Merge branch 'new-race-mode' into test
This commit is contained in:
@@ -1,4 +1,5 @@
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export const audioFils = {
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tententen: "https://static.shelingxingqiu.com/shootmini/static/audio/tententen.mp3",
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点击按钮: "https://static.shelingxingqiu.com/shootmini/static/audio/%E7%82%B9%E5%87%BB%E6%8C%89%E9%92%AE.mp3",
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"20CM全环靶": "https://static.shelingxingqiu.com/shootmini/static/audio/20CM%E5%85%A8%E7%8E%AF%E9%9D%B6-%E6%97%A0%E6%95%88.mp3",
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"40CM全环靶": "https://static.shelingxingqiu.com/shootmini/static/audio/40CM%E5%85%A8%E7%8E%AF%E9%9D%B6-%E6%97%A0%E6%95%88.mp3",
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@@ -1,5 +1,5 @@
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<script setup>
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import { ref, onMounted, onBeforeUnmount, watch } from "vue";
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import { ref, onMounted, onBeforeUnmount, watch, nextTick } from "vue";
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import { onLoad, onShow, onHide } from "@dcloudio/uni-app";
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import Container from "@/components/Container.vue";
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import BowTarget from "@/components/BowTarget.vue";
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@@ -32,6 +32,8 @@ const halfTimeTip = ref(false);
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const halfRest = ref(false);
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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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/** 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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const xRingStreaks = ref({});
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/**
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* 监听设备在线状态,大乱斗比赛进行中设备离线时弹窗提示用户
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@@ -120,6 +122,28 @@ onLoad(async (options) => {
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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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* @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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*/
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function checkAndPlayTententen(playerId, isXRing) {
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if (!playerId) return;
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const id = parseInt(playerId);
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if (isXRing) {
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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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if (xRingStreaks.value[id] >= 3) {
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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(() => audioManager.play("tententen", false));
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}
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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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xRingStreaks.value[id] = 0;
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}
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}
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async function onReceiveMessage(msg) {
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if (Array.isArray(msg)) return;
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if (msg.type === MESSAGETYPESV2.BattleStart) {
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@@ -127,7 +151,28 @@ async function onReceiveMessage(msg) {
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halfRest.value = false;
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recoverData(msg);
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} else if (msg.type === MESSAGETYPESV2.ShootResult) {
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// 更新前快照各玩家本轮已射箭数,用于事后识别本次射手
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const curRound = playersScores.value[playersScores.value.length - 1] || {};
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const prevCounts = {};
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for (const pid of Object.keys(curRound)) {
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prevCounts[pid] = (curRound[pid] || []).length;
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}
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recoverData(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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const newRound = playersScores.value[playersScores.value.length - 1] || {};
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let shooterId = null;
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let isXRing = false;
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for (const pid of Object.keys(newRound)) {
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const newLen = (newRound[pid] || []).length;
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if (newLen > (prevCounts[pid] || 0)) {
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shooterId = parseInt(pid);
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const shot = newRound[pid][newLen - 1];
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isXRing = !!(shot?.ringX && shot?.ring);
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break;
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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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checkAndPlayTententen(shooterId, isXRing);
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} else if (msg.type === MESSAGETYPESV2.HalfRest) {
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halfTimeTip.value = true;
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halfRest.value = true;
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@@ -49,6 +49,8 @@ const battleWay = ref(0);
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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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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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const xRingStreaks = ref({});
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/**
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* 监听设备在线状态,比赛进行中设备离线时弹窗提示用户
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@@ -231,6 +233,27 @@ function onNewRound(msg, prevRound) {
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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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* @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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*/
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function checkAndPlayTententen(shooterId, isXRing) {
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if (!shooterId) return;
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if (isXRing) {
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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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if (xRingStreaks.value[shooterId] >= 3) {
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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
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nextTick(() => audioManager.play("tententen", false));
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}
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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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xRingStreaks.value[shooterId] = 0;
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}
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}
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async function onReceiveMessage(msg) {
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if (Array.isArray(msg)) return;
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if (msg.type === MESSAGETYPESV2.BattleStart) {
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@@ -245,6 +268,9 @@ async function onReceiveMessage(msg) {
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} else if (msg.type === MESSAGETYPESV2.ShootResult) {
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showRoundTip.value = false;
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recoverData(msg, {arrowOnly: true});
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// 检测同一玩家三箭全 X 环,触发 tententen 音效
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// currentShooterId 在 ToSomeoneShoot 时写入,ShootResult 不会覆盖,可靠识别本次射手
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checkAndPlayTententen(currentShooterId.value, !!(msg.shootData?.ringX && msg.shootData?.ring));
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} else if (msg.type === MESSAGETYPESV2.NewRound) {
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// 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
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const prevRound = currentRound.value;
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