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+2
-2
@@ -1,2 +1,2 @@
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export declare const LevelSystem: () => null;
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//# sourceMappingURL=level-system.d.ts.map
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export declare const LevelSystem: () => null
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//# sourceMappingURL=level-system.d.ts.map
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@@ -14,7 +14,11 @@ export const LevelSystem = () => {
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// Collect and sort levels by floor index so we can compute cumulative offsets.
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// Level 0 → Y=0, Level 1 → Y=height(0), Level 2 → Y=height(0)+height(1), etc.
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type LevelEntry = { levelId: string; index: number; obj: NonNullable<ReturnType<typeof sceneRegistry.nodes.get>> }
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type LevelEntry = {
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levelId: string
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index: number
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obj: NonNullable<ReturnType<typeof sceneRegistry.nodes.get>>
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}
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const entries: LevelEntry[] = []
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sceneRegistry.byType.level.forEach((levelId) => {
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const obj = sceneRegistry.nodes.get(levelId)
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@@ -1,4 +1,10 @@
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import { type CeilingNode, type LevelNode, sceneRegistry, useScene, type WallNode } from '@pascal-app/core'
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import {
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type CeilingNode,
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type LevelNode,
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sceneRegistry,
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useScene,
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type WallNode,
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} from '@pascal-app/core'
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export const DEFAULT_LEVEL_HEIGHT = 2.5
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@@ -75,7 +81,9 @@ export function snapLevelsToTruePositions(): () => void {
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entries.sort((a, b) => a.index - b.index)
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// Snapshot current Y and visibility so we can restore them after the render
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const snapshot = new Map(entries.map(({ levelId, obj }) => [levelId, { y: obj.position.y, visible: obj.visible }]))
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const snapshot = new Map(
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entries.map(({ levelId, obj }) => [levelId, { y: obj.position.y, visible: obj.visible }]),
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)
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// Snap to true stacked positions and make all levels visible
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let cumulativeY = 0
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