false) {
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const equipment = Duel.state.protagonist.equipmentMatrix;
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const hasEnhancedArmor = hasEquipment(
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110,
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Duel.state.protagonist.tank.equipment_preset,
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equipment
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equipment,
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);
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const equalizer =
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(Duel.state.equalize
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? Duel.state.protagonist.tank.equalizer?.armor
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: undefined) ?? 1;
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material.uniforms.thickness.value =
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material.current.uniforms.thickness.value =
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thickness * (hasEnhancedArmor ? 1.04 : 1) * equalizer;
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if (!noInvalidate) invalidate();
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@@ -145,29 +145,29 @@ export function PrimaryArmorSceneComponent({
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const hasCalibratedShells = hasEquipment(
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103,
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Duel.state.antagonist.tank.equipment_preset,
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equipment
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equipment,
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);
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material.uniforms.penetration.value =
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material.current.uniforms.penetration.value =
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penetration *
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resolvePenetrationCoefficient(
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hasCalibratedShells,
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Duel.state.equalize,
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shell.type,
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Duel.state.antagonist.tank.equalizer
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Duel.state.antagonist.tank.equalizer,
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);
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if (!noInvalidate) invalidate();
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}
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function handleTransitionEvent(event: QuicklimeEvent<number>) {
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material.uniforms.opacity.value = event.data;
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material.current.uniforms.opacity.value = event.data;
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}
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handleShellChange();
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handleGreenPenetrationChange(TankopediaPersistent.state.greenPenetration);
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handleAdvancedHighlightingChange(
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TankopediaPersistent.state.advancedHighlighting
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TankopediaPersistent.state.advancedHighlighting,
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);
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handleOpaqueChange(TankopediaPersistent.state.opaque);
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handleWireframeChange(TankopediaPersistent.state.wireframe);
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@@ -181,27 +181,27 @@ export function PrimaryArmorSceneComponent({
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Tankopedia.on((state) => state.customShell, handleShellChange),
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TankopediaPersistent.on(
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(state) => state.greenPenetration,
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handleGreenPenetrationChange
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handleGreenPenetrationChange,
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),
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TankopediaPersistent.on(
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(state) => state.advancedHighlighting,
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handleAdvancedHighlightingChange
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handleAdvancedHighlightingChange,
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),
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TankopediaPersistent.on((state) => state.opaque, handleOpaqueChange),
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Duel.on(
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(state) => state.protagonist.equipmentMatrix,
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() => handleProtagonistEquipmentChange()
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() => handleProtagonistEquipmentChange(),
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),
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Duel.on(
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(state) => state.antagonist.equipmentMatrix,
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() => handleAntagonistEquipmentChange()
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() => handleAntagonistEquipmentChange(),
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),
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Duel.on(
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(state) => state.equalize,
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() => {
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handleProtagonistEquipmentChange();
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handleAntagonistEquipmentChange();
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}
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},
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),
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() => transitionEvent.off(handleTransitionEvent),
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];
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@@ -212,13 +212,14 @@ export function PrimaryArmorSceneComponent({
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}, []);
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useFrame(({ gl, camera }) => {
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gl.getSize(material.uniforms.resolution.value).multiplyScalar(
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gl.getPixelRatio()
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gl.getSize(material.current.uniforms.resolution.value).multiplyScalar(
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gl.getPixelRatio(),
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);
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material.uniforms.spacedArmorBuffer.value = spacedArmorRenderTarget.texture;
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material.uniforms.spacedArmorDepth.value =
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material.current.uniforms.spacedArmorBuffer.value =
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spacedArmorRenderTarget.texture;
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material.current.uniforms.spacedArmorDepth.value =
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spacedArmorRenderTarget.depthTexture;
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material.uniforms.inverseProjectionMatrix.value =
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material.current.uniforms.inverseProjectionMatrix.value =
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camera.projectionMatrixInverse;
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});
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@@ -243,7 +244,7 @@ export function PrimaryArmorSceneComponent({
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{...props}
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key={`${key}-include`}
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renderOrder={1}
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material={material}
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material={material.current}
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/>
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);
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},
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