UX·FX v1.5 — 햅틱 단계 · 라이브 띠 · HERO 전광판 · Push 우선순위 · Shield · 이클립스 성공·실패 연출
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import 'package:flutter/services.dart';
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/// UX·FX 정렬 기준 v1.5 §1 공통 강도 5단계 — 기능마다 햅틱을 따로 고르지 않게 한 곳에 둔다.
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///
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/// | 강도 | 대표 상황(원문) | 햅틱 원칙(원문) |
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/// |---|---|---|
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/// | Micro | 출석 · 좋아요 등 경량 행동 | Light 1회 또는 생략 |
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/// | Small | 일반 ZAP · 일반 Quest | Light |
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/// | Medium | Music/Location Quest 완료 · Level Up | Medium |
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/// | Large | Campaign 주요 기여 · Eclipse 공동 방어 | Medium~Strong, 반복 억제 |
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/// | Legendary | Planet Evolution · Campaign 100% · HERO GIFT | Strong 1회 + 필요 시 짧은 패턴 |
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///
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/// Large 는 원문이 「Medium~Strong」 범위라 Medium 과 구분되도록 Strong 을 쓴다(해석 확인 항목).
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/// Legendary 의 「짧은 패턴」은 원문에 길이 · 횟수가 없어 Strong 1회만 낸다(해석 확인 항목).
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enum FxIntensity { micro, small, medium, large, legendary }
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/// 강도에 맞는 햅틱 한 번.
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Future<void> fxHaptic(FxIntensity level) => switch (level) {
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FxIntensity.micro || FxIntensity.small => HapticFeedback.lightImpact(),
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FxIntensity.medium => HapticFeedback.mediumImpact(),
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FxIntensity.large || FxIntensity.legendary => HapticFeedback.heavyImpact(),
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};
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@@ -45,6 +45,8 @@ class LivePlanet25D extends StatelessWidget {
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level: state?.level,
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evolutionImminent: state?.evolutionImminent ?? false,
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isEclipsed: state?.isEclipsed ?? false,
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eclipseFailed: state?.eclipseFailed ?? false,
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eclipseSuccessId: state?.eclipseSuccessId,
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isHibernating: state?.isHibernating ?? false,
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isHeroTime: state?.isHeroTime ?? false,
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heroEventIds: state?.heroEventIds,
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@@ -4,6 +4,7 @@ import 'package:flutter/material.dart';
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import '../theme/tokens.dart';
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import 'planet_evolution.dart';
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import 'planet_fx_scope.dart';
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import 'adaptive_planet_effects.dart';
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import '../i18n/app_locale.dart';
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@@ -134,6 +135,8 @@ class Planet25D extends StatefulWidget {
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this.level,
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this.evolutionImminent = false,
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this.isEclipsed = false,
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this.eclipseFailed = false,
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this.eclipseSuccessId,
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this.isHibernating = false,
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this.isHeroTime = false,
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this.heroEventIds,
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@@ -161,6 +164,12 @@ class Planet25D extends StatefulWidget {
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final int? stage;
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final int? level;
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final bool isEclipsed;
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/// 이클립스 실패 확정 — 파괴 표현 없이 밝기 · Glow · Particle 만 줄인다(v1.5 §5).
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final bool eclipseFailed;
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/// 이클립스 성공 회차. 바뀌면 광량 복원 뒤 짧은 Orbit Burst(v1.5 §5 「그림자 이탈 → 복원 → Orbit Burst」).
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final String? eclipseSuccessId;
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final bool isHibernating;
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final bool isHeroTime;
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final Set<String>? heroEventIds;
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@@ -180,7 +189,7 @@ class Planet25D extends StatefulWidget {
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}
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class _Planet25DState extends State<Planet25D>
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with SingleTickerProviderStateMixin {
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with TickerProviderStateMixin {
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int get _quality => widget.lowEffects ? 2 : PlanetEffectsQuality.of(context);
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bool get _lowEffects => _quality >= 2;
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bool get _celebrating =>
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@@ -198,6 +207,9 @@ class _Planet25DState extends State<Planet25D>
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? 0.5
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: _celebrating
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? 1.3
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: widget.eclipseFailed
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// 실패의 감소 폭은 원문에 수치가 없어 이클립스 진행 중과 같은 값을 쓴다(해석 확인 항목).
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? 0.5
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: 1;
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late final AnimationController _c = AnimationController(
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vsync: this,
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@@ -217,6 +229,7 @@ class _Planet25DState extends State<Planet25D>
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@override
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void didChangeDependencies() {
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super.didChangeDependencies();
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_fx = PlanetFxScope.of(context);
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_syncMotion();
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}
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@@ -230,10 +243,32 @@ class _Planet25DState extends State<Planet25D>
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if (_motionEnabled) _c.repeat();
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}
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_syncMotion();
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_maybeBurst(old);
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}
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/// 이클립스 성공 연출 — 광량 복원([_restore]) 뒤 Orbit Burst([orbitBurstDuration]).
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late final AnimationController _burst = AnimationController(
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vsync: this,
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duration: _restore + orbitBurstDuration,
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)..addStatusListener((status) {
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if (status == AnimationStatus.completed) _fx?.setActive(this, false);
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});
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static const _restore = Duration(seconds: 2);
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PlanetFxActivity? _fx;
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void _maybeBurst(Planet25D old) {
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final id = widget.eclipseSuccessId;
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if (id == null || id == old.eclipseSuccessId || !_motionEnabled) return;
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// 한 화면에 강한 연출은 하나 — 진화 · HERO 가 재생 중이면 겹치지 않는다(v1.5 §1.1).
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if (_fx?.busy ?? false) return;
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_fx?.setActive(this, true);
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_burst.forward(from: 0);
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}
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@override
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void dispose() {
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_fx?.setActive(this, false);
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_burst.dispose();
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_c.dispose();
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super.dispose();
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}
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@@ -252,10 +287,39 @@ class _Planet25DState extends State<Planet25D>
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heroEnabled: !widget.isEclipsed && !widget.isHibernating,
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animate: widget.animate,
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lowEffects: _lowEffects,
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builder: (stage) => Opacity(
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key: const ValueKey('planet-surface-light'),
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opacity: light.clamp(0.0, 1.0),
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child: _planet(context, stage, light),
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builder: (stage) => Stack(
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clipBehavior: Clip.none,
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alignment: Alignment.center,
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children: [
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Opacity(
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key: const ValueKey('planet-surface-light'),
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opacity: light.clamp(0.0, 1.0),
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child: _planet(context, stage, light),
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),
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if (_burst.isAnimating)
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Positioned.fill(
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child: IgnorePointer(
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child: AnimatedBuilder(
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animation: _burst,
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builder: (context, _) {
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final total = _burst.duration!.inMilliseconds;
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final p =
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((_burst.value * total - _restore.inMilliseconds) /
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orbitBurstDuration.inMilliseconds)
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.clamp(0.0, 1.0);
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return CustomPaint(
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key: const ValueKey('eclipse-orbit-burst'),
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painter: _OrbitBurstPainter(
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p,
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widget.glow,
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_lowEffects,
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),
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);
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},
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),
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),
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),
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],
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),
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),
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);
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@@ -818,3 +882,25 @@ class _SustainedAura extends CustomPainter {
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bool shouldRepaint(_SustainedAura old) =>
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old.color != color || old.lowEffects != lowEffects;
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}
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/// 이클립스 성공 Orbit Burst 길이. 원문은 「짧은」만 적어 Level Up 경량 연출(850ms)과 같게 둔다(해석 확인 항목).
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const orbitBurstDuration = Duration(milliseconds: 850);
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class _OrbitBurstPainter extends CustomPainter {
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const _OrbitBurstPainter(this.progress, this.color, this.lowEffects);
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final double progress;
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final Color color;
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final bool lowEffects;
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@override
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void paint(Canvas canvas, Size size) {
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if (progress <= 0 || progress >= 1) return;
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paintOrbitBurst(canvas, size, progress, color, lowEffects);
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}
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@override
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bool shouldRepaint(_OrbitBurstPainter old) =>
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old.progress != progress ||
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old.color != color ||
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old.lowEffects != lowEffects;
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}
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@@ -1,11 +1,11 @@
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import 'dart:math' as math;
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import 'package:flutter/material.dart';
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import 'package:flutter/services.dart';
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import '../theme/tokens.dart';
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import 'planet_fx_scope.dart';
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import '../i18n/app_locale.dart';
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import 'fx_intensity.dart';
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/// v1.5 §2.1/6. 진화·HERO 발동은 하나의 타임라인을 쓰며 첫 조회는 기준점이다.
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class PlanetEvolution extends StatefulWidget {
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@@ -206,9 +206,9 @@ class _PlanetEvolutionState extends State<PlanetEvolution>
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_fx.forward(from: 0);
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if (ending) return;
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if (evolution || hero) {
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HapticFeedback.heavyImpact();
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fxHaptic(FxIntensity.legendary); // Evolution · HERO GIFT
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} else {
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HapticFeedback.mediumImpact();
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fxHaptic(FxIntensity.medium); // Level Up
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}
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}
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@@ -469,35 +469,7 @@ class _HeroPainter extends CustomPainter {
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).createShader(Rect.fromCircle(center: point, radius: radius * 2)),
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);
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} else {
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final burst = (p - 0.5) * 2;
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final paint = Paint()
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..style = PaintingStyle.stroke
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..strokeWidth = 2 * (1 - burst) + 0.5
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..color = color.withValues(alpha: (1 - burst) * 0.65);
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canvas.save();
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canvas.translate(c.dx, c.dy);
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canvas.rotate(-0.32);
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for (var i = 0; i < 2; i++) {
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canvas.drawOval(
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Rect.fromCenter(
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center: Offset.zero,
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width: r * (0.8 + burst * 2.2 - i * 0.15),
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height: r * (0.3 + burst - i * 0.05),
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),
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paint,
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);
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}
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canvas.restore();
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final count = lowEffects ? 8 : 24;
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for (var i = 0; i < count; i++) {
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final a = i * 2.399;
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final reach = r * (0.3 + burst * (0.8 + (i % 3) * 0.12));
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canvas.drawCircle(
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c + Offset(math.cos(a), math.sin(a) * 0.7) * reach,
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1 + i % 3 * 0.4,
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Paint()..color = color.withValues(alpha: (1 - burst) * 0.8),
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);
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}
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paintOrbitBurst(canvas, size, (p - 0.5) * 2, color, lowEffects);
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}
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}
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@@ -507,3 +479,44 @@ class _HeroPainter extends CustomPainter {
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old.lowEffects != lowEffects ||
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old.ending != ending;
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}
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/// Orbit Burst — 기울어진 궤도 고리가 바깥으로 퍼지고 입자가 흩어진다. [burst] 0 → 1.
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/// HERO 발동의 Ring Wave 와 이클립스 성공(v1.5 §5 「짧은 Orbit Burst」)이 같이 쓴다.
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void paintOrbitBurst(
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Canvas canvas,
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Size size,
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double burst,
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Color color,
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bool lowEffects,
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) {
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final c = size.center(Offset.zero);
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final r = size.shortestSide * 0.46;
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final paint = Paint()
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..style = PaintingStyle.stroke
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..strokeWidth = 2 * (1 - burst) + 0.5
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..color = color.withValues(alpha: (1 - burst) * 0.65);
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canvas.save();
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canvas.translate(c.dx, c.dy);
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canvas.rotate(-0.32);
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for (var i = 0; i < 2; i++) {
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canvas.drawOval(
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Rect.fromCenter(
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center: Offset.zero,
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width: r * (0.8 + burst * 2.2 - i * 0.15),
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height: r * (0.3 + burst - i * 0.05),
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),
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paint,
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);
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}
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canvas.restore();
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final count = lowEffects ? 8 : 24;
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for (var i = 0; i < count; i++) {
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final a = i * 2.399;
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final reach = r * (0.3 + burst * (0.8 + (i % 3) * 0.12));
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canvas.drawCircle(
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c + Offset(math.cos(a), math.sin(a) * 0.7) * reach,
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1 + i % 3 * 0.4,
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Paint()..color = color.withValues(alpha: (1 - burst) * 0.8),
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);
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}
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}
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