fix:重进比赛逻辑优化
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@@ -19,12 +19,17 @@ const ended = ref(false);
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const halfTime = ref(false);
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const currentShot = ref(0);
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const totalShot = ref(0);
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/** 标记组件是否已完成挂载,防止 immediate watcher 在挂载前用旧 store 值触发意外播音 */
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const isMounted = ref(false);
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watch(
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() => tips.value,
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(newVal) => {
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// 挂载完成前不播音(避免 immediate store watcher 用旧值触发多余播报)
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if (!isMounted.value) return;
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// 空字符串或含"重回"的 tips 均不播音
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if (!newVal || newVal.includes("重回")) return;
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let key = [];
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if (newVal.includes("重回")) return;
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if (currentRoundEnded.value) {
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// 播放当前轮次语音
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key.push(`第${["一", "二", "三", "四", "五"][currentRound.value]}轮`);
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@@ -113,6 +118,7 @@ watch(() => store.game.tips, (newVal) => {
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}, { immediate: true });
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onMounted(() => {
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isMounted.value = true;
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uni.$on("update-tips", onUpdateTips);
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uni.$on("socket-inbox", onReceiveMessage);
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uni.$on("play-sound", playSound);
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@@ -132,8 +132,18 @@ const recoverData = (battleInfo, {force = false, arrowOnly = false} = {}) => {
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// ShootProgress2(v-if="start")尚未挂载,update-remain 事件会被丢弃。
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// 同时 HeaderProgress 对含"重回"的 tips 拦截音频,倒计时无法依赖
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// onAudioEnded 驱动,需在 nextTick 后直接启动。
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// playerId=0 表示后端处于过渡状态(上一位射手已完成、下一位尚未分配)
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// 此时 startTime/targetTeam 均不可靠,停止进度条并等待 WS ToSomeoneShoot 驱动
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if (!battleInfo.current.playerId) {
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nextTick(() => {
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uni.$emit("update-tips", nextTips);
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uni.$emit("update-remain", {stop: true});
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});
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return;
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}
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const elapsed = (Date.now() - battleInfo.current.startTime) / 1000;
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console.log(`当前轮已进行${elapsed}秒`);
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if (elapsed > 0 && elapsed < shootTimeTotal.value) {
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updateRemainSecond.value = shootTimeTotal.value - elapsed - 0.2;
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}
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