Implement scene-based chapter quest progression
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This commit is contained in:
2026-04-08 11:58:47 +08:00
parent 9d2fc9e4b8
commit bd9fdcbe31
170 changed files with 18259 additions and 1049 deletions

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@@ -25,6 +25,7 @@ import {
getEquipmentRarityLabel,
getEquipmentSlotLabel,
} from '../data/equipmentEffects';
import { buildMedievalNpcVisualFromCustomWorldVisual } from '../data/medievalNpcVisuals';
import type { CharacterChatTarget } from '../hooks/useStoryGeneration';
import { getResourceLabelsForWorld } from '../services/customWorldPresentation';
import {
@@ -61,6 +62,7 @@ import {
StatusRow,
} from './CharacterInfoShared';
import type { GameCanvasEntitySelection } from './GameCanvas';
import { MedievalNpcAnimator } from './MedievalNpcAnimator';
import { PixelIcon } from './PixelIcon';
interface CharacterPanelProps {
@@ -613,15 +615,22 @@ export function CharacterPanel({
>
<div className="flex flex-col items-center text-center">
<div className="flex h-36 w-full max-w-[15rem] items-end justify-center overflow-hidden rounded-2xl border border-white/10 bg-black/20 sm:h-40">
<CharacterAnimator
state={AnimationState.IDLE}
character={selectedMember.character}
className="h-full w-full"
imageClassName="object-bottom"
style={getCharacterDetailSpriteStyle(
selectedMember.character,
)}
/>
{selectedMember.character.visual ? (
<MedievalNpcAnimator
visualSpec={buildMedievalNpcVisualFromCustomWorldVisual(selectedMember.character.visual)}
scale={2.08}
/>
) : (
<CharacterAnimator
state={AnimationState.IDLE}
character={selectedMember.character}
className="h-full w-full"
imageClassName="object-bottom"
style={getCharacterDetailSpriteStyle(
selectedMember.character,
)}
/>
)}
</div>
<div className="mt-3 text-base font-bold text-white">
{selectedMember.character.name}