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replay-viewer

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Rocket League replay viewer React component and tooling

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var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) { function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); } return new (P || (P = Promise))(function (resolve, reject) { function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } } function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } } function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); } step((generator = generator.apply(thisArg, _arguments || [])).next()); }); }; var __generator = (this && this.__generator) || function (thisArg, body) { var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g; return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g; function verb(n) { return function (v) { return step([n, v]); }; } function step(op) { if (f) throw new TypeError("Generator is already executing."); while (_) try { if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t; if (y = 0, t) op = [op[0] & 2, t.value]; switch (op[0]) { case 0: case 1: t = op; break; case 4: _.label++; return { value: op[1], done: false }; case 5: _.label++; y = op[1]; op = [0]; continue; case 7: op = _.ops.pop(); _.trys.pop(); continue; default: if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; } if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; } if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; } if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; } if (t[2]) _.ops.pop(); _.trys.pop(); continue; } op = body.call(thisArg, _); } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; } if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true }; } }; import { Cache, Scene } from "three"; import GameFieldAssets from "../loaders/scenes/GameFieldAssets"; import SceneManager from "../managers/SceneManager"; import { buildBall } from "./ball/buildBall"; import { buildPlayfield } from "./field/buildPlayfield"; import BasicPlayerBuilder from "./player/BasicPlayerBuilder"; import { addLighting } from "./scene/addLighting"; var getPlayersAndScene = function (playerInfo, loadingManager) { return __awaiter(void 0, void 0, void 0, function () { var basicBuilder, scene, players; return __generator(this, function (_a) { switch (_a.label) { case 0: basicBuilder = new BasicPlayerBuilder(loadingManager); scene = new Scene(); return [4 /*yield*/, basicBuilder.buildPlayers(scene, playerInfo)]; case 1: players = _a.sent(); return [2 /*return*/, [players, scene]]; } }); }); }; /** * @description The sole purpose of this function is to initialize and tie together all of the * required assets for the replay viewer. This includes resizing and lighting to ensure that every * object is of the correct color and size. Out of necessity, this function is what loads all * required game assets. */ var defaultSceneBuilder = function (playerInfo, loadingManager) { return __awaiter(void 0, void 0, void 0, function () { var _a, players, scene, field, ball; return __generator(this, function (_b) { switch (_b.label) { case 0: // Enabled caching used by three's loaders Cache.enabled = true; if (loadingManager) { GameFieldAssets.loadingManager = loadingManager; } return [4 /*yield*/, GameFieldAssets.load()]; case 1: _b.sent(); return [4 /*yield*/, getPlayersAndScene(playerInfo, loadingManager)]; case 2: _a = _b.sent(), players = _a[0], scene = _a[1]; addLighting(scene); field = buildPlayfield(scene); ball = buildBall(scene); return [2 /*return*/, SceneManager.init({ scene: scene, ball: ball, field: field, players: players, })]; } }); }); }; export default defaultSceneBuilder; //# sourceMappingURL=SceneBuilder.js.map