update:优化性能问题
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@@ -99,8 +99,6 @@ const emit = defineEmits(["shot-effect-complete"]);
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const pMode = ref(true);
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const latestOne = ref(null);
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const bluelatestOne = ref(null);
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const prevScores = ref([]);
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const prevBlueScores = ref([]);
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const timer = ref(null);
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const dirTimer = ref(null);
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const angle = ref(null);
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@@ -113,9 +111,23 @@ const targetRect = ref({ left: 0, top: 0, width: 0, height: 0 });
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const shakeTimer = ref(null);
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const instance = getCurrentInstance();
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let shotEffectRequestGeneration = 0;
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const MAX_VISIBLE_TARGET_SHOTS = 12;
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const ROUND_TIP_OFFSET_Y = -32;
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const EXPERIENCE_TIP_OFFSET_Y = -68;
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// 长时训练只保留最近一组命中点在靶面上,完整成绩仍由父页面保存并用于结算。
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const getVisibleScoreEntries = (scores = []) => {
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const startIndex = Math.max(scores.length - MAX_VISIBLE_TARGET_SHOTS, 0);
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return scores.slice(startIndex).map((shot, offset) => ({
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shot,
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index: startIndex + offset,
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}));
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};
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const visibleScoreEntries = computed(() => getVisibleScoreEntries(props.scores));
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const visibleBlueScoreEntries = computed(() =>
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getVisibleScoreEntries(props.blueScores)
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);
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const getNumber = (value, fallback = 0) => {
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const numberValue = Number(value);
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return Number.isFinite(numberValue) ? numberValue : fallback;
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@@ -376,11 +388,11 @@ function handleWindowResize() {
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}
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watch(
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() => props.scores,
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(newVal) => {
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if (newVal.length - prevScores.value.length === 1) {
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showShotTip(newVal[newVal.length - 1]);
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} else if (newVal.length < prevScores.value.length) {
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() => props.scores.length,
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(newLength, oldLength = 0) => {
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if (newLength - oldLength === 1) {
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showShotTip(props.scores[newLength - 1]);
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} else if (newLength < oldLength) {
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shotEffectRequestGeneration += 1;
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pendingShotEffect.value = null;
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clearTipTimer();
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@@ -388,10 +400,6 @@ watch(
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hiddenLatestKey.value = "";
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shotEffect.value = null;
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}
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prevScores.value = [...newVal];
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},
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{
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deep: true,
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}
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);
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@@ -412,19 +420,15 @@ watch(
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);
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watch(
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() => props.blueScores,
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(newVal) => {
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if (newVal.length - prevBlueScores.value.length === 1) {
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bluelatestOne.value = newVal[newVal.length - 1];
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() => props.blueScores.length,
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(newLength, oldLength = 0) => {
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if (newLength - oldLength === 1) {
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bluelatestOne.value = props.blueScores[newLength - 1];
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if (timer.value) clearTimeout(timer.value);
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timer.value = setTimeout(() => {
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bluelatestOne.value = null;
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}, 1000);
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}
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prevBlueScores.value = [...newVal];
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},
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{
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deep: true,
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}
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);
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@@ -580,38 +584,45 @@ onBeforeUnmount(() => {
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>{{ bluelatestOne.ringX ? "X" : bluelatestOne.ring || "未上靶"
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}}<text v-if="bluelatestOne.ring">环</text></view
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>
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<block v-for="(bow, index) in scores" :key="index">
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<block v-for="entry in visibleScoreEntries" :key="entry.index">
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<image
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v-if="pMode && isSvip && bow.ring > 0 && !shouldHideLatestHit(index)"
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v-if="
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pMode &&
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isSvip &&
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entry.shot.ring > 0 &&
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!shouldHideLatestHit(entry.index)
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"
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class="svip-hit-bg"
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src="../../../static/vip/svip-xuan.png"
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:style="getSvipHitBgStyle(bow)"
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:style="getSvipHitBgStyle(entry.shot)"
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mode="aspectFit"
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/>
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<view
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v-if="bow.ring > 0 && !shouldHideLatestHit(index)"
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v-if="entry.shot.ring > 0 && !shouldHideLatestHit(entry.index)"
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:class="`hit ${pMode ? 'b' : 's'}-point ${
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index === scores.length - 1 && latestOne ? 'pump-in' : ''
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entry.index === scores.length - 1 && latestOne ? 'pump-in' : ''
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}`"
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:style="{
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...getHitStyle(bow),
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...getHitStyle(entry.shot),
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backgroundColor: mode === 'solo' ? '#00bf04' : '#FF0000',
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}"
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><text v-if="pMode">{{ index + 1 }}</text></view
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><text v-if="pMode">{{ entry.index + 1 }}</text></view
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>
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</block>
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<block v-for="(bow, index) in blueScores" :key="index">
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<block v-for="entry in visibleBlueScoreEntries" :key="entry.index">
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<view
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v-if="bow.ring > 0"
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v-if="entry.shot.ring > 0"
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:class="`hit ${pMode ? 'b' : 's'}-point ${
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index === blueScores.length - 1 && bluelatestOne ? 'pump-in' : ''
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entry.index === blueScores.length - 1 && bluelatestOne
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? 'pump-in'
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: ''
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}`"
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:style="{
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...getHitStyle(bow),
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...getHitStyle(entry.shot),
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backgroundColor: '#1840FF',
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}"
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>
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<text v-if="pMode">{{ index + 1 }}</text>
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<text v-if="pMode">{{ entry.index + 1 }}</text>
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</view>
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</block>
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<BowShotEffect
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