A dialogue line gains a "✎ Note this" capture that saves it to a per-playthrough notebook (migration 035 + notebook endpoints). The inventory notebook lists captured pages in a handwriting font (Google "Reenie Beanie") and "✂ Tear to board" drops a page onto the current board as a note exhibit (reusing addNote), then removes the page. Board notes render handwritten too. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
184 lines
11 KiB
TypeScript
184 lines
11 KiB
TypeScript
import { useEffect, useMemo, useRef, useState, type FC } from 'react'
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import { audio } from './audio'
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export type RuntimeUtterance = { id: string; utterer: 'npc' | 'player'; speaker: { name: string; role: string }; poseUrl: string | null; text: string; childIds: string[]; terminalKey: string | null; awardsFlag?: string | null }
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export type RuntimeNode = { id: string; kind: 'cutscene' | 'dialogue' | 'level' | 'merit'; label: string; componentKey?: string | null; levelSlug?: string | null; musicUrl?: string | null; musicVolume?: number; awardsFlag?: string | null; utterances?: RuntimeUtterance[]; rootId?: string | null }
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export type PlaythroughSummary = { id: string; mysterySlug: string; levelSlug: string | null; status: string }
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export type PlaythroughState = { playthrough: PlaythroughSummary; node: RuntimeNode | null }
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function usePrefersReducedMotion() {
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const [reduced, setReduced] = useState(() => window.matchMedia?.('(prefers-reduced-motion: reduce)').matches ?? false)
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useEffect(() => {
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const query = window.matchMedia?.('(prefers-reduced-motion: reduce)')
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if (!query) return
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const listener = (event: MediaQueryListEvent) => setReduced(event.matches)
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query.addEventListener('change', listener)
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return () => query.removeEventListener('change', listener)
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}, [])
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return reduced
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}
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export function SplashScreen({ hasResume, busy, status, onNewGame, onResume }: {
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hasResume: boolean; busy: boolean; status?: string; onNewGame: () => void; onResume: () => void
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}) {
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return <div className="splash">
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<div className="splash-plate">
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<div className="seal">GU</div>
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<h1 className="splash-title">PRINCIPAL INVESTIGATOR</h1>
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<p className="splash-sub">Glitch University</p>
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<div className="splash-actions">
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{hasResume && <button className="splash-button" disabled={busy} onClick={onResume}>RESUME</button>}
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<button className="splash-button primary" disabled={busy} onClick={onNewGame}>NEW GAME</button>
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</div>
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<small className="splash-status">{busy ? 'OPENING CASE FILE…' : status || 'GLITCH UNIVERSITY NETWORK TERMINAL'}</small>
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</div>
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</div>
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}
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// Bespoke cutscene components, keyed by a node's component_key (mirrors the exhibit registry).
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const GlassHarbourDiversion: FC<{ onComplete: () => void }> = ({ onComplete }) => (
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<div className="cutscene-card title-card" onClick={onComplete}>
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<div className="title-card-inner">
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<small>Greyhaven file 87-10</small>
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<h1>The Glass Harbour Diversion</h1>
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<button className="cutscene-begin" onClick={event => { event.stopPropagation(); onComplete() }}>Begin ▸</button>
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</div>
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</div>
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)
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const CUTSCENE_REGISTRY: Record<string, FC<{ onComplete: () => void }>> = { 'glass-harbour-diversion': GlassHarbourDiversion }
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export const CUTSCENE_COMPONENT_KEYS = Object.keys(CUTSCENE_REGISTRY)
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// Merit ceremony components, keyed by a merit node's component_key (e.g. a 3D
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// award model). The achievement itself is granted server-side on arrival; this is
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// purely the presentation of receiving it.
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const MERIT_REGISTRY: Record<string, FC<{ label: string; onComplete: () => void }>> = {}
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export const MERIT_COMPONENT_KEYS = Object.keys(MERIT_REGISTRY)
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export function MeritHost({ componentKey, label, awardsFlag, onComplete }: { componentKey: string | null | undefined; label: string; awardsFlag?: string | null; onComplete: () => void }) {
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const Component = componentKey ? MERIT_REGISTRY[componentKey] : undefined
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if (Component) return <Component label={label} onComplete={onComplete} />
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return <div className="cutscene-card merit-card" onClick={onComplete}>
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<div className="title-card-inner">
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<small className="merit-eyebrow">◆ MERIT AWARDED ◆</small>
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<h1>{label}</h1>
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{awardsFlag && <p className="merit-flag">🏅 {awardsFlag}</p>}
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<button className="cutscene-begin" onClick={event => { event.stopPropagation(); onComplete() }}>Accept ▸</button>
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</div>
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</div>
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}
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export function CutsceneHost({ componentKey, label, onComplete }: { componentKey: string | null | undefined; label: string; onComplete: () => void }) {
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const Component = componentKey ? CUTSCENE_REGISTRY[componentKey] : undefined
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if (Component) return <Component onComplete={onComplete} />
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return <div className="cutscene-card title-card" onClick={onComplete}>
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<div className="title-card-inner">
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<h1>{label}</h1>
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<small className="cutscene-missing">{componentKey ? `component "${componentKey}" not registered` : 'no component set'}</small>
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<button className="cutscene-begin" onClick={event => { event.stopPropagation(); onComplete() }}>Continue ▸</button>
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</div>
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</div>
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}
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// Walk a dialogue node's utterance tree: play NPC lines, present player options at a
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// branch, follow a chosen option to the next line or out through its exit terminal.
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export function DialoguePlayer({ node, onExit, onAward, onCapture, inline, startId }: { node: { utterances: RuntimeUtterance[]; rootId: string | null }; onExit: (terminalKey?: string) => void; onAward?: (utteranceId: string) => void; onCapture?: (text: string, utteranceId: string) => void; inline?: boolean; startId?: string | null }) {
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const byId = useMemo(() => new Map(node.utterances.map(u => [u.id, u])), [node.utterances])
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const [currentId, setCurrentId] = useState<string | null>(startId ?? node.rootId)
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const onAwardRef = useRef(onAward)
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onAwardRef.current = onAward
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// In preview, clicking an utterance card jumps the walk to that line.
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useEffect(() => { if (startId !== undefined) setCurrentId(startId ?? node.rootId) }, [startId, node.rootId])
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const [charCount, setCharCount] = useState(0)
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const reduced = usePrefersReducedMotion()
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const current = currentId ? byId.get(currentId) ?? null : null
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const fullText = current?.text ?? ''
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const done = charCount >= fullText.length
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const children = current ? current.childIds.map(id => byId.get(id)).filter((c): c is RuntimeUtterance => Boolean(c)) : []
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const options = children.filter(c => c.utterer === 'player')
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const showChoices = done && options.length > 0
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useEffect(() => {
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if (!current) { onExit(); return }
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if (reduced) { setCharCount(fullText.length); return }
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setCharCount(0)
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const id = window.setInterval(() => setCharCount(count => (count >= fullText.length ? count : count + 1)), 18)
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return () => window.clearInterval(id)
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}, [currentId, fullText, reduced]) // eslint-disable-line react-hooks/exhaustive-deps
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// Typewriter clatter as characters are revealed (every other non-space char).
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useEffect(() => {
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if (inline || charCount === 0 || charCount > fullText.length) return
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const ch = fullText[charCount - 1]
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if (ch && ch !== ' ' && charCount % 2 === 0) audio.type()
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}, [charCount]) // eslint-disable-line react-hooks/exhaustive-deps
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// Grant a line's authored achievement when it becomes current (play mode only).
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useEffect(() => {
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if (inline || !currentId) return
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const utterance = byId.get(currentId)
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if (utterance?.awardsFlag) onAwardRef.current?.(utterance.id)
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}, [currentId, inline, byId])
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const pick = (choice: RuntimeUtterance) => {
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if (!inline) audio.sfx('choice')
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if (!inline && choice.awardsFlag) onAwardRef.current?.(choice.id)
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if (choice.childIds.length > 0) setCurrentId(choice.childIds[0])
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else onExit(choice.terminalKey ?? undefined)
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}
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const proceedRef = useRef(() => {})
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proceedRef.current = () => {
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if (!current) { onExit(); return }
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if (!done) { setCharCount(fullText.length); return }
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if (children.length === 0) { onExit(current.terminalKey ?? undefined); return }
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if (options.length > 0) return // a branch — wait for a choice
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if (!inline) audio.sfx('advance')
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setCurrentId(children[0].id) // linear next line
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}
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useEffect(() => {
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if (inline) return // preview advances by click only, so it never steals the editor's keys
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const onKey = (event: KeyboardEvent) => {
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if (!showChoices && (event.key === ' ' || event.key === 'Enter' || event.key === 'ArrowRight')) { event.preventDefault(); proceedRef.current() }
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}
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window.addEventListener('keydown', onKey)
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return () => window.removeEventListener('keydown', onKey)
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}, [showChoices, inline])
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if (!current) return null
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return <div className={`dialogue${inline ? ' inline' : ''}`} role="dialog" aria-label="Dialogue" onClick={() => { if (!showChoices) proceedRef.current() }}>
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<div className="dialogue-portrait">{current.poseUrl && <img src={current.poseUrl} alt={current.speaker.name} />}</div>
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<div className="dialogue-scrim" aria-hidden />
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<div className="dialogue-box">
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<div className="dialogue-panel">
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<div className="dialogue-speaker"><strong>{current.speaker.name}</strong>{current.speaker.role && <em>{current.speaker.role}</em>}
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{onCapture && !inline && current.utterer === 'npc' && done && <button className="dialogue-capture" title="Copy to notebook" onClick={event => { event.stopPropagation(); onCapture(current.text, current.id) }}>✎ Note this</button>}
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</div>
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<p className="dialogue-text">{fullText.slice(0, charCount)}<span className="dialogue-caret" aria-hidden>{done ? '' : '▍'}</span></p>
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{showChoices
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? <div className="dialogue-choices">{options.map(option => <button key={option.id} onClick={event => { event.stopPropagation(); pick(option) }}>{option.text || '(choice)'}</button>)}</div>
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: <div className="dialogue-advance">{done ? 'CONTINUE ▸' : ''}</div>}
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</div>
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</div>
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</div>
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}
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// A live, scaled-down mini player for the editor — runs the real DialoguePlayer
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// against the same server resolver, so it reflects the current authored dialogue.
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export function DialoguePreview({ nodeId, startId, revision, onClose }: { nodeId: string; startId?: string | null; revision?: number; onClose?: () => void }) {
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const [tree, setTree] = useState<{ utterances: RuntimeUtterance[]; rootId: string | null } | null>(null)
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const [playKey, setPlayKey] = useState(0)
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useEffect(() => {
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fetch(`/api/admin/story-nodes/${nodeId}/dialogue`).then(response => response.ok ? response.json() : null).then(setTree).catch(() => setTree(null))
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}, [nodeId, revision])
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return <div className="dialogue-preview" onPointerDown={event => event.stopPropagation()}>
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<div className="dialogue-preview-bar"><span>preview</span>
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<button title="Restart" onClick={event => { event.stopPropagation(); setPlayKey(key => key + 1) }}>↻</button>
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{onClose && <button title="Close" onClick={event => { event.stopPropagation(); onClose() }}>×</button>}
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</div>
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<div className="dialogue-preview-stage">
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{tree?.rootId
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? <div className="dialogue-preview-scale"><DialoguePlayer key={playKey} inline node={tree} startId={startId} onExit={() => setPlayKey(key => key + 1)} /></div>
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: <div className="dialogue-preview-empty">no utterances yet</div>}
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</div>
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</div>
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}
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