update:修复大乱斗显示问题,修复连续3次10环播报
This commit is contained in:
@@ -35,7 +35,7 @@ const halfRestRemain = ref(HALF_REST_SECONDS);
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let halfRestTimer = null;
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let halfRestTimer = null;
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/** 控制设备离线提示弹窗的显示状态 */
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/** 控制设备离线提示弹窗的显示状态 */
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const showOfflineModal = ref(false);
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const showOfflineModal = ref(false);
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/** 记录每位玩家当前半场连续 X 环数,key 为 playerId,用于触发 tententen 音效 */
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/** 记录每位玩家当前半场连续 10 环及以上次数,key 为 playerId,用于触发 tententen 音效 */
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const xRingStreaks = ref({});
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const xRingStreaks = ref({});
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function clearHalfRestCountdown() {
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function clearHalfRestCountdown() {
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@@ -176,23 +176,27 @@ onLoad(async (options) => {
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});
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});
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/**
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/**
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* 检测指定玩家连续 X 环是否达到 3 箭,达到则在环数播报入队后追加 tententen 音效
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* 检测指定玩家连续 10 环及以上是否达到 3 箭,达到则在环数播报入队后追加 tententen 音效
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* @param {number|string} playerId - 本次射手的 ID(大乱斗中 ShootResult 保留 playerId)
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* @param {number|string} playerId - 本次射手的 ID(大乱斗中 ShootResult 保留 playerId)
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* @param {boolean} isXRing - 本次射击是否为 X 环
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* @param {boolean} isTenPlusRingShot - 本次射击是否为 10 环及以上
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*/
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*/
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function checkAndPlayTententen(playerId, isXRing) {
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function isTenPlusRing(shot) {
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return !!(shot?.ringX || Number(shot?.ring) >= 10);
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}
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function checkAndPlayTententen(playerId, isTenPlusRingShot) {
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if (!playerId) return;
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if (!playerId) return;
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const id = parseInt(playerId);
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const id = parseInt(playerId);
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if (isXRing) {
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if (isTenPlusRingShot) {
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xRingStreaks.value[id] = (xRingStreaks.value[id] || 0) + 1;
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xRingStreaks.value[id] = (xRingStreaks.value[id] || 0) + 1;
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// 同一玩家连续 3 箭均为 X 环,追加到环数音效队列尾部播放
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// 同一玩家连续 3 箭均为 10 环及以上,追加到环数音效队列尾部播放
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if (xRingStreaks.value[id] >= 3) {
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if (xRingStreaks.value[id] >= 3) {
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xRingStreaks.value[id] = 0;
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xRingStreaks.value[id] = 0;
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// nextTick 确保 HeaderProgress 的环数播报已入队后再追加 tententen,避免播放顺序颠倒
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// nextTick 确保 HeaderProgress 的环数播报已入队后再追加 tententen,避免播放顺序颠倒
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nextTick(() => audioManager.play("tententen", false));
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nextTick(() => audioManager.play("tententen", false));
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}
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}
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} else {
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} else {
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// 非 X 环则重置该玩家的连续计数
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// 低于 10 环或未上靶则重置该玩家的连续计数
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xRingStreaks.value[id] = 0;
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xRingStreaks.value[id] = 0;
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}
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}
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}
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}
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@@ -215,18 +219,18 @@ async function onReceiveMessage(msg) {
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// 对比更新后数据找出箭数增加的玩家(即本次射手),并读取其最新箭的 ring 数据
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// 对比更新后数据找出箭数增加的玩家(即本次射手),并读取其最新箭的 ring 数据
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const newRound = playersScores.value[playersScores.value.length - 1] || {};
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const newRound = playersScores.value[playersScores.value.length - 1] || {};
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let shooterId = null;
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let shooterId = null;
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let isXRing = false;
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let isTenPlusRingShot = false;
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for (const pid of Object.keys(newRound)) {
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for (const pid of Object.keys(newRound)) {
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const newLen = (newRound[pid] || []).length;
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const newLen = (newRound[pid] || []).length;
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if (newLen > (prevCounts[pid] || 0)) {
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if (newLen > (prevCounts[pid] || 0)) {
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shooterId = parseInt(pid);
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shooterId = parseInt(pid);
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const shot = newRound[pid][newLen - 1];
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const shot = newRound[pid][newLen - 1];
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isXRing = !!(shot?.ringX && shot?.ring);
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isTenPlusRingShot = isTenPlusRing(shot);
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break;
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break;
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}
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}
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}
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}
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// 检测同一玩家三箭全 X 环,触发 tententen 音效
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// 检测同一玩家连续三箭 10 环及以上,触发 tententen 音效
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checkAndPlayTententen(shooterId, isXRing);
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checkAndPlayTententen(shooterId, isTenPlusRingShot);
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} else if (msg.type === MESSAGETYPESV2.HalfRest) {
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} else if (msg.type === MESSAGETYPESV2.HalfRest) {
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halfTimeTip.value = true;
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halfTimeTip.value = true;
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halfRest.value = true;
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halfRest.value = true;
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@@ -31,7 +31,7 @@ const { user } = storeToRefs(store);
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const start = ref(false);
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const start = ref(false);
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const scores = ref([]);
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const scores = ref([]);
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const total = 12;
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const total = 12;
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/** 当前练习中连续 X 环计数,用于触发 tententen 音效 */
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/** 当前练习中连续 10 环及以上计数,用于触发 tententen 音效 */
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const xRingStreak = ref(0);
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const xRingStreak = ref(0);
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const practiseResult = ref({});
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const practiseResult = ref({});
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const practiseId = ref("");
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const practiseId = ref("");
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@@ -48,7 +48,7 @@ onLoad((options) => {
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const onReady = async () => {
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const onReady = async () => {
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await startPractiseAPI();
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await startPractiseAPI();
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scores.value = [];
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scores.value = [];
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xRingStreak.value = 0; // 新一局开始,重置 X 环连续计数
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xRingStreak.value = 0; // 新一局开始,重置 10 环及以上连续计数
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start.value = true;
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start.value = true;
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audioManager.play("练习开始");
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audioManager.play("练习开始");
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};
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};
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@@ -59,19 +59,23 @@ const onOver = async () => {
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};
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};
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/**
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/**
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* 检测连续 X 环是否达到 3 箭,达到则播放 tententen 音效
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* 检测连续 10 环及以上是否达到 3 箭,达到则播放 tententen 音效
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* @param {boolean} isXRing - 本次射击是否为 X 环
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* @param {boolean} isTenPlusRingShot - 本次射击是否为 10 环及以上
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*/
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*/
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function checkAndPlayTententen(isXRing) {
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function isTenPlusRing(shot) {
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if (isXRing) {
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return !!(shot?.ringX || Number(shot?.ring) >= 10);
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}
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function checkAndPlayTententen(isTenPlusRingShot) {
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if (isTenPlusRingShot) {
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xRingStreak.value += 1;
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xRingStreak.value += 1;
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// 连续 3 箭均为 X 环,在环数播报入队后追加 tententen,避免播放顺序颠倒
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// 连续 3 箭均为 10 环及以上,在环数播报入队后追加 tententen,避免播放顺序颠倒
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if (xRingStreak.value >= 3) {
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if (xRingStreak.value >= 3) {
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xRingStreak.value = 0;
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xRingStreak.value = 0;
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nextTick(() => audioManager.play("tententen", false));
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nextTick(() => audioManager.play("tententen", false));
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}
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}
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} else {
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} else {
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// 非 X 环则重置连续计数
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// 低于 10 环或未上靶则重置连续计数
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xRingStreak.value = 0;
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xRingStreak.value = 0;
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}
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}
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}
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}
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@@ -80,10 +84,10 @@ async function onReceiveMessage(msg) {
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if (msg.type === MESSAGETYPESV2.ShootResult) {
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if (msg.type === MESSAGETYPESV2.ShootResult) {
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const prevLen = scores.value.length;
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const prevLen = scores.value.length;
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scores.value = msg.details;
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scores.value = msg.details;
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// 有新箭时取最后一箭判断是否 X 环并检测连续计数
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// 有新箭时取最后一箭判断是否 10 环及以上并检测连续计数
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if (scores.value.length > prevLen) {
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if (scores.value.length > prevLen) {
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const latestArrow = scores.value[scores.value.length - 1];
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const latestArrow = scores.value[scores.value.length - 1];
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checkAndPlayTententen(!!(latestArrow?.ringX && latestArrow?.ring));
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checkAndPlayTententen(isTenPlusRing(latestArrow));
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}
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}
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} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
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} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
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// setTimeout(onOver, 1500);
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// setTimeout(onOver, 1500);
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@@ -101,7 +105,7 @@ async function onComplete() {
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practiseResult.value = {};
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practiseResult.value = {};
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start.value = false;
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start.value = false;
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scores.value = [];
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scores.value = [];
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xRingStreak.value = 0; // 重新开始练习,重置 X 环连续计数
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xRingStreak.value = 0; // 重新开始练习,重置 10 环及以上连续计数
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const result = await createPractiseAPI(total, 120);
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const result = await createPractiseAPI(total, 120);
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if (result) practiseId.value = result.id;
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if (result) practiseId.value = result.id;
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}
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}
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@@ -31,7 +31,7 @@ const { user } = storeToRefs(store);
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const start = ref(false);
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const start = ref(false);
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const scores = ref([]);
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const scores = ref([]);
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const total = 36;
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const total = 36;
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/** 当前练习中连续 X 环计数,用于触发 tententen 音效 */
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/** 当前练习中连续 10 环及以上计数,用于触发 tententen 音效 */
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const xRingStreak = ref(0);
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const xRingStreak = ref(0);
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const practiseResult = ref({});
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const practiseResult = ref({});
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const practiseId = ref("");
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const practiseId = ref("");
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@@ -47,7 +47,7 @@ onLoad((options) => {
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const onReady = async () => {
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const onReady = async () => {
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await startPractiseAPI();
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await startPractiseAPI();
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scores.value = [];
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scores.value = [];
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xRingStreak.value = 0; // 新一局开始,重置 X 环连续计数
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xRingStreak.value = 0; // 新一局开始,重置 10 环及以上连续计数
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start.value = true;
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start.value = true;
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audioManager.play("练习开始");
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audioManager.play("练习开始");
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};
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};
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@@ -58,19 +58,23 @@ const onOver = async () => {
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};
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};
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/**
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/**
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* 检测连续 X 环是否达到 3 箭,达到则播放 tententen 音效
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* 检测连续 10 环及以上是否达到 3 箭,达到则播放 tententen 音效
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* @param {boolean} isXRing - 本次射击是否为 X 环
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* @param {boolean} isTenPlusRingShot - 本次射击是否为 10 环及以上
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*/
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*/
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function checkAndPlayTententen(isXRing) {
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function isTenPlusRing(shot) {
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if (isXRing) {
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return !!(shot?.ringX || Number(shot?.ring) >= 10);
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}
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function checkAndPlayTententen(isTenPlusRingShot) {
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if (isTenPlusRingShot) {
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xRingStreak.value += 1;
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xRingStreak.value += 1;
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// 连续 3 箭均为 X 环,在环数播报入队后追加 tententen,避免播放顺序颠倒
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// 连续 3 箭均为 10 环及以上,在环数播报入队后追加 tententen,避免播放顺序颠倒
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if (xRingStreak.value >= 3) {
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if (xRingStreak.value >= 3) {
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xRingStreak.value = 0;
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xRingStreak.value = 0;
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nextTick(() => audioManager.play("tententen", false));
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nextTick(() => audioManager.play("tententen", false));
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}
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}
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} else {
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} else {
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// 非 X 环则重置连续计数
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// 低于 10 环或未上靶则重置连续计数
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xRingStreak.value = 0;
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xRingStreak.value = 0;
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}
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}
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}
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}
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@@ -79,10 +83,10 @@ async function onReceiveMessage(msg) {
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if (msg.type === MESSAGETYPESV2.ShootResult) {
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if (msg.type === MESSAGETYPESV2.ShootResult) {
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const prevLen = scores.value.length;
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const prevLen = scores.value.length;
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scores.value = msg.details;
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scores.value = msg.details;
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// 有新箭时取最后一箭判断是否 X 环并检测连续计数
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// 有新箭时取最后一箭判断是否 10 环及以上并检测连续计数
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if (scores.value.length > prevLen) {
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if (scores.value.length > prevLen) {
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const latestArrow = scores.value[scores.value.length - 1];
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const latestArrow = scores.value[scores.value.length - 1];
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checkAndPlayTententen(!!(latestArrow?.ringX && latestArrow?.ring));
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checkAndPlayTententen(isTenPlusRing(latestArrow));
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}
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}
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} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
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} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
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setTimeout(onOver, 1500);
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setTimeout(onOver, 1500);
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@@ -116,7 +120,7 @@ async function onComplete() {
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practiseResult.value = {};
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practiseResult.value = {};
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start.value = false;
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start.value = false;
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scores.value = [];
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scores.value = [];
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xRingStreak.value = 0; // 重新开始练习,重置 X 环连续计数
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xRingStreak.value = 0; // 重新开始练习,重置 10 环及以上连续计数
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const result = await createPractiseAPI(total, 3600);
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const result = await createPractiseAPI(total, 3600);
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if (result) practiseId.value = result.id;
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if (result) practiseId.value = result.id;
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}
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}
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@@ -49,7 +49,7 @@ const battleWay = ref(0);
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const lastToSomeoneShootKey = ref("");
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const lastToSomeoneShootKey = ref("");
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/** 控制设备离线提示弹窗的显示状态 */
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/** 控制设备离线提示弹窗的显示状态 */
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const showOfflineModal = ref(false);
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const showOfflineModal = ref(false);
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/** 记录每位玩家当前轮连续 X 环数,key 为 playerId,用于触发 tententen 音效 */
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/** 记录每位玩家当前轮连续 10 环及以上次数,key 为 playerId,用于触发 tententen 音效 */
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const xRingStreaks = ref({});
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const xRingStreaks = ref({});
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/**
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/**
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@@ -234,22 +234,26 @@ function onNewRound(msg, prevRound) {
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}
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}
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/**
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/**
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* 检测指定射手连续 X 环是否达到 3 箭,达到则在环数播报入队后追加 tententen 音效
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* 检测指定射手连续 10 环及以上是否达到 3 箭,达到则在环数播报入队后追加 tententen 音效
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* @param {number} shooterId - 本次射手的 ID(取自 currentShooterId.value)
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* @param {number} shooterId - 本次射手的 ID(取自 currentShooterId.value)
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* @param {boolean} isXRing - 本次射击是否为 X 环
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* @param {boolean} isTenPlusRingShot - 本次射击是否为 10 环及以上
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*/
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*/
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function checkAndPlayTententen(shooterId, isXRing) {
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function isTenPlusRing(shot) {
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return !!(shot?.ringX || Number(shot?.ring) >= 10);
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}
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function checkAndPlayTententen(shooterId, isTenPlusRingShot) {
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if (!shooterId) return;
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if (!shooterId) return;
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if (isXRing) {
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if (isTenPlusRingShot) {
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xRingStreaks.value[shooterId] = (xRingStreaks.value[shooterId] || 0) + 1;
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xRingStreaks.value[shooterId] = (xRingStreaks.value[shooterId] || 0) + 1;
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// 同一玩家连续 3 箭均为 X 环,追加到环数音效队列尾部播放
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// 同一玩家连续 3 箭均为 10 环及以上,追加到环数音效队列尾部播放
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if (xRingStreaks.value[shooterId] >= 3) {
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if (xRingStreaks.value[shooterId] >= 3) {
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xRingStreaks.value[shooterId] = 0;
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xRingStreaks.value[shooterId] = 0;
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// nextTick 确保 HeaderProgress 的环数播报已入队后再追加 tententen,避免播放顺序颠倒
|
// nextTick 确保 HeaderProgress 的环数播报已入队后再追加 tententen,避免播放顺序颠倒
|
||||||
nextTick(() => audioManager.play("tententen", false));
|
nextTick(() => audioManager.play("tententen", false));
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
// 非 X 环则重置该玩家的连续计数
|
// 低于 10 环或未上靶则重置该玩家的连续计数
|
||||||
xRingStreaks.value[shooterId] = 0;
|
xRingStreaks.value[shooterId] = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -268,9 +272,9 @@ async function onReceiveMessage(msg) {
|
|||||||
} else if (msg.type === MESSAGETYPESV2.ShootResult) {
|
} else if (msg.type === MESSAGETYPESV2.ShootResult) {
|
||||||
showRoundTip.value = false;
|
showRoundTip.value = false;
|
||||||
recoverData(msg, {arrowOnly: true});
|
recoverData(msg, {arrowOnly: true});
|
||||||
// 检测同一玩家三箭全 X 环,触发 tententen 音效
|
// 检测同一玩家连续三箭 10 环及以上,触发 tententen 音效
|
||||||
// currentShooterId 在 ToSomeoneShoot 时写入,ShootResult 不会覆盖,可靠识别本次射手
|
// currentShooterId 在 ToSomeoneShoot 时写入,ShootResult 不会覆盖,可靠识别本次射手
|
||||||
checkAndPlayTententen(currentShooterId.value, !!(msg.shootData?.ringX && msg.shootData?.ring));
|
checkAndPlayTententen(currentShooterId.value, isTenPlusRing(msg.shootData));
|
||||||
} else if (msg.type === MESSAGETYPESV2.NewRound) {
|
} else if (msg.type === MESSAGETYPESV2.NewRound) {
|
||||||
// 在进入延迟前先捕获当前轮次,供 onNewRound 使用,防止 800ms 内 ToSomeoneShoot 提前更新 currentRound 造成 Tip 展示错轮
|
// 在进入延迟前先捕获当前轮次,供 onNewRound 使用,防止 800ms 内 ToSomeoneShoot 提前更新 currentRound 造成 Tip 展示错轮
|
||||||
const prevRound = currentRound.value;
|
const prevRound = currentRound.value;
|
||||||
|
|||||||
@@ -479,7 +479,8 @@ function updateGoldenRound(battleInfo) {
|
|||||||
}
|
}
|
||||||
const rounds = Array.isArray(battleInfo.rounds) ? battleInfo.rounds : [];
|
const rounds = Array.isArray(battleInfo.rounds) ? battleInfo.rounds : [];
|
||||||
const finishedGoldCount = rounds.filter((round) => !!round?.ifGold).length;
|
const finishedGoldCount = rounds.filter((round) => !!round?.ifGold).length;
|
||||||
goldenRound.value = Math.max(1, finishedGoldCount + (battleInfo.current?.playerId ? 1 : 0));
|
// goldenRound.value = Math.max(1, finishedGoldCount + (battleInfo.current?.playerId ? 1 : 0));
|
||||||
|
goldenRound.value = Math.max(1, finishedGoldCount);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Restore an info snapshot whose eventType points at the NewRound phase.
|
// Restore an info snapshot whose eventType points at the NewRound phase.
|
||||||
@@ -857,10 +858,14 @@ async function runToSomeoneShootTask(task, runId) {
|
|||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
function updateXRingStreak(shooterId, isXRing) {
|
function isTenPlusRing(shot) {
|
||||||
|
return !!(shot?.ringX || Number(shot?.ring) >= 10);
|
||||||
|
}
|
||||||
|
|
||||||
|
function updateXRingStreak(shooterId, isTenPlusRingShot) {
|
||||||
if (!shooterId) return false;
|
if (!shooterId) return false;
|
||||||
const id = String(shooterId);
|
const id = String(shooterId);
|
||||||
if (!isXRing) {
|
if (!isTenPlusRingShot) {
|
||||||
xRingStreaks.value[id] = 0;
|
xRingStreaks.value[id] = 0;
|
||||||
saveXRingStreaks();
|
saveXRingStreaks();
|
||||||
return false;
|
return false;
|
||||||
@@ -905,7 +910,7 @@ async function runShootResultTask(task) {
|
|||||||
|
|
||||||
const isTententen = updateXRingStreak(
|
const isTententen = updateXRingStreak(
|
||||||
currentShooterId.value,
|
currentShooterId.value,
|
||||||
!!(battleInfo.shootData?.ringX && battleInfo.shootData?.ring)
|
isTenPlusRing(battleInfo.shootData)
|
||||||
);
|
);
|
||||||
const audioKeys = buildShootResultAudioKeys(battleInfo.shootData);
|
const audioKeys = buildShootResultAudioKeys(battleInfo.shootData);
|
||||||
if (isTententen) audioKeys.push("tententen");
|
if (isTententen) audioKeys.push("tententen");
|
||||||
|
|||||||
Reference in New Issue
Block a user